Source: Warhammer Fantasy: 5th Edition

The Amber College
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Colour: Amber

Magic Rune: Ghur - The Arrow

The winds of Amber energy are as sharp as the keen senses of a hunting cat, and their touch as razor edged as the claws of a bear. Few wizards can withstand the touch of Amber Magic - it is like a chill wind that freezes their marrow and drives away their carefully cultivated reason. Amber Magic is the wildest and most inhuman of all the eight energies: it is the magic of wild places and bestial minds, of dark forests and untamed places.

Amber magic does not thrive close to cities or even around the carefully cultivated farmlands of men. The College of the Amber Wizards in Altdorf is only a totemic centre, a solidly built tower within an overgrown courtyard. It is an occasional gathering place used when the winds of magic run strongly, when even Amber Magic penetrates towns and cities.

Amber Wizards prefer to conduct their affairs and teachings in the wilds. The Amber College has a number of hidden refuges situated in caves deep within the forests around Altdorf, guarded by powerful Amber Wizard Lords.

Amber Wizards are mostly solitary individuals, preferring the company of wild beasts to that of their fellow men, and avoid human settlements unless they have some pressing need which draws them from the forests. They are outsiders and loners, with wild hair and thick unkempt beards. They dress in furs and animal skins adorned with bones, feathers and roughly polished amber beads. Amber Wizards are expert huntsmen and archers, and their symbol is the rune Ghur, The Arrow.

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