This guide is for any helper that is summoned, constructed, or spiritually-bound (e.g. animals, spirits, constructs, etc.)
Helpers are a given part of the roleplay in Savannah. Many of the races have the ability to build or call upon creatures from both the spiritual and physical world. In an effort to keep the roleplay fun and to not overpower the abilities of both the player or that which they summoned, below is a simple set of assumptions and rulers in how to use and play such helpers.
Players may only have one active helper in play unless otherwise stated by a Story Teller in a sim wide event. This prevents overwhelming scenes and keeps the spotlight balanced.
Helpers should not outshine the summoner. Their strength/effectiveness scales with the player’s skill level, and should:
Novice summoner: 1 PH
Intermediate summoner: 2 PH
Expert Summoner: 3 PH
Should be roleplayed in short exchanges or summarized actions.
Follow a flavor that suits their origin: animal instincts, mechanical limitations, or spiritual limitations.
Never deliver decisive blows or carry out complex tasks.
Example: A summoned wolf doesn’t understand locks or human speech.
Opponents may disrupt, banish, or destroy a helper if the moment calls for it
For permanent death/destruction/banishment must have OOC permission
They may vanish due to light, sound, wards, banishing magic, technology interference, etc.
Understanding how animals respond to magical commands through the lens of trust, instincts, and ethical resistance.
Actions animals will follow when they feel a connection with the witch or sense a just cause:
Warn of danger to the witch or their companions
Attack or defend when the witch is clearly under threat
Follow and report back on a person or creature
Steal or retrieve an item that isn’t defended
Lead someone to a place or object
Create a distraction to protect the group
Note: Loyalty plays a role. Domesticated or frequently contacted animals (like a familiar cat or neighborhood dog) are more likely to obey dangerous commands.
Actions animals may refuse unless the situation justifies it:
Attack without cause (e.g., harming someone who poses no threat)
Betray a mate, young, or bonded human
Enter a predator’s den or walk into obvious harm
Remain in a place that causes them great stress (fire, loud noise, magic storms)
Break long-established behavior (e.g., a guard dog turning on its owner)
Even with magical communication, animals operate on instinct and emotional logic, not human morality. They will judge intent, if a witch commands harm without clear purpose, even a magically-influenced animal may hesitate or flee.
In PvP players must clarify helpers actions in posts.
Any action done by the helper that is commanded by the summoner must be a successful ability roll by the summoner.
Storytellers or opposing players can challenge a helper’s effect using a simple defense roll against the level of the summoner.