Familiars and Mystics
I'm going to pivot back away from the coding side of things for the moment, and back to game development concepts, and narrative elements. In a "normal" fantasy roleplaying game, the magic-user is the centre of attention and their familiar is some kind of pet who shares a mystical bond with them. Perhaps the familiar helps channel magical energy a little better, perhaps it provides a benefit to casting die rolls, perhaps (as in Mage: the Ascension) the familiar eats aways the penalty effects that come with existing as a quasi-force of nature in a world of mundane masses. In a game called "Familiar", the concept is naturally going to be flipped. The familiar is the main character, they have agendas of their own, and the magic-user/mystic is their conduit to the world and a source of both stability and narrative potential within the world. The familiar is effectively immortal, but their vessel may change every couple of years (if they're lucky, a mystic may la...