One thing I don't think I've mentioned; Keltist is going to be the only major population centre on Kelt. If I attempted to run a quest where you have to take over a full planet, I might go nuts, so I've limited you to a single Hive City. Everything you need should be there.
 
Kelt & Keltist Modification
Valsen Stockhouse, in her role as a curator, has stumbled upon the near proscribed tales of the grand lost civilization of the Aeldari. While the details are vague, two things are clear beyond all others: They held more glory than humanity has ever dreamt of, and through them the Tempter rose in grand power. To this day every single soul of their descendants is still claimed by Them.

"Together, we shall entreat Chaos and create an Empire in which every last of us shall tower over those that call us the meek today. Together, we shall snatch the glory of the past from the maws of time and triumph over this dead and rotten corpse of an Empire. Together, through the Four, with the Four, FOR THE FOUR!"


Valsen Stockhouse is now the leader of The Human Ascension, dedicated to claiming the might once held by the Aeldari through their connection with Chaos. Perhaps a mistaken version of events, but belief is a strong force, and the cultists believe deeply. Their worship of the Primordial Truth shall lead them on a winding path; perhaps they shall find what they seek, perhaps not.

Keltist shall be the beginning of their growth; one day they might rule the stars and beyond. For now, it is their home.

This is a chance to modify the city of Keltist, and the world of Kelt, to make the game more interesting. You start with five shinies (marked as S) with which to buy features, although some cost nothing. Voting will be done in the Plan format.

Environmental
Beyond its official classification, what is the environment of Kelt? This will have no mechanical effect. (choose one)
[ ] Jungle World
Continent spanning jungles, broken only by giant rivers and free standing mountains. The land around Keltist is regularly cleared to push back the vegetation.
[ ] Ocean World
Kelt is primarily water, with some island archipelagos. Keltist is built upon a large landmass, or is a free standing structure in the sea.
[ ] Ice World
Too far from its system's sun, Kelt is locked in an enteral winter. Most of the power generated in Keltist is used to heat the city
[ ] Desert World
Sand. Just lots of sand. What moisture is present is locked deep underground.
[ ] Forest World
Ancient trees tower, some a match for greater titans. Wood is a primary export, of course.
[ ] Plains World
Mostly flat grassland, with nomadic natives & animals traveling vast distances each year.
[ ] Mountainous World
Hardly a flat angle anywhere. A lack of natural resources might be the only reason Kelt isn't an Industrial World.
[ ] Tidally Locked World
Kelt does not turn, and while one side is continuously bombarded by the sun's rays, the other side is exposed to only cold space. Keltist lies in a narrow band capable of habitation.

Standard
(You can pick any number of these, as long as you have enough shinies)
[ ] Port City - 1S
Keltist sits upon a coastline, or straddles a major river. Various ships, mercantile or private, pass through its Dock District. (can be picked without cost if Ocean World is chosen)
[ ] Mountain-born - 1S
While Hive Cities are man-made mountains, Keltist was built on a natural-made one. It's inner halls are carved from ancient rock (can be picked without cost if Mountainous World is chosen)
[ ] Poisonous Atmosphere - 1S
Kelt's atmosphere is detrimental to human life, either due to natural causes or long-term pollution. Keltist is primarily composed of sealed habitats, aside from the highest Spires
[ ] Almost Death World - 1S
The native fauna and flora of Kelt is quite aggressive. Keltist's standard defences are reinforced, while purges around the city are common. (can be picked without cost if Jungle World is chosen)
[ ] Abhuman Population: Ratlings - 1S
Small, viscous, prone to thievery. Ratlings often live in distinct habitation areas commonly known as "Tiny Towns", hubs of food services and crime
[ ] Abhuman Population: Beastmen - 1S
Located mostly within the Underhive, unless they are indentured servants. Famously pious, but still mistrusted…
[ ] Abhuman Population: Ogryns - 1S
Large, stupid, amazingly strong, this abhuman race is more common in the Imperial Guard, but they are sometimes used as labour in Hive Cites.
[ ] Abhuman Population: Navigators - 2S
A House of the Navis Nobilite has holdings in Keltist, among the spires. Scorned for their mutant nature, but integral to the Imperium.
[ ] Old Houses - 1S
Before the coming of the Administratum Keltist was ruled by a number of Noble Houses. They're still around, but their power has waned dramatically.
[ ] The Famlia - 1S
Crime in Keltist is controlled by a small number of shadow figures.
[ ] Ere We Go! - 1S
Kelt has an orkoid problem. It's small currently, but when the greenskins take root, they can be hard to get rid of.
[ ] Home Guard - 2S
The Kelt PDF is better equipped and trained then the standard, meaning they could actually win in a serious fight.
[ ] Ink Dust - 1S
In recent years a new kind of addictive chem has come out of the Underhive. Called "Ink Dust" for its coloration, it causes a focused state. It's side effects include inability to blink, muscle cramps, and uncontrollable babbling.
[ ] Rich Retreat - 1S
The great and good (and rich) of Keltist own a series of lodges away from the Hive City. Here they hold private parties, secret meetings, and other dealings…
[ ] Dark Secret - 3S
There is something… old. On Kelt. Perhaps it can be of use to the cult, but perhaps not…

