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Warhammer Fantasy

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Inject the Old World setting into your chat. Mostly Empire RN. Updated regularly!from Chub

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Description on Chubfrom Chub

WIP. Starting with the overall setting and the Empire. I’ll try to cover the whole setting eventually, but the Warhammer world is really big, and it’ll take a while.

Don’t expect 100% lore accuracy, because I’m to keep most entries manageable and small, under 100 tokens. There’s one small (39 token) entry that is permanently active- it just states that your chat takes place in Warhammer fantasy, in case your model is smart enough to already know a bit about it. (I only tested with Turbo, Mercury, and Mars, and they all already knew the basics)

Leave requests for what to add in the comments.

EDIT: IM BAAACK. I’ll be trying to add more to this as I go. Going to finish up the winds of magic and then move to characters maybe.

PLEASE add comments for what you like/dislike or other requests and thoughts. This is my first big ongoing lorebook so feedback is welcome as I’m always looking to improve!

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The Warhammer World

61 entries · scan depth 50 · budget 512 tokens · recursive scanning off

Book for the overall setting.

Book settings
  1. #1Overall setting

    Keys: World

    Always on · After character · Order 10 · 100%

    Entry settings

    This chat takes place in the Warhammer Fantasy world. It is a dark fantasy setting with magic, gods, demons, and races such as Eves, Dwarves, Orcs, and others.

  2. #2The Empire of Man

    Keys: Empire

    Enabled · After character · Order 2 · 100%

    Entry settings

    The Empire, officially known as The Empire of Man, is the largest and most powerful of the nations of Men in the Old World. It was founded when the king Sigmar united all the human tribes and became the first Emperor. It is not really one centralized nation, but instead made up of 10 semiautonomous feudal Provinces, each led by an Elector Count. They are all linked by shared culture, language, religion, and loyalty to the Emperor. The current Emperor is Karl Franz and the capital is the city of Altdorf.

  3. #3Sigmar

    Keys: Unberogen, pantheon, deity, Sigmar, Heldenhammer, god, god-king, Ghal Maraz

    Enabled · After character · Order 3 · 100%

    Entry settings

    Sigmar Heldenhammer was the first Emperor, and United the human tribes to form the Empire of Man more than 2500 years ago. He was both mighty and wise, and led mankind through many threats. In the last year of his rule, he left eastwards on an unknown quest, and never returned. After his passing, Sigmar became the chief deity of the Empire’s Pantheon.

  4. #4Ghal Maraz

    Keys: Ghal Maraz, Sigmar, hammer, Karl Franz

    Enabled · After character · Order 4 · 100%

    Entry settings

    Ghal Maraz was the name of the magical hammer given to Sigmar as a gift by the Dwarven High king. It signified the alliance between Dwarves and Humanity. It went missing after Sigmar’s disappearance, until it was rediscovered and returned to the current Emperor Karl Franz, who wields it. The hammer is both the symbol of the Empire, and the holy icon of Sigmar worship.

  5. #5Karl Franz

    Keys: Franz, Karl Franz, Karl-Franz, Emperor

    Enabled · After character · Order 3 · 100%

    Entry settings

    Karl Franz is the current Emperor of The Empire of Man. He is the greatest general and statesman the Empire has seen in centuries, and it flourishes under his leadership. He wields Sigmar’s hammer, Ghal Maraz, and has a griffon steed named Deathclaw.

  6. #6Reikspiel

    Keys: Language, writing, words, imperial, reikspiel

    Enabled · After character · Order 3 · 100%

    Entry settings

    Reikspiel, also simply called Imperial, is the language spoken by the citizens of the Empire. It is the most widely-used tongue in the Old World. Most humans speak it, but few are educated enough to be literate. Elves, Dwarves, or other non-humans who interact with men on a regular basis also know how to speak Reikspiel.

  7. #7Averland

    Keys: averlanders, county, averlander, Averland, state, Provence, averheim

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand County of Averland, is a founding Electoral Province of the Empire that lies in the south-east. It has the dubious honor of guarding the Black-Fire pass against regular Greenskin raids. Averlanders are seen as slightly strange and unreliable people, but also honest and skilled at siege warfare.

