The Ten Fables
"The Ten Fables: Commanding the Beasts of Fable and Unlocking the Pinnacle of Magic"
Created & Writen by Khali A. Crawford
Familiars are extraordinary beings that originate from the 5th Dimension, a realm governed by Mana (Yin energy), and obey a unique set of physical and metaphysical laws that differ drastically from those in lower dimensions. Familiars are not physical entities in the traditional sense but are instead made entirely of Mana, making them embodiments of magical energy and thus inherently formless. Over countless millennia, Mages have summoned and employed Familiars to serve as vessels through which they can manifest their Magic into physical or visual forms.
The bond between Familiar and Mage is pivotal, for Magic is a deeply visual art form—one can only create what one can visualize. The Familiar becomes both a companion and a fundamental tool in the Mage’s spellcraft, and the power of their Magic becomes exponentially greater when the Familiar is actively summoned and working alongside the Mage.
The 10 Fables IMT grants the user the ability to summon their versions of the 10 Great Magical Beasts, known as the "Tailed Beasts." These creatures were the first creations of Hecate, Goddess of Magic, and hold dominion over the 5th Dimension, known as "Fable." The 10 Great-Tailed Beasts, embodiments of magical energy, are the progenitors of all lesser familiars, each drawing their power from Fable's endless well of mana. Hecate's role as both the source of mana and a living aspect of Fable ensured these beings would be the pinnacle of magical manifestation.
When a Mage uses this IMT, they summon personal versions of these 10 Great Beasts, with their powers adapting to the Mage's unique magical identity. In addition, the user gains access to the Form of the Auspicious Tailed-Beast Transformations (ATB forms), transforming their body into a powerful entity that mirrors the might of the Beasts.
The 10 Fables IMT allows the User to summon their own variants of the 10 Great Magical Beasts. The 10 Great Tailed-Beasts were the first creations of Hecate, the Goddess of Magic, and they hold dominion over the 5th Dimension, which is known as Fable. All other Familiars, lesser and greater, descend from these original beings, each drawing their power from the infinite well of Mana that flows through Fable. Hecate, being both the source of Mana and a part of Fable itself, ensured that her first creations would be the most powerful manifestations of magical energy. When using this IMT, a Mage can summon their own version of the 10 Great Beasts. This IMT automatically grants the Mage access to all 10 of the
Form of the Auspicious Tailed-Beast Transformations.
Tailed-Beasts |
Boon Granted |
Isengrim, the One-Tailed Wolf |
Allows the summoning of 12 perfect clones, each indistinguishable from the original Mage. If the original dies, one of the surviving clones can seamlessly become the new "original," inheriting all memories, power, and identity. |
MAB, the Two-Tailed Fae |
Grants control over the Light of Alfheim, the fastest and brightest substance in existence, giving the Mage unmatched speed and the ability to manipulate light itself. |
Bruin, the Three-Tailed Bear |
When assuming the ATB form, the Mage transforms into a gigantic bear-like creature with immense strength, durability, and magical reserves, turning them into a kaiju-like force of nature. |
Tybalt, the Four-Tailed Cat |
Bestows the Mage with nine lives. They can survive fatal injuries by consuming one of these lives, though once all are expended, the ATB form can no longer be accessed. |
Amadeus, the Five-Tailed Hare |
Imbues the Mage with extraordinary speed and rapid regeneration, increasing their reflexes and bodily functions tenfold. Fatal injuries heal in minutes, and magical energy is restored almost instantly. |
Splinter, the Six-Tailed Tortoise |
Provides unparalleled defense, making the Mage's durability grow in proportion to the danger they face. They also emit an aura that passively slows down time and objects in their immediate vicinity, reducing external threats. |
Midas, the Seven-Tailed Goose |
Grants the Mage passive luck enhancement, subtly manipulating probability to ensure outcomes that favor the Mage, effectively bending reality to their benefit. |
Mahito, the Eight-Tailed Serpent |
If defeated in their ATB form, the Mage can "shed" their body like a snake, emerging in a more powerful, regenerated state. |
Reynard, the Nine-Tailed Fox |
Allows the Mage to perform reality-altering "Tricks" in subtle but significant ways, manipulating their surroundings to their advantage in ways that may appear as clever deception or fate. |
Noble, the Ten-Tailed Lion |
The ultimate authority over Familiars, Noble’s blessing allows the Mage to banish any Familiar back to the 5th Dimension instantly. Additionally, they can force other Mages out of their ATB or Fable Cloak forms, establishing dominance. |
To gain control of the 10 Fables, the user must summon, defeat, and tame each beast individually through a ritualistic challenge tied to the Fable of that beast. These challenges, called Fables, are magical trials that force the Mage to overcome an obstacle, game, or scenario associated with the beast. The Fables must be completed one at a time, except for Fables 5 and 6, which must be tackled together. Initiating multiple Fables simultaneously increases difficulty but also raises the stakes, as completing two or more Fables at once rewards the user with a hybrid beast—a fusion of the two creatures, boasting unique abilities and a combined ATB form. However, this can only be attempted during the initial taming. Once tamed, the Fables cannot be re-invoked in combination. For the truly great Mages, defeating and taming all 10 beasts at the same time in one omni-Fable grants them the Transformation of Hecate, the Goddess of Magic. In this form, the Mage has infinite Mana, possessing no limit to how much Magical energy they can process and use.
