Cult Creation Part 2 - Results
Scheduled vote count started by Dragonofelder on Apr 18, 2022 at 12:34 PM, finished with 72 posts and 27 votes.
 
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
 
Last edited:
Kelt & Keltist Modification - Results
Scheduled vote count started by Dragonofelder on Apr 22, 2022 at 3:50 PM, finished with 48 posts and 20 votes.

  • [X] Plan a Mordor In the Making.
    -[X] Mountainous World
    -[X]Mountain-born
    -[X] Almost Death World - 1S
    -[X] Abhuman Population: Beastmen - 1S
    -[X] Abhuman Population: Ogryns - 1S
    -[X] Old Houses - 1S
    -[X] The Eye Blinks - 2S
    -[X] Church Skippers - 2S
    -[X] Commonplace Corruption - 2S
    -[X] Redemptionist Paradise - 2s
    -[X] Watched from Afar - 3S
    [X] Plan That which shall eternal lie.
    -[X] Ocean World
    -[X] Port City - 1S
    -[X] The Famlia - 1S
    -[X] Dark Secret - 3S
    -[X] Dark Remembrance - 3S
    -[X] Workplace Warfare - 1S
    -[X] The Eye Blinks - 2S
    -[X] Watched from Afar - 3S
    -[X] Redemptionist Paradise - 2s
    [X] Plan Oceans of Trouble
    [X] Plan The Mob, The Mountains, And Us
    -[X] Mountainous World
    -[X]Mountain-born
    -[X] The Famlia - 1S
    - [X] Rich Retreat - 1S
    -[X] Commonplace Corruption - 2S
    -[X] Unfavoured - 2S
    -[X] Church Skippers - 2S
    -[X] Chapter Approved - +3S
    [X]Welcome to Lustria Gentlemen
    -[X] Jungle World
    -[X] Almost Death World - Free
    -[X] Home Guard - 2S
    -[X] Dark Secret - 3S
    -[X] Unrest Blooming x2 - 2S
    -[X] Unfavoured - 2S
    -[X] Workplace Warfare - 1S
    -[X] Commonplace Corruption - 2S
    -[X] Arbites Presence - +2S
    -[X] Redemptionist Paradise - 2s
    -[X] Chapter Approved - +3S
    [X]Welcome to Lustria Gentlemen
    [X] Plan Dune Two Boogaloo
    -[X] Desert World
    -[X] Old Houses - 1S
    -[X] Ink Dust - 1S
    - [X] Rich Retreat - 1S
    -[X] Commonplace Corruption - 2S
    -[X] Unfavoured - 2S
    -[X] Church Skippers - 2S
    -[X] Arbites Presence - +2S
    -[X] Redemptionist Paradise - 2s
 
Undivided Dark Boon 1
Chaos can be a fickle thing, yet it is known to reward those who work towards its goals. Somehow, through twists of fate and the gulf of time, a Boon has been granted to The Human Ascension. Although they are only at the beginning of the path, they have the ability to go far; and this gift acts as an investment of sorts, and a temptation for what might be given for future efforts.

(This is only the first boon you will receive during the quest; Later you will be given ones for individual gods, as well as Undivided.)

[ ] Further Secrets Revealed
It seems the data files found by Valsen are more than tales of the old Aeldari. With aid from other cultists, she has discovered the pages are filled with secret meanings and hidden images. It will take a long time to understand them all; but perhaps they hold something of great worth…
(Gain The Aeldari Files as an Artifact. A collection of knowledge that has to be researched)

[ ] The Dark Voice
Someone, it seems, has taken note of the cult. In dreams it is heard, echoing as if from a great distance. It hints at many secrets, and gives promises of great power. It may guide you down paths you never even considered. It could also wish for you to serve as pawns.
(Gain The Dark Voice as a Modifier. Every turn you will receive a hint of unseen events, possible directions, or a bonus to actions.)

[ ] The Wretch
Some of you cultists have made quite a find. A frail ruin of a man; but one buzzing with psychic energy. His cries are filled with prayers to the Four, and draws dark symbols in the dirt endlessly. He could be of great use; but care must be taken.
(Gain The Wretched Witch as a Special Unit. Gives bonus to esoteric research)

[ ] Ruinous Artifact
Despite the best efforts of the Inquisition and other organizations, some dark items slip the net. One has made it to your cult, who have recognised it's significance and began to unlock it's potential. Its true nature has yet to be revealed however.
(Gain a minor Artifact. Can be improved with Research)

You can vote on one normal item, and one Ruinous Artifact, you design or someone else's.
You will only get one of these Boons. Not one of the first three plus an Artifact.