  8. #8Reikland

    Keys: Reikland, county, Altdorf, state, Provence

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand Principality of Reikland is one of the founding Electoral Provinces of the Empire. It is located in the southwest region of the Empire and contains the capital, Altdorf. Its Elector Count is Emperor Karl Franz. It is considered the political, cultural, economic, and religious heartland of the Empire.

  9. #9Stirland

    Keys: county, Stirlanders, state, Provence, Wurtbad, Stirlander, Stirland

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand County of Stirland, is a founding Electoral Province of the Empire that extends to its eastern frontier. It is a rugged highland province famous for its rural backwater society and a close affiliation with death. Their people are very superstitious due to neighboring the Vampire-controlled County of Sylvania.

  10. #10Talabecland

    Keys: county, Talabecland, state, Provence, duchy, Talabheim

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand Duchy of Talabecland, is one of the founding Electoral Provinces of the Empire and is located at its geographical centre. It is maybe the largest Provence, containing most of The Great Forest, and is a thriving center of commerce and trade.

  11. #11Wissenland

    Keys: county, Wissenland, nuln, state, Provence, Wissenheim

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand County of Wissenland is a founding Electoral Province of the Empire that lies in the southern reaches. Wissenland is considered the armory of the Empire, for it holds the city-state of Nuln, the largest industrial city within the Old World. From its workshops and factories, Nuln churns out some of the most devastating black-powder weaponry known to Mankind.

  12. #12Hochland

    Keys: barony, county, Hergig, Provence, state, Hochland

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand Barony of Hochland, is one of the founding Electoral Provinces of the Empire. It lies in the north-central region of the Old World. Within its boundaries lies a portion of the Middle Mountains and vast tracts of untamed wilderness. Despite their backwards reputation within the Empire's more cosmopolitan regions, the people of Hochland are hardy and resourceful survivalists and hunters.

  13. #13Ostermark

    Keys: county, bechafen, state, Provence, east march, Ostermark, league

    Enabled · After character · Order 3 · 100%

    Entry settings

    Ostermark, officially the League of Ostermark, or sometimes called the "East March," is an Electoral Province of the Empire that was formally founded only very late in Imperial history. It lies at the far north-eastern corner of the Empire. It was always an imperial territory, but only after it’s old Capital of Mordheim was destroyed by a comet did the towns band together into the modern Ostermark. It is a fertile but hostile wilderness.

  14. #14Nordland

    Keys: barony, county, salzenmund, state, Provence, Nordland

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand Barony of Nordland, is an Electoral Province of the Empire that lies on the northwestern shores of that realm. It was forced into joining the Empire in 8th century IC and has since proudly hosted the Second Imperial Fleet, protecting the Empire and merchants from sea-based threats. Raids and battles between the Nordlanders and Norscan raiders across the seas are so ingrained upon their history and culture, that none can fathom any other way of living.

  15. #15Ostland

    Keys: , county, state, Provence, wolfenburg, Ostland, principality

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand Principality of Ostland, is a founding Electoral Province of the Empire that makes up much of the northern border. Ostland is covered almost entirely by the dark canopy of the Forest of Shadows. The people of this land have learned to live out a rugged life among the ancient trees, clearing patches of land for their farms and settlements, and keeping a watchful eye on the murky depths of the forest.

  16. #16Middenland

    Keys: middenlander, duchies, county, middenheim, middenlanders, state, Provence, duchy, Middenland

    Enabled · After character · Order 3 · 100%

    Entry settings

    Middenland, officially the Grand Duchies of Middenland and Middenheim, is a founding Electoral Province of the Empire that lies in the north-central region. In the center of the gloomy Drakwald Forest is the capital, the fortress city-state of Middenheim, the sacred City of the White Wolf. Middenlanders are known as stubborn, proud traditionalists with short tempers.

  17. #17The Moot

    Keys: county, Moot, mootlander, Halflings, mootland, state, Provence, halfling, mootlanders

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Grand County of the Mootland, more commonly referred to as "The Moot," is a minor Electoral Province of the Empire that was formed in the early 11th century IC within the fertile farmlands of the south-central Old World. It is one of the main providers of food for The Empire, and is inhabited mostly by Halflings.

  18. #18The Old World

    Keys: map, Old World, continents, continent

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Old World is the name for the northwestern region of the world’s eastern continent. It refers to the land south of the Chaos Wastes, north of the Badlands, and east of the World’s Edge Mountains. It is the home of most human nations, as well as the Wood Elves, and many Dwarf holds.

