Ghur

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Icon of Ghur and the Amber Order of wizards who wield it.

Each of the eight winds of magic (Aqshy, Azyr, Chamon, Ghyran, Ghur, Hysh, Shyish, and Ulgu) have their own dedicated college of magic. As each college is focused on only one of the winds, spell choice is limited.

The Lore of Fire (Bright Wizards)

Ghur, also called Garrack, Ghurrag, Gur-maan, the Lore of Beasts, and the Eighth Lore and known in Grand Cathay as the Elemental Wind of Wood, is the Brown Wind of Magic, which is the manifestation within the Aethyr of the wild and bestial spirit of the mortal world and its animal inhabitants. Ghur is used by the feral Human wizards of the Amber Order, also known as "shamans," to shape spells of beastcraft and communion with the creatures of the wild.

In strange shamanic rites, these Magisters can call Ghur into their bodies, allowing it to shape them into wolves and ravens, clawed savages and gentle horse whisperers. It is known as a savage Wind of Magic, the antithesis of civilisation and domestication, as primal and unreasoning as it is devoid of malice.

Ghur is attracted to animals and wild places in equal measure, retreating from the ordered existence of Man and his cities. This is reflected in the misanthropic ways of the Amber Wizards -- shunning all civilisation for the wild mountains and moors, where the Wind of Ghur blows free.

Recommended Advantages: Animal Empathy, Animal Friend, Claws, Languages, Outdoorsman, Patron (Amber Order), Rank (Amber Order), Teeth (Sharp).

Recommended Disadvantages: Bestial, Duty (Amber Order), Sense of Duty (Nature).

Recommended Skills: Animal Handling, Camouflage, Falconry, Fishing, Navigation, Mimicry, Naturalist, Packing, Riding, Survival, Teamster, Thaumatology, Tracking, and Veterinary.

Allowed GURPS Colleges: Animal, Making and Breaking, Meta- Spells, Mind Control, Movement, Protection & Warning, Sound.

Back to The Aethyr