Your cultists have between them a great deal of knowledge about Kelt, Keltist and the organizations within. Some of it is hard fact, some of it is hearsay, and some of it is old rumours passed down through the years.
Kelt
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 its 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.
Despite the hostile environment, Kelt is home to a range of xenos creatures, almost all of which are hostile to human life.
Smokesharks are the 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 are 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 are 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.
Finally, Lava Eels are 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.
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.
The 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. Perhaps one of the reasons for this is to prevent corruption; but thanks to Valsen's connections, you have already sidestepped this issue.
The Divisio Copia is 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.
The 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.
Your leader, Valsen, works in the Divisio Curato. They manage the archiving of documents and files, traversing the grand halls full of piles and piles of documents daily.
The Divisios Exacta and Strategos both work alongside the Divisio Recorda, using the data they gather. The Divisio Exacta uses planetary data to calculate tithes owed by worlds across the sector, while the Strategos identify and track potential threats, from pirate bands to xenos races.
The Divisio Vigilat have a unique role; they are 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 rumour 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.
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. Each House has its own holdings within the Spire, and a large number of support staff, usually including a private security force.
Foremost is House Forstor, with the house crest of a mighty mountain. They have held the position of Planetary Governor for millenia, 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.
House Hyanstor and House Hyarrstor are often called "The Twin Houses", as they bicker and feud like birth siblings. Hyanstor controls the Apostles of Moisture, providing clean-ish water to the Hive? Hyarrstor controls the Disciples of Nourishment, who produce the corpse-starch consumed by many poorer citizens. Hyanstor oversees the Ogryn camps? Hyarrstor has close links with the city's Beastmen tribes. While the house heads, Glenen mal Hyanstor and Terrin mal Hyarrstor, are limited to backroom political manoeuvring and subtle assassination attempts within the Spires, they have no problems with open warfare in the lower levels.
The lowest of the Major Houses, and it is rumoured to be drifting close to becoming a Minor House, is House Andustor. 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 manoeuvring 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.
The Minor Houses are a diverse grouping of cadet branches and rich families. House Swain runs the Schola programs that educate the Hive's youths. House Davistor, a cadet branch of House Forstor, controls the Keltist Bank, more commonly known as "The Burning Bank." House Freeman has strong ties to the Mechanicus, and often serves as their voice in Spire matters. 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.
The Clippers are 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.
The Apostles of Moisture and the Disciples of Nourishment were once the same organization, but split into these two groups. Today they are hostile, and often engage in sabotage and even open warfare. The Apostles control the flow of water in the Hive, maintaining the Moisture Vaporators and Sinks that recycle liquid. The Disciples 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. Overall the two are essential to the continued performance of the Hive, granting them a great deal of leeway in their actions, as long as they can continue their work.
The Kelt PDF, also sometimes derogatorily called "The Kindling Guard" are primarily deployed to the walls of Keltist and military 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.
Criminal Gangs of the Underhive
Like all great Hive Cities, the Underhive of Keltist is a viscous 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 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.
The Duggers are 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.
The Under House are 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.
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.
There also exists a thriving Blackmarket within the Underhive, although it can be contacted at the higher levels as well. Mostly managed by the Slippers, it has links to offworld cartels, allowing for any number of rare commodities to be found. If you make a request, and can offer the right amount of money, you could probably get your hands on anything. Of course, you have to find out how to contact them first.
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. Currently there are four primary tribes, a bizarre mirror to the Major Houses; The Buckhorns, The Low Hooves, The Grey Hands and The Unchosen. They hold unsteady truces between each other, but fight constantly with the Underhive gangs.
Outside of the Underhive and Lower Hive, Beastmen are a rare sight. Unlike Ogryns, whose simple mindedness means they are not seen as much of a threat, Beastmen are viewed with suspicion and for some, hatred. However some Houses employ them as workers, especially for their less than legal business, and some even use them as bodyguards.
The Beastmen outside of the city, also known as Feral Beastmen, live a nomadic existence as they move to avoid the devastation of eruptions and swarms of xenos creatures. Some of them trade with their Hiver cousins, or the criminal gangs. Others merely attack, ambushing any Imperial presence that dares to move beyond Keltist's walls. Such elements are routinely purged alongside the native xenos.
The Redemtionists
They arrived only a few months ago, disembarking from a bulk-hauler at Belfalas. A crowd of red clad figures, some wearing golden masks, some flagellating themselves, all carrying weapons of some kind and chating praises to the Emperor. They marched, through the ash and heat, to the gates of the city and descended into the Underhive. They made no attempts to contact officials within the Hive, even the Arch-Confessor's Office.
They call themselves The Church of the Screaming Blade; a Redemptionist Cult, of the style born on distant Necromunda. What brought them to Kelt is unclear, but it seems they are aware of the Hive's general indifference to the God Emperor, and seek to undo this trend with fire and blade. They claimed an abandoned chapel and began to gather recruits, striking at those they deemed most "impure" and burning them on pyres.
Unfortunately, two of those they burned were of some importance. One was apparently the favored son of the Buck Horn's matriarch. The other was a member of the Chain Fists. Both groups struck back at the Redemtionists, but their mutual dislike quickly turned it into a three way battle. This has since abated, but the Redemtionists' mission has been weakened dramatically before it could truly even begin. If misfortune strikes again, they could be wiped out entirely.
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.
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.
Seven… pages…
Took a while, but I'm getting it out early! Yay!
Hope this all makes sense. I don't want to show everything, because your roll wasn't that high, but it should be enough to start with.
I've also decided to boost your Devotion gain. Since you chose Primordial Truth, you'll get devotion for actively seeking out recruits, alongside other actions. I'll edit the last post to make it clear. I also need to do some general housekeeping, so watch out for that.
Next up; writing the bible. I already have a few ideas, but I want your input. What issues do you want to be included, such as the cult's view of the Emperor, or how far they will go in their goals? There will be an actual vote on the turn post. Also I should say having the bible will give you a recruitment boost.