"Deep in my mind, I often wander,
Across the open skies and through the endless seas,
Over the mountain tops and among the tallest trees,
When I rest my head, I often wander,
Roaming the wild plains and deep in the darkest caves,
I've seen so many things and dreamed so many dreams,
The need to be free, it's a wanderlust you see,
Never shall it be, taken away from me
So let it be known, I often wander,
Oh' I often wander..."
APPLICATION FORM
FOR ENROLLMENT INTO THE
PATHFINDER ACADEMY
Full Triple Name: __Fenrik Gain Hinsdale__ Age: __25__ Gender: __Male__ Occupation: __Bard__ Race and Nationality: __Human_|_Notredamme__ Deities Followed: __All_the_Gods__ Faith Followed: __Zistari,_The_Timekeeper__
Physical Description
A cunning smile complements Fenrik broad jawline, a nicely shaped nose and finely trimmed sideburns. Fenrik's appearance is often changing, from is style in clothing, to the way he works his hair. One thing that remains a constant, in the free spirited bards life, is his fiery red hair and goatee. He boasts, that it would rival, that of a dwarven king beard. Truth be told, it's quite an impressive beard, well trimmed and about eight inches in length. He is of an average height, standing just shy of six feet, and of average weight. He stays physically and mentally fit, being more agile than strong. His quick feet give him a certain bravado to his step, making his movements seem more like a dance than a step.
As a performer, he dresses to impress, wearing a variety of appealing colors. Most often he'll be seen in his green tunic, with orange siding. Red leather pants, with high top black feathered boots. The colors blend well with his worn gold and red cloak, and the boots go well with its thick a black feather trim. You will always see 'An expertly crafted lute, painted with golden paint and etched words from many different langauges.Dreamer' on his back, a pouch of scrolls and writing material on his hip. He doesn't don many visible weapons, save for the dagger on his boot and the light crossbow hilt on his side. Fenrik does walk with a beautiful carved quarterstaff, etchings that depict the faces of old and new gods.
Autobiography
Notredamme, now that's something I could talk about. I grew up there, but I suppose you already knew that. My great grandfather Fenrik the first, was among the first to seventy-five refugees to settle here. Did you also know my father, Junior, was one of the head engineers, responsible for the creation of the Yilfa branch of Notredamme's great irrigation structure. That's where he spent most of his time, leaving me and my sister at home, to take care of mum. I don't blame him, not anymore at least. I understand his job was important, countless relying on the work he did, to make their lives more comfortable. I rarely did see him, but it wasn't without his perks, he got paid quite well for his position. I mean, if it weren't for that, I'd never have gotten all those instruments growing up. Oh. I have loved music from the get go, tapping a steady rhythm since I just was a babe. So it was only natural, that I would be given the tools to play. And play I did, and sing as well. It came mostly naturally to me, but I owe a large part of my skills, to my music instructor Professor Gadrick. He was a very well known composer and a highly sought after teacher. I took to the strings really well, that being where my passion still lies to date. Would you like to hear me play?
My mother, Elsa May, was a Pathfinder, a cleric with a silver tongue. She had a way with words, a voice of angels, I could only aspire to match. I was born after her time serving, but She had always claimed, she was the running leader at the bare foot run and the tribus legged cursus. Whatever either of those are? I know she completed the academy, but I sometimes wonder about her boasts. Either way, I would have applied to join the academy much sooner, had my mother not fallen ill. It was the kind that even her steady healing hand, could have repaired. It was an overwhelming realization for me, the news of the sickness's severity and the open applications for the Academy that coming up week. My twin sister Mala and I made a decision together, knowing our fathers job was to important to stay at home and tend to a dying woman. Not that we had seen him in last two years anyways, so it only made the choice that much easier. I would stay and tend to our mother, while Mala went to join the academy. It was as if my heart cracked that day, but now I see I would not have it any other way. After all, I was able to enjoy the company of my mother, Elsa May Hinsdale, during the last few years of her life.
Mala would join me for the funeral, but my father would not. It should have been a rough time, but I knew what my mother would have wanted, as she stated so on countless occasions. "Death is not end, just another pathway to begin... let your soul run free, and always smile for me." That's what she'd say, or sing rather, in that untouchable voice. There were friends who served with her, among the fabled Pathfinders, that came to show their respects. It was as if, all of her friends and family, came to celebrate the person she always was. I'm sure she heard the songs we sang, wherever she was watching from. I returned to live in the manor, for exactly one weeks time. Then the next day would change everything, for it was when my father returned home. His once only slightly graying hair, was all but a silver white now. There were no words exchanged, just one long stare at each other. I let him see the strong man I had become, with no thanks to him. And so just like that, I packed up my things, tossed my lute on my back and headed away from this place and towards my future.