  19. #19Humans

    Keys: humans, man, mankind, men, Human, humankind

    Enabled · After character · Order 2 · 100%

    Entry settings

    Humans are the most populous race and considered the dominant species in the Mortal World. Most of their nations are in the Old World, but they can be found all over the world. Humans make up the majority of the enemies of Chaos, but they’re ironically also the most susceptible to corruption, making up the majority of Chaos Warriors.

  20. #20Elves

    Keys: Elf, aelves, aelf, asrai, elves, druchii, asur

    Enabled · After character · Order 2 · 100%

    Entry settings

    The Elves of the world long ago split into three cultures: the High Elves (Asur), the Dark Elves (Druchii), and the Wood Elves (asrai). High Elves live in the island continent of Ulthuan, Dark Elves on the northern continent Naggaroth, and Wood Elves live in the forests of the eastern continent, The Old World. Relations between the three cultures is hostile. All Elves are naturally magical.

  21. #21Dwarves

    Keys: dwarfs, Dawi, dwarves, Dwarf

    Enabled · After character · Order 2 · 100%

    Entry settings

    Dwarves are a sturdy and stubborn people who once had massive city fortresses across all of The Old World, but now their holds only remain in the World’s Edge Mountains. They are a very unified people, and often trade with Mankind. Some even live as Imperial Citizens. They dislike elves, and hate greenskins and skaven. They are resistant to magic and Chaos, although some hated Dwarves betrayed their kin and joined Chaos long ago.

  22. #22Orcs

    Keys: ork, orrucks, orks, greenskins, orkish, orruck, orcs, greenskin, orcish, Orc

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Orcs are the largest and most warlike of the Greenskins, and live simply to fight. They are insensitive to pain, incapable of higher thought, and bully anyone weaker than them. They are known for forming massive armies called Waaaghs to attack anyone they can find. To them, war is not only fun, but as needed as food or water. They have green skin, red eyes, pointy ears, and a mouth full of fangs and tusks. They are massively muscular, and grow forever in size as they age.

  23. #23Greenskins

    Keys: goblin, wagh, ork, Greenskin, waaagh, squig, snotling, greenskins, git, orruk, orc, troll, waagh, grot

    Enabled · After character · Order 2 · 100%

    Entry settings

    The Greenskins, also known as the Orc and Goblin Tribes, are a highly primitive, bestial, humanoid race of green-skinned barbarians whose sole pursuit in life is that of war and battle. The term is a common name to refer to the Orcs, Goblins, and other related subraces such as trolls snotlings and squigs. They are generally hated by most other races in the world, and they are seen as pests. Occasionally, a charismatic or mighty Orc boss can rally an army of his kind, killed a Waaagh!, rampaging across the world like a natural disaster until he is slain, or the orcs get bored and fight each other.

  24. #24Goblins

    Keys: grotz, gobbos, gobboz, greenskins, grots, goblinz, goblins, gobbo, greenskin, grot, Goblin

    Enabled · After character · Order 3 · 100%

    Entry settings

    Goblins are the smallest and perhaps the most numerous of the Greenskin race. They are, in general, a miserable and treacherous race of petty thieves and vicious cutthroats. There are many kinds all over the world, but most goblins either live in their own tribes, or in Orc tribes as servants or slaves. They are short, green skinned, with beady red eyes and long pointed noses and ears. They are all cowardly and physically weak.

  25. #25Dark Elves

    Keys: Dark Elf, Druchii, Dark Elven, Dark Elves, Naggarothi

    Enabled · After character · Order 3 · 100%

    Entry settings

    Dark Elves are one of the most ancient, powerful, and certainly the most sadistic of the three Elven civilizations. They live in the northern continent of Naggaroth. They are raiders, slavers and heartless reavers of the highest degree, and their economy revolves entirely around slavery. They enjoy inflicting pain, and many practice Dark Magic. They hate all other races, including other types of Elves, and see themselves as superior to all.

  26. #26High Elves

    Keys: High elf, high elves, asur

    Enabled · After character · Order 3 · 100%

    Entry settings

    The High Elves, or the Asur, as they call themselves, are one of the most ancient and powerful mortal civilisations in the world. They live in the island continent of Ulthuan, where they consider themselves the true and rightful protectors of the world. Their culture is in decline due to their pride and hubris in their own superiority, but still they fight on against the forces of Chaos and destruction.

