Splinterlands Epic Card Profile - Pyromaniac

Splinterlands Epic Card Profile - Pyromaniac

By Chris Roberts | SplinterLore | 28 Dec 2020

A barrel of fuel,
A strike of the flint,
And you may survive
If you're good at a sprint.

-Pyro Chant 23





Splinter - The Burning Lands

Set - Untamed

Class - Epic Fire Cultist

Habitat - If you are wandering in the Ashlands, outside the suberbs of the city of Azad, you may run into a Pyromaniac. The numbers of their cult have grown exponentially in the last year, since the discovery of the Untamed prophecy. They surround the city, living in crude camps. Some city managers speculate that when they have enough people, the Pyromaniacs will simply close in and burn the entire city.

Size - Pyromaniacs are made up mostly of common Human, Efreet and Ruddy workers from the city. Most of them are skinny and scrawny, but this may be a result of the self-imposed starvation that comes with membership. They are physically weak, but they have secrets and skills that make them dangerous.

Lifespan - The Pyromaniac Cult does not value life very highly. They require their newest members to sleep in the open elements, which are extremely harsh in the Burning Lands. Many new Pyros suffer from disease or mutation very quickly and die. So while each of them has the potential to live a long and healthy life, Pyromaniacs usually choose a lifestyle that allows them to perish quickly and agonizingly.

Weapon - Pyromaniacs have no special weapons training, and since they are required to relinquish all belongings upon joining, they never bring weapons into the camp. For defense from wild animals, they use crude stone knives and sharpened sticks, but these rarely do the trick. In battle, their love of fire (and an arsenal of secret magic) allows them to shoot fireballs and more.

Diet - The Pyromaniacs are not good at hunting and they have almost no concept of teamwork. This means that each of them is always on their own when finding food. The quicker Pyros are usually able to catch some of the larger insects that scurry the cracked ground of the Ashlands. Many of them long for fish, but as Pyromaniacs, they are deathly afraid of water.

Allies - Pyromaniacs are allied only with other Pyromaniacs; it is their way to avoid any interaction with others. Still, their adoration and loyalty can be easily bought for a small drum of fuel or a book of matches. They are quite easy to please.

Enemies - The Pyro camps are establishing themselves almost like an army, outside the well-protected city of Azad. Part of their way is to despise those will live in “houses that can burn,” a crime of which nearly all residents of Azad are guilty. They would hate to learn that nearly every other city in the Splinterlands has houses that are even more flammable, but their sight is so short that they are merely determined to burn the city of Azad and nothing more.

Work - The Pyromaniac cult has a rigid hierarchical structure in which the newest members do all the work. Once a Pyro is established in this system, they can simply do whatever they want, as long as they adhere to Pyromaniac common law. The system relies on a constant stream of new members, or else nothing would get done.

Pastimes - It probably goes without saying, but Pyromaniacs enjoy burning things. They care little about the inner workings of fire or explaining the physical world and more about what they call the “joy of burning,” one of the key precepts of their cult. Fuel is the sacred liquid that, when properly annointed, can turn anything into something that burns.


The True Story of Splinterlands

Once upon a time your game purchase meant something. You could go to the store and purchase a game, after which you would simply own that game. You could play as often as you'd like, because it was your game. As the game companies were one by one swallowed up by larger and larger game companies, a terrible thing happened to the gaming world. While the games themselves were always making improvements, the players were always throwing more and more of their hard-earned money into a corporate black hole from which they reaped no rewards.

How did the corporations convince the players to pay this money? Loot. They showered the players with in-game riches designed to create a sense of accomplishment, but with no real value. Not only are these in-game "assets" entirely subject to the whims of corporate overlords who rarely (if ever) have the player's interests at heart, but they never really belong to the player at all. They belong exclusively to the game for which they were created. If a player wants to quit playing the game,  they must also abandon their in-game treasures.

Blockchains are giving power and ownership back to the players, and it's about time. In this incredible and rapidly expanding world of technology it seems like such an outdated argument to be making, but the players (not the company) should own their gaming rewards. Blockchain, non-fungible tokens and games like Splinterlands are now making that possible.

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Chris Roberts
Chris Roberts

Content Director for Splinterlands


SplinterLore is the official lore for Splinterlands, the hit digital trading card game. Follow us for original fantasy content, such as stories, poetry, regular character profiles, timelines, maps and more!

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