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.