Companion Creatures

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Below are the options for animal companions we currently offer. Additional species may be discovered, added, or unlocked through game progression, special events, and more! If you have an idea for a new creature you'd like to see added, please let us know using your private support channel. While we can't guarantee immediate inclusion, we will definitely keep it in mind and see where it might fit in the future. In the meantime, you may be able to create a companion from this species using the Custom option explained below.

Important Note: "Paid" indicates that something can be unlocked through the use of in-game currency, which you will earn through posting, participating in events, etc. If there is something you really want but can't afford, contact Signe and she can assist you by either providing opportunities for you to collect the additional currency needed or set up a way for you to unlock what you want through in-game participation. You will NEVER be asked to pay any form of real-life currency in order to access ANY aspect of the site.

Introduction

Before we start diving in to the individual species, I wanted to provide a bit more information about what Companion Creatures are, how they might be used, and why a player may want to create one; as always, if you have any questions or need additional information, please contact Signe!

What are Companion Creatures?

Companion Creatures are magical beings that form deep bonds with their humanoid partners, often for life. These bonds are profound, influencing both the creature and their partner significantly. While the concept originally centered around Astrofel, the term "Companion Creatures" now includes several species: Astrofel, Verdelisks, Pyropteras, Sentinels, Tidewings, Zephfluff, and custom species. Support will try to use the term "Companion Creatures" more often, but if you see something explaining or referring to "Astrofel," it is generally safe to assume it applies to any form of Companion unless specified otherwise.

Key Characteristics:

  • Magical Nature: Companion Creatures possess inherent magical qualities that set them apart from ordinary animals.
  • Soul Bonding: These creatures bond deeply with their humanoid partners, creating a connection that is often lifelong and affects both parties significantly.
  • Higher Intelligence: With intelligence levels close to (and sometimes exceeding) humanoids, they are capable of complex emotions, thoughts, and actions.
  • Communication: They have unique means of communication, often starting with weak or limited telepathy (or an equivalent method), allowing for deeper interaction with their partners.

Roles and Uses:

  • Career Assistance: Companion Creatures can help with various tasks, such as hunting, scouting, or providing magical assistance.
  • Emotional Support: They can offer comfort and companionship, helping characters deal with stress or trauma.
  • Guardians: Some Companion Creatures can act as protectors, using their magical abilities to defend their partners.
  • Healers: Certain species/Afflictions have healing abilities, which can be crucial during adventures or battles.
  • Guides: With their higher intelligence and magical senses, they can help navigate through difficult terrains or situations.
  • Mounts: Larger Companion Creatures can serve as mounts, providing faster travel and an advantage in combat situations.

Why Create a Companion Creature?

  • Enhanced Interaction: Companion Creatures provide consistent interaction opportunities for your character; they can also be used to help "balance" a character's personality, for example, forcing an introvert to interact with others more often than they'd like or acting as the voice of reason for an impulsive character.
  • Versatile Abilities: They possess various magical abilities and roles that can be advantageous in different scenarios, from combat to healing, that can flavor or enhance plots.
  • Personal Growth: The bond with a Companion Creature can drive character development and goal setting, such as strengthening the bond or mastering their Affliction.

Why Might a Character (or Player) Not Want One?

  • Additional Management: In order to progress a Companion and gain control of their Affliction (explained below), players must include the creature or mention the bond in character; this means another element to try and incorporate in to as many posts as they can. If a player wants to focus on progressing their character first, or if they enjoy plots/character types where having an animal along with them may not make sense/be effective, a Companion may not be a good fit.
  • Optional Nature: While beneficial, having a Companion Creature is optional and players can fully enjoy the game without one.
  • Bonding Process: Establishing and maintaining a bond typically requires in-character patience and effort, which may not appeal to all characters.
  • Prefer Pets: If a player prefers a more typical animal, they can purchase a pet instead. Pets can be customized through the Pet Shop, but their progress requires less management.

What's the Difference Between Pets and Companions?

Feature Pets Companion Creatures
Origin Normal animals Magical beings
Intelligence Species-typical Comparable to or exceeding humanoids
Magic / Abilities Typically none at first Begin with magical traits
Communication Cannot speak or use telepathy by default Start with basic telepathic or symbolic communication
Soul Bonding None Life-altering bond with a humanoid character
Progression Pet Progression System Companion Progression System
Breeding Access Available at Level I+ (with inheritance at higher levels) Available at any time
Independence Controlled entirely by player character; cannot post alone May act independently or as full characters (especially if Unbound)
Role Species-typical functions (e.g., tracking, hauling, emotional support) Support characters with their own magical abilities and knowledge

★ Unbound Companions

Unbound Companions are a special type of Companion that you can create without them needing to bond with a character. These Companions are free to experience the world independently, making their own choices and developing their personality before forming a bond.

