Elemental Familiar
The Ten Familiars are ten elemental beasts which have entered into a pact with each one of the Erlithmanil. These creatures were or are descended from the ten beasts who aided the Accian hero in facilitating the Downfall of the Erlithmanil but now serve them. The hero shared his shape shifting abilities with them, allowing them to alter their appearance and to take on the form of any beast they come into contact with. They were then charged with protecting the crystals these entities were sealed within and to pass on this responsibility to their own descendants. The Erlithmanil, attempting to find a way around their sealing, tempted their guardians with power and immortality. Some of the original ten took this pact while for others it was their descendants. Either way, all ten of the Erlithmanil formed a pact with a different beast which became their familiar. Like all divine pacts, this cannot be reversed or broken.
The pact granted these beasts with immortality, elemental power akin to the Erlithmanil themselves and a powerful draconic form. In return, these beasts became their familiars and were tasked with seeking out potential hosts for their masters. Those who they chose would undergo a similar bond which the beasts shared with their masters and the beasts would serve as a link between their master and this potential host. A biproduct of this bond shared the abilities of the familiar with that of their new partner--the being is transformed into a Shape Shifter. As these beasts themselves are not divine, the bond they share with their chosen shifter is temporary, lasting only a given duration. However, within that time frame their partner shares many of their abilities and perks of their elemental pact. These beasts and their partners are extremely feared in the Kingdom of Accia and many other places, envied and taken advantage of/experimented on because of all of their abilities and elemental connection. They play the part of a Boogeyman in many folktales even.
If their partner shows that they are synchronized adequately with their element and are able to withstand and wield their elemental powers, the familiar moves on to the next step of their responsibility. They bring their partner to the crystal their masters are sealed within and undergo a ritual that transfers the soul of the Erlithmanil through the familiar and into the body of the intended host. They each have their various ways of accomplishing this honestly or deceptively. The element and their partner will fight for control of the body and, if their master is successful within their given life span, the process is completed and the bond becomes permanent granting their master a new body. If it is unsuccessful, the beast seeks out another host after the death of their partner.
The ten different beasts have lived for more than 60,000 years now and each of them were originally a different kind of canine, an odd preference of the Accian hero Accia Syltharis. The ten familiars are: Duff, Stella, Rain, Sol, Spirit, Clay, Wyrm, Pandora, Kiba and Sequoyah. Sometimes they will go by different names depending on their partner and their location.
The ten different beasts have lived for more than 60,000 years now and each of them were originally a different kind of canine, an odd preference of the Accian hero Accia Syltharis. The ten familiars are: Duff, Stella, Rain, Sol, Spirit, Clay, Wyrm, Pandora, Kiba and Sequoyah. Sometimes they will go by different names depending on their partner and their location.
Ten Familiars
Basic Information
Anatomy
Able to alter this freely, taking on any characteristics possible within each form/species they can shift into. They can become any kind of beast they have come into contact with, much as a human shifter can copy any human magic form. However, they do have two 'true forms' which are the form they were born as and the draconic form they gained through the pact.
Genetics and Reproduction
They are able to have children with any beast and these children are able to form one bond with one being, going through a single 'cycle' of the shape shifter's life before dying of age or injury. These children can also sire weaker familiars. Their shifter partners have weaker elemental connections than their parents and aren't involved in the host-element process. For unknown reasons, any draconic children they sire do not appear to inherit any shape shifting or the ability to create human shifters. Rather, they are raw elemental creatures.
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