Within this presentation I will introduce the basis of how familiars will work and the different options available to those who purchase a familiar. This is for greater experience with the familiars available in Belariath. Please feel free to post and make your comments on what you would desire changed or added.
First we must ask the question, what is a Familiar? The familiar has been known throughout the Magical ages to be mystical and magical companions which accompanies the magically inclined upon there adventures or assists them casting magic or developing experiments. The familiars have been a great influence in the magical history for many races and cultures, some of which excelled in the summoning rituals and bonding between owners and beasts. Familiars have taken many shapes and forms over the years, but there main focus has always been the same.
The next question is how does one earn or acquire a familiar? Some casters over the years have been able, as was mentioned earlier, to focus on the energies to summon forth magical and mystical beasts from certain planes of existence to serve their masters calling. But in the beginning these creatures were unable to stay long as they had no focus energy which allowed them to stay within our plane of existence. With further studies and experiments the creation of the Bonding was made.
The Bonding was a discovery by a high ranked group of arch mages which had researched the art of contacting the outer planes and calling forth familiars. As they learned more about the separate worlds they learned that something was needed to link the familiar as an anchor to allow it to stay focused within this world of existence. Attempts were made on objects in the beginning but failed as still the creatures couldn't find a strong enough focus. On one special event one of the students decided to attempt to create a link between the summoned familiar and himself, using himself as the anchor. This created a link between the mage and the familiar. The link was rather strange at first as suddenly the creature was able to understand the verbal commands of its master. The greater advantage also was that the animal was able to stay within the plane of Belariath without retuning to its own dimension. The greatest discovery, though, is that sensations were shared between both master and beasts. For example, on one faithful night the creature was enjoying a meal as it then realized that its master was to be exposed to danger, and when it leaped into his place and knocked him over out of harms way. The familiar was crushed under the weight of a falling bookshelf. The Mage was then in the throws of sorrow and then fell into a coma for many weeks to follow.
Regardless of the risk, many Mages and casters alike had found that the rewards of bonding with a familiar were far greater because of the anchoring and far easier to accomplish, which caused the bonding between familiar and owner to become a normal practice. Over time the bonding evolved to different levels and strengths allowing those who wished more freedom to be able to have it. Others who enjoyed there familiars as close friends were also able to adjust the strength of their bonding.
Today when a caster comes to the magical shops or academies, familiars are often seen by there side, walking with there master with pride and respect.
As all know, to be able to bring a familiar from its regular plane of existence and be linked into our own plane, a Bond must be created, linking the body, soul, and minds of the familiar to its new owner,
There are multiple strengths of bonding, and with each level comes benefits and side effects. Each of these influencing the strength of the familiar as well as the abilities provided.
This is a listing of all the different levels of bonding available to be created:
What are each of these bonding and what do they offer?
Basic bonding: Provides the owner with a well trained pet which can respond to his body actions and quirks to help its master. This bonding is the weakest of bonding which allows the familiar to anchor itself into this plane of existence with a week representation of itself.
Benefits of the basic link: Provides the owner with a well trained pet which can respond to his body actions and quirks to help its master. This bonding is the weakest of bonding which allows the familiar to anchor itself into this plane of existence with a week representation of itself.
Side Effects: If the familiar is harmed the owner shall feel no pain nor discomfort. If familiar is Permanently Destroyed the owner will feel a light tinge as if someone had stabbed him in the back, leaving a feeling of losing something important such as loosing your house keys. All benefits will be stripped.
Mechanics of the Basic Link: would have simple benefits to the user also giving him a better control over the animal and having it able to assist in his minor tasks. The bonding creates a far better quality relationship than a normal pet as the owner is beyond the phrasing of commands. The animal responds to the owner's quirks and movements of the body, although verbal commands will get quicker response from the Familiar. The familiar will be able to chatter back in its language and at its own level of intelligence allowing the owner to understand if it speaks to him at close range what it is trying to convey as a message. ((What lassie Timmy fell in the well again? Woof woof. And you say that he has a broken leg too? Let go help him.))
