Ghyran

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Icon of Ghyran and the Jade 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 Life (Jade Wizards)

Ghyran, the Lore of Life, also called the Third Lore and known in Grand Cathay as the Storm Winds or the Elemental Wind of Water, is the Green Wind of Magic often described by Imperial Magisters as the embodiment of the Aethyr's momentum towards growth and the need to nourish and be nourished. Ghyran is the Aethyr's echo and mirror of fertility and the nurturing aspects of mortal life. This brimming energy has granted the spells powered by Ghyran their title as the "Lore of Life."

Concerned with healing, curatives, and the magic of plants, these powerful spells are wielded by the Jade Wizards with great respect. Known by common folk as "Druids," these Magisters wax and wane with the seasons as they are closely tied to the land and its spirit -- the Wind of Ghyran.

Ghyran is said to fall upon the mortal world in a manner similar to rainfall upon the earth. Those with witchsight claim to be able to see Ghyran form into pools and swirling eddies of green-hued magical energy that gradually form into rivers, flowing across the land like water, though unbound by physical laws.

When the Winds of Magic blow most strongly, Ghyran flows across the lands like a great tide, sinking into the soil and drawn to the rivers, waterways, lakes, and springs of the mortal world. Its energy is particularly attracted to water and saturates the earth with its life-giving power. It is drawn up through the roots of all plants it comes into contact with, feeding all living things, and encouraging their growth.

Recommended Advantages: Languages, Fit or Very Fit, Green Thumb, Outdoorsman, Patron (Jade Order), Rank (Jade Order), Plant Empathy.

Recommended Disadvantages: Duty (Jade Order), Manic- Depressive (Cycled with the seasons), Prefers to be barefoot (Quirk).

Recommended Skills: Biology, Camouflage, Farming, Gardening, Herb Lore, Naturalist, Navigation, Survival, Thaumatology and Tracking.

Allowed GURPS Colleges: Earth, Meta-Spells, Movement, Plant, Protection & Warning, Sound, Water.

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