This is what I'm most looking forward to; the Boons of Chaos! They might get quite wild later on, but these first ones will be enough to get you going.

As I said, you will receive more Boons later on, primarily at Devotion breakpoints. You will also get them for individual gods. You will have the choice to reject such boons, although that might have consequences.

For Ruinous Artifact; suggest something! It has to be pretty minor, and reasonable; so no Daemon Swords. Not yet. You can say what it does, or just describe it and leave the rest to me! If you want to write in, just do a vote box then your idea!

Voting will begin after some time for discussion.
 
Last edited:
Dark Boon 1 - Results
Turn 1 - 750.M41
+++ Thought For The Day: The beginning of any undertaking can be the most difficult; you must have faith you can persevere! +++
Date: 750.M41 Terran Standard


The Human Ascension has begun its journey. They are few now, but none know of their presence or goals. Yet. If the cult moves too quickly, or without a solid foundation, they could meet their end before they have even begun. Still, the cultists carry optimism in their hearts, and only await the direction of their leader Valsen.
(Recruitment Passive: 100 Cultists - 10d4 = 21)
A number of people, those that perhaps missed the first gathering or wished for more certainty before committing, join the cult's ranks. If more are to join, the cultists will have to create avenues of attracting potentials, or search them out themselves. At the moment they are mostly confined to the Upper Hive; movement between the levels, especially upwards, is regulated.

One goal for the cult is to find a new place to hold their meetings; although the forgotten archive hall has served them well, it is difficult to reach, and may yet be rediscovered by Administratum drones. Best to find somewhere more permanent perhaps.

Cult Details:
Numbers: 121
Status: Hidden
Cultists: Eager to begin
Resources: 1000
Devotion:
10 : 0 : 0 : 0 : 0 = 10

Actions
[ ] Recruit
- Write in what are of the Hive, or who you wish to focus on
[ ] Infiltrate*
- write in organization
[ ] Investigate*
- write in
[ ] Collate Cultist Information & Knowledge
[ ] Research*

- The Aeldari Files
- a system
- a unit
- a organization
- write in
[ ] Attempt to find ways to move between the Hive levels
[ ] Find a new meeting place
[ ] Pray

- write in to who, or how
[ ] Write in
(Write in suggestions; search for something or someone, try to find information, something more complicated, etc etc. I have finale veto if they can be done)

Remember; we are now operating on Riot Quest rules. You have only one vote.

Welcome to the first turn. If you can't tell, I think you should do some groundwork before anything... dramatic. On that note, I'm also giving you more time to vote then I normally would, to discuss things and iron out any issues that occur.
Also yes I did change the amount of passive recruitment you get, felt it was too much.
Each turn is one year.

If you want do a sub-vote, do it like this:
[*] Research
-[*] The Aeldari Files
Actions with a star * next to them means you must specify through a sub-vote.
To explain the actions available;
  • Recruit - try to find new cultists. Can do it generally, which will just be in areas you already are in, or focus it in a certain level of the hive or a certain group of people
  • Infiltrate - work your way into an organization
  • Investigate - when you want to learn about a group, or something that won't take research.
  • Collate Cultist Information & Knowledge - just gathering the general information about your cultists and what they know
  • Research - study a certain area or artifact. You need to study to be able to form certain groups or systems. Could also research generic things, i.e improving recruitment.
  • Attempt to find ways to move between the Hive levels - for spreading your influence further
  • Pray - what it says. Doing it to a certain god will give you devotion with them, doing it in a certain way could provide differing devotion or bonuses
If certain write in options become popular, I'll add them to the list.

Voting should open shortly.
 
Last edited:
Turn 1 - Results
Scheduled vote count started by Dragonofelder on Apr 27, 2022 at 2:12 PM, finished with 39 posts and 31 votes.
 
Turn 1 - Part 2: Results
Turn 1 - 750.M41
Cultist Numbers: 121
Total Votes: 32

Collate Cultist Information & Knowledge
8 votes - 30 Cultists - +4 Bonus
Roll: 1d100: 74 + 4 = 78
Led by Valsen, thirty cultists begin to interview their fellows to learn all they know. While at first only aimed at knowledge of the Hive and the organizations within, it expands to include details about the cultists themselves. Large amounts of data are collected, collated, and quantified with rapidity. Being mostly clerks seems to have some perks.

Gain knowledge of Kelt, Hive Keltist, the notable groups and organizations within, and other subjects. See next post for all the details.

Find a new meeting place
7 Votes - 26 Cultists - +3 Bonus
Roll: 1d100: 62 + 3 = 65
During the survey, cultists are quizzed on their knowledge of potential bases, while others are sent out to survey likely locations. By the end of the year, two potential locations have been found. Both will take the same amount of upkeep, but they have their own benefits.