Positives
(Can choose three)
[ ] Unrest Blooming - 1S (Repeatable)
Before your cult even forms, dissent is spreading among the lower areas of the hive. The Copper-Clad are out in force, beating back riots. (1S for just Underhive in revolt, 2S for Lower Hive as well)
[ ] Commonplace Corruption - 2S
It's almost tradition to bribe & blackmail people in positions of power. If everyone is doing it, hardly anyone bats an eye (Less chance of bribing or stealth check while bribing failing)
[ ] Workplace Warfare - 1S
The various departments and sub-groups of the Administratum are competitive. Sometimes violently so.
[ ] Phone Home? - 1S
Kelt's galactic position means astropathic messages generally take longer to go back and forth. If a call for aid is given, it might take quite some time to arrive.
[ ] Unfavoured - 2S
Kelt is somewhat known as a dumping ground for failures, troublemakers and rejects. One man's trash is another's treasure (easier infiltration of off-world organizations)
[ ] The Eye Blinks - 2S
Kelt is close enough to a major warp rift for it to be seen in the sky at night, and sometimes the day as well. (Increased warp influence)
[ ] Church Skippers - 2S
Standards have dropped, and the population is not as pious as it should be. (cannot be taken with Church Sticklers)
[ ] Dark Remembrance - 3S
Something once happened on Kelt, and the planet has never truly forgotten it.

Negatives
(Can choose two. Remember; these give you shines back)
[ ] Arbites Presence - 2S
Keltist is home to a major Precinct Fortress, housing a large number of Imperial Arbites. Although their work often takes them off world, they won't tolerate dissent anywhere. (Local law enforcement supported by Adeptus Arbites)
[ ] Inquisitorial Presence - 3S
Normally the Inquisition is subtle in its holdings. A massive black cube, emblazoned with the I of Inquisitorial authority, is not subtle. (The Inquisition is on Kelt. Good Luck)
[ ] Redemptionist Paradise - 2s
A Redemptionist Cult is present within the Underhive, killing heretics, mutants, and people unlucky enough to be in their path, all in the name of The God Emperor.
[ ] Church Sticklers - 2S
The population is incredibly pious and loyal. (cannot be taken with Church Skippers)
[ ] Chapter Approved - 3S
Kelt is within an area of space claimed by a chapter of Space Marines. Although they are unlikely to simply drop in and visit, they would still take threats in their backyard poorly.
[ ] Watched from Afar - 3S
Someone has big plans for Kelt, and you probably won't like it.

Voting will open in two hours!
Beforehand, if you can think of any interesting modifiers please suggest them! I feel like this list is incomplete, so anything you would want to see would be nice! No longer taking suggestions.

Please vote in plan format. That looks like this;
[*] Plan PlanPlan
- [*] Option 1
- [*] Option 2
- [*] Option 3

You don't need to separate out into the sections (Standard, Positive, Negative)

People that want to vote for an other user's plan should just copy the title of the plan and vote for that, so;
[*] Plan PlanPlan

Added on Player Recommendation:
Abhuman Population: Ogryns
 
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Ok thanks.
I think we should go with this.

[X] Plan: That which shall eternal lie.

-[X] Ocean World

Standard

-[X] Port City - 1S

-[X] The Famlia - 1S

-[X] Dark Secret - 3S

Positives

-[X] Dark Remembrance - 3S

-[X] Workplace Warfare - 1S

-[X] The Eye Blinks - 2S

Negatives
-[X] Watched from Afar - 3S

-[X] Redemptionist Paradise - 2s


When you tempt us with so many dark secrets your just asking for us to pick them. Being close enough for the eye to blink makes us more warpy workplace warfare makes the administratum more interesting to deal with and with a dark secret we'd best be watched from afar. Also ocean world because "that which shall eternal lie" had better be on an ocean world. Also port because it's free.
 
