I was thinking more of Irony. The way Chaos works is that they always twist the ideals of their targets into opposites. IE. Big E's ideal of an atheistic human imperium becomes the current imperium. And that's not even going into the Primarchs.

So what if we do the same to Chaos itself? Raise a Nurgalite cult on Pleasure Worlds, Slaaneshi cults on Forge Worlds, Khornite cultes on Admin worlds and Tzeench cults on Shrine worlds?
 
Personally I think we should focus on becoming effective on our current planet before we try anything fancy.

Since this is a shrine world I think we should see to opening a soup kitchen type operation, basically we set up deals with various food vendors to take donations in the food that is past it's expiration date but still edible. Use that to start feeding the poor, getting some of the rabble to like us for future conversion.

Then we can start introducing stuff to the food. Like for Nurgle we can simply start adding actually rotting food or something diseased to the soup. For slaanesh we can add some addictive substances. For Khorne maybe we add some stims that make people aggressive. Finally for Tzeentch we just add weird warpy stuff.
 
Personally I think we should focus on becoming effective on our current planet before we try anything fancy.

Since this is a shrine world I think we should see to opening a soup kitchen type operation, basically we set up deals with various food vendors to take donations in the food that is past it's expiration date but still edible. Use that to start feeding the poor, getting some of the rabble to like us for future conversion.

Then we can start introducing stuff to the food. Like for Nurgle we can simply start adding actually rotting food or something diseased to the soup. For slaanesh we can add some addictive substances. For Khorne maybe we add some stims that make people aggressive. Finally for Tzeentch we just add weird warpy stuff.

But it's an administratum world.
 
I'm planning on making a militant branch for our cult once things start so that way we can deal with threats and remove... troublesome people
 
I'm planning on making a militant branch for our cult once things start so that way we can deal with threats and remove... troublesome people
If I can make a suggestion, have it start as a fight club situation. Start with some regulation boxing matches then move it underground to more blood sports with betting. Then take some of those fighters and use them as enforcers.
 
That's a brilliant idea! That gets them some fighting experience and makes it easier to train enforcers
Cultist 101, have multiple layers in the recruiting process that allows us to ease people into it and filter out those without the conviction before they see anything big.

Start it off as a gym where the pencil pushers can blow off some steam and keep in shape. Then slowly ease them into more and more extreme acts until they are in an arena trying to rip out the eyes of Steve from accounting with a pencil.
 
I was thinking more of starting in the under hive where there's people who are more used to violence and are probably more angry about those who live above them so easier to recruit
Maybe but also less useful in the big picture scale of things, we want the paper pushers for shenanigans after all.

Also a gym/future fight club will have to deal with less competition in the upper levels.
 
I'm going to spend all my time mastering the art of red tape so that we can drown all potential threats in bureaucratic hell.
 
I just think it's worthwhile not having all the eggs in one basket like an underhive cult while not as useful as the people messing with red tape is probably somewhat safe since afik most authorities don't go down there
 
I'm planning on making a militant branch
Something like this will be split between two parts; a system in the cult, and units you have to spend upkeep to maintain.
If I can make a suggestion, have it start as a fight club
One of the ideas I had for the Khornite cult was to start with a fight club. Maybe you can still get that option...
Hey are we allowed to post ideas for the cults origins?
More details on the cult will be decided on in upcoming turns.

Actually thats something I want to ask the thread; do you want to spend next turn as I suggested in the Vote Closing post (deciding focus of worship & spending shines on modifying Kelt) or do you want next turn to be fully fleshing out the cult, with the turn after then being on Kelt?
Cultist 101, have multiple layers in the recruiting process
Start it off as a gym where the pencil pushers can blow off some steam and keep in shape.
I plan to keep recruiting simple. A Cultist is a Cultist; they can do what they are needed to do. You get a certain number per turn. You can so things, like indeed making gyms, to increase that ammount.

Feel free to ask questions, some of them might be things I didn't consider.
 
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