Minor Bonding: Provides the owner with a limited mental link, allowing for higher understanding between Familiar and Owner and vice versa. With this anchoring the familiar is able to manifest a stronger version of itself into the plane of Belariath.
Benefits of the Minor Bonding: The owner is able to share images as a means of communication with the familiar. The familiar must be insight and within 10" of the owner.
Side effects: If the familiar is harmed the owner will feel discomfort in his body as if someone is poking them with a stick. If the familiar is Permanently Destroyed the owner will suffer a greater loss as if losing a brother or sister, the owner will also pass out for a short time from the pain caused. All benefits will be stripped.
Mechanics of the Minor Bonding: The owner is able to have a stronger control of his familiar. Communication becomes easier between both owner and pet. The Familiars communication is still at its won level of intelligence. Verbal commands from the owner are easily understood by the familiar as it works. The visual images are still pictures which are sent as either symbols or representations from the animal to its owner. As an example: The creatures mind show tall lady with big fur killing skinny fanged shinny rock monster. How the magic user interprets these images are of his volition. Although the familiar's language as it would chatter at close range can be well understood by its owner.
Normal Bonding: Provides the owner with a mental link, allowing for higher understanding between Familiar and Owner and vice versa. With this anchoring the familiar is able to manifest a stronger version of itself into the plane of Belariath. Also the familiar shares a mystical link with its owner, allowing too infuse its owner with certain effects from the crossing of body and mind.
Normal Bonding Benefits: Small single image visions. Speech is able to be made by the familiar at a very basic level of its own intelligence. A bonus of +1 to intelligence to the owner is received.
Side effects: The same level of pain is felt between master and familiar. If a familiar is stabbed in the leg the master will feel the same amount of pain without actually suffering the wound itself. If the familiar is Permanently Destroyed, the owner will pass out for 1 day from the strain on his mental abilities. The next week the owner will feel a strong sorrow as if he just lost a Mother or father figure. All benefits will be stripped.
Mechanics of the Normal Bonding: The owner is able to have a stronger control of his familiar. Communication is actually possible between the master and others beside him, but the level of conversation from the animal is based on the level of intellect of the creature. Verbal commands from the owner are completely understood by the familiar as it works. The visual images are still pictures which are sent as either symbols or representations from the animal to its owner, although now the visual pictures have gained more interpretation to a simpler level of communication For example: The creatures mind shows a woman warrior wearing a full armor of leather holding a short sword facing a man in a full plated armor holding an axe. How the magic user interprets these images are of his volition.
Major Bonding: Provides the owner with a strong mental link, allowing for higher understanding between Familiar and Owner and vice versa. With this anchoring the familiar is able to manifest a stronger version of itself into the plane of Belariath. Also the familiar shares a mystical link between its owner and itself, allowing it to infuse its owner with certain effects from the crossing of body and mind. This link shares more between master and familiar.
Benefits of the major Bonding: Small dream visions. Speech is able to be made by the familiar at a very basic level of its own intelligence. A bonus of +2 to intelligence to the owner is received.
Side Effects of Major Bonding: The same level of pain is felt between master and familiar. If a familiar is stabbed in the leg the master will feel the same amount of pain without actually suffering the wound itself. Also, the Master starts to share quick's and small parts of activities as the Familiar would have. For example: a owner with a dog or wolf familiar would enjoy having there tummy rubbed or scratched behind the ears and such. If the familiar is Permanently Destroyed, the owner will pass out for 5 day from the strain on his mental abilities. Through the next week the owner will feel deep sorrow as if having very recently lost a lover figure. All benefits will be stripped.
Mechanics of the Major Bonding: The owner is able to have a stronger control of his familiar. Communication is actually possible between the master and others beside him as well, but the level of conversation from the animal is based on the level of intellect of the creature. Verbal commands from the owner are completely understood by the familiar as it works. The visual images are now dreams which are sent as either symbols or representations from the animal to its owner. Although now the visual dreams have gained more interpretation to a simpler level of communication and also have gain scenery capability: For example. ((The creatures mind shows a woman warrior wearing a full armor of leather holding a short sword swinging her sword as she is badly bleeding from a wound on her side at a man in a full plated armor, he is easily deflecting the attack with a shield and holding an axe. He laughs at the woman's pitiful attempt to kill him)) How the magic user interprets these images are of his volition.