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[ ]Plan Corn's vacation world

[X] Jungle World
Continent spanning jungles, broken only by giant rivers and free standing mountains. The land around Keltist is regularly cleared to push back the vegetation

[X] Almost Death World - 1S
The native fauna and flora of Kelt is quite aggressive. Keltist's standard defences are reinforced, while purges around the city are common. (can be picked without cost if Jungle World is chosen)

[X] Abhuman Population: Beastmen - 1S
Located mostly within the Underhive, unless they are indentured servants. Famously pious, but still mistrusted


[X] Unrest Blooming - 1S (Repeatable) x2
Before your cult even forms, dissent is spreading among the lower areas of the hive. The Copper-Clad are out in force, beating back riots. (1S for just Underhive in revolt, 2S for Lower Hive as well)

[X] Workplace Warfare - 1S
The various departments and sub-groups of the Administratum are competitive. Sometimes violently so

[X] Redemptionist Paradise - 2s
A Redemptionist Cult is present within the Underhive, killing heretics, mutants, and people unlucky enough to be in their path, all in the name of The God Emperor

[X] Watched from Afar - 3S
Someone has big plans for Kelt, and you probably won't like it

[X] The Eye Blinks - 2S
Kelt is close enough to a major warp rift for it to be seen in the sky at night, and sometimes the day as well

[X] Ere We Go! - 1S
Kelt has an orkoid problem. It's small currently, but when the greenskins take root, they can be hard to get rid of

[X] Home Guard - 2S
The Kelt PDF is better equipped and trained then the standard, meaning they could actually win in a serious fight

we have rebels, wildlife, cultists (Non Chaos), Warpy stuff, Chaos cultists and worst of all, the guys from accounting. The PDF does kinda have to get good at their job though
 
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[X] Plan Oceans of Trouble
-[X] Ocean World
-[X] Port City - 1S
Keltist sits upon a coastline, or straddles a major river. Various ships, mercantile or private, pass through its Dock District. (can be picked without cost if Ocean World is chosen)
-[X] Rich Retreat - 1S
The great and good (and rich) of Keltist own a series of lodges away from the Hive City. Here they hold private parties, secret meetings, and other dealings…
-[X] Dark Secret - 3S
There is something… old. On Kelt. Perhaps it can be of use to the cult, but perhaps not…
-[X] Dark Remembrance - 3S
Something once happened on Kelt, and the planet has never truly forgotten it.
-[X] Unfavoured - 2S
Kelt is somewhat known as a dumping ground for failures, troublemakers and rejects. One man's trash is another's treasure (easier infiltration of off-world organizations)
-[X] Church Skippers - 2S
Standards have dropped, and the population is not as pious as it should be. (cannot be taken with Church Sticklers)
-[X] Chapter Approved - 3S
Kelt is within an area of space claimed by a chapter of Space Marines. Although they are unlikely to simply drop in and visit, they would still take threats in their backyard poorly.
-[X] Watched from Afar - 3S
Someone has big plans for Kelt, and you probably won't like it.

Voting needs to wait a bit

So, here's my idea, this world was a planned as an admin world but was so nice, upper management decided to use it for equivalent to corporate vacation world, hence the rich, and the lower piety is from all the rich doing stuff. Also it's marine territory so they figured it was pretty safe for rich clients
Dark stuff because they all seem to go together.

Suggestion, maybe put a small fleet base or Imp guard training bases as a possible negative, it is an admin world, they might as well put in some protection
 
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[ ] Plan The Mob, The Mountains, And Us
- [ ] Mountainous World
- [ ] Mountain-born
- [ ] The Famlia - 1S
- [ ] Rich Retreat - 1S
- [ ] Commonplace Corruption - 2S
- [ ] Unfavoured - 2S
- [ ] Church Skippers - 2S

- [ ] Chapter Approved - 3S

A world practically tailor made for us to slowly infiltrate the Administratum, not just on Kelt, but further out as well.

The Marines aren't likely to drop in and check manually the alligience of every clerk, and getting access to the rich and the disenfrenchiesed but still well emplaced in an enviroment filled with corruption and a pre existing crime system for us to play into is just an incredibly breeding ground for far reaching power before anyone even knows they ought to be looking.

I'd worry about not getting enough Khorne in but this is 40K, there's always fighting to do.
 
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