The first is an abandoned church on the edge of the Upper Hive, overlooking the Ash Plateaus. Due to funding cuts, a number of smaller chapels and shrines have been shut by the Ecclesiarchy, and the Church of The Emperor Ascendant is among them. Aside from the solitude it's location gives, there is a certain… delicious irony in turning this chapel of the God Emperor against his servants. However it is far from spacious, and quite some distance from the primary transport links.

The second location, by contrast, sits nearly right in the heart of the Upper Hive. It seems to have been a sort of club-house some time in the distant past; but whatever group is housed is long gone. It lacks the remoteness of the first location; but by that same measure it is perhaps less conspicuous. On a busy street, people coming in and out of buildings is not strange. There are also, as some of your sneaker cultists have found, secret passages between rooms and the alley and sewers.

Choice of locations - see below

Attempt to find ways to move between the Hive levels
4 Votes - 15 Cultists - +2 Bonus
Roll: 1d100: 87 + 2 = 89
Your searchers have discovered a number of unused toll gates on the borders of the Hive levels. They appear on none of the maps you can get your hands on; they seem to be leftovers from a reformation of the Hive's transport links. Moving between the levels unseen is now possible, at least in small numbers. Although you can't say for sure, it's likely similar gaps between the Lower Hive and the Underhive.

Gained ability to move between Spires, Upper Hive & Lower Hive Levels

Research The Aeldari Files
3 Votes - 11 Cultists - +2 Bonus
Roll: 1d100: 100 + 2 = 102 Critical Success!
Continuing Roll: 1d100: 50 + 2 = 52
The first attempt to draw hidden knowledge for what an imaginative cultist has termed "The Aeldari Files" has been an amazing success! When a collection of papers were laid out for study, a series of structures were noticed. With careful reconstruction, the researchers were able to discover a series of images overlaid on the files, with hidden notes also present. They detail aspects of Aeldari's biology.

Although difficult to decipher, the researchers decode one section; the Alderi's emotional intensity. It seems they felt more than humans. Joy was a bubbling torrent. Anger was a blistering fire. Love was an overwhelming compulsion. An Alderi could feel so strongly they could die from sorrow, or be rendered completely senseless with fear. This enhanced sensory system was physical as well; they could see, smell, feel and taste much more then an unenhanced human could. However a curious side effect to all this was that, after feeling the same experiences repeatedly, they would become lesser. An Alderi would grow used to sensations; it's possible that a thrill seeker would go to wilder and wilder extremes just to experience another rush.

At the moment this knowledge serves the cult little; but perhaps in the future it can be applied. Encouraged by their success, the cultists continued on. The next subject seems to be the secrets of the Alderi's infamous grace and reflexes, although it will still take some deciphering.

Gain Completed Research: Alderi Enhanced Emotions (100/100)
Discovered Research: Alderi Movement (52/???)


Investigate The Administratum
2 Votes - 8 Cultists - +1 Bonus
Roll: 1d100: 31 + 1 + 1 (Administratum Infiltration) = 33
Although a number of cultists attempt to study the Administratum in depth, their work is mostly overshadowed by the larger knowledge gathering going on.

See next post

Infiltrate The Administratum
2 Vote - 8 Cultists - +1 Bonus
Roll: 1d100: 42 + 1 + 1 (Administratum Infiltration) + 5 (Valsen) = 49
It's not that hard to get bored Administratum Clerks talking, and Valsen is a master at it. She has shared some of her secrets, and there are some tentative results.

Gained Administratum Infiltration +1 (1/10)

Organize social events between low level staff members of the Administratum
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 40 + 1 = 41
Although the Administratum allows for breakrooms, breaks are another matter entirely. It takes a while to organize a large enough number of adepts to be free at once, but it is done. An array of snacks, some brought from home and some "liberated" from the grubby mess are put out, and an old pict-caster is used to show "The Band of Masters," a pict-file once produced on Kelt.
Higher Up's Response: 1d100: 17
Then a number of black cloaked Adepts enter. The wiser partygoers attempt to duck away, but are corralled back into the room, joining the others in an awkward huddle. The interlopers say nothing, their faces hidden behind featureless masks, and no-one dares question them anyway. This is the Divisio Vigilat.

The pict-caster is wheeled away, never to be seen again, and the snacks are dumped into bins. The Vigilat surround the group, silently facing them. There is a short wait; long enough for the crowd of scribes to feel the cold; then one of the Vigilat steps forwards. They explain, oh so kindly, that while the Administratum values its workers' social lives, if they wish to host a gathering during work hours, on Administratum property , there are procedures that must be followed. Despite the blank face and voice modulator, it is clear their tone is patronizing as they explain the various forums and waiting times that are necessary before an officially recognised gathering can take place. Finally, they kindly tell the silent group that, as this is a first infraction, it shall be overlooked. But to keep in mind the proper procedures and what is and is not appropriate uses of their time.