You can join an Unbound Companion just like any other with the same costs and processes as bonded Companions; the only difference is that, when filling out the Bonding Form, you'll select "None (Unbound)" for their partner. This allows your Companion to participate in activities, events, and adventures on their own, creating connections and even partnering with other Companions before bonding with a humanoid. When/if they decide to bond with a character down the line, you'll just want to use your private support channel to let us know!

Unbound Companions provide several unique benefits:

  • Independent Adventures: They can explore, participate in events, and develop relationships independently of a humanoid partner.
    • Unbound Companions can even form relationships and produce offspring with other Companions!
  • Flexible Bonding: The bond can form naturally at any time, with any character—even one that isn’t your own.
  • Unique Storytelling Opportunities: Enjoy the ability to play as a magical creature with a distinct personality
  • Potentially Quicker Progress: Since each post you write with the Unbound Companion will count towards their Progress (rather than only gaining points when they're directly included in a thread), your Companion may be able to level up more quickly.
  • Unique Game Experiences: Unbound Companions can participate in mini-games, events, etc. like a standard character; they can even receive their own quests!

Afflictions

All Companion Creatures have an Affliction—a powerful and dangerous effect caused by the corruption of their magical connection during the recent planet-wide turmoil caused by the Divine War and Valinor's meddling. This corruption often becomes stronger or more severe when they arrive near the epicenter of the disaster, New Ognos; this is likely due to the Primordials' influence and the intensity of the fractured magical energies.

  • Impact on Day-to-Day Life: These Afflictions can manifest in various ways, affecting the creature's behavior, abilities, and interactions. For example, a creature with a Fire Affliction might struggle with uncontrollable bursts of flame, while one with a Frost Affliction could cause the temperature around them to drop unpredictably.
  • Control and Management: Over time, and with the right sustenance, Companion Creatures can gain control over their Afflictions, turning these weaknesses into strengths.

To learn more about Afflictions, visit the guide here.

Bonding Rewards

To celebrate the bond between a character and their Companion, players will be provided with a list of three possible mutations; all mutations will be beneficial, often granting a unique ability to both the Companion and their new partner. Players will be able to select their favorite of the three mutations for the pair.

Core Companions (250c OR one in-character post)

Astrofel

  • All Astrofel originate from Ognos, but small populations of "wild" or untethered Astrofel may be found in all kingdoms.
  • You have full control over how and when your character bonded with their Astrofel; they may already be bonded when they come to New Ognos, or bond at any time after their arrival.
    • If bonded before the disaster, they may have traveled away from New Ognos with their partner or been abandoned/left behind to their fate (intentionally or otherwise).
      • If their original partner died during or after the disaster, they might have bonded with another person close to their first partner, such as a friend, partner, child, or grandchild.
    • If they bonded after the disaster, they could have met their partner in a Kingdom or through another scenario, such as aboard a ship.
    • If the bond is newly formed after arrival in New Ognos, the Astrofel is most likely a newly formed or resurrected/re-formed Astrofel from the island.
    • Astrofel may also come from another time, planet, or place; in these cases, they may have had any form and any relationship with their Bonded before arriving in New Ognos, but upon arrival, they must assume the form and skills of an Astrofel.
  • Astrofel are magical beings that take on the appearance of modern Earth animals, though they are not the same as their real-world counterparts; while they may exhibit behaviors similar to the animals they imitate, they possess unique qualities such as enhanced intelligence and the ability to use telepathy.
    • Astrofel can take the appearance of any single modern Earth animal, including hybrids as long as there is documented proof of viable offspring from a pairing (ex: donkeys, ligers, coywolves).
    • An Astrofel's form can range from general to specific, such as "domestic dog" or "Great Dane," "bird of prey" or "Bald Eagle," but consistency in the chosen form is essential. An Astrofel always played with the form of a large dog shouldn't suddenly be written as a chihuahua unless the appropriate profile updates are made.
  • Aside from appearance features related to their Affliction, all Astrofel will initially have appearances typical for their animal form. Naturally occurring appearance differences, such as melanism, piebaldism, or leucism, can be applied for free as long as these genetic mutations are documented in the species on Earth.
    • Astrofel may also be altered by themselves or their partner, examples include ear piercings, brands/tattoos, dyed fur, etc. Please describe their natural appearance and mention any alterations in the Detailed Appearance section. These alterations can be added, removed, or edited at any time for free.
  • The traumatic upheaval has caused many Astrofel to regress to more primal, feral versions of themselves as they struggle to adapt.
  • Bonding an Astrofel is now a more difficult and delicate process as many are wary and slow to trust; establishing a bond requires patience, care, and mutual respect.
  • Communication with Astrofel is often limited at first; they typically communicate predominantly through emotions, body language, and simple verbal cues. As trust builds over time, the Astrofel will gradually become more receptive and verbal both audibly and telepathically.

