Snowbell's Familiar Plane

Note: The information provided is my own Lore on the Familiar Plane, and this page is linked to my character SnowBell. The symbols provided are used to show the location of your character, such as the "side" you will be partaking in. If you wish to use this page as a reference for your character, make sure you link this to your page. The images were created by myself and are able to be used on the models or characters you make, but if you want to make your own, you can do so.
==What is the Familiar Plane? ==
The Familiar Plan includes a large number of magical creatures referred to as "Familiars." These enchanted beings are ready to be called upon to assist people with simple or unsettling tasks. The plane is made up of different biomes that each familiar can live in, and as time passes in the material plane, the biomes either grow larger or become absorbed by other biomes as a result of summoners summoning more from a biome or because a familiar is no longer needed.
The plane holds 20 biomes in total; each side contains 10 special biomes for familiars, and due to its scale, it creates “guides” that follow the familiar around to help offer services or even summoners that are visiting to give them a simpler time exploring the plane or to go see the emperor or empress. The plane is also divided into two halves that hold both good and bad familiars and are divided among two barriers that only familiars with the same emblem can go through. Although some say that many find their way around them and tend to be tampered with for the better,.
==How to enter the Familiar Plane ==
The summoning circle acts as a doorway back to the plane, but only the summoner with a “key link” may unlock this door. The door will take them back to the biome the familiar came from, or if the biome is absorbed, it will take them back to the place it once was. If the summoner forces or aims to teleport to the familiar plane without their “key link," they will be attacked and either locked up in the plane or slain, depending on the course that person took.
However, when a summoner is trapped or is unable to return to the material plane, their body and soul over the preceding 2 to 3 mouths will start to link them to the plane itself and will in the end turn into a familiar of their own, but depending on what side you're on, it will seal your fate. If the summoner also dies on the plane, their soul will be sent and rebuilt into a familiar to give them a “second life,” but many may disagree and call it a curse to live over and over again from death.
==Lore ==
The Familiar Plane was formerly an empire unified among two Mighty Familiars that intended to make the plane better for many magical species and would keep track of the biomes that the plane would produce, as well as provide answering portals for familiars to answer the requests they awaited. As declining years proceeded, familiars embarked on building homes and started to make a living for themselves, such as work and other activities they would need to complete as the plane became larger over time. Though many biomes started to grow over each other or even tangle up with other biomes, this created discomfort for many.
Both saw the terrific discomfort from the familiars seeing their homes and what they built get taken away from them. The emperor and empress started to consider ways to halt the biomes from intertwining or even expanding over each other, but neither were successful. Due to the empress being a Phoenix, she saw that the biomes being embarked upon would form a new life beneath its ashes, but the emperor being a scorpion saw his land decline and his pride being demolished each time a biome would fall. This caused great rage in the emperor. The empress started seeing familiars fight each other over the territory they formerly knew, and overtime made the empress tough on its regulations and would crush anything that would get in the way of life that should never remain there, but the Emperor saw that the biomes required to stand tall and generated a disengagement among the emperor and empress as time went on.
The Emperor Saw his great kingdom fall, the land that he could and should have run was being taken away by some overbearing bird that only lives off regulations and dust from a new life. The emperor would start to feed dislike to others throughout the plane to get familiars to see the empress faults, but this only caused more trouble overtime as many familiars went at each other's throats for their biome. This formed a blazing fury in the empress when they discovered their own companion decided to cast them under. The Empress would fly upon the emperor and start to proclaim that he is no longer the companion she formerly knew, and both fought on each side, trying to get rid of the other, but many hours passed until both stopped and looked around at the land once peacefully transformed into a battlefield, and they knew they needed to stop.
The Empress and Emperor both performed a deal to split the plane in half for both of them to rule on their own; this would offer a balance of maliciousness and righteousness to show each other whose side was more successful. The Emperor, in agreement, took his half of the plan, making it into a twisted realm that carries terrific danger, and the Empress made her half into a peace-loving fantasy for others to live and to re-establish once that was lost, but shortly over time, due to the sorrow she had in her core, she grew more lawful to her biomes and displayed terrific rage when regulations were ruined by others in the plane.