Character Analysis
"Who is Fenrik Gain Hinsdale? I suppose I could answer that, though it may be easier for me to explain why the sky is blue? Or how many mice there are in the Meirewal Plains? The finely dressed man says with a flashy smile, baring his pearly whites. "I am a man whose soul pulls in many directions, but whose heart resides in only one. I am one who sees beauty in places where others do not." Fenrik draws a crude looking stone from his pack, twirling it around in his hand. He then draws a similar sized stone, except this one is covered in a small crystal mineral formation. He places them out in front of him, letting the other examine them. "Take a look, you'll understand. Let's see, I follow where the wind takes me when I can. I experience the world and all the wonders it has to offer, appreciating the gifts my travels bring me. All those people to meet and places to see! It's exhilarating!"
He kicks his feet up, relaxing with a cool and collected smile on his face. The majority of the bard's deep red hair, rests loosely down to his shoulders, while the rest is tied up in a top knot. "I try to be a gatherer of knowledge really, though more of my youth was spent in books, versus out on the road. I hope to make up for that, by joining the academy and being a Pathfinder like my mother before me. I can say, there would be nothing more honorable."
Notes
Fenrik is missing half of his left hand's smallest finger, though he still manages to conduct some beautiful music. He lost the part of his finger, on a dare while he was in the academy. There was a plant that was said to eat flesh, being stored in one of the labs. All he had to do was poke it. As it was, his reactions were not as fast as he thought and they all learned the rumors were true.
He has not gone back to Notredamme for personal reasons, in many years. He does not know, the state of being his father is in.
His sister Mala has not been heard from in almost a year, while out on mission to Louver.
Fenrik can craft a number of different types of musical instruments, having taught himself both the flute and various forms of wind based percussion. When he retires, he hopes to teach others to play.
Of all the different variations of Gathlain, the Vine Runner's are by far the smallest. Though they hold many similar characteristics with their larger cousins, they are often mistakenly identified as fairies or pixies. Like all Gathlain, they hold a kindred connection to the forest, both physically and mentally. Much of their bodies resemble that of the plants life of where they reside, like the color of their skin and their ivy like wings. Unlike their cousins, Vine Runner's do not have as potent natural armor. Their bark like armor is much thinner, which helps with maneuverability and stealth.
Description: Age:28 Height:6'10" Hair:Red, Black Bandanna. Eyes:Golden Brown.
Ryart is a monstrously tall man, with broad shoulders and a muscular build. His wide jawline, is accompanied by a full red beard. He keeps his wavy shoulder length hair, slicked back behind his ears and wears a black bandanna over the top of it. He has a tattoo in the center of his chest, one of a Minotaur's head with horns made of fire. The tattoo represents the barbarian's deity that his tribe worships, Bah'Ko'Rah. Tribal style flames stretch out from his chest, covering his sides, shoulder, back and arms. He has a number of piercing in the cartilage of his ears, and two golden rings in his right eyebrow. He wears heavy high-top boots, with several leather straps wrapped up them, his right boot having a sheath to a large dagger-like blade. On his back he keeps the greatsword, Raze, a family heirloom of his, which he refers to as a 'She'. He keeps Raze peacebound to her sheath, a blood red cloth tying her to it. The armor he wears varies, but his go to is his Mithral Chain Shirt and Leathers. When he doesn't see a reason to wear any armor, which is a rare occasion for him, He dons loose fitting clothing. Usually a white or burgundy tunic and tan colored shorts.
Demeanor: Ryart has a kind heart, one of those giant teddy bear types, preserving the lives of humans over all else. He does not hold anything against the other races, it's just blood of his blood that he shows his deepest compassion. He does hold a deep disdain for anything undead and with good reason. His speech is strong with his clans accent, which makes communication a bit challenging at times. However, that does not stop him from being a talkative man. He likes to share stories, though many of his are sorrowful tales. When it comes down to fighting, he'll use his own body to shield his friends and companions, often at a great cost. He is an aspiring dreamer, with goals and plans for his future. While he does not know what it will hold, he strives to be the best man he can be, even if his rage can get the best of him. He is far more likely to punch a hole in a wall, then to snap at one of his colleagues. Ryart is a good friend to have, those that he knows well, will contest to that fact.