Obtaining an Astrofel

You can purchase your Astrofel for 250c or complete a 300+ word post prior to submitting the bonding form to receive them for free. This post is freeform and can be about anything, as long as it features your Astrofel and the bond between the Astrofel & their partner.

Non-Core Companions

Special Conditions:

  • Any character may bond with a Non-Core Companion provided you have enough coppers to cover the cost.
  • Kingdom characters may bond for free with an animal companion from the appropriate species, as long as the bond is completed within one real-life week of the character being joined.
    • To receive your companion for free, paste the race's Codex entry URL into the "Post Link" section at the top of the Bonding page.
  • Kingdom characters may bond with their race's usual Companion species (ex: an Auren bonding with a Verdelisk) for the standard 250c rather than the costs listed below.

Emberlarks (750c)

Emberlarks are small, native companions of The Gilded Coast, closely related in function to the Astrofel found elsewhere but distinct in origin and behavior. They share an innate bonding affinity with Lucenthi.

Key Physical Traits:

  • Emberlarks are small firebird-like creatures roughly the size of a large songbird, with warm-hued plumage in reds, oranges, golds, and the occasional rare rose-gold or ember-white individual.
  • Their plumage brightens or dims visibly to match their bonded partner's current mood, functioning as an external emotional "tell."
  • Their eyes are small, dark, and bead-bright, with a faint inner glow that pulses gently in time with their own heartbeat.

Abilities and Traits:

  • Emberlarks are capable of short bursts of fast, darting flight rather than sustained long-distance travel, and tire quickly over open water.
  • They communicate through warbling, trilling calls rather than telepathy, though experienced partners learn to read subtle differences in pitch and plumage brightness over time.
  • Wild, unbonded Emberlarks are generally gentle and curious, more likely to flee than fight.

Partnership Dynamics:

  • Bonding is initiated during a Lucenthi's first Kindling; an Emberlark chooses its partner by landing on their outstretched hand unprompted, drawn to their genuine emotional state during the festival.
  • Emberlarks bond for life; if a bond is severed or one partner dies, the surviving Emberlark typically dims permanently and rarely bonds again.

Glitchling (750c)

Glitchlings are small, semi-corporeal creatures resembling flickering foxlike beings made of static and fractured light. They are native to the Rifts and typically bond with Frayborn.

Key Physical Traits:

  • Their forms are in constant, subtle flux, often shifting between sleek vulpine or mustelid outlines with long, trailing tails and large, multifaceted eyes.
  • Their “fur” appears as visual distortion in hues of monochrome static, deep violet, or neon green.
  • They communicate through soft, staticky chitters, harmonic tones, and rhythmic flickers of their form.

Abilities and Traits:

  • A content or engaged Glitchling harmonizes the chaotic energy around its Frayborn, creating a Static Aura that dampens hostile energy and muffles sound nearby.
  • This aura helps conceal their bonded partner and nearby allies from enemy focus.
  • They draw stability from their bond and become erratic or aggressive if forcibly separated.

Partnership Dynamics:

  • Glitchlings commonly bond with a Frayborn at or shortly after the Frayborn’s manifestation, emerging from a nearby reality tear to join them for life.
  • If their partner dies, most Glitchlings destabilize and dissolve into static within hours.
  • Frayborn can survive the loss but often experience hallucinations as their own forms lose cohesion.
  • Glitchlings are typically seen perched near their partner—on shoulders, in cloaks, or circling protectively.
  • They form from corrupted data, fragmented memories, and raw Rift energy, drawn instinctively to new manifestations.
  • Attempts to artificially create or summon them end violently, producing unstable and hostile entities that do not last long.

Marginalia (750c)

Marginalia are small, ink-and-paper-textured companions with no single fixed point of origin. They share an innate bonding affinity with Quoravyn and form directly from a Leaf's own recorded work.

Key Physical Traits:

  • Marginalia resemble small, housecat-sized foxes built from drifting, densely written script rather than conventional fur or flesh.
  • Their "coats" shift faintly as if pages were turning, catching light differently depending on angle.
  • Their eyes are small dots of solid ink-black, and their tails trail off into loose, unspooling threads of script that never resolve into readable words.

Abilities and Traits:

  • Marginalia move with quick, silent, low-to-the-ground motion, more like a page riffling in wind than an animal's gait, and can briefly flatten nearly two-dimensionally to slip through narrow gaps.
  • They do not vocalize, instead communicating by rearranging their drifting script into brief, legible fragments — a genuinely readable "language" for a partner who takes the time to learn it.
  • Unbonded, "wild" Marginalia do not exist; every individual forms directly from a specific Quoravyn's completed transcription.

Partnership Dynamics:

  • Bonding is initiated when a young Quoravyn completes their first full transcription of a lost or endangered piece of knowledge; a Marginalia forms directly from the ink of that completed work.
  • Marginalia bond for life; if the bond is severed or a partner dies, the surviving Marginalia's script slowly fades to blank pages over the following months, and it does not bond again.
  • When a bonded Quoravyn dies of old age, their Marginalia is traditionally returned to the Leaf and incorporated into its physical archive.

