[X] Plan The Four Divinities

A Cult of Chaos Undivided whose objective is to take the position that the Aeldari once held. Being guided by a Riot quest, on top of that.

I give it 10 turns before all its members are considered insane by everyone.
 
[X]plan: We shall light The Way
-[X] [BibleName] Book of the Acendent Truth
-[X] [LeaderTitle] Exarch
-[X] [ChaosGods] The four strongest beings in the Warp, empowered by specific actions/emotions
-[X] [AeldariEmpire] Their natural psychic powers
-[X] [AeldariFall] The Aeldari abused their powers, giving shape to a god
-[X] [The Emperor] A visionary, that tried to ascend humanity as you do now, but went about it by the wrong methods
-[X] [TheImperium] A rotting carcass that needs to be burned so humanity is freed from it
-[X] [TheUnilluminated] Innocents, that must be shown the truth
-[X] [NonBelievers] The truth must be revealed to them, not matter what.
 
- [] [The Emperor] A failure, who sought to rule alone and fell because of it. It matters not whether he is or was a god or a man- what matters is that he stood alone against the four united, and failed.
I already see how we roll nat1 and four false prophets unite against the One head of the cult. Half of our cultists are on their side. Do you know why? Because in our holy book, the one-man type of government is shown to be extremely inefficient.
 
I already see how we roll nat1 and four false prophets unite against the One head of the cult. Half of our cultists are on their side. Do you know why? Because in our holy book, the one-man type of government is shown to be extremely inefficient.
If we roll a Nat 1, the structure and believes of the cult don't change anything, it has the potential to equally be bad news.
 
Turn 1 - Bible Writing & Expanded Beliefs Vote Results
Adhoc vote count started by Dragonofelder on May 28, 2022 at 5:06 AM, finished with 37 posts and 22 votes.

  • [X] Plan The Four Divinities
    -[X] [BibleName] The Fourfold Path
    -[X] [LeaderTitle] The Tetriach
    -[X] [ChaosGods] The four most primal drives and desires, embodied as and empowered as deities. To deny them is to deny the four greatest parts of oneself, to follow only one is to become dangerously unbalanced, but to embrace all four is to embrace enlightenment.
    -[X] [AeldariEmpire] They embraced one of the four, and from it found the strength to prosper- but only for a time.
    -[X] [AeldariFall] They chose to ignore three of the four, believing that the last was all they needed, and were consumed by it in their hubris.
    -[X] [The Emperor] A failure, who sought to rule alone and fell because of it. It matters not whether he is or was a god or a man- what matters is that he stood alone against the four united, and failed.
    -[X] [TheImperium] A bitter remnant of the one's failure. It can be scavenged and harvested for resources and those of worth, but is ultimately nothing but the doomed and dying vestige of the Emperor's hubris.
    -[X] [TheUnilluminated] They are like children, stumbling and ignorant of the truth of the world. They should be educated on and shown the truth of the four- but slowly, carefully, for the immature often fear and misinterpret what they have not yet fully grasped.
    -[X] [NonBelievers] Sick, deluded, or deranged- whatever the answer is, it is obvious that no right-thinking individual could reject the Fourfold Path, and so they must not be right-thinking individuals. They must sadly be euthanized, for their own good, the good of the cult, and the good of the four.
    [X] Plan CheekyBeeky
    -[X] [BibleName] The Empirical Truth
    -[X] [LeaderTitle] Pathfinder <leadername>
    -[X] [Choas Gods] Memetic entities in the warp empowered by belief and actions, currently more akin to Gods due to popular belief denoting them as such. Deals can be made, but Gods are fickle things.
    - [X] [AeldariEmpire] - The deals they made with the Warp
    -[X] [AeldariFall] The Aeldari broke their bargains with the warp and were punished for it by the birth of the Tempter as it was planned by the Aeldari, but went awry in some manner due to their broken bargains.
    -[X] [The Emperor] A man worthy of respect, who needs to be saved lest be become the Fifth without proper guidance towards being helpful towards Humanity. Let's not repeat the Aeldari's mistakes here.
    -[X] [TheImperium] A rotting carcass that needs to be burned so humanity is freed from it.
    -[X] [TheUnilluminated] Innocents, that must be shown the truth
    -[X] [NonBelievers] For their willing blindness, they must die lest they doom us all.
    [X] Plan The Millenarian Future
    - [X] [BibleName]The Millenarian Future
    - [X] [LeaderTitle] Supreme Illuminator
    - [X] [ChaosGods] - Gods, Chaos split into four.
    - [X] [AeldariEmpire] - The deals they made with the Warp
    - [X] [AeldariFall] They were cast down for their inferiority. Only mankind is the chosen of the gods.
    - [X] [The Emperor] A visionary, that tried to ascend humanity as you do now, but went about it by the wrong methods, a man worthy of respect and some amount veneration. But he is not a true god.
    - [X] [TheImperium] - A monster thrashing against all around it, unaware that it is already dead, it must be put out of it's misery so something new may rise in it's place.
    - [X] [TheUnilluminated]-They are the blind and the deaf, some can be saved others cannot.
    - [X] [NonBelievers] They must be destroyed for humanity to thrive.
    [X]plan: We shall light The Way
    -[X] [BibleName] Book of the Acendent Truth
    -[X] [LeaderTitle] Exarch
    -[X] [ChaosGods] The four strongest beings in the Warp, empowered by specific actions/emotions
    -[X] [AeldariEmpire] Their natural psychic powers
    -[X] [AeldariFall] The Aeldari abused their powers, giving shape to a god
    -[X] [The Emperor] A visionary, that tried to ascend humanity as you do now, but went about it by the wrong methods
    -[X] [TheImperium] A rotting carcass that needs to be burned so humanity is freed from it.
    -[X] [TheUnilluminated] Innocents, that must be shown the truth
    -[X] [NonBelievers] The truth must be revealed to them, not matter what.