Ritual Bonding ((Full bonding)):Provides the owner with a complete mental link, allowing for full understanding between Familiar and Owner and vice versa. With this anchoring the familiar is able to manifest a full version of itself into the plane of Belariath. Also the familiar shares a mystical link between its owner and itself, allowing it to infuse its owner with full effects from the crossing of body and mind. This link shares fully between master and also familiar.
Benefits of the Ritualistic Bonding: Telepathic communication is possible between the master and the familiar. The type of communication is on a level of understanding between master and familiar but never as sophisticated as talking with an actual sentient being. A bonus of +3 to intelligence to the owner is received.
Side Effects of Major Bonding: The same level of pain is felt between master and familiar. If a familiar is stabbed in the leg the master will feel the same amount of pain without actually suffering the wound itself. If the familiar is Permanently Destroyed, the owner will fall in a coma for 1 week from the strain on his mental abilities. The next week the owner will feel a strong sorrow as if losing a part of him. All abilities for a week are cut in half until sorrow is passed. All benefits will be stripped.
Mechanics of the Major Bonding: The owner is able to have a full control of his familiar; it cannot be controlled by others and will refuse to take orders from another unless its Master states otherwise. The Familiar is now able to communicate non-verbally with others besides its Master, able to distinguish friend from foe and to follow along with simple requests. Verbal commands from the owner are completely understood by the familiar as it works. The visual images are now telepathic messages which are sent to its owner.
It is very important that rules and regulations are implemented to be able to control the many facets of the bonding of familiars, as well as their relationship with their owner. This explains the process of acquiring a familiar.
On a start off point, all owners are allowed 1 Familiar. No more then 1 familiar can be kept as it takes tremendous effort to establish and keep the link and concentration level with your specific familiar, and to attempt a second such bonding would be impossible. The familiar itself requires 1 equipment slot to be able to be owned by the master. If such is impossible the owner will need to acquire the needed free slot before the familiar can be provided to them.
To earn a Familiar, an owner needs to gather the needed mehrials to purchase the beast from the Sorcerous Sanctuary. These individuals shall then take the proper steps of recording the transaction as well as recording which familiar was purchased and by whom.
For those who have special request for Familiars: These will need to undergo a special request form about there familiars before undergoing the purchase process. These case by case proposals are reviewed by several members of the admin and magic community and then given response to the player if the proposition has been approved or rejected. If approved the familiar is then sold as any regular familiars and added into the list of summoned familiars. If it is rejected the player then has the choice of resubmitting a correction or looking for other options. If a certain familiar is unavailable it cannot be sold.
When purchasing a familiar,all options, from the choice of familiar to its bonding level, must be chosen before the sale is finished. This means the Familiar itself must be chosen. The bonding level must also be chosen. Only once all these options fulfilled can the owner finalize the sale.
Once the familiar is owned and bonded then the new owner is free to enjoy the familiar.
On the message board all that will be required is a list set up like so:
Client: ((nick of Character.))
Familiar: ((Familiar description and kind))
Bond strength: ((bond level))
Price: ((amount of merihals))
Witness: ((familiar caretaker seller))
Here is an example of a recording:
Client: Melorian_Silverdrift
Familiar: Field mouse
Bond strength: Ritual
Price: 500 merihals
Witness: Marissa
As for keeping a familiar... The familiars are not meant to be used in battle, thus if used they are killed and lost.
If the familiar interacts with another character such as the owner sending the familiar to spy on someone else, or eavesdrop on a conversation, then that is OOC consent for a dice system to be used to determine 1 of 4 possible outcomes. A 1d4 and the resulting number determines which of the following occurs (on repeated attempts of the same action within the same scene, the dice roll is doubled. IE the first time the familiar tries to eavesdrop a 1d4 is rolled. The second time a 1d8, third time a 1d16 etc):
The bond does not work only one way. If an owner is killed then their Familiar also suffers from the loss of his owner, severing the link to the owner. Since the familiar was not forced back to there own plane, but rather left when they felt the bond severed, the loss is not complete. The familiar will still be awaiting its master in the plane of existence. It simply does not have the link to bring it back within the world of Belariath where its master resides. Once the bonding has been reestablished with the familiar by spending the same amount of mehrials for the required level, the familiar is able to return as normal to its master's side.
