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[[File:Amber Brotherhood.png|thumb|328x328px|Emblem of the Amber Brotherhood.]]
 
[[File:Amber Brotherhood.png|thumb|328x328px|Emblem of the Amber Brotherhood.]]
Known as the Brown Wind of Magic, Ghur has been called the Aethyr’s wild and bestial spirit. Ghur is used by the feral Amber Wizards to shape spells of beastcraft and communion. 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, the antithesis of civilisation and domestication, as primal and unreasoning as it is devoid of malice.
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Known as the '''Brown [[Wind of Magic]]''', '''Ghur''' has been called the [[Aethyr]]’s wild and bestial spirit. Ghur is used by the feral [[Amber Wizards]] to shape spells of beastcraft and communion. 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, 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 civilization for the wild mountains and moors, where the Wind of Ghur blows free.
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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 civilization for the wild mountains and moors, where the Wind of Ghur blows free.
   
=== References ===
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==Source==
''Warhammer Fantasy RPG -- Realms of Sorcery (pg. 34)''
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*''Warhammer Fantasy RPG -- Realms of Sorcery'' (pg. 34).
 
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[[Category:G]]
 
[[Category:Magic]]
 
[[Category:Magic]]

Revision as of 15:30, 11 January 2016

Amber Brotherhood

Emblem of the Amber Brotherhood.

Known as the Brown Wind of Magic, Ghur has been called the Aethyr’s wild and bestial spirit. Ghur is used by the feral Amber Wizards to shape spells of beastcraft and communion. 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, 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 civilization for the wild mountains and moors, where the Wind of Ghur blows free.

Source

  • Warhammer Fantasy RPG -- Realms of Sorcery (pg. 34).