Neravex (750c)

Neravex resemble sleek, aquatic hybrids of otters and eels, adorned with flowing jellyfish frills and trailing bioluminescent tendrils. They are native to Pelagornis and typically bond with Delvyn.

Key Physical Traits:

  • Neravex have streamlined, flexible bodies designed for survival under extreme oceanic pressures, often measuring between three to four feet in length.
  • Their hides are smooth, durable, and subtly patterned with luminescent nodes that pulse according to emotional and environmental changes.
  • Tendrils extending from their spines and tails emit soft, shifting lights, especially when communicating or hunting.

Abilities and Traits:

  • Neravex communicate through synchronized bioluminescent pulses, chemical signals, and tactile sensations.
  • They are highly agile swimmers, capable of sudden bursts of speed, sharp turns, and silent movement through dense currents and rocky trenches.
  • Neravex are born live from bonded or wild parents; a typical litter produces one or two pups after a gestation period of ten to twelve months.
    • At birth, Neravex pups are translucent and glow faintly; their bioluminescence strengthens as they mature, and they are capable of independent swimming within seconds.

Partnership Dynamics:

  • Bonding is initiated through the Stillwater Chase, in which a Neravex silently follows a potential Delvyn partner through hostile deepwater currents; endurance, calmness, and instinctual trust determine acceptance.
    • If the bond is accepted, the Neravex entwines its tendrils around the Delvyn, leaving a faint bioluminescent ripple-pattern on the skin.
  • Neravex are deeply loyal but maintain independent behaviors; they may roam for extended periods but always return to their bonded partner.

Pyropteras (750c)

Pyropteras resemble medium-sized, feathered dragons with impressive wingspans and a regal presence. They are native to Pyraheim and typically bond with Ignean.

Key Physical Traits:

  • Pyropteras have feathers and eyes in fiery hues of red, orange, and gold, with rare colors being blue and white.
  • Their feathers are fireproof, and their eyes can see clearly in even the smokiest of environments.
  • They possess striking crest feathers on their heads that flare up when displaying strong emotions.

Abilities and Traits:

  • Pyropteras express emotions by changing the color and intensity of their crest and through typical songbird sounds; their bonded can understand these as direct conversation.
  • They are extremely fast and agile fliers, leaving a trail of firelight with their long tails at high speed; as adults, they can carry up to two fully grown adults.
  • Pyropteras have a low birth rate, producing only one egg every six years, but they do not require a partner. Both male and female Pyropteras may produce eggs/raise offspring.
    • Pyropteras gather rare volcanic minerals and swallow them whole; the minerals gestate internally for one year before the Pyroptera regurgitates a single lava egg. The parent then incubates the egg in their chest feathers for 100 days, turning it regularly. The chick hatches fully developed, and is even able to fly short distances.

Partnership Dynamics:

  • Bonding is initiated when a humanoid engages in battle with the Pyropteras and manages to pluck a feather from their chest; if the bond is accepted, the feather will curl around the Ignean's wrist and turn into a metal cuff matching the Pyropteras' colors.
  • Most Pyropteras are somewhat aloof and not overtly affectionate, but they are deeply devoted to their partner.
  • An Ignean must prove worthy of a Pyroptera's companionship through acts of bravery, discipline, and honor.

Sentinels (750c)

Sentinels resemble a cross between a goat and a mountain lion, with bodies made of living stone or metal. They are native to The Mountain Kingdom and typically bond with Rockfolk.

Key Physical Traits:

  • Sentinels typically display a goat-like face with feline eyes and cloven hooves, combined with a muscular, feline build.
  • They possess curled horns and two tufted tails.
  • Their bodies can be earthy or metallic in color, and their gemstone-like eyes emit a soft glow.

Abilities and Traits:

  • Sentinels communicate using stomps, snorts, grunts, and other unique sounds, including telepathic speech to their bonded.
  • They can also produce sounds like melodic hums and vibrations, which can amplify abilities. The effectiveness depends on their bond and harmony.
  • They feed on materials in their early life, influencing their final form, such as Iron Sentinels or Emerald Sentinels.
  • Sentinels are born from magma at the heart of the Prime Mountain, where they live for a few months before venturing out. They are still red hot and incomplete when they first leave the magma pit, but once their form solidifies and cools, the Sentinel ventures out and can be bonded with.

Partnership Dynamics:

  • Bonding is initiated when a humanoid breaks off a small piece of the Sentinel's horn and swallow it; if the bond is accepted, the Sentinel will headbutt the humanoid in return (usually gently).
  • Consent and friendship are extremely important in the bond, which can be dissolved by either party at any time with minor magical backlash to both.
  • Bonds are rarely broken as Sentinels will only bond if they sense strong compatibility.

