d10 Cults Aboard the Axis Mundi
- The outer hull of the Axis Mundi is covered in hand-etched
star charts, sketches of constellations' true meanings, and nigh
incomprehensible texts on the deep vacuum and its meaning. The astronomer-monks tend the hull, watching the
stars for omens of the future and living spartan lives in hard vacuum. The
boldest among them spacewalk freely without a tether, trusting the void to
deliver them safely to their destinations. They also happen to make
excellent guides to the ship exterior.
- The Axis Mundi's engines are long dormant,
but its reactors never fell asleep. Engine cultists worship the
"cleansing" radiation and give themselves to holy cancers as
signs of blessings. The engineers among them may be blistered with
rad-burns and half blinded, but they're daring workers who will go where
no others would with little more than overalls and a wrench. Little
reliance on electronics compared to the rest of the ship, they keep
maintenance records on tanned skins and take pride in the jury-rigged
repairs that have accumulated over time.
- The Keepers of
the Oracles are
a small clan, surviving through a combination of security and their
particular idol. A trio of damaged machine shells wired together serves as
their object of worship, spitting out garbled predictions that diviners
interpret to holy scripture. So far the machine shells have been
surprisingly helpful in keeping the clan alive and on the move; their next
steps of "building a power base" are undermined by a lack of
actual power, as the shells' batteries slowly run dry. Plus, those shells
are somebody's family - and they want them back.
- A
brotherhood of hackers runs against Axis Mundi security systems nightly. Outcasts of a dozen tribes
gather around faded terminals to watch their "paladins" fight
against the "dragons" in the system. Every so often one
succeeds, cutting a node of the ship's grand and tangled networks away
from the AIs' control (and often breaking something in the process). Those
nights of revelry relieve the pain of weeks of tense survival. The hackers
are consolidating their gains, but not for material wealth; they see an
eternal afterlife waiting for them as uploads, if only they can build it.
- Most everyone on board the Axis Mundi is a cyborg of some form by
now, but the Undying are something else. Like the machine shells,
much of their old body is long abandoned; unlike the machine shells, what
replaces it is horrifying. Conglomerations of rusty metal and poisoned
flesh twist into inhuman forms that stalk the ship's corridors with
followers in tow. Despite their appearances the Undying are usually
harmless; true to their name, they've been around a long time, and they
know they can simply outwait most threats. Nonetheless, the various
Undying cults are entangled in the cold warfare of immortals, and their
more human agents sometimes hire for work off the records - and out of
their master's sight.
- Somnus is not the only
psychic on the ship, just the only one who happens to be an AI. The
products of Gaia's careful engineering have slipped into the general
populace of the ship. Psychic bloodlines have formed over the years in all strata of
society; few carry any real power, but those who do often garner a
following impressed or terrified by their abilities. The forms these cults
take are as myriad as the powers that give rise to them.
- Everyone wants closure, and
some people promise it. The rogue cyberpriest Links has spread word round the
upper decks that he can speak with the dead and channel them to those who
will pay enough. In reality, he simply taps into the ship's sensor logs
and reconstructs the looks from there; the rest is nothing more than the
usual "medium" quackery. He's still managed to amass a small
following and live large. Under the table, he's exploring new ways to use
his panopticon.
- Unsurprisingly for a ship
chock full of theists and cults, there are anti-theists aboard the Axis Mundi too. Their forms and actions
are many, but they're united in creed - cutting God to see him bleed. Most
prominent thanks to propaganda feeds are the Dead Stars, a loose band of - frankly -
terrorists scattered around the fore half of the ship. Anonymous in
action, they rally behind the figurehead of Dex, a young firebrand who
somehow manages to evade Apollo's clutches over and over... likely because
he's a plant who prevents the worst of the damage from even reaching the
planning table.
- The Knights
Coronal are the
descendants of Vulcan's last strike teams, still upholding their last
given orders... sort of. They've made their headquarters in "the
Sunroom", the vast glass dome atop the Axis Mundi - once filled with gardens,
now accompanied by fortresses. Their military rank structure has
degenerated into a caste system over the centuries; when strike teams
sally forth now, the dwindling power-suited knights are now escorted by
barely-armored serfs aspiring to one of the coveted few suits left. Serfs
have been known to go "sun-mad" in the dome's gardens, graced by
warm light in a ship so full of cold darkness. As far as they're
concerned, this is a blessing. Literally everybody hates these guys, since
their idea of "fulfilling Vulcan's commands" usually involves
smash-and-grab jobs on local infrastructure and burning out entire
compartments of the ship "in the name of the Holy Sun". They're
responsible for a lot more of the damage to the Axis Mundi than they'd willingly admit.
- The Brethren of
the Flock are a
rarity aboard the ship - actual charity, or something approaching it. They
welcome outsiders with a fresh meal, spread their message, and wait for
visitors to come. The public face is well-respected even on the upper
decks. The Brethren hold on to you, after all; you'll be cared for in
their arms. You'll just have to work like hell for it. It's a hard life,
but they're fast-growing and rapidly gaining influence on the ship... even
as budding schisms loom in their future over what should really be done with outsiders.
This is delightful
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