This means if you or your familiar is killed then after 3 days a familiar maybe brought back by a shaman. Shaman determines price. This purchase does not need to go through the SS, but you must speak to a shaman personally in order to be able to re-summon the familiar. There is a cap of 50 Mhl on the price of re-summoning the familiar.
Note! Their is a difference between the Familiar being Killed, (as per the dice rolls above) and Being Permanently Destroyed, which requires OOC concent of the owner.)
How do you obtain a Familiar? Only the well learned are able to provide links which would allow the caster to be bonded to their chosen familiars.
Of course there is a price which is expected to be used to know what is needed to obtain the desired Familiar.
The Common available Familiar: 100 mehrials
Uncommon Familiars: 150 mehrials
Rare Familiars: 200 mehrials
Summoned and Mystical Familiars: 250 mehrials
Description: The Illiania is a very comely creature, and it knows it. It's base is that of a feline animal, usually small lynx or short hair. It's face is small with large prominent eyes made for night vision, with long ears that can swivel at a rough 120 degree angle and long sensory whiskers. It's forelegs, from the middle back and up, house the long feathered wings that it uses to fly for short spurts or to glide from one rock face to another. It's tail also sporting more feathers to help in navigating sharp turns while in mid-flight.
Abilities: The Illiania is, for all intents, a simple house cat with the ability to glide from high perches and sustain flight for short spurts of time. It cannot fly like a bird, but can unfurl its feathers to lengthen its leap into a short glide that can reach anywhere from up to 35 to 50 feet, depending on conditions. It is an agile climber and prefers high perches or canopies as it's natural habitat. The Illinia is also a nocturnal creature, thus has developed the ability to manoeuvre within near dark areas, though will suffer in absolute darkness - its whiskers, like any normal house cat, is used to feel the air around it like tiny receptors, letting it know if a space is too small or how close another object might be in comparison.
Height: 8 inches from head to toe.
Length: 12 inches from head to rump, tail is another 6 inches
Weight: varies, but roughly about 6-10lbs
Colour: Fur is usually cream or tortoise shell colours. Feathers bright jewel colours.
Name: Wisp
Description: Ranging from bright whites to pale yellows, they are some light yellow colour most often, and never anything but white or yellow.
Wisps are a strange breed of creature, not having too much in common with a majority of Gaea's creations. Their origin, too, is debated for they are obviously magical creatures more-so than natural ones with their 'bodies' mostly compromised of a floating globe of light that illuminates the immediate area around them in a soft, shadow less light. As such, they are very insubstantial creatures with a very small solid core that is not visible to the naked eye. Wisps are able to hover off of the ground anywhere up to eight feet and seem to have extreme difficulty projecting them up much higher. While winds do affect them they have far less an impact than one might expect on the tiny, aerial creatures who seem able to 'anchor' themselves in place against sudden bursts of wind, causing them only to shake or dance slightly in a small region of air.
Wisps are mischievous little creatures with a definite intelligence, though the extent of it is debated. They can communicate telepathically to those within a few feet of them but only in a very rudimentary fashion, projecting either a word or two into the mind or a sense of an emotion (it should be noted that this is not an emotion itself, per-say, but rather the knowledge of the wisp's current state of being. The wisp cannot project an emotion it is not currently feeling). Further, they do seem able to read emotions on a very basic scale and it is not out of the ordinary for the happy little creatures to find a way to either tease a sad or depressed sentient around them or to try to do things to make them feel better -- whirling around their victim's head as fast as possible, for instance.
