Alright, this was a big one.
Gul is an ancient magical beast. He has immense knowledge, though the wane of his gods, and the drive to complete his calling, he has not gained as much power as one might expect. Gul has a simple goal; To lay to rest all wandering spirits. Gul finds ghosts, and he sends them to their eternal rest.
Gul doesn't just destroy ghosts, he helps them pass on so that they may find their eternal rest. Gul is intelligent, and realizes that his ancient culture has fallen, and that new gods have risen, but his calling has not changed, even if the gods they are sent home to are new.
Gul spent a majority of his time roaming along the Persian deserts and Canaan, sometimes roaming as far north as the lands of Greece. He was also captured by a canny Roman wizard, and brought to visit Rome, during its height. He has made a few alliances with wizards, but has for the most part found them to be manipulative and evil, always seeking to use the dead to their own gain.
Gul, Spirit Guide
Magical Might: 17
Characteristics: Int +1, Per +3, Pre +1, Com -1, Str -3, Sta +1, Dex +1, Qik +4
Virtues and Flaws: Magical Animal; Improved Characteristics x2, Linguist, Second Sight, Unaffected by the gift; Foreign Upbringing, Higher Purpose, Incomprehensible, Tainted with Evil, Worthless Abilities
Magical Qualities: Gift of Speech, Greater Power(Howl of the Spirits), Improved Abilities x4, Improved Powers x2, Lesser Powers x4(Conjure the Protection, Bind the Servants of X), Personal Power (Scent of the Flesh)
Abilities: Area Lore: Ancient Egypt (burial sites)5, Area Lore: Canaan(burial sites) 4, Area Lore: Italy(catacombs) 2, Artes Liberales(Astrology) 3, Athletics(long-distance running) 4, Awareness(scent) 6, Brawl(bite) 6, Chirurgy(first aid) 2, Etiquette(priests) 2, Faerie Lore(Egypt) 4, Hunt(rodents) 5, Infernal Lore(ghosts) 3, Intrigue(ciphers) 1, Language: Coptic (ritual language) 6, Language: Hebrew(religious use) 4, Language: Aramaic(religious use) 4, Language: Persian(military slang) 3, Language: Latin(religious use) 2, Leadership(jackals) 3, Magic Lore(Ghosts) 5, Org Lore: Egyptian Priests(burial rites) 4, Org Lore: Cannaanite Priests(burial rites) 2, Penetration(against ghosts) 3, Medicine(forensics) 2, Second Sight(ghosts) 6, Stealth(skulking) 5, Survival(scavenging) 4, Swim(rivers) 3, Teaching(priests) 2, Theology: Egyptian(Anubis) 6, Theology: Jewish(burial rites) 3
- Howl of the Spirits(3 might): Makes spirits visible when he howls. (MuMeIm 35, base 15, +2 Voice, +2 group/room, -1 might)
- Conjure the Protection of the Dead(2 might): With a bark in his ancient language, Gul can summon a perfect ring of beaten bronze inlaid with lead, suitable for protecting or binding someone. (CrTe 25 base 5, +2 Sun, +1 Touch, +1 intricacy; -3 might)
- Bind the Servants of Set(2 might): The ancient Gul knows the words necessary to trap evil spirits. Infernal ghosts of Might less than 25 are unable to cross the ring he traces (or summons). (ReMe 25; base 10, +2 ring, +1 touch; -3 might)
He also can bind Faerie and Magical ghosts, the same way.
- Scent of the Flesh (2 might): Gul can track the corporeal remains of a ghost he has met by scent. (InCo 20; Base 3, +3 Scent, +2 Sun)
Vis: 5 pawns mentem, right eye
Gul looks like a sleek, muscular jackal. Strange markings appear to be painted on his fur, and his right eye glows brightly when he looks at an observer. His ebony fur is almost reflective, and at night, the starry sky can be seen in it.
Befriending Gul will require the magus to prove himself religious - though Gul doesn't care what religion. It will also require the magus to prove they will never bind and molest spirits. Gul is likely going to desire an enchantment to sever the familiar bond if the magus dies, so he can continue his divine-given work - and ensure the magus passes on. it will also require a Rego Mentem/Animal lab total of 32, and a lot of tenacity. You could also very reasonably make this powerful creature might 22, and give him more magical abilities, but this is a good core to work with.