To the Charr, flame is the physical representation of their gods. In order to keep the gods happy, they must first fulfill their obligation to the flame. To that end, the Charr have constructed a series of sacred buildings known as Flame Temples. On raised platforms, these bestial creatures have inscribed huge circular runes, which define and magically feed the sacred fires. Further defining the ring are pillars of pure obsidian or carved sandstone, sculpted to depict the faces of the mysterious creatures the Charr worship. Between these pillars, in the very center of each of these temples, are the ever-burning Sacred Flames. The Charr believe that as long as the flames are burning, the gods are pleased. If the flames go out, then the Charr have failed in their duties and will be punished by the gods.
Each temple has its own fire, which is tended at all times by four Charr Flame Keepers. The Flame Keepers have only one job—to keep the Sacred Flame burning. This is the most prestigious position a Charr can occupy; only the strongest, most capable Charr can take this honor, and all other Charr bow to the Flame Keepers.
In addition to the temples, whenever a large Charr warband travels anywhere, they take with them a bronze brazier, lit at a Flame Temple by the Sacred Flame. These braziers are placed upon palanquins, which are then carried from location to location by four Charr Flame Carriers. Each night when they make camp, the Flame Carriers erect a flammable effigy in the shape of one of their gods, then ignite it and let it burn till daylight.
Humans learned quickly how to read the flame sign: if the flame is lit, the Charr camp is occupied. If the flame is out, the Charr have moved on.
The feline Charr are a savage fighting race that once dominated the eastern side of the Shiverpeak Mountains. They fought anything they could - including themselves. Eventually the many warbands of the Charr united under a single leader: the Khan-Ur.
In the days before the Gods of Tyria brought the humans to Tyria, the Charr battled with the Forgotten in the Blazeridge Mountains. Long after the Forgotten stopped threatening the Charr, the humans appeared and, with the help of their Gods, pushed the Charr from their southern borders, conquering the land that became known as Ascalon in 100 BE. Along with being pushed back, the Khan-Ur was assassinated, preventing any hope the Charr had to retake their lands. The death of the Khan-Ur caused a schism among its four children, who became known as imperators, and brought the establishment of the High Legions - the Ash Legion, the Blood Legion, the Flame Legion, and the Iron Legion.
In order to combat the Humans, they sought gods to call their own, and at the volcano called Hrangmer, the Burnt Warband discovered gods for the Charr. Having found gods, the Shaman caste, the first Charr to unite under the new fiery gods, united the rest of the Charr warbands under their faith. Though one Charr, Bathea Havocbringer, rejected these new gods. She was quickly executed as a living sacrifice to the gods and the Shaman caste banned all female Charr from warbands and armies, sent to do utility work.
Their gods gave the Charr the Cauldron of Cataclysm, allowing the Charr to breach the Great Northern Wall and assault the three human kingdoms of Ascalon, Orr, and Kryta. In their assault, they ended the last Guild Wars through the Ritual of the Searing, causing crystals to fall from the sky and shatter the Wall.
In modern times, the Charr generally follow the way of the Shaman caste. The caste led them in the name of the fiery "gods": the Titans. The Shamans, fully knowing that they were false gods, used them as a pretense to control the other Charr and fight the humans. Many bases of worship can be seen including burning effigies of titans littering Charr camps in Ascalon.
During A Flickering Flame and Dismember the Titans, Scorch Emberspire learns the truth, that the Titans are not gods. Scorch expected to be rewarded in the afterlife for his service to the Titans, but was pulled instead into the Realm of Torment. When he inquires of one of his people's "gods" why this has happened, the Titans attack, revealing the lies the Charr were told by the Shamans.
In Guild Wars: Eye of the North Pyre Fierceshot and his warband have dedicated their lives to bringing down Hierophant Burntsoul and the Shaman caste. The Shaman's grip over the Charr was weakening steadily so they reaffirmed their rule over the Charr with the Destroyers as their new gods. This relationship is seemingly destroyed on the mission Assault on the Stronghold where the destroyers are released on the players by the Charr but ironically turn on the Charr instead. Finishing the mission results in Pyre Fierceshot telling the Charr to remember this day and continue to spread the word that there are no gods for the Charr.
List of hostile NPCs
- Only during quests and missions.
- Also encountered in the Far Shiverpeaks during quests and missions.
- Also encountered in the Depths of Tyria.
- Fierce Warband
- 20 Bonwor Fierceblade
- 20 Pyre Fierceshot
- 20 Swift Fiercejustice
- 20 Roan Fierceheart
- 20 Cowl Fiercetongue
- 20 Seer Fiercereign
- 20 Gron Fierceclaw
- See also: Category:Charr bosses
All responses are only heard during Eye of the North.
- "I'm not impressed."
- "The Charr shall rule."
- "You may be useful."
- "You look weak."
- "You want something, meat?"
All quotes are only seen during Eye of the North.
- "By order of the Shamans, you will burn!"
- "Die with dignity, human!"
- "For the warband!"
- "Make peace with your gods, prey!"
- "Meet your fate!"
- "Show them no quarter!"
- "Sparks to fire! Fire to ash!"
- "Stand still, meat!"
- "The legion!"
- "Victory above all!"
- Charr in Guild Wars Prophecies have no creature type.
- There is a Charr hero named Pyre Fierceshot.
- The Searing Tonic and sometimes the Mysterious Tonic will turn you into a Charr Hunter.
- A miniature Charr Shaman can be obtained as a random drop from a first Birthday Present.
|The Guild Wars 2 Wiki also has an article on Charr.|