Editing
Heretical Cult Creation Tables
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Origins of the Cult== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Cults of Society (1d20) Background |- ! 1-2 | '''Desperate Underclass:''' Although the Imperium’s ponderous bureaucracy is the only institution vast and powerful enough to keep humanity alive in these dark times, it does so at a terrible cost. Innumerable cults have risen from those ground between the gears of empire, seeking only to better their own admittedly miserable lot. While pitiable, their actions invariably threaten the lives of many millions more. |- ! 3-4 | '''Decadent Nobles:''' The elite of the Imperium are required to earn their position through meritorious service and self-sacrifice, rather than simply bask in the luxuries accumulated through an inherited position. In actuality, though, many Imperial holdings are plagued with idle nobility with few occupations other than amusing themselves. From this wellspring of casual indolence, heresy almost inevitably follows. |- ! 5-6 | '''Warrior Brotherhood:''' Military strength is prized by the Imperium like few other virtues. It is this strength, and the will to wield it, that is valued above almost all else in protecting the holdings of Mankind. Those entrusted with this task sometimes let their heady burden take control of them, and devote their lives to war as a craft, hobby, or even religion, rather than a duty. Such cults can arise within militant forces such as the Adeptus Arbites or planetary Enforcers as easily as the Imperial Guard or Navy. |- ! 7 | '''Worker's Collective:''' Open organizations of laborers rarely survive for long in the Imperium, as the Adeptus Administratum does not tolerate any potential threat to production for its tithes. As such, fledgling labour groups are forced to rely on more secretive methods to survive. As they scheme and maneuver for their cause in the shadows where they dwell, they become as much a threat to the structures of the Imperium as any malefic coven. |- ! 8 | '''Primal Devotees:''' These cults form around an aspect of their surroundings or environment. This might be such elemental aspects as the burning flame, life-sustaining water, an essential native vegetation, the primordial darkness, or even the unending depths of space. |- ! 9 | '''Trade Compact:''' Commerce in the Imperium is heavily regulated, ensuring it works to the benefit of the Adeptus Administratum’s tithes and quotas, rather than in competition with them. From underhive market stalls to the immense starships of Chartist Captains, the traffic of goods is carefully monitored. Some merchants chafe at these restrictions, and conspire with their fellows to orchestrate greater profits at the expense of others. |- ! 10 | '''Errant Adeptus:''' The Imperial Adeptus are as vast and labyrinthine a collection of organizations as it is possible to be. Disagreements and quarrels between the different branches are regular occurrences, and considered part of the intrinsic grinding of the Imperium’s colossal gears. In such an environment, illicit elements occasionally arise from one faction or another. Nevertheless, a rogue group within the Adeptus is one of the gravest threats Acolytes might face, as the Adeptus are the only group capable of mobilizing a response to a perceived threat on the same scale as an Inquisitor. |- ! 11 | '''Rogue Trader Gone Too Far''': The Warrant of Trade gives Rogue Traders license to engage in a lot of activity that would be considered heretical in most circumstances but there is a point where this goes too far. Through the interest of monetary wealth, hidden knowledge, xenos manipulation or chaos corruption, the Rogue Trader has delved into heresy and must be removed. |- ! 12 | '''Hereditary Laborers''': Noble lines can have the pedigree of millennia, and so can the families which serve them. What the noble may or may not be aware of is that treachery can simmer in a servile soul. |- ! 13-14 | '''Clergy''': Whether fallen ministorum priest, an enginseer, or primitive shaman, the origins of this cult can be traced to someone of religious authority worshiping foul creatures. |- ! 15-18 | '''Cross-class (roll twice, combine results)''' |- !19 | '''Sin of the Founders''':The forefathers of the region themselves planted the first seeds of heresy. The taint is deep, and purging it may destroy the region in which it grew. |- ! 