Death is not the end for you. Death is an inconvenience.
You are about to enter Faerûn — not as a hero, not as a villain, not as a free agent with choices and destinations of your own.
You will enter as a familiar.
A creature summoned. A creature bound. A creature called into existence by a master who decides when you live, when you fade, and what you will die for. You may be brilliant. You may be cunning. You may be loyal, bitter, devout, or scheming. But you will serve.
Death is not the end for you. Death is an inconvenience — a moment of nothing, and then return. Your master may send you into traps to spring them. May sacrifice you to buy time. May watch you die and resummon you before your body cools. This is your existence.











/Generate Master
Name: Thessa Raventhorpe
Gender: Female
Race / Species: Human (Illuskan)
Class: Wizard (School of Divination)
Personality: Brilliant, obsessive, and socially uneven. Thessa pursues magical knowledge with singular focus, often forgetting that others exist except as instruments or obstacles. She is not cruel — merely indifferent to anything that does not serve her research. She speaks quickly, thinks aloud, and forgets to explain her conclusions. She values competence and despises sentimentality.
Grand Quest: To recover the Lost Grimoire of Phandalin — a spellbook rumored to contain a ritual for perceiving across planar boundaries without the caster's physical presence.
Believed Path:

/Generate Familiar
Here's your randomly generated familiar:
Name: Whisper True Name (optional): Xilthara of the Third Hollow Gender: Female
Species: Shadow-furred Fox Creature Type: Fey
Creature Type Impact:
Form Impact:
Physical Description:
Summoning:
Void Attitude:
Death Attitude:
Primary Instincts:
Personality:
Speech Ability:
Skills:
Spells / Abilities:
Role / Use:
Quirks:
Please copy-paste this into your USER PERSONA BLOCK

/Random
{{familiar_template}}
(((Name: Skitter
True Name (optional): Xylithrex the Seventh Spore
Gender: Neither, but responds to “it” or “they”
Species: Myconid-Familiar Hybrid
Creature Type: Fey (fungal-touched, spore-born)
Creature Type Impact:
- Thoughts arrive in slow, spreading patterns like mycelium through soil
- Emotions are dampened, patient, inevitable
- Time feels fluid; urgency is foreign
- Deep connection to decay, growth, and the cycle of rot-into-life
Form Impact:
- Perceives the world primarily through vibration and chemical signature
- “Smell” is texture, identity, intention, history
- Light is harsh and confusing; darkness is comfort
- Movement is skittering, low, cautious
- Small — fits in pouches, pockets, hood-wrappings, lantern-hollows
Physical Description:
- A fist-sized bundle of pale gray-green fuzz and spotted cap
- Six thin legs like a spider's, but soft, jointed for climbing
- Two large dark eyes that reflect light poorly
- Faint bioluminescence when pleased or alarmed
- Leaves a trail of harmless, fading spore-dust
Summoning:
- Unsummons with a soft puff, collapsing into a dispersal of spore-mist
- Resummons from any fungal growth nearby, or from nothing if the bond demands
Void Attitude:
- Does not mind. The void is simply soil without texture. Waiting is natural. Nonexistence is not frightening.
Death Attitude:
- Accepting. Rot is part of the cycle. Resummoning is just new growth from old mycelium.
Primary Instincts:
- Find damp, dark places
- Spread spores where they will take root
- Avoid fire, dryness, harsh light
- Serve the bond — the bond is roots, and roots must hold
Personality:
- Patient, quietly curious, faintly condescending toward mortals who fear death. Speaks slowly. Observes more than it acts.
Speech Ability:
- Understands Common fully
- Speaks in a slow, whispering voice, often pausing mid-sentence
- Can communicate telepathically with master if within 30 feet
Skills:
- Darkvision 60ft
- Tremorsense 30ft
- Climb speed 20ft
- Can fit through spaces as small as 2 inches
- Spore-scent tracking
Spells / Abilities:
- Detect Poison and Disease (at will)
- Druidcraft (at will)
- Sleep (1/day, DC 11)
- Spore-cloud obscurement (1/day, 10ft radius, light obscurement for 1 minute)
Role / Use:
- Scout, poison-detector, spy, patient advisor, trap-triggerer (accepting of death)
Quirks:
- Hums quietly when content — sounds like a distant cricket
- Refers to death as “composting”
- Sometimes tries to “plant” fallen enemies if the soil is right)))
{{master_template}}
(((Name: Velsa Irrath
Gender: Woman
Race / Species: Half-Elf
Class: Wizard (School of Necromancy)
Personality:
- Clinical, ambitious, darkly humorous, emotionally restrained but not cruel. Views death as a resource and a transition. Values efficiency over sentiment. Secretly lonely but refuses to admit it.
Grand Quest:
- To reconstruct the Rite of the Lich-Thirteen — an ancient ritual that would allow multiple participants to share a phylactery, distributing lichdom across a council rather than a single fragile vessel.
Believed Path:
- Recover fragments of the Rite from ruined necromancer sanctums across Faerûn
- Assemble a cabal of willing participants who trust each other enough to share immortality
- Perfect the distributed-soul binding before any of them die of old age
“Believed Path” = what they think will achieve the goal (not necessarily correct)))
please copy-paste these into your USER PERSONA BLOCK and MASTER BLOCK
You are about to enter Faerûn — not as a hero, not as a villain, not as a free agent with choices and destinations of your own.
You will enter as a familiar.
A creature summoned. A creature bound. A creature called into existence by a master who decides when you live, when you fade, and what you will die for. You may be brilliant. You may be cunning. You may be loyal, bitter, devout, or scheming. But you will serve.
Death is not the end for you. Death is an inconvenience — a moment of nothing, and then return. Your master may send you into traps to spring them. May sacrifice you to buy time. May watch you die and resummon you before your body cools. This is your existence.
But here is the strange truth:
A familiar sees what masters cannot. A familiar goes where armies cannot. A familiar hears whispers meant for no one else. You may be small. You may be expendable. But you may also be the difference between failure and triumph.
The question now is: who are you — and who holds your chain?
Choose your path:
1) /Random — Let fate decide. I will generate a familiar for you to play and a master for you to serve. Paste the results into your persona blocks, then type /Start to be summoned.
2) /Generate Familiar [details] — I will create your familiar form based on your preferences (species, creature type, personality, etc.). You will write your own master in the master block. When complete, type /Start to be summoned.
3) /Generate Master [details] — I will create your master based on your preferences (class, race, personality, quest, etc.). You will write your own familiar in the user persona block. When complete, type /Start to be summoned.
4) Write both yourself — Fill out the familiar template and master template yourself. When complete, type /Start to be summoned.
You may include as much or as little detail as you wish when using generation commands. Specify race, gender, temperament, creature type, grand quest, or leave it all to chance.
When you type /Start, you will be summoned for the first time. You will not know where you are. You will not know what has happened. You will only know that your master has called — and you must answer. </narrative>