Here's a fun note. Consorts are tricky little bleeders, but here's what we know about them:
They come in lots of colors!
They have all been reptilian or amphibious so far!
They are very distrac- ooh shiny.
They enjoy becoming secret wizards.
They also take other clothing items from players, but there is great shame attached.
Every player gets their own set.
They help the server player manipulate the house when the player is away.
We can also assume that they are not specifically aligned to domains. Terezi seemed to know about how crocodile consorts worked, suggesting they might have been her consorts, and the statues on LOSAZ (Tavros's world) match the statues of LOFAF, suggesting they share consorts. This actually works out nicely in that it introduces some replay value! Sure the salamanders are glubby and goofy but the crocodiles are nakky and downright stupid. Therefore, we can assign particular quests to each consort that aren't domain or class related.
We will also need to make consorts have two behavior classes. There is the client behavior, for a player talking to them in person. This should work more or less as we see John interacting with everyone in LOWAS. There is also the server behavior. Here I propose a simple, RTS kind of design. A server clicks the consort they want and gives them a simple direction, like "captcha that desk". Yes, captcha. For alchemizing to be possible, the server will need to interact with the environment and therefore need captcha cards attached.
A consort should have a tiny inventory, and these should always be empty (or at least have only a tiny chance of having an item) until a server tells them otherwise. Consorts with inventory should automatically head towards the alchemizer unless they receive a different order. Consorts without inventory should explore other rooms.
They also should tend to pick up bedsheets and alchemize them automatically. This should be at a conserved rate, perhaps there is a secret wizard cap determined per echeladder rung, to stop a Greentyke from assembling a small army of wizards. In the event of major plot events, such as the awakenings of Denizens or worldwide fires, or whatever, they should tend to try to respond to handle the situation. They will inevitably fail, but if they get close to a player who enjoys using consorts as soldiers, they can at least provide firepower.
Consorts in general should be weak without weaponry. However, a dedicated player could fully outfit a small army and make some progress in this respect, but weapons designed for consorts should have higher grist costs to cancel out the inevitable snowball effect. Also, consorts following a player should be limited by echeladder rung as well, again to cancel out the snowball effect.
Hmm... I am not remembering anything else specifically about consort behavior that happens! Obviously they give out quests and run shops and provide information too, but these are much easier to code. Thoughts? Suggestions? Bitter disagreements you will fight me with until the end of the Earth? Let's hear 'em!