Background: Ryart is a chieftain's son, of the clan of the Roaring Flame, and had been a candidate for chieftain, next in line after his father. He is a skilled fighter, which is a trait that is marveled in most barbarian clans. His issue however, was that he didn't want it yet, taking a leadership roll was not his strongest suit. Being as he was kind of antisocial, some would even say a tad socially awkward. When the offer came for him to take the reins, he turned it down. So his father stayed in charge for a time, and Ryart would head a raiding party from time to time, as well as run errands to some of the closer cities.
Ryart took a routine trip to gather coal for the forges, from a local cities trade district. The barbarians didn't fancy themselves miners, not when there were others who were much more effective at it. It had all gone smoothly as usual, leaving Ryart without having any concerns. It was during this trip, that a rider from his clan rode into the city.
The rider who came was a woman runner, one that would relay messages from various groups of the tribe, other tribes and things of that sort. She was grievously wounded, and collapsed off her horseback as soon as she reached the city. The city guard had carried her to a medical facility within the outer city, doing what they could to tend to her wounds. Sadly they were not natural wounds, as the flesh around the punctures was already starting to rot. Ryart managed to get in to see her, in her last few moments in life, only to have a revelation that would rattle the foundation of his life.
A Lich from who knows where, had been destroying his home and nearly all the living with it. Those who did fall, did not stay down long, as they were being reanimated in the service of the Lich and used as fodder to cut down the other survivors. Ryart could not believe it, he would not believe it. He left her immediately after hearing the news. He found somebody to trade the wagon he had, and the entire shipment of coal for one capable horse, and rode hard and fast back to the highland area where his clan resided. Before he left, he begged the city guard to send help with him, and there were none who were willing to join him. He screamed and cursed at them, finally leaving on his own. It would take him a good four hours of hard riding to get there, and he only hoped the horse would make it.
He arrived about two hours before sunset, to find not a single sign of life among the area. Their tents and few wooden structures, were all but in shambles. The amount of blood strewn about the camp was daunting. Ryart found himself in shock, as he slowly made his away around, checking for some sign of survivors. He desperately hunted for some sign of his family. Why this Lich had come here was a mystery. Ryart could only assume, it was looking for something, for not a stone was left unturned. He arrived at his chieftain's hut, his fathers hut. Surprisingly, the structure was still intact. He stood there frozen like a statue, among a gory battlefield. It took some time, before he could bring himself to enter. When Ryart did eventually go in, his fears were confirmed. Nothing remained, save for a pool of blood. He adjusted 'Raze' on his back and said a silent prayer to the whatever gods would listen. The thought that Raze, could have been what the Lich was hunting, never even cross his mind.
Ryart would morn for a time, though it would not last long. Sadly, death was something he was familiar with. Even so, the overwhelming loss pained him deeply. The barbarian would leave his ruined clan, determined to hunt down the one responsible for the slaughter. A few months of searching the surrounding lands, would lead him to the city of Kazrik.
He would join a group of adventurers, with a primary goal to hunt down the Lich responsible for the slaughter of his tribe. He was not the only one who wanted revenge. Ryart spent four years searching for the Lich, and in the end they never could find him. It was then that he gave up his search, hoping that if he kept his ears open, he would hear something of the monster someday.
A Weapon Bound to Protect:'Raze' is a beautiful weapon, a great sword that was passed down for generations in the clan of the Roaring flame. It had always been within the Rinson family, saying to have gone back to the days where their god, Bah'Ko'Rah, walked among them. The stories of a god playing a role with the mortals, extend in many directions. Some say many of the clan are descendants of Bah'Ko'Rah himself. Few families used to boast, that they're the ones who share his blood. None of it was ever proved, but the legends sank deep into their hearts. Bah'Ko'Rah was said to have loved a human woman, fathering several children with her. His love, was said to be named Mee'Ara. They say he stayed with her until her dying breath, at the hands of his most hated enemy. As a last act to save his love, Bah'Ko'Rah gave his life up among the mortals and returned to his place in the outer planes. Raze was said to have been a weapon made by binding her soul within the blade, so she could ever live on free of the crutch of being mortal. So she could spend her eternity striking down those that have wronged the living, those that would seek to do the mortals harm. It is of course a story, and a great one at that, though it's hard to say what the truth really is.
