23/30 Familiars for November

Forgive my lack of using actual folklore. I'm bad at such research.
Everyone who has any level of study for the northern lands has heard of Fenris. Some say the legends are based on a creature called the Finnish Wolf, or Finn-wolf by some. In ancient days, before God revealed himself to the majority of man, a wolf was blessed and cursed. He could eat anything, and he would have to eat anything. This wolf may have spawned the legends of Fenris, or may have been created in an attempt to imitate the Great Wolf.
Finn-wolf is a creature who's hunger is insatiable. it devours every bit of flesh it can get its hands on. It can be fought off by the local tribes, but not killed. The ravenous hunger leads it to decimate wildlife in a wide swath before the beast needs to make a den (probably in some Regio) and sleep when its might is depleted. Its time awake can be shortened by damaging it (reducing its might) and keeping it from feeding on vis (which it needs to replenish its might). The Finn-Wolf was more frightening in its old days, when magical auras and magical animals were more plentiful, but there was a resurgence of tales when it found that it can feed quite happily on faerie creatures as well - which brought it into contact with humans once again.
Furthermore, finding the Finn-wolf is made more difficult by its infamy - as soon as it appears, its obviousness causes faerie versions of it to spawn from the stories that become the most vital topic in any civilization nearby. None of the stories can match up to the massive wolf beast that can swallow a small farmhouse to get to the sweet meat inside. Once Finn-wolf is sleeping, the Faeries that mimic it will last for years.

Finn-wolf
Magical Might: 22
Characteristics: Cun -3, Per +3, Pre +2, Com -2, Str +10, Stam +5, Dex +1 Qik -2
Size: +4
Season: Winter
Confidence: 1
Virtues and Flaws: Magical Animal; Death Prophesy, Ferocity, Great Stamina* x2, Improved Characteristics* x2, Puissant Brawl, Reserves of Strength, Sharp Ears, Tough; Essential Flaw(Ravenously hungry), Infamous, Magical Monster, Offensive to Magical Creatures
Magical Qualities: Gigantic x3, Improved Attack(bite) x4, Improved Damage (bite) x4, Improved Initiative x3, Improved Soak x2, Personal Power x4(Berserk, Jaws, Eat Aything), Minor virtue x4(Improved Characteristics x2, Great Stamina x2); Reduced Abilities x4, Monstrous Appearance, Temporary Might
Personality Traits: Dismissive of Small Things +2, Ravenously Hungry +6*, Wolf +3*
Reputations: The Beast Who Devours All 4
Abilities: Athletics (long distance running) 5, Awareness (Other hunters) 6, Brawl 14 +2, Hunt (big game) 7, Stealth 4, Survival (making a den) 5 [ 30 unspent ]
Powers:

  • Berserk Hunger(4 might): Finn cannot be stopped. His hunger over-rides all his senses, and he feels no pain or weakness. As long as he is not delivered a felling blow, he will fight unhindered by wounds. (ReAn 25;base 10, +2 sun, +1 constant, based on Endurance of the Berserkers; -1 might)
  • Devouring Jaws(1 might): Finn-wolf has the urge to eat more and more. The massive beast can uhinge its jaws to massive proportions to swallow things that are almost its own size. This also gives it a +4 bite damage. (MuAn 20; base 4, +2 sun, +1 constant, +1 part; -1 might)
  • Eat Anything(2 might): Finn is actually able to digest anything, though he finds non-meat to be tasteless. They all give him some level of nutrients, but only vis truly sates his hunger.(MuAn 35; base 15, +1 part, +2 sun,+1 constant; -2 might)

Vis: 5 animal vis in heart or whatever you cut off.

These familiars are not designed with too-specific wizardly goals in mind. Generally, they're of average power level, and inefficiently designed to make them feel more real and less game-y. In every one, I also had to ask myself, 'Why would someone choose this as a familiar?', in particular with any cunning-minded monster. In this case, pretend someone told a Tytalus that they couldn't succeed. Pretend a flambeaux just wanted to prove how good he was. Yes, yes, it's a high lab score to bind, but the hard part is finding a way to 'befriend' this unstoppable, unkillable monstrosity. The hard part is earning the right to bind it as a familiar, not the actual binding. It's a big magical brag, showing other wizards how big your magical staff is. (And you may want a familiar who can't die at all)
I suggest, if bound as a familiar, you get rid of the Ferocity for self-confident or Magical Sensitivity, or something fun like that. Lab Total 77 Perdo Animal. Yes, it's powers are Muto, but the beast just eats everything.
Death Prophesy on a monster is kind of a scary concept. You may also want to get rid of that - especially since the wolf is not bright enough to know what can kill it. Temporary might is also pretty miserable to keep track of, but it fits the story of the beast that wakes every few years.