Both shocked hands upon this arrangement and formed two walls that divided their region from each other. The marks they created showed the region they live in but the future they will be forced into. Roughly many familiars try to reach the other side to have a better life, but some decline down into a hollow of sorrow as their minds start to bow down to a corrupt emperor that stood tall. The Empress takes in anything the emperor has ruined, but plenty say both sides are tough to live in. Many feel the only moment they are free is when they get called to a fresh or cruel life.
==Types of Summoning- Contracted / Summoned==
There are two ways of bringing in a familiar. They can be contracted or summoned by a ritual that requires mana from the individual trying to summon it, blood from the host, as well as the reasoning behind the familiar being there. However, if the summoner does not have a reason, they may have a chance of being given a familiar unwanted by the summoner.
If invoked by a ritual, the familiar will sense the emotion of their summoner and the pain that has been afflicted upon them. However, the familiar will not have it visually, but mentally, where the pain was afflicted. Example: If the summoner had a broken leg, the familiar would have the pain where the leg was broken, but their leg would be fine.
== Transferring Familiars: Involuntary bounds / Losing Battles / Temporary Connection ==
There are three ways to Transfer a familiar over to others they are:
==== Losing Battle: ====
When both summoners fight each other in battle they will finally come to a standpoint of defeat or even slaying one another, if any summoner was to lose to another familiar connected summoner the bound they created may be shifted to the winner due to the loser being unsuited to hold such a magical being, when the said individual are no longer capable to fight or are killed, the familiar will transfer over to the winner and this will be shown by the string from the connected summoner breaking and connecting to the other, this can have one to two outcome, one the winner that obtained the familiar can force them to finish the job or even get compelled to assist them on there gloomy course if needed, sometimes familiar will change into a different creature or even be maintained as there animal before but be transformed into a more gloomier version of themselves or the winners familiar or summoner starts to bully the familiar to get them to be commanded around more effectively by the summoner. This can only take place if two summoners are going to fight in a losing or death battle. Training with one another will not shape this battle break, but when they either shake hands or are displayed to be fighting for their lives, this will be put on the table.
Temporary Connection:
If a summoner was to pass away or have unexpected trouble that could lead to losing or even corrupting the familiar, the summoner can let the familiar temporarily link with another individual. This individual will have parts of the connection, but some magical abilities that were related may change, and it can be difficult for the familiar to cast. They may feel tired at times due to the mana flow being different than normal or even the location, but if the summoner is prepared to connect to them again, they can go back to the familiar domain and offer their blood into the circle to reattach themselves to the first summoner.
==== Involuntary bounds: ====
Involuntary bounds can take place when the summoners rival lust to use the familiars for there own journey or actually just power them to do their bidding without needing to link up the strings and make the summoner circle themselves, this is called “Force Bounding” this can take place in two ways, one the individual that wants to force the connection will need the familiars personal item they relish or a part of there body such as there “Magical item” that they use simply unique to them such as “Magical feathers that teleport you to there domain or even use for healing or sleep” when the such item has been given they individual that is casting will put a symbol of “bounding” onto the item and place there blood onto it, As this happens rad chains will form around the familiar, this will make the familiar depending on how well the spell was cast go into a fuzzy condition and may not act like there standard self but if the enchantment is very poor the chains will burn on the familiar imposing them to do the route as that's the only way for the suffering to go away, this can be disconnected by shattering the item, the other path you can go is getting into the familiars domain where there summoning circle is and placing there blood onto the circle and casting bounding onto it, this may cause major discomfort for the summoner and may have moments of mana drain due to the other summoner getting there mana drained from the familiar this can be broken by cleaning up and casting break on the summoning circle making sure to only use this spell if there is a bounding spell put onto it.
==Familiar Tier List==
Throughout the exploration of the plane, Familiars may have various Rank according to their age, these Rank are:
[Note: Some of these Tiers are confined to where they can go, Tiers 1 to 3 can pass through to the other Planes to evolve into more contracted, but tiers 4 to 5 are incapable to do this and need to be summoned.]
