Confrontation: Necromunda
Origins
Excerpted from
White Dwarf 130 into
American English
(Authors: Bryan Ansell, Rick Priestley and Nigel Stillman)
An introduction to the new skirmish wargame set in the 41st
millennium
Ever since Warhammer 40,000 was published players have been asking
if a more detailed role playing version was over going to appear.
Well, the idea was there right from the start - and in a sense the
40,000 book provides sufficient information for any innovative and
reasonably experienced gamer to develop a system if they wanted
to. I thought we’d probably never get round to producing a special
role playing version as we’d simply been too busy working on the
main WH40,000 game. Then about a year ago Bryan Ansell suggested
that we revamp a game he had designed some time ago - originally
to simulate World War 2 and contemporary combat but later extended
into a futuristic setting.
The idea was appealing as Bryan’s game already had a detailed
model-based combat system and rules for progressing characters.
Taking this system and adapting it into the WH40,000 environment
would give us a new game which would combine elements of role
playing and skirmish wargaming. At the same time we could take
the opportunity to write more about the WH40,000 universe by describing
one planet in particular. Finally we decided that because the
game would be a cross between WH40,000 and role playing it would
be released by Flame Publications who currently publish material
for Warhammer Fantasy Roleplay.
THE COMBAT SYSTEM
We didn’t have much time as many other projects were pressing -
not the least of which was (he new Realm of Chaos book The Lost
and the Damned - a massive tome which would take up months and months!
The work was divided up between myself (Rick Priestley) and fellow
designer Nigel Stillman. I was to sort out the combat rules and
convert details of weapons and equipment from WH40,000 while was
to Nigel concentrate on the background, character development and
scenario generation. The game’s title -Confrontation - was established
early on, and it was decided that the setting should be a crowded
warfare-ridden hive world called Necromunda.
The combat system was completed fairly quickly. Like Warhammer
Fantasy Roleplay the game uses a percentage system to establish
whether weapons hit their target and hits penetrate armour. By
adopting the D100 existing WH40,000 weapons could be given far
more detailed and different effects. It also gave us a broader
spread of possible ability levels for the characters. This is
the main advantage of using a percentage system - it immediately
increases the range of dice results from 1-100 rather than the
very restrictive 1-6 on a D6. With vast and highly detailed weapon
and situation modifier charts Confrontation is a very sophisticated
game indeed. As we anticipated players would be using only a dozen
or so models a side this relative complexity didn’t worry us too
much.
The benefit of using detailed systems was to make the game very
directly realistic. To put this into perspective - if you can
do something in real life then a character can do it too because
the rules allow for literally any actions on behalf of your characters.
The result is a game which will appeal to experienced players
as well as those who are prepared to invest a bit of extra effort
in the interests of a more detailed and realistic simulation.
Of course, this extra detail means you have to think more than
in the average game - you must record and conserve your ammunition
rather than just blasting away, and you’ll find that wounds have
an inconveniently incapacitating effect on your heroes’ actions.
THE BACKGROUND
The background was evolved by Nigel Stillman working closely with
Bryan Ansell – the introductory section is printed in this White
Dwarf and other material will probably appear in future issues as
it is readied for publication. We decided that it would be futile
to attempt to provide rules and details to cover the entire Imperium
- so it was decided to set the game entirely on one world and to
concentrate on developing the cultural background to this world.
This would allow us to explore the relationship of individual worlds
within the Imperium, and we would have to delve more deeply than
ever before into the way that Space Marines, Inquisitors and other
Imperial troops operate on specific worlds of the Imperium.
We wanted a world where warfare was endemic -where characters
could indulge in mutual conflict without any fear of too many
social or legal constrictions. The world we settled on is called
Necromunda. Necromunda has developed into a background not only
for Confrontation but also for forthcoming WH40,000 novels, short
stories, and some tremendous artwork by John Blanche.
NECROMUNDA
IMPERIAL HIVE WORLD
The Imperium of Man stretches across the galaxy from rim to rim,
encompassing over a million habitable worlds and untold billions
of people. It is the most extensive and populous empire that has
ever existed in the history of humanity. It is ruled as it has been
for the last ten thousand years by the Divine Champion of Man and
Protector of the Human Race, the Emperor of Mankind.
The Emperor is the greatest of all human psykers, his mental
energies are godlike and his powers incomprehensible to ordinary
humans. It is his mind alone which projects the Astronomican throughout
the galaxy, the psychic homing beam which enables spacecraft to
navigate through the fabric of warp space. Without the Emperor
the Imperium would collapse and human unity would be destroyed,
leaving the remaining pockets of civilization isolated and vulnerable
to the infinite enemies of mankind; creatures that seek to destroy
or enslave the human race.
The Emperor has long since ceased to live in any normal sense.