Wisps are known for their glowing bodies, but also for their ability to simply seem to vanish, extinguishing their light. Stories of them luring adventurers to dangerous stretches of bogs are known across much of the Empire, and not without truth to them. Whether or not Wisps intend to put the lives of those they lure in jeopardy is unclear but most agree that it is not, that it is merely the semi-sentient creature playing it's version of a joke, not unlike what one might expect of a Pixie.
Wisps are not brave creatures, naturally, and do seem to have an understanding of danger. They are very light, very weak, and only able to sustain quick motions for a few seconds (again, enough time to bob about a victim's head or some such silly motion) and are entirely useless in all ways in a flight, most often choosing to go invisible and 'hide' somewhere until the angry emotions pass them by. They seem to be naturally attracted to sources of magic, including spell-casters, to some extent as reports of seeing them are much more common amongst magical users.
While it is true that the creatures seem to prefer living in damp, marshy areas they seem to have no 'natural' habitat and feel at ease both in colds or heats, though they are at risk of injury or freezing in temperatures lower than -20 degrees F or greater than 110 degrees F.
Size: Spherical, about the size of a basketball when illuminated, which is as powerful as the 'Dawn's Early Light' common spell, though this illumination does not counter sources of magical darkness.
Weight: Very, very light, less than 1 pound total. They are very frail, too, with nearly any forcible contact hurting them very, very much.
Abilities: Able to project a soft, shadow less light about an area equivalent to the 'Dawn's Early Light' common spell. When not projecting the light, the owner loses any telepathic connections with the Wisp, unable to give it commands or to receive any thoughts (because they are out of Line of Sight). Able to communicate with very limited telepathic ability to those within a few feet of it.
Upon bonding, you may pick 1 common, Out Of Battle Level 1 spell for the Wisps to have the ability to cast once per scene, though the actual target and usage of the spell may only be explicitly controlled by the owner if it has been Ritually bonded. The spell cannot be any from amongst: Change Self, Feather Dance, Floating Disc, Fuzzy Tail, Lie Speak, Light, Lock, Lurk, Message, Pleasureful Pain, Reflect, Swap Gender, Sweet Bliss, Tongues, or Wizard Mark. It should be noted that 'caster' refers to the Wisp when determining the spell's effect, not the owner.
If ritually bonded to a Wisp the owner will take on personality traits both of the Wisp's natural mischievousness, at times, as well as a natural trust/obedience/attractiveness to magical users. The higher the level, the more potent this trait though, like a wisp, this does might not affect certain people that the owner might not like, or perhaps just there is not the attraction there naturally.
Description: Fox/otter cross with small feathered wings, four legs, short fur, identified by a stripe down the muzzle, or up the tail. Sharp eyes, and narrow muzzles, with a darting, quick-moving intelligence. Their ears tend more towards the vulpine, or feline, standing out from slim heads. Rather than mewling, or keening, they whistle, and click, as if communicating underwater.
Abilities:
Short-range gliding ability, without takeoff.
Keen sight, and hearing.
Sharp claws, and the determination to climb just about anything.
Exceptional balance.
Height: 8 inches from ground to tips of ears, standing straight (which is rare).
Length: 12 inches at full size, roughly another 6-8 inches for the tail.
Weight: Varying, though usually within 8-12 lbs, more when wet.
Colour: Fur tends to be either silver or red, like a squirrel, though rare colours are known to exist.
Background.
The Magi are so like us, it is easy to forget their true nature. Alien, foreign, outcasts from another world that burned as they fled. Their continent is perhaps the last surviving preserve of fertile earth from a world abandoned, and as such, is peopled by all kinds of alien and unknown creatures.
Besides the Magi themselves, these include some familiar faces, such as the common robin, and some entirely new, though not too far removed from the common ancestry they share with the plains below.
The Gachatara are among these creatures. Sleek, sinuous mammals, something akin to a cross between a fox and an otter, with narrow muzzles and sharp eyes. Four-legged, short-furred, and possessed with a bright-eyed intelligence, famously territorial when it comes to the protection of nest and mate.