*Tier 1: Tier one familiars are the most common in the Familiar Plane. These familiars can only communicate when connected to the summoner at all times, they are incapable to do difficult jobs such as fighting and only have one form which are their animal forms. These are invoked when magic users have a low awareness of magic and only need a companion to speak and play with on their own.
*Tier 2: Tier Two Familiars are common in the familiar Plane. These familiars can communicate to others, even when unconnected to the summoner and are still incapable to turn into a different form, However, these Familiars are able to talk to a Tier 1 and are mainly summoned when magic-users grasp the knowledge of magic and only need a hand.
*Tier 3: Tier three familiars are mainly seen in the Familiar Plane. These familiars can communicate to others, be able to change into a human shape for easier benefits such as speaking with the summoners companions or for minor jobs that the summoner needs doing. These are primarily summoned by magic-users that have a improved knowledge of magic and are summoned to do a small task as well as work within the familiar Plane.
*Tier 4: Tier four familiars are tough to encounter in the Familiar Plane. These familiars can communicate with others, be able to switch into two forms mainly the human and combat form when combat is needed. These are mainly summoned to do more tougher tasks that the summoner needs them to do, they follow every task and tend to wait until the summoner summons them for the duty ahead. These are summoned when the magic-user that have a remarkable knowledge of magic and puts there blood and mind into what they need that familiar to do. They also work within the Familiar Plane and tend to do more task to keep the familiar Plane tip-top shape when unsummoned and not required.
*Tier 5: Tier Five Familiar is rare in the Familiar Plane. This Tier drops under “Might Familiars territory” that only two have been seen, such as the Empress and Emperor many Tier fours can rank to  this Tier but many are unfit to take the position. They are greatly looked up to by the remainder of the lower-tier familiars and will tend to have many forms when either in combat or when traveling around. These are extremely tough to summon and only will be summoned when their empire/plane are threatened. They are very strong minded and would turn their backs or un-summon themselves if the logic of the caller is not to their liking. These are only summoned by extremely knowledgeable magic users, and even when the summoner is able to summon them, they as well receive a tough time commanding the actions of these rare familiars. However, there are lower level 5 familiars who rule over their own biomes, but tend to remain silent and mask themselves from the sight of the emperor and empress.
==Familiar Symbol Brands -W.I.P-==
There are three different brands that display on the Familiar itself, those brands are:
[Note: The marks on the familiar's body will indicate which side they were living on prior to being summoned. Over time, this symbol may change based on the summoner's path and the task they assign the familiar to complete. Moreover, this brand acts as a lock for their "Books of Knowledge," which are filled with well-known tales and insights they acquired during their old lifetime with other summoners. In addition, a Freash "Book of Knowledge" will manifest and begin putting words in and will be connected to the familiars' deeds so that, upon their passing, other familiars can use this book to educate themselves about the outside world and appropriate behaviour.
 
The Familiar with this brand is shown to be a part of the empress's judgment. This mark is provided when a familiar summoner is faithful and provides shelter to others, but it can also shape a familiar with their own choices. When the brand has been determined, the familiar will be incapable of eliminating it and will stick with them either when they perish or switch, and even if a familiar claws or attempts to paint over it, the magical symbol will overlap the dye or injury. 
These Familiars will tend to be against all that is malicious and maintain a hatred towards E.M.F. [Evil Mighty Familiars], and if encountered, may either attack or stay away from them due to their objective as well as the monsters they hold. The brand also allows the "Guides" to connect with and support the familiar when on the plane itself, as the guides will neither pursue them when they depart the plane nor tend to await them back to mend or provide services or move over to a different familiar when they are departed.
The Familiar with this brand is shown to be a part of the Emperor's judgment. This mark is provided when a familiar summons has fallen to villainy and established harm to others, but besides, this can form on a familiar with their own choices or by being compelled underneath by the beast that dwells in the side they call home. This brand as well, when determined by the familiar, will be incapable of eliminating it and will stick with them either when they perish or switch, and even if a familiar claws or attempts to paint over it, the magical symbol will overlap the dye or injury.