Vote closed! Plan The Four Divinities won by quite a bit, I quite enjoy it and look forward to writing how it all plays out! I'll add a info post for you beliefs soon, just working on the last part of the turn right now!
 
[] Plan The Four Divinities
- [] [BibleName] The Fourfold Path
- [] [LeaderTitle] The Tetriach
- [] [ChaosGods] The four most primal drives and desires, embodied as and empowered as deities. To deny them is to deny the four greatest parts of oneself, to follow only one is to become dangerously unbalanced, but to embrace all four is to embrace enlightenment.
- [] [AeldariEmpire] They embraced one of the four, and from it found the strength to prosper- but only for a time.
- [] [AeldariFall] They chose to ignore three of the four, believing that the last was all they needed, and were consumed by it in their hubris.
- [] [The Emperor] A failure, who sought to rule alone and fell because of it. It matters not whether he is or was a god or a man- what matters is that he stood alone against the four united, and failed.
- [] [TheImperium] A bitter remnant of the one's failure. It can be scavenged and harvested for resources and those of worth, but is ultimately nothing but the doomed and dying vestige of the Emperor's hubris.
- [] [TheUnilluminated] They are like children, stumbling and ignorant of the truth of the world. They should be educated on and shown the truth of the four- but slowly, carefully, for the immature often fear and misinterpret what they have not yet fully grasped.
- [] [NonBelievers] Sick, deluded, or deranged- whatever the answer is, it is obvious that no right-thinking individual could reject the Fourfold Path, and so they must not be right-thinking individuals. They must sadly be euthanized, for their own good, the good of the cult, and the good of the four.

Here's my proposal, leaning heavily into the 'Chaos Undivided' side of things.
Ok
1. How can you read my mind before I even read the text to get the thought‽
2. Thank you for doing so so that my idé could be in the quest even if I got here too late to say it!
 
Kelt & Keltist Details
A volcanically active world, Kelt is a place of mountains and fire. Galactically, it is located in with Segmentum Obscurus, although it is not close enough to the Eye of Terror to see it. There are limited stable warp routes to the planet, but they are used constantly, shipping Administratum officials and data.

Kelt is only 87% the size of Holy Terra, and has no oceans; what moisture exists is in great caverns underground, within the world's upper atmosphere, or in it's small ice caps. There is no known source or cause of its constant volcanic eruptions; it's simply always been like this. The atmosphere is technically breathable, but oftentimes the heat and ash clouds can make breathing unaided painful.

Hive City Keltist is the only major population centre, built upon a stable volcano. Power is drawn from the magma chamber deep below, which is kept in check by ancient mechanisms.

Keltist
The Hive City of Keltist is home to 14,787,115,218 people. This is, at best, a rough estimate. Even though the Administratum is stringent on its surveys, they cannot account for the chaotic nature of the Underhive. The population of a Hive World is always in flux; birth booms, viruses, people "disappearing" for a few years only to turn up again, making it a nightmare to keep track of things. Thus, the official population number of the city has remained the same for many centuries.