Fable |
Challenge |
Isengrim's Xiangqi Due |
The user faces a clone of themselves in a game of Xiangqi (Chinese Chess). The clone knows the user’s immediate next move, but it can only speak lies or truths selectively. The user must deduce the clone’s strategy, defeat it, and appease the cunning wolf Isengrim. |
MAB's Dance of the Cosmos |
To tame the Fae Queen MAB, the user must outperform her daughters in an elegant and original dance. MAB has seen all dances of the cosmos twice over, so only unique choreography will earn her favor. |
Bruin’s Dreamscape Heist |
The user must enter Bruin’s mind, a labyrinthine dreamscape, and steal three stone icons without being detected by his subconscious or devoured by his vast mind. |
Tybalt's Tall Tales |
The user must weave tales more elaborate and entertaining than Tybalt’s own. Tybalt despises truth, so invoking reality in his presence results in immediate death |
Amadeus and Splinter’s Race |
The user must outrun deadly obstacles to prove their speed to Amadeus while maintaining a pace that Splinter, the tortoise, can tolerate. Failure to balance speed and endurance means death. |
Midas’ Golden Egg Heist |
The user must secretly steal one of Midas’ golden eggs without being caught. Weaving a tapestry as she commands is a decoy challenge meant to ensnare the user in an impossible task. |
Mahito’s Venomous Bite |
Mahito bites the user, injecting a venom that both degrades and regenerates the user’s body. The user must amputate the decaying parts without harming the regenerative areas, balancing precision and speed. |
Reynard’s Trickery |
Reynard, a master of deception, must be tricked by the user. Unlike other beasts, failure does not result in death; instead, the user can attempt this Fable every 9 years. |
Noble’s Trial by Combat |
The user must defeat Noble in a straight combat trial. Failure results in either death or banishment to Fable. |
The summoned beasts are projections of the original 10 Great Magical Beasts, unique to each user. They vary in size and power depending on whether the summoning is Formal (requiring incantations, gestures, and rituals) or Informal. Formal activations are larger, stronger, and more powerful but consume more magical energy, while Informal ones are smaller and less powerful but less taxing on the Mage. When summoned, the 10 Fables sustain themselves by absorbing Natural Energy from the cosmos rather than drawing mana from the user, allowing them to exist in Realspace without draining the Mage’s resources. However, the user's physical endurance limits how long the beasts can remain in the material world.
Magic is born from the fusion of two essential energies: Mana and Natural Energy. Mana, a raw form of energy from the 5th Dimension, is mixed with Natural Energy, a passive energy emitted by all beings. When a mage channels Mana through their Mana Cells, it is refined by blending with Natural Energy, making it usable for beings in the lower dimensions. This refined energy, known simply as Magic, is the core substance from which all magical techniques are crafted. Every mage’s magic is unique, shaped by their individual experiences, bloodline, and Dharma. Over generations, as members of a family or bloodline repeatedly practice magic in harmony with their Dharma, they develop an Inherited Magical Jutsu. The source of these techniques lies in the bloodline itself, creating a cyclical relationship where the bloodline and the Jutsu evolve together. If a bloodline ceases to produce Dharmic Mages, the technique may eventually fade away, while an influx of Dharmic Mages strengthens and refines the inherited power.

As Above So Below As Within So Without Logo by Khali A. Crawford
Sources
- Spoiler Button Tabs created by STORMBRIL
- Commissioned Concept Artist & Illustrator Caio Bellim ([email protected])
- Commissioned Digital Artist Xharknguyen | brittaisthebest (@xhark2003)
- Commissioned 2D Artist Maxim Schastny ([email protected])
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