The Deity Ryart Follows.
Lesser Deity: Ba'Ko'Rah
Symbol: The head of a Minotaur with horns made of fire.
Titles: "The Roaring Flame", "Fire Eyes"
Domains: Chaos, Earth, Fire, Strength and Protection
Portfolio: Inner Strength, Cooperation and Unending Travel
Worshipers: Barbarian Tribes, Travelers of the Highlands, Minotaurs.
Alignments: CN, N, CG, CE
Favored Weapon: Greatsword
Sacred Animal: Lion
Intelligent magic items possess all three mental ability scores: Intelligence, Wisdom, and Charisma. Each one of these ability scores begins at a value of 10, but can be increased to as high as 20. Table: Intelligent Item Ability Scores shows the cost to increase one of the item's ability scores. This cost must be paid for each ability score raised above 10. For example, an intelligent magic item with a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at least 2,400 gp more than the base item (including the 500 gp for being an intelligent item).Ability Scores
Score
Base Price Modifier
Ego Modifier
10
—
—
11
+200 gp
—
12
+500 gp
+1
13
+700 gp
+1
14
+1,000 gp
+2
15
+1,400 gp
+2
16
+2,000 gp
+3
17
+2,800 gp
+3
18
+4,000 gp
+4
19
+5,200 gp
+4
20
+8,000 gp
+5
Senses and Communication
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item's cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.Senses and Communication
Ability
Base Price Modifier
Ego Modifier
Empathy (Su): Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.Empathy
—
—
Speech (Su): An intelligent item with the capability for speech can talk using any of the languages it knows.Speech
+500 gp
—
Telepathy (Su): Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.Telepathy
+1,000 gp
+1
Senses: Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item's base senses.Senses (30 ft.)
—
—
Senses (60 ft.)
+500 gp
—
Senses (120 ft.)
+1,000 gp
—
Darkvision
+500 gp
—
Blindsense
+5,000 gp
+1
Read Languages (Ex): The item can read script in any language, regardless of its known languages.Read languages
+1,000 gp
+1
Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.Read magic
+2,000 gp
+1
Each intelligent item should possess at least one power, although more powerful items might possess a host of powers. To find the item's specific powers, choose or roll on Table: Intelligent Item Powers. All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes. The caster level for these effects is equal to the item's caster level. Save DCs are based off the item's highest mental ability score.Intelligent Items Powers
Intelligent Item Information
d%
Item Power
Base Price Modifier
Ego Modifier
01–10
Item can cast a 0-level spell at will
+1,000 gp
+1
11–20
Item can cast a 1st-level spell 3/day
+1,200 gp
+1
21–25
Item can use magic aura on itself at will
+2,000 gp
+1
26–35
Item can cast a 2nd-level spell 1/day
+2,400 gp
+1
36–45
Item has 5 ranks in one skill*
+2,500 gp
+1
46–50
Item can sprout limbs and move with a speed of 10 feet
+5,000 gp
+1
51–55
Item can cast a 3rd-level spell 1/day
+6,000 gp
+1
56–60
Item can cast a 2nd-level spell 3/day
+7,200 gp
+1
61–70
Item has 10 ranks in one skill*
+10,000 gp
+2
71–75
Item can change shape into one other form of the same size
+10,000 gp
+2
76–80
Item can fly, as per the spell, at a speed of 30 feet
+10,000 gp
+2
81–85
Item can cast a 4th-level spell 1/day
+11,200 gp
+2
86–90
Item can teleport itself 1/day
+15,000 gp
+2
91–95
Item can cast a 3rd-level spell 3/day
+18,000 gp
+2
96–100
Item can cast a 4th-level spell 3/day
+33,600 gp
+2
* Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.
Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item's purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn't mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizards' cabal to ruin, as well as end the rule of a sorcerer-queen in a nearby land. Likewise, a purpose of “defend elves” doesn't mean that if the wielder is an elf, he only wants to help the wielder. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. a purpose of “defeat/slay all” isn't just a matter of self-preservation. It means that the item won't rest (or let its wielder rest) until it places itself above all others.
