Use of Familiars

During the medieval times many practitioners of magic relied heavily on the mystical properties of their familiars. A familiar is defined as an animal who the practitioner has a close magical or spiritual connection to. Once the bond has been formed, the link between a Practitioner and their Familiar will continue to grow - providing a deep - almost spiritual - level of support and companionship so long as it’s maintained.

A Familiar’s purpose is thought to be that of helping the casters/psions attain a deeper level of concentration, learn at a quicker pace and generally perform more efficiently. They may provide both companionship and enhancement to the abilities your character already has.

Examples of Familiar use:

  • A Familiar may allow a blind character to see through their own eyes, or send a vision of an object or person.
  • A magical apprentice may find that their Familiar helps them focus - filtering outside noises and voices that would cause their cast to fail on their own to both help with the spell and to build confidence.
  • A Familiar may project a sense of calm understanding to the Caster over a spell or concept that has been confusing. “As Thomas settled in his lap and began to purr, it all became clear - like pieces of a puzzle.”
  • During a magical battle a Familiar may fly above the Psion’s opponent making distracting noises. Alternatively they may squawk or attempt to dive their Practitioner to help avoid an oncoming threat. In a battle situation, NPC rules apply for the Familiar. The Familiar takes the player’s dice roll.

Examples: Monkeys, wolves, cats, dogs, lizards, snakes, birds, rats,Familiars follow NPC Pet Guidelines. Familiars can be played as shoulder pets (which you control that follow NPC guidelines) or they can be played by a separate person with their own avatar (requires NPC application). In either case they follow the NPC guidelines. They can be any and all small-medium sized animals that have been found in jungle biomes or small-species that could have possibly been shipped over. They should appear natural and blend with the environment. No dinosaurs for example or supersized animals. There are also no ‘undead’ familiars. Your familiar should be somewhat discreet.

Familiar Script Usage. You are responsible for making sure that your Familiar (pet) is below the maximum script usage for Mysts of Eyr and doesn’t become an OOC nuisance or distraction to RP. Random and irrelevant chatter, out of period (or lore) appearances, or unnecessary visual effects that cause lag may result in an admin asking to keep it out of RP.

Familiars can Fight for their Castors/Psions. NPC Pets are allowed in combat however, they are required to follow the NPC rules (Click HERE). They are allotted their own dice roll - taking the place of the character’s dice roll in the battle.


Meeting Your Familiar

Half the fun of having a Familiar is meeting up with them and establishing the bond. You cannot hunt for a Familiar… it doesn’t work that way. It isn’t as simple as picking up an owl from Crone’s Eye or chasing down a parrot in the jungle. The Familiar appears when it is said to be needed. There are three main ways to meet your Familiar.
  • Familiar just Appears: This could mean they suddenly appear before your character as if they have always been there. Familiars most commonly appear this way and many casters may not even realize the animal’s significance until much later.
  • Gift of a Familiar: The second is when a familiar would be given to the individual. This could be from a close relative or friend or even a spirit from another realm. Obtaining a familiar in this way is uncommon, though it has been said to happen. The bond that forms during this process begins very weak and must be exercised by the caster/Psion in order to create a strong psychic connection between themselves and their familiars.
  • Hardship Appearance: This third is similar to the first in that the familiar will appear but specifically during a time of hardship or crisis. This could be a time of death or sadness, illness or injury. Familiars often chose to reveal themselves during these times to lend strength and support.


Summoning Your Familiar

No matter how your character discovers their Familiar (or their Familiar discovers them), there is almost always a surge of hope, motivation, and connection once they are recognized.

Once a caster or psion has found their Familiar and their bond is stable, they should be able to summon them during their times of need.

Summoning a Familiar does not mean for a fight, as familiars are not known to participate in battles or conflict, but rather during a time of mental block or momentary forgetfulness.

A Familiar’s presence will help put your mind at ease and can assist with your focus. Can also work to enhance confidence and clear your character’s mind. However it is not a get-out-of-jail free card. Your character can still be interrupted and lose focus. In fact if your Familiar is startled it can work against your concentration abilities as well


Working With Your Familiar

Your Familiar will require maintenance and practice. This is a relationship in itself and cannot be taken for granted. Or your Familiar may hit the high road. Particularly before the bond is formed. This is a delicate time and requires much concentrated maintenance as the relationship is still tenuous.


Breaking the Bond

To break the bond your character must release the Familiar from its charge. A parting ceremonial ritual should be used so the breaking will not backlash. Those who have carelessly cast aside their Familiar without the proper rituals of respect have sometimes found that their concentration suffers and they are no longer able to channel their psionic abilities or spellcast reliably. And of course the bond must be performed in an open situation – it cannot be forced either by the character or by a third party character.