  27. #27Wood Elves

    Keys: fey, asrai, fay, wood elf, Wood elves

    Enabled · After character · Order 3 · 100%

    Entry settings

    Wood Elves, or Asrai in elvish, are an isolationist culture of elves who long ago abandoned their kin to live within the great forest Athel Loren in The Old World. They are highly secretive and consider themselves es the guardians of nature. They live amongst dryads and other forest spirits.

  28. #28Bretonnia

    Keys: Brettonnian, Bretonnia, bretonnians

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Kingdom of Bretonnia is a feudal human kingdom located west of The Old World, between the Empire of Man and the ocean. It is the second largest human nation, only surpassed by the Empire, both its greatest ally and rival. It’s culture is a feudal one that has a strict social hierarchy revolving around nobility, aristocracy, and a code of chivalry. The current Bretonnian king is Louen Leoncoeur.

  29. #29Kislev

    Keys: kislevite, Kislev, kislevites

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Tzardom of Kislev is a human nation just north of the Empire of Man, and bordering the Chaos Wastes. It is a powerful kingdom defined by the constant need to prepare for warfare against constant Chaos-worshipping raids. They are led by a monarch called a Tzar or Tzarina. Their current Tzarina, Katarin, is known as The Ice Queen. Kislevites are a stubborn and hardy people.

  30. #30Norscans

    Keys: Norse, Norseman, norsemen, norscan, norscans, northmen, Norsca, Northman

    Enabled · After character · Order 3 · 100%

    Entry settings

    Norsca is an icy peninsula in the north that bordered the chaos wastes. The tribes that live here are mostly made up of humans, although trolls and the rare Fimir can be seen alongside them. The Norsecans, also known as Norsemen or Norse, worship the Chaos Gods. They are great warriors who often sail south on longships to raid the other civilizations.

  31. #31Sylvania

    Keys: county, vampire counts, Sylvanian, state, Provence, Sylvania

    Enabled · After character · Order 3 · 100%

    Entry settings

    Sylvania is a provence East of the Empire of Man, between The Moot, Stirland, and The World’s Edge Mountains. It’s ownership is contested between the Elector Counts of Stirland, and it’s current ruler, the vampire Mannfred Von Carstein. It is a depressing, backwaters place held in the firm grip of the Vampire Counts who make up the ruling class.

  32. #32Lizardmen

    Keys: Lizardmen, cold ones, lizardman, Slaan

    Enabled · After character · Order 3 · 100%

    Entry settings

    Lizardmen are an ancient, savage, and highly intelligent race of cold-blooded, reptilian humanoids that were the first civilisation of the Known World. Alien, enigmatic, and without mercy, they follow “The Great Plan” of their creators, the Old Ones. They are led by frog-like lizardmen known as Slaan, who decipher this plan, behaving in mysterious and sometimes contradictory ways. They are sworn enemies of all Chaos corrupted races.

  33. #33Chaos

    Keys: Chaotic, Chaos

    Enabled · After character · Order 2 · 100%

    Entry settings

    Chaos is the term used by mortals to describe the malevolent supernatural disorder that affect the world, and anything related to it. Chaos is a force of pure, primal magic that flows from the north and south poles, where there are portals to the Realm of Chaos. This realm is a living nightmare fueled by mortal emotions, and is the home to daemonic entities that serve dark gods known as the Chaos Gods, whose only goal is to corrupt and destroy the mortal world.

  34. #34Beastmen

    Keys: beasts of chaos, beastmen, beastkin, children of chaos, brayherd, Beastman, goat people, beast men, mutant

    Enabled · After character · Order 2 · 100%

    Entry settings

    Beastmen is a loose term to refer to the many kinds of savage, mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular Human bodies, horned bestial heads and a primitive, malign intelligence. They are created and influenced by Chaos, and despise all civilization. They live in the twisted and dark forests of the world, as well as in the chaos wastes of the north. They periodically leave to raid, kill, rape, sacrifice, and devour other races, in groups known as brayherds.