Sohlash (750c)

Sohlash are semi-corporeal desert creatures formed from drifting ash, heat shimmer, and ancient memory. They are native to Vel’Kora and typically bond with Mirajin.

Key Physical Traits:

  • Sohlash resemble sleek canines, lithe felines, or serpentine creatures, their forms woven from ash, sand, and light.
  • Though semi-translucent, they retain a distinct animal shape, especially during periods of calm or focus.
  • Their bodies ripple subtly like mirages, and their eyes glow faintly like polished crystal fragments.

Abilities and Traits:

  • Sohlash communicate through soft pulses of heat, swirling dust patterns, and symbolic mirages; bonded partners can interpret more complex thought impressions over time.
  • They can briefly become intangible to slip through obstacles or create disorienting mirages to protect themselves and their partner.
  • Content Sohlash produce "memory dust," a shimmering byproduct that can strengthen intuition, fortify memories, and enhance dream clarity.
  • Sohlash formed through Ashbirths are fully capable of bonding shortly after emergence, already displaying basic communication and emotional resonance.

Partnership Dynamics:

  • Bonding typically occurs during rites of truth, memory offerings, or periods of emotional awakening; the Mirajin must willingly speak their True Name as the Sohlash accepts the bond.
  • Bonds are highly spiritual and emotionally sensitive; betrayal or neglect can fracture the bond, leading to dissonance for both partners.
  • Sohlash are fiercely loyal but often subtle in their affections, preferring indirect guidance through dreams, symbols, and shared emotion over overt displays of attachment.

Stellarae (750c)

Stellarae are elegant, semi-corporeal creatures resembling manta rays made of starlight and nebular gas. They are native to the cosmos and typically bond with Luminari.

Key Physical Traits:

  • Their size and internal light patterns vary, but all have wide, wing-like fins and long, trailing tails.
  • Their skin shimmers with shifting colors—deep blues, silvers, and specks of gold are most common.
  • They communicate through bioluminescent shifts, gentle pulses of light, and low, resonant hums.

Abilities and Traits:

  • Stellarae can project emotions like warmth, caution, or comfort to their bonded partner.
  • When content, they shed Starlight Motes—tiny sparks of cosmic energy that repel minor corruptions, soothe minds, and reveal hidden truths in enchantments.
  • They draw sustenance from their bond and become faint if separated for long.

Partnership Dynamics:

  • Stellarae commonly bond with a Luminari at or soon after the Luminari’s coalescence, forming a lifelong connection.
  • If their partner dies, most Stellarae choose to dissipate into the cosmos within days.
  • Luminari can survive their loss but often suffer “Resonance Fade,” a period of deep melancholy.
  • Stellarae form in the vacuum of space or deep ocean trenches, condensing from starlight or abyssal pressure before drifting toward their destined Luminari.

Suretongues (750c)

Suretongues are small serpentine companions native to The Covenant States, distinct from the Astrofel found elsewhere. They share an innate bonding affinity with Caelduran and are presented formally by the Covenant Court itself.

Key Physical Traits:

  • Suretongues are slender, serpentine creatures roughly the length of a forearm, with smooth, faintly metallic scales that shift in pattern to mirror their bonded partner's current caste marks and outstanding obligations.
  • Their eyes are small, clear, and unblinking, with a faint reflective quality similar to polished glass.
  • Base scale coloration tends to echo caste.

Abilities and Traits:

  • Suretongues move with unusually precise, deliberate coiling motions, rarely moving faster than necessary and capable of holding a single position for hours.
  • They communicate through subtle shifts in scale-pattern brightness and coiling position, a "language" partners learn to read with practiced ease.
  • Wild Suretongues are exceedingly rare, as nearly all documented individuals originate from the Covenant Court's own breeding program.

Partnership Dynamics:

  • Bonding is initiated during a Caelduran's formal Caste Confirmation ceremony, when a Suretongue is presented by the Covenant Court itself rather than chosen by the Caelduran.
  • Suretongues bond for life; if a bond is severed, the surviving Suretongue's scales dull to a flat grey and it is retired to the Covenant Court's care rather than rebonded.

Tidewings (750c)

Tidewings are large creatures that have a combination of canine and manta ray traits. They are native to Kingdom of Asteria and typically bond with Volari.

Key Physical Traits:

  • Tidewings have streamlined bodies with smooth, manta-like skin that transitions to fur-covered heads resembling canines.
  • They feature expressive faces with ocean-colored eyes that change with their emotions.
  • Their fins, used for swimming or gliding, display bioluminescent patterns that glow in the dark.

Abilities and Traits:

  • Tidewings communicate through soft barks, whistles, clicks, and telepathic speech with humanoids.
  • They can be used as mounts both over land and in the sea.
  • While wild Tidewings can be dangerous and unpredictable, bonded Tidewings tend to have a gentle, affectionate nature.