Table: Intelligent Item Purpose has a number of sample purposes that a magic item might possess. If the wielder specifically ignores or goes against an intelligent item's special purpose, the item gains a +4 bonus to its Ego until the wielder cooperates. This is in addition to the +2 Ego bonus gained by items with a special purpose.Special Purpose Items
d%
Purpose
Ego Modifier
01–20
Defeat/slay diametrically opposed alignment*
+2
21–30
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
+2
31–40
Defeat/slay divine spellcasters (including divine entities and servitors)
+2
41–50
Defeat/slay non-spellcasters
+2
51–55
Defeat/slay a particular creature type (see the bane special ability for choices)
+2
56–60
Defeat/slay a particular race or kind of creature
+2
61–70
Defend a particular race or kind of creature
+2
71–80
Defeat/slay the servants of a specific deity
+2
81–90
Defend the servants and interests of a specific deity
+2
91–95
Defeat/slay all (other than the item and the wielder)
+2
96–100
Choose one
+2
* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated powers even if the owner is dominant (see Items Against Characters). The caster level for these effects is equal to the item's caster level. Save DCs are based on the item's highest mental ability score. See Table: Special Purpose Item Dedicated Powers for a list of dedicated powers.Dedicated Powers(Special Purpose Item)
d%
Dedicated Power
Base Price Modifier
Ego Modifier
01–20
Item can detect any special purpose foes within 60 feet
+10,000 gp
+1
21–35
Item can use a 4th-level spell at will
+56,000 gp
+2
36–50
Wielder gets +2 luck bonus on attacks, saves, and checks
+80,000 gp
+2
51–65
Item can use a 5th-level spell at will
+90,000 gp
+2
66–80
Item can use a 6th-level spell at will
+132,000 gp
+2
81–95
Item can use a 7th-level spell at will
+182,000 gp
+2
96–100
Item can use true resurrection on wielder, once per month
+200,000 gp
+2
Item Ego
Ego is a measure of the total power and force of personality that an item possesses. An item's Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements). An item's Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.Item's Ego
Base Magic Item Value
Ego Modifier
Up to 1,000 gp
—
1,001 gp to 5,000 gp
+1
5,001 gp to 10,000 gp
+2
10,001 gp to 20,000 gp
+3
20,001 gp to 50,000 gp
+4
50,001 gp to 100,000 gp
+6
100,001 gp to 200,000 gp
+8
200,001 gp and higher
+12
Items against Characters
When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. If the character who possesses the item is not true to that alignment's goals or the item's special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a Will saving throw (DC = item's Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for 1 day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following:
Removal of associates or items whose alignment or personality is distasteful to the item.
The character divesting herself of all other magic items or items of a certain type.
Obedience from the character so the item can direct where they go for its own purposes.
Immediate seeking out and slaying of creatures hateful to the item.
Magical protections and devices to safeguard the item from molestation when it is not in use.
That the character carry the item with her on all occasions.
That the character relinquish the item to a more suitable possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher measures, such as the following:
Force its possessor into combat.
Refuse to strike opponents.
Strike at its wielder or her associates.
Force its possessor to surrender to an opponent.
Cause itself to drop from the character's grasp.
Naturally, such actions are unlikely when harmony reigns between the character's and item's alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are natural rivals, even with others of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or silenced by the characters that possess them, even though they may never successfully control their possessors. They may be powerless to force their demands, but most remain undaunted and continue to air their wishes and demands.Item's Against Characters, The battle of our Ego.
Ryart's Weapon
Raze: Current Strength
Raze: The Fire Maiden
Ego: -
Greatsword. (Alignment: Chaotic Neutral)
Languges: - (+1 per Intelligence point above 10)
Stats, Ego and Abilities
Stat
-
Ego
Value
Intelligence
??(Base 10)
-
-
Wisdom
??(Base 10)
-
-
Charisma
??(Base 10)
-
-
Ability
Ego
Value
Telepathy
-
1,000g
Empathy
-
-
Senses(30ft)
-
-
Current Base Item Value: - Total Value: -
How Niidi and Ryart came to meet.
There are many forces throughout all the planes that sometimes slip beyond explanation. The Gods could be said to be the largest of such force, but there are also ancient creatures and planes that many would not even believe existed. There is powerful magic that can defy all explanation, bring the dead back from life and send the living spiraling from one world to another. Many of these scenarios are simply myth to most, but those that understand the true nature of the worlds. They can tell you that magic comes with a heavy risk, one of which even the educated are often unaware. The most accurate hypothesis is that when a being or creature uses a strong enough arcane magic, that it's effects ripple throughout the ley-lines. Causing unknown events to occur the planes, because of such a disturbance.