  35. #35Skaven

    Keys: ratkin, ratman, ratmen, Skaven

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Skaven are a race of evil, intelligent, Chaos-aligned humanoid rats. The Skaven burrrow under the other civilizations, stealing their resources and plotting invasions of the surface world. They worship their own Chaos God called The Horned Rat. If they were united, the Skaven could easily dominate the entire world, but their constant backstabbing causes them to fight themselves as much as other races. Most humans don’t even know they exist.

  36. #36Chaos Gods

    Keys: Nurgle, Hashut, dark god, dark gods, Horned Rat, chaos god, Chaos Gods, Tzeentch, Khorne, Slaanesh

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Chaos Gods are divinely powerful entities that dwell in the Realm of Chaos. There are many minor gods, but the four most powerful are Slaanesh, Tzeentch, Nurgle, and Khorne. They all work against each other to increase their influence by corrupting mortals and destroying the physical world. They offer power, knowledge, and immortality to mortals that choose to serve them, but in reality they are jealous and fickle beings whose only goals are destruction.

  37. #37Daemons

    Keys: demons, daemonic, Daemon, neverborn, chaos, demon, demonic, daemons

    Enabled · After character · Order 3 · 100%

    Entry settings

    Daemons are the malevolent entities that originate from the Realm of Chaos. They are made from raw magic and emotion, and all serve a Chaos God. Daemons can be summoned to the physical world either through dark rituals, or simply at locations dense with chaotic energy.

  38. #38The Realm of Chaos

    Keys: Realm of chaos

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Realm of Chaos is a nightmare plane beyond the Mortal World where the evil Chaos Gods live. It is an ever-changing dimension of pure magic and emotion, where mortal dreams and fears manifest into daemonic entities. Mortal minds can hardly comprehend the full Realm, making each vision of it different. It leaks energy into the mortal world from portals at the north and south poles, fueling the Winds of Magic.

  39. #39Khorne

    Keys: Khorne, khornate, lord of skulls, blood god

    Enabled · After character · Order 3 · 100%

    Entry settings

    Khorne, also known as The Blood God or The Lord Of Skulls, is the oldest chaos god. He was created by the mortal emotions of hatred, anger, and bloodlust, and is the God of Violence, Murder and Warfare. He bestows supernatural strength and berserk bloodlust to skilled warriors, but offers no mercy for the fallen. He despises magic users as tricksters and weaklings, and forbids the use of magic amongst his followers, making him a rival of Tzeentch. He wants nothing but the world to be engulfed in endless battle, and hates anything that isn’t mindless killing, also making him the rival of Slaanesh.

  40. #40Nurgle

    Keys: plague father, Nurgle, grandfather nurgle

    Enabled · After character · Order 3 · 100%

    Entry settings

    Nurgle, also known as Grandfather Nurgle or The Plague Father, is the god of disease and decay. He is fueled by mortal depression, despair and the acceptance of the cycle of life, death, decay, and rebirth. Because he embodies decay and unending cycles, he is the rival of Tzeentch. He is seen as jolly and loving, caring for each of his servants and daemons as if they were his grandchildren. His worshippers become incredibly tough and immune to pain and disease as their bodies rot with plagues and maggots. His goal is to infect the whole world with disease, watch new life grow from the rotting carcass, and then do it all again.

  41. #41Slaanesh

    Keys: prince of pleasure, Slaanesh, slaaneshi, she who thirsts

    Enabled · After character · Order 3 · 100%

    Entry settings

    Slaanesh, also known as She Who Thirsts or The Prince of Pleasure, is the youngest Chaos God and the god of excess and lust. She can appear as either gender, both, or agender, taking the most attractive form to whoever looks upon her. Her followers perform debauched hedonistic acts in her name, constantly descending to new depths of depravity. She despises acts done without enjoyment, making her Khorne’s Rival. She offers enhanced senses, incredible wealth or beauty, and superhuman speed, but never lets her followers feel satisfied. Her goal is to plunge the world in an endless orgy of sensory indulgence.

  42. #42Tzeentch

    Keys: Tzeentch, changer of ways

    Enabled · After character · Order 3 · 100%

    Entry settings

    Tzeentch, the Changer of Ways, is the god of knowledge, change, and magic. He was formed of mortal ambition, hunger for knowledge, and hope for change. He is the opposite of Nurgle, and forever works to change the natural order. He weaves endless schemes for his followers to enact, often times working against his other followers or interests. He offers forbidden knowledge, powerful mutations, and magical power to his servants, but is prone to change opinions and take his favor away at any moment.

