Mod Account for Diatu Magicademy ([personal profile] magicademymods) wrote2019-01-03 12:50 pm
Entry tags:

Familiars



Familiars


    As part of admittance to Diatu Magicademy, each student is assigned a familiar to be their companion, ward, and assistant in their studies of magic. Though many wizards choose not to continue on with a familiar throughout the course of their magical lives, these helpful creatures are nonetheless invaluable for studies -- if for no other reason than they can fetch the homework you left on your desk while you were rushing out to class.

    The arcane means by which the Magicademy staff determine familiar compatibility are not shared with the students, but in practical terms, incoming characters select from one of six options: rat, cat, bat, snake, owl, or toad. Though obviously distinct in physical capabilities, familiars all possess an intellect approaching human, and thus are far more responsive to communication than an ordinary animal. Though they have their own personalities, they are generally receptive and helpful, whether overtly or eventually. They are, if nothing else, loyal to the wizard to whom they’re bonded, and in that they may be depended on as friends even if no one else can.

    Some students (i.e. those whose players selected A Rare Familiar as their entry benefit) find themselves with rare or unusual familiars. While these familiars possess all the same intelligence and virtues as their more common companions, they also have additional tricks or abilities that set them apart. This information is detailed in the acceptance.

    Familiars are welcome in all non-restricted areas of campus, though Anastara at large is not universally welcome in this way. Most require some care or feeding, because they are not in their natural environment -- and none of them will harm, harass, or eat another familiar, to the relief of every owner of a rat (not named Scabbers).

    From a gameplay standpoint, familiars are an NPC under the player’s control. They serve as resources: means to get an otherwise-reluctant character to enter a restricted area, hooks in posts or ways to enhance roleplay in general. Players are encouraged to make as much or as little use of them as they like.


Familiar Bond

    Wizards who diligently work to improve their relationship with their familiar will find their effort producing measurable rewards. That relationship is called Familiar Bond, and the wizard who improves it will find it to be a magic all its own.

    All wizards start at Familiar Bond 0. Familiar Bond increases by levels, generally as a result of activity or adventures.

    Familiar Bond 1: The wizard's familiar becomes more responsive and less troublesome overall. Events or occurrences which cause familiars to misbehave or otherwise disobey do not affect a familiar with this level of bond.

    Familiar Bond 3: Wizard and familiar demonstrate an instinctual understanding for each other's needs. Your familiar is likely to show up with your homework before you even ask for it, or perform a trick without you saying a word to guide it. Or deliver the message you wrote to your crush but your insecurities won't let you give to them...

    Familiar Bond 6: Wizard and familiar develop an empathic bond, able to sense the emotions and feelings of the other. This communication is generic but highly versatile if used well.

    Familiar Bond 9: Wizard and familiar develop a telepathic bond, able to communicate mentally across even vast distances. Even normal familiars are intelligent enough to have conscious thoughts.

    Familiar Bond 12+: ????????????