During the colonization of Kelt, some five millennia ago, it was divined that the best place to build the primary Hive City was on and in a dormant volcano, both for power and space needs. Thus the one of the largest mountains was chosen; Amarth. Today much of it is hidden under rockcrete buildings and adamantium pillars, holding up a mighty city.

Directly around the Hive City are the Ash Plateaus, mostly flat wasteland broken up by vents and semi-constantly flowing lava rivers. The city's major starship port Belfalas is here, connected by a ten kilometre road that is constantly patrolled by Kelt PDF to ward off attacks from the local wildlife and feral beastmen.

As with all Hive Cities, Keltist is roughly split into four sections. The Spires reach high into Kelt's atmosphere, and those that live here do so in relative decadence, their every whim satisfied. Below them is the Upper Hive, which is mostly bureaucrats and administrators, as well as storage for important documentation. The Lower Hive is primarily devoted to industry, which on Kelt mainly means large-scale Scribe houses, as well as ink and parchment production. Below is the Underhive, a warren of abandoned hab-blocks and piles of refuse, split between criminal gangs, mutants and other dregs of society.

There is a certain predilection in Keltist society that sees their fervour for the God-Emperor lacking. Church attendee numbers are commonly low, and most only go because they feel it is expected of them, or in search of a place to conduct secret business. On other worlds such slackness would probably be punished by wide-spread purges, but as this trend is followed even at the highest levels, no such actions have occurred.

Bribery is also common on Kelt. Although the Administraum keeps a close watch of such things within their own halls, it is widespread outside. Clippers that uncover criminal dealings will accept a cut for their silence. Clerks with the right motivation can hand over restricted documents, or misfile them. Again, the Houses do little to prevent this, as they too profit from such affairs.

Kelt Xenos
Although there are no records of Kelt holding an intelligent species, there are a number of non-sentient xeno-forms that dominate the planet, adapted to it's volcanic environment. They are generally hostile to others, and the area around Keltist is purged regularly to prevent massed assaults. Despite this, some examples of native fauna dwell in the hive, mainly in the Underhive.
  • Smokefish: Appearing similar to Terran ocean dwellers with narrow bodies and shimmering scales, Smokefish use elongated "fins" to "swim" through the air. They are normally found above active volcanoes, gathering minerals in the released smoke, but some dwell in areas of Keltist. Several varieties exist.
  • Smokeshark: Larger cousins of the diminutive Smokefish. "Swimming" the air currents with their fins, they can ram into a human with enough force to tear them in two. Their scaly skins are nearly immune to lasguns. They are often drawn to the smokestacks of the Lower Hive, necessitating anti-aircraft installations alongside the more common Riot Stations. Although Smokesharks are mostly solitary hunters, they can often gather in massive swarms.
  • Hell-Hogs: The size of a Leman Russ tank, and it takes roughly the same amount of firepower to take them down. Their skin is constantly glowing with searing heat, fed by their rapid and all consuming metabolisms. A Hell-Hog on a feeding frenzy will devour anything it comes across, and can only be stopped with overwhelming firepower.
  • Magma-Walkers: Similar to Terran arachnids, with segmented bodies, multiple eyes and eight legs. They are larger than a standard human, but much weaker, necessitating them to act as ambush or swarm predators. They lack venom; instead injecting their own red hot blood into their victims. They are drawn to sources of heat to make their nest, and the Underhive often sees large infestations of them. Their name comes from their ability to walk over moving lava flows.
  • Lava-Eels: massive organisms that live inside Kelt's magma core. The largest are said to cause earthquakes when they swim close to the surface. Lava Eel eggs are blown out of erupting volcanoes, hatching in lava lakes where the young quickly grow. They then swim back into volcanoes, or even force new openings. Although they are rarely a threat to Keltist, they are often hunted, as Lava Eel eggs are a delicacy to the Spire-Born.
Annatar's Eye
Officially known as Thu S-2, this warp rift is only nine light years from Kelt, and is often visible in the night sky, or even sometimes during the day. Unique to this rift is its shifting appearance; as the tide of the Warp waxes and wanes, the rift seems to open and close as an eye does, giving it its name. The more open the Eye appears, the more common dark dreams and mutations are.
 