The young are carried, as in most mammals, by the female, and usually in litters of three or four. Their overall lifecycle is surprisingly long for such small creatures (Not much bigger than a housecat, or fox at the largest), and as a result, they tend to live for around fifteen to twenty years, taking at least one of those years to grow to full size.
A nest, not located in water, as one might suspect, but high in leafy trees, tucked into the embrace of branches or knots. Neat, feathered wings to match their habitat, though the creatures are incapable of take-off, and instead, must rely on sharp climbing claws to ascend to treetops before launching themselves onto the mercy of the winds.
A soft-furred tail for balance, often seen waving in the air as a Gachatara runs from branch to branch. They are a rare omnivore within the forest, snacking on berries and fruits where they can find them, though particularly partial to small birds, even squirrels.. the occasional tree snake if they are lucky enough. Males are usually best identified by a single stripe of the opposite colour running down the centre of their muzzle, females, by a similar stripe going up their tail. Thus a black Gachatara might have a white stripe, or a silver, a deep red one.
They communicate through soft whistles, clicks, similar in ways to the chattering of squirrels, and a soft croon of pleasure more akin to whale song than anything else, though obviously, much quieter.
It is, however, notoriously difficult to separate a Gachatara from its family unit. Those wishing to domesticate one have to be quick. They form family ties with days of birth, and will never truly trust another after that. On the flip side, if one can catch such a creature within a few days of birth, and take the care required to raise it by hand, their loyalty is unparalleled.
Type: Fairytale creature
Description:: Wide variety, but restricted to variances of natural bear colours, black, brown, white, grey, lighter or darker of these colours, nothing out of the ordinary like pink or purple.
Ursling (single), Urslings (plural), though like their larger cousins are a different breeds all their own. They are about the size of a small to medium dog, ranging in colours and personalities. Depending on the colour desired though one would find a different type of personality, the lighter breeds tending to enjoy a desert environment and so are a bit rare to see, their darker cousins though prefer the forest. Due to their nature they are often found in the company of a druid or a worshiper of Gaea though sometimes you can see them with a creature that enjoys magic, however they would not receive the benefit. Rangers, druids and a worshiper of gaea would receive a bit of a tracking bonus, able to use the keen sense of smell and the hunting nature of the bear to track game or find their way through a forest. More often than not the smaller races, the pixies and nixies can be found to use the bear as a mount, with a little bit of training or a stronger bond purchased the bear would follow commands rather well, a nice alternative for those smaller creatures that hate the height of a horse.
The range of the tracking is determined by a roll of a 1d10, five or more and the scent is able to be picked up whether it be from a shirt a piece of cloth, personal item or a footprint. However if it is picked up from the ground or anything not from the actual person being tracked it cannot be more then two hours old. This tracking ability is also out of battle; unable to be used in battle, but perhaps it could be helpful in a quest. The bear can track the scent up to a certain amount of miles determined by the roll of a 1d20, from one to twenty miles. Should the bear though encounter water along the way; a 1d10 will be rolled in order to see if he can pick up the scent on the other side, 5 or more being successful.
This tracking skill is also most useful for those that have a ranger or druid class. If a ranger or druid is using this tracking skill they will receive a bonus of +1 for every time the class is taken to the tracking rolls.
Size: No longer then three feet in length
Height: Ranges from one to two feet in height give or take.
Weight: Their weight can vary from a smaller one being around 10lbs, to a larger weighing around thirty.
Name: Atolar`rana
Type: Familiar/NPC Beast
Appearance: This creature looks like a slightly larger version of a bull frog. Its skin is slick. It differs from a bull frog in the fact that it has somewhat short stubby "bat" wings on its back. It also possesses a tail reminiscent of a young tadpole, which is almost as long as the main portion of its body.
Abilities: This creature is an amphibian. As the short stubby wings indicate the creature is capable of short hopping flights. The creature is also capable of burping small flaming balls of methane. Useful for lighting doused lamps or wet kindling.
Once you have selected your familiar you must chose the Bonding level:
Total Cost = Price of Familiar + Price of Bond level
At this point most of the familiar is fleshed out and is an integral momentum for the caster. Once all this has been completed. The new familiar is registered onto the boards
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