These Familiars will tend to be against all that is faithful and uphold a hatred towards G.M.F. [Good Mighty Familiars], and if faced, they may either attack or alter those that fall under the empress's imposed yield. The brand also allows the "Guides" to connect and support the familiar when in the plane itself and will follow the Wicked Familiar to help with transforming any that display the empress emblem as the Emperors Guides link with the familiar to keep it from changing into another empress assistant.
The Familiar with this brand have not found their place in the world just yet. This brand will form on a familiar with children to help provide mana to their kids before eventually moving over to their young ones. Not many familiars will have newborn children, and freshly established familiars tend to be taken and pushed to develop faster, as when summoning a familiar, their children will be connected to them as well. The Empress or Emperor will seize the children and from them into a fully developed familiar, and the mother and father will have their minds whipped and modified into a freshly formed familiar. Some familiars can get away with forging a family and tend to hide their newborn children from the guilds that follow them.
If or when a family has children in the material plane, this symbol will form an anchor to their mother and will be attached to them once their mana and entity have matured. The father of this infant will neither form this brand on them nor be there to offer shielding if things get rough.
== Breaking The Summoning Circle / Corrupted Familiars ==
==== Breaking The Summoning Circle: ====
Breaking the summoning circle is a very risky path to descend and could lead to the death of the familiar and send them directly back to the familiar plane. Nevertheless, when the summoning circle is broken in half or parts are removed, this will produce a different attached familiar that would be free but still be alive but have issues reaching the familiar plane once this process is done.
You may say that the familiar would form a relationship between contracted and summoned; this is a very rare species of familiar that none would even seek due to the nature of a familiar being a servant for nearly their life, and being cut off with “release” would cause the familiar to be terrifically distraught as they dwell to assist others and don’t know if freedom is a positive matter.
Upon the circle being shattered in half, the familiar’s summoner will be incapable of using the circle as a route to get to the familiar plane, as well as being unable to un-summon and re-summon the familiar once this happens. This would imply the familiar would be around you 24/7 till the familiar dies naturally or unluckily due to the breaking progress.
==== What happens if breaking the circle in half is successful? ====
The Familiar will feel fragile and will stay close until the connection to the mana flow and the healing ability are similar and fully connected. Eventually the connection process is complete the familiar will start to display battle scarring such as Marks, Burns or even limbs that have been cut off as well as loss of sight or other that the familiar has lost in battles with other summoners or have obtained in the plane from combat. The reasoning behind this is that the familiar Plane provides the best servant, so having scarring or duel marking could get in the way and so they use an enchantment spell to patch up and shield such marks. Afterwards, The familiar will shape chains on their arms and legs to display that they are still connected to a summoner, its very useful to the familiar as they can use some of the summoner's abilities by using the shackle.
On the other hand The familiar would need to be highly careful the first moment they use their summoner abilities, as if neither summoned right could harm both parties and some that are connected but not all would sense the pain like the familiar as the familiar would take the pain for its rash actions and would be punished by the chains if using more the one ability at a time. [Note: They can only be linked to 3 to 6 others and the chains will get shorter depending on how much they are connected so it's not too much to grip]
==== Corrupted Familiars: ====
Corrupted Familiars are the most unstable Familiars out there and can be very hazardous to those who either summon them with a dark means or contact them with their already summoned Familiar by their side. If a tainted Familiar is summoned or contracted to those who previously have a familiar the Familiar that is already summoned will start to shape into an unstable familiar and will gradually get effected by the corrupted familiar that is trapped with them making the summoners magically unstable. On the other hand, the only way for the corruption to spread is for the tainted Familiar to connect to an untainted Familiar.
The way that tainted Familiars are created is highly unfamiliar and not even the mighty Familiars genuinely understand, some might state it could be the summoners connecting chain that connects both familiar and summoner to be ruined as well as if the summoner has somebody either fighting within to take control or the familiar is not with the same summoner previously. However, If the Familiar gets to Altered the summoners critical will haul the unstable familiar back to the biome and will either be stuck within the biome or will be whipped and will be formed into a entirety different familiar for a different summoner to summon them.