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Iacin the fox was born the runt of his litter. Not so small that he would be helpless and abandoned, but he was the smallest of his brothers, and he was the weakest. he needed their help to hunt, and while the brothers would certainly make sure their little brother was fed, they mocked and taunted him for it, until he finally ran away. Being the smallest fox, he had to be the cleverest, and he exemplified the magical cleverness of foxes. Iacin learned that he could get humans to do things for him.
So Iacin found humans incredibly confused (when they weren't scared) of the magical fox. He used this to get what he wanted - and a few farmers were willing to give him eggs to make sure he didn't sneak in and eat their chickens. Iacin soon found more and more things he could trade the locals for, until the local wise-woman had Iacin begin raiding the local regios and auras for the vis that he could find easier than the aging woman. He established a good relationship with the town, and considered himself quite the brilliant fox.

Iacin's hunting and survival skills are a bit low for a fox of his age, because he always gets other people to do it for him nowadays. Iacin loves bartering and negotiating with people, because they let him prove his cleverness. He usually guides people into the local regios to get rare things, or out of them when they get lost.

Iacin the Guide
Magical Might: 13
Characteristics: Int +2, Per +2, Pre +2, Com +2, Str -8, Sta +0, Dex +1, Qik +5
Size: -3
Season: Summer
Confidence: 1
Virtues and Flaws: Magical Animal; Clear Thinker, Improved Characteristics*, Piercing Gaze, Puissant Bargain*, Puissant Stealth*, Sharp Ears, Unaffected by the Gift*; Greedy, Magical Friend, Proud
Magical Qualities: Gift of Speech, Improved Abilities x2, Minor Virtue x4(improved char, Puissant Bargain/Stealth, Unaffected by the Gift), Personal Power x3
Personality Traits: Greedy +3, Prideful +3, Fox* +3
Abilities: Area Lore 3, Athletics 3, Bargain 3+2, Brawl 4, Charm 3, Concentration 2, Etiquette 1, Folk Ken 3, Guile 3, Hunt 4, Language 5, Magic Lore 2, Stealth 4+2, Survival 3
Powers:

  • Find the Path(3 might): Iacin can see the edges of Regios and usually find his way inside them. This power he has used to lead people into places they desire to go. (InVi 30; base 3, +4 vision, +2 sun, +1 constant)
  • Just a Shadow(1 might): When threatened, Iacin can disappear. it takes some effort! (PeIm 10; base 4, +1 concentration, +1 changing images)
  • Self-Control(0 might): Iacin has bargained and bartered with mortals, mages, and faeries. He has learned that he really hates being tricked - and has magically developed the ability to control his own mind to avoid it. That's right, Iacin can decide his own emotional state. (ReMe/An 15; base 5, +1 diameter, +1 varying emotions; -2 might)
    Vis: 3 Animal vis in eyes

Iacin's lab total is 23 Intellego Vim/Animal, once you convince him to be your friend for life.

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I really like this one. I'm setting up a Maga with Affinity with Imaginem and I really like the idea of having her befriend the cute little Chatter. Two problems arise, though.

  1. What are the chances that Chatter ends up in the Levant ?
  2. She is mute...

Could a case be made for her winning her friendship in that condition ?
I say that one cannot talk, and tries to overcome this limitation with her magic, while the other would like to talk, but is too afraid to do it and so she works around that.

There she is: Terpsichore ex Mercere

  1. Chatter can end up wherever you need her to. First, she could just get lost. Second, just change her from being French Bat to being Arabic Bat!
  2. I'm certain you can convince Chatter to be your friend, but ultimately it's between you and your storyguide.

Niklaus is a very virtuous donkey. He exemplifies patience, he exemplifies tenacity, he exemplifies strength. Some stories say God put him on this earth for humans to see those virtues and learn them. Other stories say that he was blessed by an angel when his original master died.
Either way, Niklaus now travels from place to place, exploring the world. When he gets bored, he can turn himself into a statue indefinitely, until something catches his interest, or he finishes enjoying the scenery around him after a few seasons. Once, for fun, he walked up a hill in Greece, making sure he only moved when nobody was watching. It took him seven years to ascend to the summit, and everyone who lived nearby considered it a miracle from God.
Yeah, that was fun.