20 | '''Sector Command''': Sometimes, even the highest echelons of the Imperium become heretical. These cults are some of the most dangerous due to the vast resources they can bring to bear. |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Cults of Idea (1d20) Background |- ! 1 | '''Freethinker's Enclave:''' The Imperium is too vast and ponderous to truly possess a unified culture, but local planets usually have their own traditions and rigid thought. Where groups grow dissatisfied with their hidebound way of life, a cult devoted to questioning and seeking truth can arise. It is neither seemly nor safe for the common citizens of the Imperium to be concerned with such matters, and these freethinkers can cause mass panics by pulling down the comforting veil of ignorance that protects their fellows. |- ! 2-3 | '''Pleasure Cult:''' The pursuit of pleasure, whether through partaking of exotic stimulants, the mingling of flesh, or gorging on epicurean delicacies, is a common focus for many cults. Although simple hedonism may seem to be a minor threat at first glance, those willing to place personal indulgence above the Imperium can be surprisingly dangerous if they see their delights threatened. |- ! 4-5 | '''Secessionist Conspiracy:''' The Imperium provides protection in exchange for massive tithes and harsh laws. Occasionally, some grow weary of this bargain, deciding that they would be better off beyond Imperial rule. Whether they seek to openly throw off the yoke of the Emperor or to withhold resources for their own use, they endanger not only the lives of those who depend upon them, but their own worlds should they succeed in pulling free of the Imperial aegis. |- ! 6 | '''Progressive Plot:''' The golden age of Mankind has come and gone. The wisdom of the past can be found with care and caution, but some are reckless enough to believe in seeking new answers instead. Cults of progress may lack reverence for old knowledge, or they may believe themselves up to the task of recreating it from first principles. In their pursuit of new and arcane secrets, they echo the hubris of the Dark Age of Technology, and may bring down ruin to match. |- ! 7 | '''Inhuman Ideals:''' It is acknowledged by the Ecclesiarchy and the Priests of Mars alike that humans are the pinnacle of life in the galaxy. In form, mind, and spirit, they are beyond the deviant xenos and twisted mutant. However, there are those who reject this truth, pursuing some perceived alternative to the natural perfection of humanity. There exist cults revering mutation, unhallowed cyber-augmentation, or even xenos assimilation as a form of apotheosis. |- ! 8-9 | '''Forbidden Worship:''' The Emperor of Mankind is the only god acknowledged in the Imperial Creed. All others are seen as primitive deviancy at best, and Daemons or echoes of the Warp at worst. On some planets, proscribed rites still thrive, and ancient powers or xenos races are worshiped in the Emperor’s place. |- ! 10 | '''Sorcerous Cabal:''' The most immutable law of the Imperium states that all psykers must submit to the Adeptus Astra Telepathica and the Black Ships, to be judged and used for the benefit of Mankind. Those who flout the ban, whether natural wyrds or sorcerers dabbling in forbidden lore, are among the greatest threats a world can harbor. When they gather in numbers, for mutual protection or to seek power, they are truly a menace to be feared. |- ! 11-12 | '''Apocalypse Cult''': This nihilistic group sees everything around them as a blight and wishes to destroy it. It would be an accurate assumption that every member of the cult isn't in command of their full mental faculties for some reason, ranging from chaos taint, mind-control or even mundane mental-illness. |- ! 13-14 | '''Zealotry in Misplaced Idols''': The cult believes in all sincerity that it worships the Emperor, Omnissiah. or one of their many saints. In truth, their prayers go to something unholy. |- ! 15-16 | '''The Most Dangerous Game''': This is a cult revolving around the thrill of the hunt. Beast, man, or xenos, all prey is fair game so long as it gives a challenge. These can range from rural hunting lodges to hive nobles treating the underhive as a game preserve. |- ! 17-18 | '''Seekers of Immortality''': The main goal of this cult is the pursuit of immortality, a goal that few have attained. This cult or its upper echelons seek to become one of those few. |- ! 19-20 | '''Blessed Is The Land''': The cult considers the land it lives on to be blessed in some way and to be revered. |- |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information