The Vigilat leave as rapidly as they enter. The group quickly splits, returning to their work stations, throwing dark looks at those that invited them.

Lost Administratum Infiltration -1 (0/10)

Recruit
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 30 + 1 = 31
Your cultists identify possible recruits, and slowly introduce them to the Human Ascension's ideas. Many do not take to them, but some do.

+6d4 to Recruitment Roll next turn
+3 Undivided Devotion


Infiltrate The Clippers
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 83 + 1 = 84
There are a number of establishments that have unofficially been designated "Clipper Spaces". But your cultist can still freely enter; and although they get some side looks to start with, they are beginning to build up a rapport. It helps that some of your members share the… abrasive temperament of the Clippers.

Gained Clipper Infiltration +2 (2/5)

Start writing the "Bible" of the cult.
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 42 + 1 = 43
The cult knows, in the broad strokes, what it believes. Chaos is Truth. It led the Alderi to their ascension, but also to their fall. It can bring mankind to it's apotheosis and beyond. But there are some details that remain vague. The cult vaguely knows there are inhuman intelligences in the warp, born of Chaos: but what are they truly? Did the Alderi fall because they squandered their gifts, or rose too fast? And where does the God-Emperor fit into all this?

A small number of cultists begin to write a text to answer these questions, a sort of holy book. Surprisingly, despite her clear disdain for religion, Valsen approves of their efforts; it can be used as a tool of recruitment, or control.

The turn after next will be a chance to define the wider beliefs of The Human Ascension

Pray To Tzeentch
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 31 + 1 - 5 (Valsen) = 27
A number of more devout cultists are intrigued by the warp rift close to Kelt; Annatar's Eye. Driven by instincts they do not understand, they attempt a session of prayer directed towards it. But their inexperience, combined with Valsen denying them resources, lead to a fumbling, awkward ceremony. Despite this, as they finish, a cold chill passes over them, raising goosebumps on their skin in strange patterns.

Gain 1 Tzeentch Devotion

make paper weapons or how to weaponize all of the papers around here
1 Vote - 4 Cultists - +1 Bonus
Roll: 1d100: 49 + 1 = 50
An idea has taken root. There is a great deal of parchment in Keltist, and it is common to see citizens carrying stacks of it. Could this be exploited by turning parchment into a weapon? Initial tests say yes; as long as you count paper cuts as wounds. Still, the cultist running the testing thinks there is more that can be done.

(Gain unfinished Research: Paper Knives (50/?)

Stealth Roll
Roll: 1d100: 81 + 50 (Unsuspecting) + 25 (Church Skippers) - 8 (Administratum Attention) = 148
As your cultists go about their work, no one looks twice at them. They appear as simple, loyal Imperial citizens, going about their work in the name of The Emperor. Fools.

What location shall the Cult set up shop in? The other location will still exist, and potentially be useful, but the focus for now will be on your main base.

Both have an upkeep of 200 per turn.

[ ] Church of The Emperor Ascendant
You would be defiling a church of The Emperor. (Possible Piety bonuses)
Far from prying eyes (Stealth bonuses; harder to be found or overheard)
Also far from transport (harder to get to)
Not much room


[ ] Old Clubhouse
A centralized location (easy to get to and from)
Anonymity as part of the crowd (Stealth bonuses; anonymity)
Easy to escape, and places to hide (secret passages)
There is still a crowd (Stealth debuffs; easier to be overheard)
Lots of room.


Voting will start in a few hours

So it turns out starting a quest a few weeks before your two final assignments of university are to be handed in is a bad idea, haha who could have known that… feth.

I meant to release the post with all the information along with this one, but it may actually take a while. Sorry about that. I know I've revealed quite a bit of information already, so feel free to ask questions, I'll answer what I can.

I'm still committed to this quest, there just might be long gaps between updates until… two weeks from now?

If I've forgotten something or made a mistake don't hesitate to point it out.
 
Last edited:
Turn 1 - Base Vote Results
Adhoc vote count started by Dragonofelder on May 5, 2022 at 1:04 PM, finished with 48 posts and 28 votes.


On that note, I'm going to finish the vote here. I was afraid all of you would just go straight for the church, so I'm glad to see it was quite close at times.
Next part of this turn may take awhile, but I promise to get it done.
 
Turn 1 - Part 3: Information
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.
 
Back
Top