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The Cult of Suldurn

This church teaches that order and achievement are more important that individual freedoms, more important even than individuals. The structure of the cult is achievement-orientated, that the most able are encouraged to lead and take positions of authority and responsibility.

Organisation and Teachings

Although life is considered of value to most folk in Arthea, this is not a core part of the teachings of the Cult of Suldurn. Individual achievement is of utmost importance, even within the church. This is not a chaotic approach - it is the organisation that is strong, not individuals, but the right to lead the organisation belongs to the strongest and most capable. The church teaches that this natural order will always prevail, that the most powerful will rise to the top of society and are always the best suited to govern. Beneath the most powerful at the top, others should be ranked beneath in order of ability. The gods have been generous when granting talent to each person; it is up to the individual to assume their rightful place by using their gifts.

This does not mean the best warrior of the most powerful mage should be ruler - some have been given the talent to motivate and inspire others - sometimes (actually quite often, it turns out in practice) those with the ability to gather, command, and inspire warriors rise more quickly. This is a natural progression, something to be encouraged, because the organisation of the church is stronger when its members are better motivated.

The church also teaches that a clearly defined code of law is vital to both secure the position of the rightful leader, and to allow the ability of others to be measured and rewarded in equal measure. To be powerful is not enough in itself, there must also be a system which allows that power to be directed. All must conform to this system; from the very lowest to the very highest, everyone earns the right to hold their position of authority.

Followers of the church must commit to the principle of justice wielded by those with the power to do so. They believe in justice for the sake of society as a whole, not to pander to the whims of the good seeking justice or the evil seeking revenge, as both these interfere with the natural progression of the most able to the top of the organisation. Maintaining order is chief motivating force here.

Promotion within the Cult

The desire among individuals to succeed in the church is very strong. Suldurn seems to attract many who desire power for the sake of it, and those who like to exercise their might over the weak. These people may make a small name for themselves, but they are petty-minded, and never rise far beyond the lower ranks of the church. In fact much of the lower echelons of the cult are made up of people such as these. Those with real ability soon rise above them, they are easily defeated in any challenge, and the cult needs people at the top who have the ability to exercise their power and will over the mighty.

Most of the clerics still need to feed their own egos, however, and do so to further their own position within the church. All clerics within the church who attain positions of responsibility have done so by exercising their power against their colleagues, the church only allows advancement by this meritocracy system. This does not necessarily mean that advancement is through a dead man's boots - there is no compulsion to go kill whoever is in your next career progression role. Usually a challenge and a duel is all that is required, sometimes using personal combat, or with appointed champions, or by whatever method can be agreed.

The church's hierarchs separate themselves from the orders in the towns and villages of Arthea to give themselves a little safety. From time to time, though, a top-ranking cleric is removed by one of the lower order, who then goes on to take their place at the top of the hierarchy. The hierarchs keep separate because the diverse nature of the cult means that there would be continual challenge from below, and the highest levels of the cult would never get anything done. To advance into the top tier of hierarchy, often a written challenge is issued, and frequently these are handled by champions rather than the senior church member themselves - some are old and beyond the ability to fight themselves, yet they have more than enough skill to train and motivate both bodyguards and champions of their own.

Cult Factions

It could be said that the strong leadership given by the rulers of the cult keep factional activity to virtually zero, but the promotion of cult members through the ranks requires them to build mini-empires within the church. This leads to many, many factions being created, but all seem to be pushing for very similar things. They also build temporary alliances, which can help propel others up the church, leaving space for those behind to move up too. The constant positioning, political manoeuvring and alliances brings a good deal of unity and singularity of purpose to the direction pushed by the cult, so is generally a good thing for the organisation as a whole.

The only faction that seems to be outside all this manoeuvring is the anti-Paladin section of the church. These are religious knights sworn to the service of the church, who often serve as champions and protectors for their religious leaders. The warriors swear to follow their knightly code of truth, justice, honour and the virtues of prowess in battle, but they do not seek high position in the church - this would deny them access to these knightly virtues, and they would not have opportunity to use their abilities as a warrior.

Holy Symbols

The most common symbol used by clerics of this cult is that of a ceremonial dagger or hunting knife. This dates back to the earliest times of the cult where the sacrifice of beasts was common. This kind of sacrifice is no longer practiced, but the symbol still remains. For the holy symbol to be usable in spell casting and turning undead, the symbol must be cast from silver or gold and be blessed by a cleric of appropriate level.

Clerical Weapon Choice

Suldurn's clerics have a choice of these weapons|

Any bludgeoning weapon; Short bow; Dagger; Light Crossbow.


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ArtheaWiki: Suldurn (last edited 2013-09-15 20:15:19 by DanielStevenson)