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Hive Keltist Groups & Organisations
Administratum
The Administratum is the primary power in Keltist, with most of the Hive turned over to its processes, and about half of all the Hive's citizens directly employed by them. Its current leader is Master Prefectus Goff; he's known to be a recluse, serving as the Planetary Governor's primary advisor. Sometimes it is claimed the office is merely a puppet position, with the Master Prefectus holding true power on Kelt.

The Administratum is split into a number of Divisio, each of which holds a degree of autonomy. Each is headed by a Prefectus

Divisio Copia
The largest Divisio, employing millions of scribes across all upper three levels of the Hive. Their task is to write documents; duplicating reports for distribution, copying damaged documents, and a hundred other inane paperwork tasks. Logically, such work could be done by servitors; but apparently it is cheaper to be done by hand.

Divisio Recorda
Has a slightly more interesting job; writing reports. They collect massive piles of data, from worlds all over the sector, turn it into something understandable, and send it back out again. This is the primary function of Keltist, sending out information that is read across the Imperium; sometimes even making it's way to Holy Terra itself.

Divisio Curato
Manages the archiving of documents and files, traversing the grand halls full of piles and piles of documents daily.

Divisio Exacta
Uses incoming planetary data to calculate tithes owed by worlds across the sector

Divisio Strategos
Identifies and tracks potential threats, from pirate bands to xenos races

Divisio Vigilat
The Administratum's own internal arbites. Their cloaked and masked members have access anywhere, can read any file, can detain any worker if they suspect them of wrongdoing. Office rumor says there are members of the Vigilat working in other Divisio; reporting back all they hear and see. It certainly keeps adepts in line if they think the silent watchers know everything.

Noble Houses of The Spires
There are four Major Houses dominating Kelt, although the distinction between Major and Minor houses is only the amount of influence they have. The Major Houses have long histories, control integral parts of the Hive, and decide the fate of millions each day. The Minor Houses are a diverse grouping of cadet branches and rich families. Each House has its own holdings within the Spire, and a large number of support staff, usually including a private security force.

Major House Forstor
Foremost among all the Houses, with the house crest of a mighty mountain. They have held the position of Planetary Governor for millennia, and their current leader is Ennema Forstor, who is entering into her 253th year with no sign of slowing down. The house has controlling shares of the Clippers, the PDF, numerous businesses large and small, and are closely linked with the Administratum. It is often said House Forstor were the ones to invite the Administratum to set up on Kelt.

Major House Andustor
The lowest of the Major Houses, and it is rumoured to be drifting close to becoming a Minor House. Long ago they tied their fate to that of the Ecclesiarchy, and as the faith of Keltist has lessened so has their influence. Only old bonds and canny maneuvering has kept them relevant at all. Their current head is Nikko Andustor, something of a firebrand. He apparently despairs over the state of the Hive City's collective soul, and promises great steps to fix it. Thus far, he has made no notable progress.

Major House Hyanstor
Competes with House Hyarrstor. Owns and funds the Apostles of Moisture, as well as controlling the Ogryn population. Head of House is Glenen mal Hyanstor.

Major House Hyarrstor
Competes with House Hyanstor. Owns and funds the Disciples of Nourishment. Has close links with the city's Beastmen tribes. Head of House is Terrin mal Hyarrstor.

Minor House Swain
Runs the Schola programs that educate the Hive's youths.

Minor House Davistor
Controls the Keltist Bank, more commonly known as "The Burning Bank." Cadet branch of House Forstor.

Minor House Freeman
Strong ties to the Mechanicus, and often serves as their voice in Spire matters.

Minor House Hackney
Manages and maintains the Hive's transport infrastructure.

Spire Services
A great deal of work must be done each day to insure that the Hive City continues to function. A number of groups are tasked with overseeing such matters, working from the Spires to the Underhive to make sure Keltist does not collapse, both metaphorically and literally.

Clippers
The local arbites of Keltist. They are present on all levels of the Hive, but they are most common within the Lower and Underhive, where they constantly beatdown revolts and criminal gangs. Those in the Upper Hive, by contrast, mostly deal with drunks and civil disagreements, and thus are often raring for a proper fight. In the Spires they are functionally ornamental; the Houses' private security deals with any issues.

Apostles of Moisture
Controls the flow of water in the Hive, maintaining the Moisture Vaporators and Sinks that recycle liquid, and managing the massive water reservoirs. In conflict with the Disciples of Nourishment.

