In my current game two of the players chose to come from the Hive world of Archaos. One is an uphive noble from the Haxtus family while the other is from the lowest levels of the Hive bottom. The world is shown on the sector maps in the Drusus Marches and was listed on the old BI and FFG sites as "The Planet of Philosophers". That immediately started me thinking that the world *must* be thought of as a hub of heresy and sedition - after all "Thought begat Heresy. As I want the group to return there in the near future I've started work on defining it in a bit more detail. It's still very much a work in progress so any thoughts or comments would be appreciated.
On “The Planet of philosophers” disagreements are resolved with discussion and debate rather than force of arms, but as this is the Imperium they are no less deadly i.e. logical death traps, intricate but lethal puzzles etc.
In general the Uphive areas are open, airy affairs just over the cloud level and aircraft like skimmers are used to move from hive to hive and for sport or pleasure. Below the cloud level of the primary hive are 9 zone like “Levels” (each consisting of many, many floors) where the mundane necessities and exports for the tithe are made.
There is an illusion of social mobility based on knowledge, in particular knowledge of the imperial creed. Each level has a dividing gate. An individual may pass a series of exams to ascend to a place on the level above but conversely crimes and exam failures are punished by demotion. Being “sent to the ninth” is all but a death sentence for here lives the Scum of Scum. Down in those depths sustenance can be found from foul Fungi (that also provide the oxygen at this sealed foundation) or from your colleagues and neighbours.
The PDF and House Guard are recruited from all bar the 9th level in Olympic style games run along the lines of medieval Jousting.
The Haxtus family has built their wealth on a business of manufacturing locks and security devices, or supplying security services. Such a family needs to be able to rely on a good reputation. Customers need to be able to trust their integrity and confidentiality implicitly. To enforce their reputation the Haxtus have organised a combination of household guard and secret police. It is there job to root out members of the household or company who are potential leaks or actual abusers of their knowledge, status or station. The guards’ signature weapons are ornate chain axes and they have developed a specialised fighting form whereby they can throw the weapons at escaping targets (this idea was inspired by the now defunct real-world French circus "Archaos" which featured Chainsaw juggling...).
The family has its power base within a “warehouse” hive, containing a major space port and lots and lots of storage spaces and crypt-lockers but no manufactoriums. Many secrets are rumoured to be secured within the strong rooms and warehouse-tombs of the hive and the labyrinth-like layout of the store-warrens is designed to confuse and confound would-be thieves. Rumours persist of individuals or whole groups of lost serfs still wandering the corridors and travel ways trying to make a delivery or collect a package.
The workers of the hive are mostly maintenance staff, security guards, those who served the Haxtus living above and perhaps outcasts and renegades who have found bolt holes or abandoned crypt-stores to hide in.
The centre of the hive contains the most secure rooms and vaults watched over by silent, armoured guardians. The ornate traditional armour of these seemingly timeless watchmen is easily recognised by the beastlike helms. Rumours persist that the wearers themselves are a tribe of abhuman beastmen sworn to the service of the Haxtus. Such tales are told in the bars and forums of the lower levels with much speculation as to what must have been sacrificed or given to maintain the loyalty of such creatures.The locks of the Haxtus have a very archaic appearance but are of cunning activation i.e. a tumble with the names of all the Adeptus and the way to open it would be to NOT touch the dial but instead call out the name of each in turn. The Head of the Haxtus possesses the “Root of Logic”, an ancient and irreplaceable auspex like device brisling with sensory “roots”. The Root can open all Haxtus made locks and quite a few other locks. It is rumoured that the device is gene-locked to the Haxtus line but no one is certain of this as it has never left the Family House in living memory.
Duelling in the Haxtus is based on riddling contests. The riddles are devised by the competitors and then enter into ancient Sphinx-like suits of tech-wonder. Each duellist then sets a riddle for their opponent. Answering the riddle activates one of the suit’s weapons answering incorrectly deactivates the suit and leaves the wearer open to the forthcoming barrage from their opponent.