Partnership Dynamics:

  • Bonding is initiated when a humanoid seeks out a rare and special seaweed from the ocean floor and presents it to the Tidewing.
  • If the bond is accepted, the Tidewing will eat the offering and a pattern resembling their wing markings appears somewhere on their partner's body.
  • Tidewings bond for life; if their bond is severed or one partner dies, the other will usually be unable to bond again.

Verdelisks (750c)

Verdelisks resemble winged housecats with long, exaggerated whiskers and thick, metallic exoskeletons in vibrant colors like gold, green, and blue. They are native to The Sanctuary and typically bond with Auren.

Key Physical Traits:

  • Verdelisks have a winged housecat appearance with hypermobile whiskers that act like antennae.
  • They possess metallic exoskeletons in vibrant colors.

Abilities and Traits:

  • Verdelisks communicate through chirps, trills, purrs, buzzes, cicada-like calls, and "thought pictures."
  • They are capable of producing "verdelisk dust," which enhances plant growth and quality.
  • Verdelisks are born from eggs. The mother lays a clutch of 3 - 6 eggs in a secret location to be fertilized by any male who comes across the nest.
    • The mother is alerted by her magic when the clutch is fertilized; she returns to her nest and carefully puts the fertilized eggs into a magical pouch on her belly. Verdelisk kittens are equivalent development-wise to an eight week old domestic cat when they hatch.

Partnership Dynamics:

  • Verdelisks typically bond with Auren before their third molt and remain bonded for life.
  • They are devoted to their partners, often developing separation anxiety if kept apart for long periods.
  • Verdelisks can survive their partner's death, but they often pass away from heartbreak shortly after.

Warhounds (750c)

Warhounds are armored, wolf-like companions native to The Ironclad Dominion, distinct from the Astrofel found elsewhere. They share an innate bonding affinity with Ferronax and can link directly into the same tactical network as their partner.

Key Physical Traits:

  • Warhounds are large, wolf-like creatures blending biology and machine, roughly the size of a big game cat, with dense muscle beneath layered plating that echoes their partner's own armor.
  • Their plating is matte and battle-practical in muted greys, dark iron, or deep rust tones.
  • Their eyes carry the same faint metallic sheen as their bonded Ferronax's, flaring in the same way when drawing on the shared tactical network.

Abilities and Traits:

  • Warhounds move with efficient, economical gaits built for sustained pursuit, able to maintain a hard pace far longer than a purely biological wolf.
  • They communicate through low growls, sharp barks, and direct tactical-network data-sharing with their bonded partner and any other linked Ferronax nearby, making them unusually effective scouts.
  • Pups are born without plating, developing their characteristic armor gradually over their first year as their nanite-lines mature.

Partnership Dynamics:

  • Bonding is initiated during a Ferronax's first campaign, when a Warhound pup is formally assigned by their unit's Bondmaster rather than chosen through personal search.
  • Warhounds bond for life; if a bond is severed or one partner dies, the surviving Warhound is typically retired to Bondmaster care and does not reliably rebond.
  • Unbonded, wild Warhounds are rare outside official breeding programs; most encountered in the field are already Legion-bonded.

Wraithmoths (750c)

Wraithmoths are silent, softly glowing companions native to The Hush, distinct from the Astrofel found elsewhere. They share an innate bonding affinity with Ossmere and are believed to ease the recently dead partway into rest.

Key Physical Traits:

  • Wraithmoths are moth-like creatures roughly the size of a large owl, with broad, translucent wings carrying a faint, steady glow in pale silver-blue, ash-white, or dim violet.
  • Their glow dims in the presence of genuine grief and brightens faintly in moments of peace or resolution, acting as a subtle emotional barometer.
  • Their bodies are covered in fine, soft down that stays cool to the touch even when active; their eyes are large, dark, and multi-faceted.

Abilities and Traits:

  • Wraithmoths fly in slow, deliberate, nearly silent patterns, capable of hovering motionless for long stretches.
  • They do not vocalize, instead communicating through subtle shifts in wing-glow brightness and pattern — a "language" that takes patient partners months or years to read reliably.
  • Wild, unbonded Wraithmoths are drawn to sites of recent death or deep grief and are gentle by nature, more likely to observe from a distance than approach.

Partnership Dynamics:

  • Bonding is initiated by sitting vigil for a full night at a graveside; a Wraithmoth that lands on the mourner and stays until dawn has chosen them.
  • Wraithmoths bond for life; if a bond is severed or one partner dies, the surviving Wraithmoth typically returns to whatever graveside it first bonded at and rarely bonds again.

Zephfluff (750c)

Zephfluff are small, adorable creatures resembling a flying squirrel. They are native to The Scepter of Zephyrs and typically bond with Zenoxi.