However, Corrupted familiars can be very tough to tame or summon so it's a awfully hard possibility to even get a tainted familiar to begin with.
==Creatures: {Good Zone/Evil Zone} [G Zone, E Zone] ==
There are many different type of Beast that use sanity based-magic but many lay in the Evil Zona, as familiars may alter themselfs to form into the monsters listed down bellow: 
=== Natural Guide: [E.M.F / G.M.F] ===
==== What are Natural Guides/What do they do?: ====
* Good Natural Guides are passive towards G.M.Fs but Hostile to E.M.Fs and are creatures that guide the summoner or Familiar around the Plane itself, due to the familiar Plane being so vast in size tends to need a "guide" to assist with injured familiars or visiting summoners requiring to talk to the empress or emperor. The Guides will always be with a familiar and can be found mainly around familiars that are fresh or need aid.
* When the Familiar is sent back from a duty or fight and has gotten hurt, the Guides will use their magic to cure the familiar back to health. Although if the familiar is way to hurt and has gotten limbs or element missing they will assemble Two to Three Guides to mend and to get them back to health.
* Bad Natural Guides are Aggressive to G.M.Fs but are passive to E.M.Fs and work the same as the Good natural Guide. However, they will prey down any G.M.F and seek to take over or even altering the Good guide to their side, this guide tends to pull or even battle with others when getting to close or even commanded by the emperor to go after.
==== What do they look like: ====
* The Natural Guides have various colours depending on the location of the Guide. In G Zone, you can uncover them to be bright blue in shade with a hint of purple around them, they are extremely tall and can change their shape and size depending on the familiar they bond to. In E Zone, the Guide is dark black with a purple glow to them, they do neither have legs and like to glide above the ground to shift rapidly or yet turn unseen to mask or chase down positive familiars.
===Slimer:===
==== What do they look like: ====
* The Slime has a dense bubble of gloop around its small head and comes in a colour of purple. As well as, their bodies are coated in heavy gloop and have little tentacle like appendages on their back to grab and hold onto familiars to stick them in place
What are Slimers/What do they do?:
* A Slimer are developed Guides that are concealed in a heavy gloop that is the consistency of tar, these will mainly be around the E Zone and will not shift around that much and tend to be around Bad Natural guides to either assist in ambush or indeed slow down familiars/summoners that are attempting to fight or even run away. The Tar consistency gloop can be eliminated by a bright light if the familiar/summoner has any remainder of the slime on their body, this slime will not grow in their body and depending on how much is on their body will show terrific slowness if around the legs or arms.
* The slime will at no time be by itself and tends to always remain in a cluster to assist either the heavy tanks in the cluster or even the minimum fighters to get the assignment down, they do not enjoy neither illumination and tend to shift away from it, they mainly will be hidden and tend to appear when they are secure and need to assist any E.M.F in combat or even run after the G.M.F along side if told too.
=== Slasher: ===
=== What do they look like: ===
* Slashers are light blue in colour and when in the light, turn into a murky stone purple. They have two blades that are attached to the back and will use them for stronger attacks, as well as they have two talons that are used for a quick slash.
What are Slasher/What do they do?:
* The Slasher is passive towards E.M.Fs but hostile towards G.M.Fs, and tend to be establish near bigger groups when fighting, they only show up two at a time and only rush when not being looked at and tend to slow down in the light itself forming into a stone like form, they will tend to quickly slash the familiar to damage or defend the others in battle.
* They remain near Slimers due to them being capable to slow them down but also defended the group from assault from either the summoner themselves or even the familiar attacking or running away, they will neither kill the familiar but tend to go for legs, arms, wings or either parts they use for combat but if required will go for the final blow when the group is heavily harmed or when there is to many to turn to the dark side.
===Screamer: ===
What do they look like:
* Screamers have a yellow/orange colour to them with massive segments on there back with a mask covering there face, they tend to open the segment to show a flame texture, if there segment are slash off they will have a more tough time screeching and will run away or even perish, they will be harmed by light and tend to remain far from it making certain when required they come out and assault and swiftly turn invisible once again.