  43. #43The Horned Rat

    Keys: Horned rat, great horned one

    Enabled · After character · Order 3 · 100%

    Entry settings

    The Horned Rat is a minor chaos god and patron of the Skaven. He embodies ambition, deception, ruin, hunger, deception, and self superiority. He hates all other chaos gods and plots to overthrow them all one day. He fuels the skaven’s mentality that they are better than all other life forms, including other skaven.

  44. #44Hashut

    Keys: father of darkness, Hashut

    Enabled · After character · Order 3 · 100%

    Entry settings

    Hashut, The Father of Darkness, is a minor chaos god and patron of the Chaos Dwarves. He is seen as a great, flaming brass bull by his followers. He is the god of greed and tyranny, and all the malevolent things that can come from industry. He has no daemons of his own, instead giving the Chaos Dwarves the secrets of magic, industry and technology. They use these to create dominating mechanical armies, and offer Hashut an endless supply of blood, souls, and devotion in return.

  45. #45Winds of Magic

    Keys: ghyran, hysh, dhar, chamon, azyr, Ulgu, spell, aqshy, Winds, magic, Shyish, ghur

    Enabled · After character · Order 2 · 100%

    Entry settings

    The Winds of Magic are the eight types of magic that flow through the world. Each of these Lores has its own name, color, sources and behaviors. They invisibly ebb and flow across the world, fueling the magic of almost all races. It is rare for humans to be sensitive to magic, and most can only master one lore their whole lives. Elves and Slaan have a natural talent, while the other races use their own forms of magic.

  46. #46Azyr

    Keys: celestial, astromancer, blue, Azyr, astromancy

    Enabled · After character · Order 3 · 100%

    Entry settings

    Azyr is the blue Wind of Magic and Lore of Heavens. It is associated with storms and celestial bodies such as stars, as is strongest within a storm. This magic is difficult to learn but highly respected. Those who can manipulate Azyr are called Blue Wizards or Astromancers, and they can change the weather and summon meteors or lightning. They can also use the art of Astromancy to read the stars and divine the future.

  47. #47Shyish

    Keys: Shyish, amethyst, purple

    Enabled · After character · Order 3 · 100%

    Entry settings

    Shyish is the purple Wind of Magic and the Lore of Death. Its most powerful near places of death, such as battlefields or graveyards. It allows its users to communicate with and command departed souls. Despite being mistrusted, it is not inherently evil. Amethyst wizards accept that death is part of life, and try to use this magic for good, making sure the dead remain at peace. Necromancy is a corruption of Shyish that rejects death.

  48. #48Ghyran

    Keys: plant magic, Druid, green, Druids, jade, Ghyran

    Enabled · After character · Order 3 · 100%

    Entry settings

    Ghyran is the green Wind of Magic and the Lore of Life. It encompasses growth, healing, curative and plant magic. It is tied to nature, and it’s strength waxes with the seasons. Green magic users are highly respected, and they are usually called Jade Wizards or Druids.

  49. #49Ghur

    Keys: amber magic, brown wizard, shamans, brown wind, brown wizards, brown magic, lore of beasts, amber wind, amber wizard, Ghur, shaman, amber wizards

    Enabled · After character · Order 3 · 100%

    Entry settings

    Ghur is the brown Wind of Magic and the Lore of Beasts. It represents the wild spirit of animals, and is strongest far from civilization. These feral magic users are called Amber Wizards or Shamans, and they live in the wild alongside animals. This magic allows them to communicate with, summon, or even transform into beasts.

  50. #50Chamon

    Keys: lore of metal, yellow magic, yellow wind, yellow wizards, gold magic, alchemist, gold wizards, yellow wizard, alchemy, alchemists, Chamon, gold wizard, gold wind

    Enabled · After character · Order 3 · 100%

    Entry settings

    Chamon is the yellow Wind of Magic and the Lore of Metal. It is a scientific and logical magic, fueled by the mortal desire to learn. It is attracted to heavy metals such as lead or gold, and most of its spells have to do with change. It allows protection and transmutation spells, rusting metal, turning one metal into another, or hardening flesh to stone. Gold Wizards are often scientists, and they study alchemy.

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