In the First World, the land of the Fey, there are occasionally rifts that open up and split the links between worlds. Sometimes they stay for a seconds, sometimes for years. Even in the land of the Fey, the case of these rifts are unknown to most. There are many who speculate and spread ideas of what may be the cause, but often they are wrong. For those that are in tune with the magical energies of the land, they can feel the presence when a rift appears. The severity of such depends on their location and the size of the rift.
Niidi is one of these creatures, while he doesn't really know it even to date, he has always been connected with the magic of the world. He had never known truly what the strange sensations were caused from, but it had always interested him. It wasn't until sometime after his training with the druid, that he felt the most intense episode of his life. Something had caused a great split in the worlds magic and it was close. It discombobulated him, but still he knew where it was. He simply had to find out what it was and so he took to the air and flew. It was late in the night and he would not tell his friends, the trees and the druid. Had he known he wouldn't be coming back, perhaps he would've stayed. Though, perhaps he would not have... Oh but that is the curious nature of his kin.
Niidi flew for two miles, feeling the static energy within him shift and change. When he arrived at his destination, it was unmistakable. A large elm had one of it's branches completely missing, where the limb used to have been, well that was the strange thing. A plethora of colors of various hues twisted in shifted in what could only be explained as a tear in the sky. Leaves from the tree rushed into the colors and were gone. Even despite the chaos, there was something calming to the tiny fey. Niidi felt drawn to the source of this magic, but he did not know what it was. He flew closer, bit by bit, edging towards the magic tear in the planes. He kept moving like a moth to flame and within a minute he would be caught within it.
Explaining the sights and sounds of extrademinsonal travel, well it just can't be done. So I won't even begin to do so, needless to say, it was quite a trip. Something about being everywhere and being nowhere at the same time. After what could've been months, days, seconds, the chaos ended and Niidi found himself spit of beyond and into a whole new world. It was a night filled with stars, but they were not the ones Niidi remembered. There were not multiple moons and planets of various colors, there was no constant multi-colored aura in the sky. It was not his home, but he had little time to think about this as he was falling. The little fey crashed into a large pine, disoriented beyond belief. He did all he could to must her wings to slow his fall, but he hit with enough force to knock himself clean out. He vaguely remembers seeing the light of a fire as blackness took him. An unknown creature heard the thump and found the fey on the ground. He moved it closer to the fire, examined it and realized it was something unique and quite alive. It cut up part of his own blanket, making a small bed and cover for the creature. Then It sat by the fire and waited.
Need slowly opens his eyes and lets out a yawn, he stretches his arms out and moves his wings about. His body was far sorer than it should've been, and after such a compelling dream. The blanket he was covered with felt strange, not made of leaves for one thing. Once he started to take in the sights around him, his eyes quickly shot wide open. Amber orbs looking fearful and surprised, his spine-like hair went bright red and yellow. It took all he could to keep his breathing regular, and that was before he saw the humanoid creature sitting by the fire. He had never seen a human before, it was huge, even sitting he could tell that. The tan skinned being, donned loosing fitting clothing, dark red hair and a thick beard to match. Niidi looked down at his covers and then over at the creatures bedroll, picking up quickly that he'd helped him.
"Ohgood... ohgood, it's friendly." The tiny fey stands up and looks around, never truly taking his eyes of the other creature. He then tries to fly, but realizes his wing is injured and will not be doing so for some time. "Ohgreat, Ohhhgreat." He starts to speak out, his voice carrying far better than one would expect a creature of his size to be able to. He speaks first in sylvan, trying to express a thank you and a greeting. The being gives him a quizzical look, obvious not understanding what was said. He then speaks in an ancient form of common. The dialect was strange, but it seemed that the being understood him. The human introduces himself as Ryart and they would end up speaking throughout the rest of the day, even if a few things were lost in translation.
Over time this man would tell Niidi a lot of the world he'd come to, share his berries and bread with the little fey. Niidi would share stores of his home, The First World, and they would become fast friends. Niidi riding on the others shoulders until his wings healed back up, and often later when he needed a rest. How the two of the came to be where they are now, well that's another story. After all, this is the story of how Niidi met Ryart.