Niklaus, The Patient Donkey
Magical Might 10
Characteristics: Int 0, Per +1, Pre -2, Com -2, Str +5, Sta +5, Dex +1, Qik -1
Size +0
Season Summer
Confidence 1
Virtues and Flaws: Magical Animal; Great Stamina* x2, Great Strength* x2, Reserves of Strength, Strong Willed; Humble, Temperate
Magical Qualities: Gift of Speech, Improved Soak, Minor Virtue x4, No Fatigue, Personal Power
Personality Traits: Donkey* +3, Humble +3, Very Very Patient +3
Reputations: Inspiring Statue +2
Abilities: (later)
Powers:
-The Stone Donkey(2 might): Niklaus can just turn himself into stone. Most often used as a defense mechanism, but sometimes he does it just to relax for a long time. The duration of this ability is concentration... but statues can pretty much concentrate indefinitely. (MuAn(Te) 20; base 15, +1 concentration)

  • Watchful Statue(1 might): When he becomes a statue, Niklaus's magic allows him to still be able to perceive the world around him, when a statue normally would not be able to. Awkwardly, he doesn't have a sense of touch when he does this.(InIm 5; base 4, +1 concentration)

Vis: 2 terram in teeth

Niklaus is an easy going donkey. He likes calm and relaxed people, and those who are generally virtuous (even if he isn't a divine creature). Binding him can be done with a Muto Terram or Muto Animal lab total of 35.

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I'd like to congratulate you on your marvellous response to the challenge. You've done such excellent work!

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Thank you very much. It's actually pretty hard to make good general familiar options (as evidenced by the fact that some of these just make better monsters) especially since I tend towards building faeries instead of magical beasts.
Plus my American week here in Thanksgiving Land has had 7 big family/friend meals in the last 10 days, I have a bunch of half-finished ones I'm trying to push out, even if I didn't get 30 for 30. Most of the work for these was done in November, so I'm cheating a little by posting today.

Energis, the Tyrant of the Skies, the Eyes in the Storm, the Hunger That Rules the Skies. A number of magical scholars have noted this creature, and collected the rumors and stories of it. A serpentine dragon who flies through the storms and never bothers to land upon the ground beneath it. Everywhere this dragon goes, it is followed by storms, crackling lightning, swirling winds, and pounding rain. It seems to live within these storms, though some believe the storms follow Energis like worshippers and hangers-on.
When Energis does interact with human civilization, it usually will swoop down on a remote farm or ranch, swoop off with a livestock or two, and then continue on its way. A few people have claim to have heard it speak, and always report that it told them to go away. Energis doesn't seem aggressive to humans, for the most part, but when challenged, it responds with lightning and winds and destruction.
Energis, it turns out, doesn't care about humans. It doesn't like fighting, in fact. It rules the storms, and dislikes anything challenging that rule, but it actually doesn't care about establishing its dominance - just its own safety. It needs to eat, so it devours cows and sheep when hungry, but doesn't actually eat ravenously - it knows that humans tend and produce its food, so won't kill them needlessly.
Energis is a large, sleek drake with four massive wings that crackle with lightning. Energis is not a creature of the land, and thus has no legs. Two sets of eyes adorn it's arrowhead-shaped skull, protected by protruding ridges, one set of blue eyes and one set of yellow. Energis has two long, lashing tails - the few scholars who have studied Energis debate if it has a forked tongue, or two tongues. Energis has been known to speak, but only a few short words or phrases, usually telling people to dismissively depart.
Other dragons that meet Energis are usually confused as to whether it is a potential mate or a potential rival, and will usually assume whichever is more inconvenient, symbolized by the Transvestite flaw. Energis itself doesn't care for this problem, since it doesn't have the appropriate equipment for that.

Energis, Eyes of the Storm
Magical Might 25
Characteristics: Int +2, Per +1, Pre +3, Com -4, Str +6, Sta +2, Dex +3, Qik +1
Size +4
Season Autumn
Confidence 1
Virtues and Flaws: Magical Animal; Great Quickness x2, Greater Immunity to Storms, Improved Characteristics x3, Lightning Reflexes, Unaffected by the Gift; Baneful Circumstances (on the ground), Essential Flaw(Aloof), Magical Monster, Poor Communication, Reclusive, Transvestite
Magical Qualities: Gift of Speech, Improved Attack x3, Improved Damage x2, Improved Defense x5, Improved Might x4, Improved Powers, Improved Soak x2, Lesser Power(Spit Lightning), No Fatigue, Personal Powers x3 (Life in the storm, Protective Winds, Eyes of the Storm); Succeptibility to Deprivation
Personality Traits: Aloof* +6, Reluctant Tyrant +2, Lonely -2
Reputations: Tyrant of the Skyes 4
Abilities: (later) + Penetration 2
Powers:

  • Life in the Storm(2 might): Energis is a creature of the storms; Born into them, living in them, bringing them with it. Energis is constantly surrounded by a thunderstorms. (CrAu 20; base 3, +1 touch, +2 sun, +1 slightly unnatural, +1 constant)
  • Spit Lightning(3 might): Being a storm drake, Energis can spit out bolts of lightning. These can arc easily in any direction, which would quality them as unnatural. (CrAu 20; base 5, +1 touch, +4 unnatural; -1 might)
  • Protective Winds(2 might): The winds swirl constantly around Energis, often keeping flying beasts or magi away, and easily deflecting any missiles less massive than a catapult. (Cr[Re]Au 30; base 3, +1 Touch, +2 Sun, +2 unnatural, +1 Rego effect, +1 constant; -1 might)
  • Eyes of the Storm(0 might): Energis can see through clouds and storms. (InAu 20; base 1, +2 sun, +4 vision, +1 constant; -2 might)

Vis: 5 auram vis in wings and tongue

Getting Energis as a familiar will require a mastery of Auram. Protection from winds, lightning, thunder, and the ability to fly. Also, you need to respect the autonomy of Energis, as it will not serve you. The surest way to befriend Energis is to give it the respect it deserves, and have a home where the storms will be able to thunder on without Energis constantly being attacked or harassed by knights, soldiers, and monster hunters, while still being able to regularly feed. Oh, and you'll need a Creo Auram lab total of 70.

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Hey, friend.
Let me tell you the glorious tale of the Mistress of the Waves.
No, no. Not a faerie, though some might try to claim her title. Not a monster, because people are fools. This is a magical beast who commands the waters to her whim. Her name is Daphne, and she is a beautiful dolphin. Just beautiful. She cavorts about her home, and while she may make navigation difficult as she passes by, it's worth it for the sight of her. She's a good luck charm, even if she makes your life harder. She'll trick you, she'll taunt you, she'll make you work harder for your catch, but sweet Daphne will relent her games if you aren't up to the task, and she's rescued more drowning sailors than I can count. The other dolphins love her, and if you put up with her games, you'll usually come home with the largest catch of fish your boat will ever see.
Also, she'll murder any sharks in the area. That's a plus, unless you were hunting sharks.

Daphne, Water Mistress
Magical Might 10
Characteristics: Int +2, Per +1, Pre +1, Com +1, Str +2, Sta +0, Dex +1, Qik +1
Size +1
Season Summer
Confidence 1
Virtues and Flaws: Magical Animal; Improved Characteristics, Lesser Immunity to Drowning*, Magical Champion, Tough, Voice of the Sea*; Essential Flaw*(Carefree), Meddler(major)
Magical Qualities: Gift of Speech, Improved Abilities x2, Improved Attack (batter) x3, Improved Defense(batter), Improved Might, Lesser Power (Gift of Breath, Control the Aquatic), Minor Virtue(Immunity, Voice of the Sea), Personal Power (Swift Swimming); Essential Flaw(carefree)
Personality Traits: Dolphin* +3, Carefree* +3, Meddling Fish +5
Reputations: Shark-Beater (among ocean animals) 3
Abilities: Area Lore: Seas(Sailors) 2, Athletics(leaps) 2, Awareness(sharks) 4, Brawl(battering ram) 5, Charm(fishermen) 2, Folk Ken(Fishermen) 1, Guile(mimicry) 1, Hunt(fish) 4, Leadership(dolphins) 3, Language: Local(curses) 3, Music(singing) 1, Stealth (ambush) 3, Survival 3, Swim(bursts of speed) 6
Powers:

  • Gift of Moment's Breath(): Daphne the dolphin can touch an air-breathing creature and fill its lungs with air for a time. This will also expel water from the drowning creature's breathing holes. Usually used on other dolphins, Daphne can save humans or other airbreathers too. (CrAu[An or Co] 5, base 1, +1 touch, +1 part, +1 diam, +1 expel water)
  • Control the Aquatic Realm(): Daphne can catch the waters of her home sea and swirl it to aid ships on their way or to trap predators in the currents. Surprisingly, Daphne's control is rather violent and swift, so she cannot control the waters gently. (ReAq 20, base 5, +1 touch, +1 diameter, +1 part)
  • Swift Swimming (): The esteemed dolphin can move so fast she seems to be many places at once, often confusing stupid predators. Afterimages of Daphne are left behind when she moves, and she can repeat this for as long as she concentrates. [This uses the teleportation base, but travels through intervening space] (ReAn[Im] 15; base 5, +1 concentration, +1 requisite leaves afterimages)

Vis: 2 Aquam in hind fins.