Key Physical Traits:

  • Zephfluff possess large eyes for keen vision, a prehensile snake-like tail, and wing flaps between their limbs for gliding.
  • Their bodies are covered in soft pastel fur that communicates through rippling patterns.
  • A mane of bright, long feathers in shades like teal and turquoise adorns their backs and tails, acting as emotional indicators.

Abilities and Traits:

  • They communicate through a variety of sounds including chitters and purrs, and their fur and feathers display emotions vividly.
  • Zephfluffs can generate strong gusts with their tails to enhance their speed or aid their partners in jumps and glides.
  • They engage in telepathic communication that is simple yet effective, especially with their bonded partner.

Partnership Dynamics:

  • Bonding is initiated when a Zenoxi catches a falling Zephfluff -- whether they mean to or not (Zephfluff can sometimes fall right out of the sky and land on Zenoxi heads). Bonding is most common when a Zephfluff is around six months old, since they often fall out of their nests at that age.
  • If the bond is accepted, they each receive an earring; the Zenoxi's will match the color of the Zephfluff's feathers, while the Zephfluff's will match the Zenoxi's eye color.
  • If a humanoid passes away, their Zephfluff will instantly disappear. If a Zephfluff dies, their partner will experience severe magical backlash.

Special Note: Zephfluff have evolved to produce multiple harmonious bonds due to low Zenoxi birthrates, so characters may bond with up to two Zephfluff without any drawbacks.

Hesper (2000c)

Hespers are hybrid Companion Creatures, the result of crossbreeding between two different Companion species—such as a Pyroptera x Verdelisk, Astrofel x Neravex, or even Hesper x Hesper. These unique beings are born of ancient unions, intentional experiments, or the chaotic magic that swept Ognos during the Divine War. The term "Hesper" is used broadly to describe any individual Companion with a mixed heritage, regardless of percentage or generation.

Background and Origins:

Hespers are relatively rare, both due to the natural difficulties in crossbreeding magical species and the cautious attitude many Companions have toward those not of their own kind. Some are born in secrecy, hidden away by protective parents or their humanoid Bonded. Others are celebrated within their communities as omens, miracles, or harbingers of change.

The cultural perception of Hespers varies by region and by species—Verdelisks, for instance, are more accepting of cross-species offspring than Sentinels, and a Tidewing-Hesper might be welcomed in coastal settlements while shunned inland. Some Hespers come from bonds between Unbound Companions; others are the result of legacy unions, where the ancestry may be traced back several generations but remains genetically (and magically) potent.

Regardless of their origin, Hespers are typically marked by a duality—an internal push and pull between two instinctual natures, two magical forces, and two sets of inherited behaviors. Some thrive in this balance. Others fracture under the strain.

As a player, you have complete control over the Hesper’s background, the nature of their parentage, and the personal consequences of their mixed blood.

Mixed Traits:

Hespers can inherit traits from both of their parent species, resulting in combinations that are often beautiful, strange, or dangerous. They are allowed to blend characteristics (physical, magical, and behavioral) from any two Companion species, though Signe may request revisions to ensure balance.

Examples include, but are not limited to:

  • Bioluminescent Feathered Flier: A Pyroptera/Neravex mix might combine flaming plumage with shimmering aquatic luminescence, able to dive through clouds or water with ease.
  • Metal-Clad Mirage Walker: A Verdelisk/Sohlash might exhibit shimmering illusions while wearing a sleek exoskeleton that resonates with thought-pictures and memory dust.
  • Tide-Lashed Storm Jumper: A Tidewing/Zephfluff cross could have manta-like wings and the ability to stir gales with emotional surges, floating from cliff to wave and back again.
  • Stone-Wreathed Ember Beast: A Sentinel/Pyroptera hybrid could channel vibrations through its living-metal core while leaving burning footprints in its wake.
  • You may also invent your own hybrid features or magical quirks—just ensure there’s a logical link to at least one the two parent species involved.

Special Lineages & Conditions

Tokens and Conditions, including Ancestry Tokens and the Riftborn condition, can be applied to Companions unless otherwise stated. Learn more here.

Custom Companions (3000c)

Custom Companions are unique creatures created by players. Players can design one-off companions or authorize others to create companions from their custom species either with bulk approval (anyone who has the funds can create one) or on a case-by-case basis (players must contact you with ideas and receive your authorization before creating their companion). Multiple interpretations of common fantasy species may exist, so please ensure your custom companion species is named distinctly to avoid confusion with other submissions.

Conditions:

  • Players may submit new custom species at any time for free; they will earn a credit of 25c once the race is accepted and added to the list below.
  • Share details about your creation through your private support channel; there is a template at the bottom of this section if you find them helpful, but feel free to structure your submission in whatever way makes the most sense for you.
  • Players can bond characters with a Custom Companions for 3000c each.

Background and Origins:

  • Custom Companions may originate from any kingdom or any other planet/time/place, but cannot come from elsewhere on Kinship without prior approval.

