"A mage that must resort to defense, has already lost."
- Kavàl'un proverb
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Book of the Sirkùli Gehem
Unlike the Lodun, who believed
specific words and phrases were the path to be followed for magic to be
found and employed; the Gehem believed that the words and symbols themselves
could be constructed to capture and utilize magic. Many Gehem patterns
were based upon the arrangement of stars or other "natural" formations.
These facsimile shapes were believed to be connected to their original
images, and the relevant powers.
The Sirkùla of Gehem were perhaps the most eccentric
of the sirkùli sorsèreul.
Most reportedly were anti-social creatures entrapped (and enrapt)
within a world of circles and lines, unable to find their way outside,
to see reality. Many Gehem wizards stereotypically would find "power"
and "patterns" in all things, and record them obsessively. The Gehem
were often called upon to erect powerful wards and forbiddances, or place
traps and other magical sigils, circles, symbols, and runes. Despite
their uncommon madness these were things they could create with unparalleled
skill.
The Gehem Halls (dragehem) were reportedly covered with
such symbols, both simple and intricate. Within ancient Ildûn,
it was common practice never to gaze upon the Tower of Gehem for fear that
your gaze might trigger something on its graffitied exterior, etched by
a mad mage.
Members of the sirkùla wore black and grey robes, and usually
kept their heads and bodies shaven. It was not uncommon for their
bodies to be tattooed, both mundanely and otherwise. Their symbol
was an opened palm hand. The palm was often crossed with a sigil of
some "significance".
Draga Gehem
The Gehem are similar to Rune-wizards in some respects,
very different in others. The Gehem believe that symbols and "natural
shapes" are either magnets or conduits for magical power. The Gehem
do not use separate symbols together for one effect. To conjoin the
effects of two symbols a third one must be created. The creation of
secondary symbols is a tiresome process, that seems to require as much study
and knowledge of the symbols as it does an artistic flair. Many symbols
are incredibly complicated creations seemingly born from the minds of madmen.
Affinities |
(Meta), Water, Divination,
Enchantment, Manipulation, Wards |
Role Playing
D&D:
GURPS: There are
plenty of incentives for a Gehem wizard to become an adventurer, even though
they are among the least equipped to deal with dangers and obstacles ahead.
A wizard that returns to the sirkùla with new-found symbols and powers
is greeted like a returning hero. Many have traveled great distances
to sketch a seashell on some faraway beach, or record the color of a sunset.
Others find more unnatural reasons to go forth (see Weirdness Magnet,
GC1p100).
GURPS Gehem Wizard Package |
Compulsive Behavior* |
-10 CP |
Mental Illness(es) (Variable) |
-20 CP |
Reputation -3 (sirkùli) |
-7 CP |
Secret (Mage) |
-20 CP |
Activate Symbol (IQ) |
+9 CP |
Literacy |
+10 CP |
Magical Aptitude +1 |
+15 CP |
Patron (sirkùla Gehem) |
+15 CP |
Symbol Lore (Gehem) (IQ) |
+8 CP |
Unusual Background |
+15 CP |
Writing (IQ+1) |
+4 CP |
CP Balance |
+19 CP |
* Gehem wizards have a compulsion
for finding, collecting, and analyzing new shapes and possible symbols.
A few Gehem wizards have been known to possess the Weirdness
Magnet disadvantage. Most Gehem wizards also share Quirks for Tattooing
and Full-Body Shaving.
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Navigation
Gehem
<< Back -- Fwd
>>
Sirkùli Sorsèreul
Aradas
Dún Ilar
Eldá
Eréthani
Gehem
Ilvir
Kavàl'un
Lodun
Tholl
Vereç
Zün
Draga Orkid
Dekàlan
magics (Draga and Davra)
are divided into 24 arts (see Draga Orkid).
The magical Ways are:
Ild'a
(to Control)
Kreàd'a (to Create)
Skar'ad'a (to Destroy)
Orykul (to Augur)
Endàris (to Emote)
Sorkèrt'a (to Enchant)
Or Hàlam (to Heal)
Müt (to Change)
Alèmen (to Move)
The magical Forms are:
Baras
(Animal)
Visìktis (Body)
Nol (Elem. Air)
Tereth (Elem. Earth)
Phlogòst'a (Elem. Fire)
Marus (Elem. Water)
Forad (Food)
Inkàthura (Gates)
Illùum (Light)
Pyrád'a (Magic)
Alèmen (Move)
Kadàktis (Mind)
Or Dnur (Death)
Or Kànt'a (Plants)
Sorólum (Sound)
Vorbid (Wards)
Additional 3E spells may be found in the:
Spellbook
Archive
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Ref. TG (Touched by the Gods), © Atlas Games; DL (Dragon
Lords of Melníboné), © Chaosium; S&S (Spells & Spellcraft),
© Fantasy Flight Games; MC:A (Master Class; Assassin's Handbook), MC:S (Master
Class: Shaman's Handbook), © Green Ronin Publishing; KKP (Kingdoms of Kalamar:
Player's Guide), KVH (Kingdoms of Kalamar: Villain Design Handbook), © Kenzer & Co.; EM (The Book of Eldritch Magic), ©
Malhavoc Press; WS (Wild Spellcraft), © Natural D20 Press; D&D (The Divine
& The Defeated), R&R (Relics & Rituals), © Sword & Sorcery
Studios; PHB (Player's Handbook), DF (Defenders of the Faith), Drag (Dragon Magazine),
FR (Forgotten Realms Campaign Setting), MF (Magic of Faerun), MW (Masters of the
Wild), SS (Song & Silence), TB (Tome & Blood), © Wizards of the Coast |