Disciples of Nourishment
Control the Hydroponic Farms that produce much of Keltest's fresh food, and the Corpse Factories that grind up the dead of the Hive into corpse-starch. They also distribute the resultant food-stuffs. In conflict with the Apostles of Moisture.

Kelt PDF
Sometimes derogatorily called "The Kindling Guard". Are primarily deployed to the walls of Keltist and strategic locations within the Lower Hive. No regiment has been raised on Kelt since the Administratum claimed the world, and their primary purpose now is to purge the area around the Hive City to keep it clear of wild xenos and feral Beastmen. In times of great conflict however, they can be deployed into the Hive itself. They are better equipped than the Clippers, have access to military grade weaponry, but are still no way near comparable to the Imperial Guard.

Mechanicus Enclave
A small group of Tech-Priest that oversees the Hive city's most integral systems.

Underhive Gangs
Like all great Hive Cities, the Underhive of Keltist is a vicious melting pot of criminals, mutants, renegades and other less wholesome groups. Walking without a visible weapon makes you a target. Walking with a visible weapon makes you a threat. Despite the chaos, a number of groups have risen to the top of the scum, usually by being worse than their competitors. All business and deals in their claimed area are overseen by them, and they usually take a cut of the profits.

The Under House
Largely secretive, keeping to their own. They apparently control many small businesses, including some in the Lower and maybe even the Upper Hive. Misfortune seems to be attracted to them constantly; Clippers raid their holdings more frequently than other gangs, known members attacked by random gangers, resources "lost". Despite these setbacks, they grimly hold on, persevering no matter what.

Duggers
A collection of mining groups that have banded together, originally for protection, but are now one of the larger gangs. They are known for digging out their own bases and bolt holes, or bringing down their rival's establishments around them.

Chain-Fists
Carved out their space with their signature weapons: chain-fists. They'll fight anyone, over almost anything, and defend what's theirs with manic fury. Behind their violent exterior, Chain-Fists can be surprisingly canny, making good deals backed up with more than intimidation.

Slippers
The Slippers are a small gang, but they have many connections, and make their money smuggling for larger groups. A common tale is that a Slipper runner could go from the Underhive to the Spires, drop off their parcel, and get back before the night shift changes. This is likely an exaggeration, but the Slippers are very good, and discreet.

Beastmen Tribes
The original colony ships for Kelt carried with them a great number of the Abhuman species known as Beastmen, for use as a cheap labor force. During the construction of Keltist, many slipped loose, and became tribes of wild nomads, the only sentients on Kelt beyond the city. Those that stayed were herded into the Underhive. Their population numbers are, as best can be guessed, around 800000. The Tribes hold unsteady truces between each other, but fight constantly with the Underhive gangs.

Buck-Horns
Led by the Matriarch Velvet, they possess a martial culture. They often fight against other groups, not only for resources and space, but to blood their warriors and weed out the weak.

Low-Wings
A semi-nomadic tribal, preferring to move around the Underhive instead of staying in a single location. Naturally this causes a great deal of conflict.

Grey-Hands
Each member of the tribe covers their hands in gray dust, made from ground up rock from the bottom of the Hive. Apparently it is to show everything that the Beastmen touches is marked by their "taint", and must be cleaned. An odd tradition

The Un
This tribe's members cover themselves as much as possible, using scavenged cloth and rough leathers. They are known to be suspicious of others, even their fellow Beastmen.

Other
Ogryns

Six centuries ago House Hyanstor bought and shipped to Kelt a number of Ogryn family units, and began a breeding program to produce a strong but dumb workforce. Currently there are over 4000 Ogryns, spread across six camps in the Lower Hive. House Hyanstor uses them in their own businesses, and hires them out to those that can. Ogryns have served with the Clippers & the PDF as shock forces, while augmented bulls serve as bodyguards to House Hyanstor and their important partners.

Church of the Screaming Blade (Redemptionists)
An Imperial Cult first formed on Necromunda, with a small mission on Kelt. Aware of the Hive's general indifference to the God Emperor, and seeks to undo this trend with fire and blade. Currently only located within the Underhive, where they are in conflict with the criminal gangs and Beastmen tribes.
 
Just a quick note; now you have a bible, you'll be rolling d6s for recruitment, instead of d4s.

This might be a horrible idea, but I'm rolling with it.
 
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