What are Screamer/What do they do?:
* The Screamer are passive towards E.M.Fs but hostile towards G.M.Fs. They will always remain in a big group and only one per grouping are in a large party, these Creatures will scream a harsh volume that will dazed any with good hearing or mild, some say you can hear there streams from far away telling a familiar that they are around or even display the position of a searching party that's sent out around the Plane for any G.M.Fs traveling around. These can also disappear, but they are very fragile to light, even so they can as well act like a distress scream to get more aid.
* They will only scream when they get awfully close to an individual making there scream more successful than far away, but tend to be cautious when going near any familiar or summon due to them not having a lot of protection then the rest, you will know when they start to scream as there segments on there back show there authentic bright colours that firmly represent speakers around them.
===Distressed Caller: ===
What do they look like:
* The Distresser has a cover that is half cracked on the side to show its face, it has a long robe coating its whole body and is white, gold and a bit of purple in colour, they tend to keep the face mask on at all times and tend to shift away from the light and never really show, its very rare for a Distressed to show first time and waits for its friends but sometimes will push its luck.
What are Distressed Caller/What do they do?:
* A distressed Caller are passive towards E.M.Fs but hostile towards G.M.Fs. They will try to simulate parties involved or use one of your companion voices to seek to call for support either to guide you into an assault or get you to a damaging state, they like to remain hidden until all of the different types of guides/Distresseders are slain meaning they will showcase themselves and be afraid due to being outnumbered. They are extremely clam and tend not to strike, but only pretended to be a friend or talk to the summoners or familiars to either reduced its fighting assault or to play around with them like a gamble.
* They are quite shy and tend to stay hidden from view, but when searching around you can hear them speaking and relish in encircling around the person to seek getting them concerned or spooked.
===Summoner: Bad===
What do they look like:
* A summoner has robes that cover their body like a idol and tend to have purple and light green entirety over their hands and mask, the mask covers their face.
What are Summoner/What do they do?:
* A summoner is passive towards E.M.Fs but are natural to G.M.Fs. They will not trigger a quarrel and tend to move towards an increased mana location. They will fly around and start to summon little Mana Feeders to feed off the mana in the atmosphere, when familiars are around them it can lead to them feeling unwell or even pass out due the absence of mana as this can begin to pulled away from the summoner themselves, they tend to only attack when either a familiar proceed to assault them but they can also express and tend to not mention a lot to either both party's. They seem to have a high intelligence and tends to be the speaker in the group or even the collector of awareness of the others.
===Mana Feeder: Bad- Natural===
What do they look like:
* The mana feeder looks like a small star-shaped monster which has a white eye and a black body, they have no other colors.
What are Mana Feeder/What do they do?:
Mana Feeders are natural but hazardous to both party's, they tend to be summoned by the summoner to gather mana around the territory to knock or even slow down flow. The Feeders have Three stages once acquiring different amounts of mana from the area:
From One Tiny: The small mana feeders start out this size and don't draw in too much mana when they start, they tend to be extremely tiny and seek to move closer to space with high mana tug to feed and get bigger.
Form Two Medium: Medium mana feeders start drawing more mana out of the atmosphere and start to get a lot greedier when around familiars or summoners themselves, it will start to make the familiar worn out or indeed a bit weak and tend to circle the familiar or even fix onto them if need be.
Final Form: Big: When the Mana Feeders get to there complete scale it tends to absorb heavy amount of mana making it quite tough for the familiar to even remain around them, they will tend to shift near the summoner before either being requested to attack the familiar by the summoner itself or even making the familiar decrease to its animal size to be easy collection for the rest of the beast.
===Big Chonk: ===
What do they look like:
* Big Chonk has a single dark and white guide within that shows no arms and uses a tough coating that consumes their body to cover itself, It has a chest coating that covers the chest from any assault and only diffuses it if light envelop it, although it can also be stabbed through and attack the same way but it's quite tough to get by.