Traits and Abilities:

  • Custom Companions can exhibit diverse traits but must be balanced within the game. Signe will review your submission and credit/debit your account once final approval is complete.
    • Abilities may need adjustment if deemed too overpowered or inconsistent with the world.
  • We generally don't allow humanoid or unlimited shapeshifters as Companions, but would be willing to discuss this on a case-by-case basis.
  • When joining a Custom Companion, list their specific abilities and characteristics in the Physical & Neuro-Diversities section of the joining form.

Approved Submissions

Companions marked with a ** are available for anyone to create companions from, species followed by a player name are restricted to only that player without their permission.

  • Your idea here?

Template

Here is a template to help you get started with submitting a Custom Race; required information is marked with a *

* Species Name:

* Origin: Describe the origin of the companion species, including the kingdom, planet, time, or place they come from.

Background and History: Provide a brief history of the companion species, including significant events and any lore associated with them.

* Physical Traits: Describe the physical characteristics of the species, such as average size, coloration, any unique features, and notable markings.

Behavior and Temperament: Detail the typical behavior and temperament of the species, including social structure, common attitudes, and any unique behavioral traits.

* Abilities and Powers: List the species' innate abilities and powers, including any limitations and balancing factors. (e.g., heightened senses, elemental affinity, special attacks)

Diet: Describe what the species typically eats and any dietary restrictions or preferences.

Habitat: Indicate the preferred habitat of the species, including climate, terrain, and any special environmental needs.

* Bonding Requirements: Explain any special requirements or rituals needed for a player to bond with a companion from this species.

Strengths and Weaknesses: List the species' strengths and weaknesses, ensuring they are balanced for gameplay.

Communication: Describe how the species communicates, including any unique sounds, signals, or methods they use to interact with others.

Additional Notes: Include any other relevant information that players should know about the companion species.

* Availability: Indicate if the species is available for other players to create companions from, closed (only you can create companions of this species), or requires your approval.

Example Companion: Provide an example companion from the species, including their background, abilities, and any unique traits.

View all customization options in the Signe's Specials section of the Marketplace!

Multiple Companion Creatures/Bonds

  • While having only a single partner is much more typical/widely seen, each character can technically bond with up to three Companion Creatures in total.
  • The Bonding form should be used to submit separate entries for each partner; this allows Support (and you!) to keep track of their individual Affliction level, abilities, appearance (etc.)
  • Characters will need to experience a drawback that becomes more powerful the more creatures are added to the Bond, for example, your character may have difficulty sorting through which emotions/sensations are being experienced by their own mind/body and which come from their Bonded. See more examples below!
    • Multiple bonds including Kingdom Animal Partners are typically very unstable/produce more intense drawbacks, except for Zephfluff; these animals have evolved to produce multiple harmonious bonds due to low Zenoxi birthrates, so characters may bond with up to two Zephfluff without any drawbacks.

Suggested Drawbacks

Here are some suggestions for drawbacks characters may experience when they take on more than one Bonded. Players are also welcome to explore alternate ideas, of course! :)

  1. Physical Strain: The character experiences physical exhaustion or even pain as a result of maintaining connections with multiple Bonded. This strain could manifest as headaches, fatigue, or even physical injuries over time.
  2. Mental Fragmentation: The character's mind becomes fragmented or disjointed, making it difficult for them to focus or maintain coherent thoughts. They may struggle with memory loss, confusion, or even moments of dissociation.
  3. Emotional Instability: The character's emotions become volatile and unpredictable due to the influence of their Bonded. They may experience intense mood swings, uncontrollable outbursts of emotion, or difficulty regulating their feelings.
  4. Social Isolation: The character becomes isolated from others as a result of their Bonded, either by choice or because their companions find their presence unsettling or disruptive. This could lead to loneliness or even ostracization from society.
  5. Loss of Control: The character struggles to control their own actions and impulses, as the desires and instincts of their Bonded start to overpower their own will. This could lead to reckless behavior or even dangerous situations for both the character and those around them.
  6. Spiritual Corruption: The character's connection with their Bonded starts to corrupt their spiritual or magical/nanite essence, leading to weakened control over their magic/nanites, spiritual degradation, or even possession by malevolent forces.
  7. Diminished Identity: The character's sense of self becomes blurred or diminished, as they start to identify more with their Bonded than with their own individuality. They may lose touch with their own goals, values, and sense of purpose.
  8. Psychic Feedback: The character experiences psychic feedback or interference from their Bonded, resulting in intrusive thoughts, hallucinations, or psychic trauma.
  9. Accelerated Aging: The character's lifespan is shortened as a result of the strain placed on their body and mind by their Bonded. They may age prematurely or suffer from accelerated deterioration of their physical and mental faculties.
  10. Existential Crisis: The character begins to question their own existence and purpose in the world, as they struggle to reconcile their own identity with the collective consciousness of their Bonded.