Cult of the Zenith
The Cult of the Zenith was founded in ADP 26, during the Reclamation of Silvermoon, as a foundation to strengthen the Horde as a whole, using lessons that the Master had learned from the Quel’thalas Campaign. The precepts of the order can be surmised as a fundamentalist cult of strength and war, much akin to the culture of the Burning Blade and Blackrock clans prior to the shattering of Draenor.
The Cult follows several sets of often-contradictory doctrine, in the form of instructions for war, instructions for personal behavior, and instructions for becoming a god. These instructions narrow down to being powerful in every fashion, obeying one’s superiors, and ceaselessly bringing or planning to bring war to all enemies one may have. It is not a doctrine that allows often for relaxation or rest, though such pastimes are included to ensure that the machine of the Order may be well-oiled.
Ranks are of importance to the Cult, both as a measure of personal achievement and as a direct measure for hierarchy. It represents the rank you hold within the cult’s military structure, and the authority you hold within religious and personal ceremonies.
- Initiates are those yet to be given the rites of Initiation. They are below all other ranks, but are not beholden to the Novitiates, though they should not expect the full might of the order to back them.
- Novitiates are the rank and file who have suffered the Initiations and survived. Now one of the brethren, they will find the whole cult is at their disposal, to the degree that their leaders allow. They must obey the Master, Harbingers, Champions, and Disciples.
- Champions are those Novitiates who have achieved greatness through the Sacrament of Blood or been awarded their title through special dispensation by the Master or his Harbingers. They are still beholden to their leaders, but are compensated due rewards for their prowess – both in gold, and in the right to order their fellow brethren.
- Disciples are a chosen few, whom the Master or his Harbingers have raised from the Novitiates for merit of their skill and leadership. They are to command a squad of nine of their brethren, Novitiates, Initiates, and Champions alike, for tasks which their leaders may entrust to them.
- Harbingers are the Master’s hands, controlling the cult in his name, and privy to the deepest secrets of the brethren. Their word is law, for it is the word of the Master.
- The Master does not need explaining. He is Master of the Zenith, lord of the order.
- Ethala are a rank that is not a rank. It is an insult, a position of detriment and mark for destruction, as “Ethala” is the Thalassian term for cattle waiting for the knife to prick their throat. Do not pity them, for they are beneath pity.
The Cult does not control many holdings, though several are of note; posts they control by claim, if not in constant practice. These places are used as drop-offs, safe houses, temporary dungeons, and stopovers for the Cult to make use of at their leisure, and their lack of constant guard encourages the brethren to be prepared to fight for their security or supremacy, which suits the Master fine.
– Crossroads, Barrens
– Desolation Hold, Barrens
– The Zephyr, Durotar to Mulgore
– Central Stormrage Barrow, Moonglade
– Hammerfall, Arathi
– Thandol Span, Arathi
– Naval Blockade, Badlands
– Galerek’s Remorse, Vashj’ir
– Warsong Hold, Borean Tundra
– Conquest Hold, Grizzly Hills
– The Crimson Dawn, Icecrown
– Orgrim’s Hammer, Icecrown
– Domination Point, Krasarang Wilds
– Garrisons (obviously), Frostfire
– Dark Arakkoa Hut, Ashran
– Thunderlord Stronghold, Blade’s Edge Mountains
– Garadar, Nagrand
– Stonebreaker Hold, Terokkar Forest