Binding this glorious goddess of the sea will require you to make friends. You have to be able to put up with her games, and you have to enjoy them. A whimsical and playful nature is a must - as is an aquatic lab, obviously. The Lab total for binding her is Rego Aquam 40. She may not be the most dedicated lab assistant though - she probably won't do more than one or two seasons of labwork in a row without going off to play. You should go play with her!

The ocean is deep and glorious. There's a reason sailors call it their mistress. Some of the things in the deep are beautiful; some of them are monstrous.
This is one of the latter. There's a massive shark that's been seen in the deep waters, its flesh a mottled black and grey and blue, covered in sharp, razor-like shards of scale, or bone, or flesh. Nobody is really sure, but everyone knows it is not natural. Some of the sailor's call it Ocean Flint, others cal it the Razor-Shark.
Its bite causes incredible damage, and no matter what it bites or how many teeth it leaves in the target, it always has more teeth for the next bite. Its bite is so dangerous that it will cause even more wounds to burst from your flesh.

Razor-shark
Magical Might 11
Characteristics: Cun -2, Per +1, Pre -2, Com -3, Str +7, Sta +3, Dex +2, Qik +0
Size +3
Season Summer
Confidence 1
Virtues and Flaws: Magical Animal; Ferocity(blood in the water), Large, Tough; Magical Monster, Reckless
Magical Qualities: Imrpoved Attack x2, Improved damage x4, Improved Might x3, Improved Soak x2, Lesser Power, Personal Power x2; Monstrous Appearance, Succeptible to Deprivation
Personality Traits: Shark* +3, Hungry +2, Relentless +4
Abilities: Area Lore: Ocean(currents) 1, Awareness (blood) 4, Brawl(bite) 7, Hunt(dolphins) 5, Stealth(from below) 4, Swim(long-distance) 5
Powers:

  • Maw of Infinite Teeth (0 might): This monstrous shark can never, ever run out of teeth. Ever. (CrAn 20; base 5, +2 group, +1 diameter; -2 might)
  • Maw of Infinite Agony (3 might): Every bite of the shark's razor-sharp serrated teeth causes more wounds than it should, blood pouring into the water. Whenever the shark successfully bites anyone, they take a Medium wound in addition to the normal damage, whether or not they soak. (PeCo or PeAn 15; base 10, +1 touch)
  • Razor-flesh Monster(4 might): This monstrous creature's skin is like razors. It's flesh is hard and sleek, and attacks against it risk wounding the attacker - unless they have a very good weapon. This gives it +3 to soak, and anyone attacking it unarmed has to soak Str+3 damage. (MuAn 35; base 15, +2 sun, +1 size, +1 constant)

Vis: 2 Animal in dorsal fin

Despite being an absolute, terrible monster, the Ocean's Flint is actually not too hard to make friends with. Talk with it, perhaps survive an attack, and promise this monster a chance for more blood. It's particularly suited to befriending magi with piratical tendencies. Binding the Razor-shark requires a Perdo Animal or Aquam lab total of 51 due to its size.
Once bound as a familiar, the change from cunning to intelligence makes it a good guard for your lab, if aquatic, as long as it can go hunting once a day after lab work.

I actually quite like that some of them are not quite in the mould of the typical familiar. Familiars (in my sagas at least) tend to be designed to fit the magus, but really if you think about it a magus who wants to bind a magical beast has to go and seek out a creature that already exists in the world, they don't get to design one from scratch, and these really get the imagination firing for that.

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Yeah... I do appreciate that the game wants everyone who isn't foolish enough to be a Bjornaer to have a familiar. :wink: I feel like a familiar should be... about an 80% fit to the magus, because they're their own creature, not just a created slave to the magus. My home game currently has a ruling where you build the familiar yourself after acquiring it. Example, my Merinita heard a few rumors of potential familiars, and decided to go after the giant poisonous serpent (rather than the other two he heard about), and then when I befriended him, I was told his magical might and his major powers(lethal poison, vis source, can stupify people with a glance), but got to do the rest of the numbers myself. The familars I'm designing here are kind of in that vein.

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I had designs to add a last familiar that was an infernal crow who eats eyes and coerces magi to steal their rivals' secrets, but I never really got around to building the Infernal Famuli and doing all the numbers.

Great series. Thanks for sharing!

I stored them (and my apprentices, and some other random things) on my google bloggy space.

https://sites.google.com/view/lorekeepers/creative-collections/familiars

Hi,

I used your stats for this last post. I hope you think I've credited you sufficently. If you think I've done terrible things, just say and I can pull it down.

I have no problems or complaints with your borrowing stats and crediting appropriately. Though I will not pass the opportunity to tease you for misspelling raccoon.

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