Creed

The Creed acts as independent law enforcement, court, and correctional system for magic users and magical entities. The organization’s general neutrality serves to make it a trusted body by most nations, despite it having no alliance or ties to any deity besides Al'Madoon, the Architect
 
The Creed is an independent, nation-neutral magical law agency whose jurisdiction is spellcasters and magical beings. These arcane law officers spend years studying and training to reach peak conditioning, and it shows when you run afoul of them. At the military city Uazios, south of The Fang Mountains, where they are most prevalent, they have an enormous say in the laws of the land. Thanks to the leadership of Arbiter Orin Duritek, their influence continues to expand across Tonarian.   The Creed mostly use their influence to ban the practice of any “unnatural” magic by the neighboring populace. Creed law insists that citizens be forbidden from using any magic except in self-defense; even then, Necromancy, Evocation, and Enchantment are prohibited under any circumstances.

Court System

The court is broken into several divisions that each serve a purpose within its judiciary system. Most of the court’s work involves sending individual Creed Judges to wander the multiverse and prevent otherwise unreported crimes.   Certain matters, however, require that a creature is brought back to face trial in one of the Creed’s courts. Such creatures are offered two choices of trial; judgment in court by a high-ranking Judge who has been distinguished with the rank of Arbiter, or a trial by combat against a “Peacemaker.”
 

Division of Defense

This divisions primary responsibility is to represent accused creatures in trials presided over by a Judge. They can also be hired by expeditions to act as escorts and protectors.
 

Division of Enforcement

This division’s primary responsibility is the tracking and subdual of wanted criminals, and the investigation of crime scenes. They can also be hired as private detectives to locate and retrieve missing persons and objects.
 

Division of Prosecution

This division’s primary responsibility is the investigation and prosecution of accused creatures in trials presided over by a Judge. They can also be hired by local governments and groups to mediate disputes and explore unknown areas.

Creed Beliefs

Members of the Creed believe that the use of certain magic brings an inherent imbalance to the world Al’Madoon created, and the use of certain magic types, such as Necromancy, taint what remains of the Architect.   Nature magic was intended to protect Al’Madoon’s creations, just as Divine magic was intended to protect the righteous. While other magics may have a benevolent purpose, using them for immoral purposes intentionally perverts the Architect. The Creed identifies these magic users as traitors that must be judged. Arcane magic has no genuine intention other than gaining more power, making it an easy path down temptation and corruption. A path that should be purged to honor the mighty remains of the creator.

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Founding Date
486
Type
Political, Alliance
Training Level
Elite

Creed Tenets

  • Never give in to the temptation of using the Bond in a way Al’Madoon did not intend.
  • Do not harm the innocent while in pursuit of providing judgment.
  • Honor the decisions of Arbiter. They have walked the world longer than most and grown wise.
  • Punishment cannot be appropriate to the deed; the sentence must far outweigh the crime.

Creed Judge

Judge_sidebar.jpg
by Roman Kerimov

Living Erenel Faction

Players in the Living Erenel D&D/MMO may join a player run Creed faction. Check the Living Erenel: Factions article for more information on Living Erenel and Factions.   Faction Leader: Luken Marbas
Quartermaster: Oranki
Emissary: Aelawyn
Members: Aliora Narielli, Anghus Dawnrunner, Frømund, Zadon

Current Renown Level: 30 (20)
Faction Members: 7/13
Faction Status: Open
 
NOT UNLOCKED Faction Ability: Peacemaker
Once per long rest, you can empower your next attack. You must announce using Peacemaker before making the attack roll. If the attack hits, it is considered a critical hit. If the attack misses, the effect is lost. This may only be used on an effect with an attack roll.

Starting Equipment

When joining the Creed Faction at level 1, the player receives the following benefits and equipment along with their classes starting equipment. A player may only join a faction if the Faction Status is Open or by recruitment from an Emissary.   Skill Proficiencies: Religion plus one of your choice.

Tool Proficiencies: One Artisan's Tool of your choice.

Language: One standard language of your choice. Languages listed in Living Erenel: Downtime.

Starting Equipment: Travelers clothes, chosen artisan tool, manacles, 1-slot satchel, pouch with 10 gold.

Attribute Cap Increase: Your choice of +2 ability cap increase to an ability of your choice. This +2 boosts the maximum of an ability score NOT the score itself. Cap increase is a boon only provided by joining the Creed at level one during character creation.

Faction Renown Table

Faction Renown Level Benefit Unlocked
5 Faction gains Downtime Days as if it were a player during the Weekly Update, usable by the Faction Leader. Factions are always considered Adventure Locked.
10 Gold Income. Faction earns 250 GP every Weekly Update, deposited with the Quartermaster.
20 Faction Expansion I. You may now recruit 5 more faction members to a total of 13.
30 Gold Income Increase. Faction now earns 500 GP every Weekly Update, deposited with the Quartermaster.
40 Downtime increase I. Your Faction gains one additional downtime day per Weekly Update.
50 Gold Income Increase. Faction now earns 1,000 GP every Weekly Update, deposited with the Quartermaster.
60 Faction Outpost. Your faction gains an outpost in a region of your choice. This outpost provides a stables and one +1 tool of your choice.
70 Gold Income Increase. Faction now earns 1,500 GP every Weekly Update, deposited with the Quartermaster.
80 Faction Expansion II. You may now recruit 5 more faction members, to a total of 18.
90 Gold Income Increase. Faction now earns 2,000 GP every Weekly Update, deposited with the Quartermaster.
100 Faction Ability. Every Faction member with a renown of 15 or higher gain access to their Faction ability.
110 Downtime increase II. Your Faction gains one additional downtime day per Weekly Update. (2 additional)
120 Gold Income Increase. Faction now earns 2,500 GP every Weekly Update, deposited with the Quartermaster.
130 Faction Expansion III. You may now recruit 7 more faction members, to a total of 25.
140 Gold Income Increase. Faction now earns 3,000 GP every Weekly Update, deposited with the Quartermaster.
150 Faction Stronghold Unlocks. Your faction gains a stronghold in a region of your choice. Stronghold provides a stables, armory, and three +1 tools of your choice.


Cover image: by tomas reichmann

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