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.