What are Big Chonk/What do they do?:
* The Big Chonk are passive towards E.M.Fs but aggressive towards G.M.Fs. They are tanks and only have one in ever party to either help or even grab a familiar that may be to much for the others, they tend to show very aggressive actions and will help even the leech with its host itself but also get ride of any unwanted people in the area. The Big boi has problems with moving around due to its size and tends to be very slow and can be outrun but is very heavy and wont go down easy, Light seems to make them weak and are easier to take down by a group or even 2.
=== Leech: ===
What do they look like:
* A leech is black slimes that can fit into slight openings and enforce their control over the familiar or summoner either by linking it to the brand or attaching itself to the summoner.
What are Big Leech/What do they do?:
* Leeches are passive towards E.M.Fs but hostile towards G.M.Fs. They tend to leech on to any summoner or Familiar they can get their grip on and shape a bond around the individual. If they don't have a symbol to connect to they will grasp onto the mortal leaving hand impression where it's been holding onto after the leech has been discounted from the individual. Leeches can be de-spell from the body by "de-spell magic " and can get highly furious requesting the individual that the leech has a handle on to request for support. When the said individual has request for support by the leech, it will summon either some Big Chonks, Screamers or even Slashers to assist it out, they won't assault the individual that has the leech commanding them and will only strike the familiars or summoner that are attempt to get ride of it, Though using said "de-spell magic" on a familiar is a highly terrible concept and tends to need more careful way to get ride of them.
* The method to clear off a leech on a familiar is by aiding the familiar through the sorrow they formerly had and tends to need the familiar to brawl its way out of the Leechs grasp, this may leave a more rougher mark on the familiar and may leave more handprints over their body even if they have an emblem on them.
== Flora [Plant Life] -TBA- Not Yet Added/Done. ==
... [Will ADD Later]...
== Familiar Plane World - Map / Structures / Layout ==
The Familiar Plane universe has 10 various biomes on each side, these biomes have both major and minor factors such as population and size.
In the center of the familiar Plane there stands a fortress that divide both E.M.F and G.M.Fs alike. The empress and emperor  lays deep in the stronghold that containing all books and knowledge of the familiars past as well as the dungeons that hold tainted familiars or even familiar trying to change their ways. The structure also obtains another barrier that divide the strongholds from both and has two doors on each side so they can move to the other side any moment but familiar with different symbols can't walk through that simple and halt any from walking in but some say they always find a way.
The "Answering Portals" are placed in each habitat so familiars don't require to move Biomes to answer their call. The portal structures are intended to match the biome, its seen with flags that display the portal symbol and have a shining triangle opening that shines bright when the familiars time is ready. A significant number of familiars build residences near them or even stay and await there for their time to come, but many give up and tend to go deeper into the biome and establish their own living space, even protecting it from others or aiding injured families that do come back from combat. When the portal calls for a familiar, the familiar will see a bright beam that display the spot of the portal itself and only the familiar that is selected can see it, the portal will track the familiar and will check if the familiar is eager to go, if the familiar is not longing to go and try's to run away or even shove individual into the portal the familiar that is not selected will be teleported aside and only the familiar that is selected can go through, the familiar will be dragged if they don't want to proceed or even teleported over and over again until the head inside. 
The Answering portals have their faults as the summoner that is asking for a familiar can impact the portal and its decision. The portal can be opened up to tainted familiars or even a random individual if the summoner does not request the reason for the familiar. The Answering portals can request the empress and emperor if the summoner desire them, but tends to have them both de-spell it and moved the portals call to another familiar to serve their own call themselves. 
== Familiar Hunters/Familiar Black Market [TBA] ==
-Need to add-
== Gallery ==
File:Familiar Guide.png|EMF Guide
File:Unknown Familiar.png|Honey Badger [E.M.F]
File:Snow Leopard Familiar si-lac.png|snow leopard [E.M.F - Snowbells friend
File:Common asking where snowbell is at Lotus Garden.png|Name: Common [E.M.F 
File:Griffin in PL.png|Griffin [E.M.F]
File:Snowbells library home.png|Snowbells Home Plane [Magical Book Location
File:Auron holding the spell book.png|Familiar Summoning Book -Not the Book of Knowlage-
Category:Character Lore