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.