Burnt Creed: Difference between revisions
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{{Factions Infobox | {{Factions Infobox | ||
|Faction name=Burnt Creed | |Faction name=Burnt Creed | ||
|Image=[[File:Burnt Creed 2.jpg|center|frameless]] | |||
|Type=Anarchist Stronghold, Fire-Worshiping Theocracy | |Type=Anarchist Stronghold, Fire-Worshiping Theocracy | ||
|Realm=Tar'Zuhl | |Realm=Tar'Zuhl | ||
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Legend speaks of The First Burning, when the founders of the Creed walked into the lava fields and returned scarred but unbroken, proving themselves worthy of the land. Over time, shelters became strongholds, forges became altars, and Tar’Zuhl became the home of those who chose fire over chains. | Legend speaks of The First Burning, when the founders of the Creed walked into the lava fields and returned scarred but unbroken, proving themselves worthy of the land. Over time, shelters became strongholds, forges became altars, and Tar’Zuhl became the home of those who chose fire over chains. | ||
|Structure and leadership=Tar’Zuhl is not a city—it is a proving ground. There are no kings, no lords, no masters. Only fire and will decide who leads, who follows, and who perishes. | |Structure and leadership=[[File:Burnt Creed 3.jpg|thumb|Burn Creed warriors test themselves]] | ||
Tar’Zuhl is not a city—it is a proving ground. There are no kings, no lords, no masters. Only fire and will decide who leads, who follows, and who perishes. | |||
*Anarchist Rule by Strength – There is no government, no codified law. The strong lead, the cunning survive, and the weak become fuel for the flames. | * Anarchist Rule by Strength – There is no government, no codified law. The strong lead, the cunning survive, and the weak become fuel for the flames. | ||
*Fire-Worshiping Theocracy – Many in the Creed believe fire is the only truth, purging weakness and revealing what is real. Priests known as The Ashwalkers guide rituals, offering flesh, steel, and entire buildings to the flames. | * Fire-Worshiping Theocracy – Many in the Creed believe fire is the only truth, purging weakness and revealing what is real. Priests known as The Ashwalkers guide rituals, offering flesh, steel, and entire buildings to the flames. | ||
*The Trials of Tar’Zuhl – Those who come to Tar’Zuhl must prove themselves. Walk the burning stones, endure the ember tides, or be cast into the ash. | * The Trials of Tar’Zuhl – Those who come to Tar’Zuhl must prove themselves. Walk the burning stones, endure the ember tides, or be cast into the ash. | ||
*A Haven for Outlaws, Pirates, and Fanatics – Wanted men, runaway slaves, war criminals, and madmen all vanish into the ashen streets, remaking themselves in the fire. | * A Haven for Outlaws, Pirates, and Fanatics – Wanted men, runaway slaves, war criminals, and madmen all vanish into the ashen streets, remaking themselves in the fire. | ||
|Major settlements and strongholds=Though chaotic and ever-shifting, Tar’Zuhl is held together by a few key strongholds, each serving a purpose in the Creed’s endless war against the world. | |Major settlements and strongholds=Though chaotic and ever-shifting, Tar’Zuhl is held together by a few key strongholds, each serving a purpose in the Creed’s endless war against the world. | ||
*' | * Drak's Citadel – The black heart of Tar’Zuhl, where the strongest warriors and prophets gather. It is a half-ruined fortress, its towers melted by past eruptions, now held together with chains and sheer willpower. | ||
* | * Varkath Port – A pirate stronghold, where soot-blackened ships bring plunder from around the world. It is a haven of salt, blood, and fire, where trade is done in stolen goods and unholy deals. | ||
* | * Red Hollow – A lawless war-camp, home to mercenaries, cultists, and outcasts. It is built atop cooling lava fields, where those who fail the Creed’s trials rot in the heat. | ||
* | * Sulfur’s Cradle – A place of mad prophets and fire-priests, where the most fanatical among the Creed study the will of the flames. Those who hear the whispers of fire come here to seek revelation… or be consumed by it. | ||
* | * The Black Bastion – A defensive stronghold, standing as the first line of resistance against the Korrash, who see Tar’Zuhl as an abomination. Its warriors fight with flame-lances, ember-hounds, and molten tar pits, ensuring the Creed does not burn alone. | ||
|Relations with other factions=To the Korrash, Tar’Zuhl is a wound upon the land, an offense to the natural order. The Korrash believe fire is to be respected, not enslaved, and they see the Burnt Creed as heretics who have turned fire into a mockery of itself. | |Relations with other factions=To the Korrash, Tar’Zuhl is a wound upon the land, an offense to the natural order. The Korrash believe fire is to be respected, not enslaved, and they see the Burnt Creed as heretics who have turned fire into a mockery of itself. | ||