Ten thousand years ago, following his titanic battle against the
rebel Warmaster Horus, Primarch and Arch-Champion of Chaos, his
mutilated and barely alive body was installed inside a sophisticated
life-support machine known as the Golden Throne.
The Emperor can no longer speak and it is doubtful if he comprehends
events which take place in the material universe, as his powerful
mind stalks through that nefarious region of pure energy known
as the Realm of Chaos, hunting the enemies of mankind. The actual
administration of the Imperium is therefore undertaken by a vast
bureaucracy known as the Adeptus Terra - or Priesthood of Earth.
WORLDS OF THE IMPERIUM
Even the Adeptus Administratum, the administrative branch of the
Adeptus Terra, does not know for certain the exact number of worlds
within the Imperium. There are approximately a million, but the
treacheries of space-travel, the process of time distortion, and
the effects of warp storms which can isolate worlds for centuries,
make an accurate count impossible.
In addition, the galaxy is a dangerous and warlike place, whore
worlds are constantly under threat from alien invaders, internal
rebellion, and treachery by governors. Also, new worlds are constantly
being added to the Imperium: virgin worlds ripe for colonisation
or old human worlds which have been rediscovered after long periods
of isolation.
The worlds of the Imperium take many different forms. Some are
sparsely populated agricultural worlds whose sole purpose is to
provide food for less productive and more highly populated planets.
Other worlds are dedicated to specific functions, such as mineral-rich
mining planets, barren research stations, military observation
planets, and so forth. Most worlds of the Imperium have a reasonably
mixed economy and are in most respects self- sufficient. The Adeptus
Terra has very little to do with such worlds so long as their
governors continue to pay their tithes and impose the Imperial
laws which control and contain the emergence of mutant psykers.
HIVE WORLDS
Hive worlds are another extremely important type of world. Hive
Worlds are planets which, in all but a few cases, were settled thousands
of years ago, often before the time of the Imperium, during the
Dark Age of Technology when mankind first spread throughout the
galaxy.
A Hive World has a population which far outweighs its own ability
to feed or support it, often exceeding a thousand billion people
on a planet the size of Earth. Such vast numbers of people exert
such pressure upon the environment that few hive worlds can sustain
life naturally. Many have no free ground surface left because
they are entirety built over, with new buildings constructed on
top of old ones, to the extent that the planet is no more than
a huge urban conglomeration.
Hive Worlds are tough places: little value is attached to human
life and air, light and food are often precious and rare commodities.
Because the populations or Hive Worlds are so large they are almost
impossible to control. As a consequence it is generally the case
that hive societies are extremely brutal and dangerous. Violence
is often institutionalized and accepted, and upholding the law
is commonly a matter of exerting personal power and influence.
In such a situation a man depends upon his friends and family,
those whose livelihoods depend on him and those to whom he can
promise support.
Every hive world has its unique environment, history, and circumstances.
Confrontation is set upon the hive world of Necromunda. This volume
contains copious details about the planet of Necromunda, its hives,
and its teeming population. Necromunda is merely one of the hundreds
of such worlds scattered throughout the galaxy.
Necromunda was founded 15,000 years ago as a mining and manufacturing
colony. The ensuing millennia have not changed its basic purpose
very much; Necromunda is still a world of mines, factories, refineries
and processing plants. The planet is a vast powerhouse of industry,
making thousands and thousands of different items for use throughout
nearby planetary systems.
Nothing which can contribute to the planet’s output has been
left untouched. From the tops of the highest mountains to the
depths of the oceans, the wealth of Necromunda has been ripped
out. Mountains have been reduced to rubble for the ore they contain;
oceans have been turned into little more than chemical sludge
ponds. The once fertile plains have disappeared under huge urban
developments of great housing and factory blocks, forming new
ranges of manmade mountains every bit as tall as the long since
flattened natural land features. These huge towering urban complexes
are known as city hives, or simply as hives, and their individual
peaks or towers are called city spires or spires. A close group
of hives is known as a hive cluster.
Between the hives deserts of industrial ash cover the surface
of the planet with a mobile, corrosive skin. Over this desert
lies a cloud layer of airborne pollution, so that the great spires
of the city hives rise from a drifting mist of tainted vapor like
islands out of the sea.
Despite being reduced to such a hellish state, Necromunda is
still a valuable world to the Imperium. Although little of Necromunda’s
original resources remain, the waste-heaps of previous generations
have become a new source of riches. Necromunda lives on the accumulated
wastes of its past: its people have learned to scavenge, reclaim
and recycle everything in order to squeeze a living from their
exhausted world.
Over the millennia, the population of Necromunda has increased
well beyond the planet’s capacity to support it. As a consequence
it is wholly reliant on synthetic and imported food. Each hive
has its recycling plants which convert used organic matter into
synthetic food. Real food is imported from off-planet, but is
an expensive luxury which only the most wealthy and prestigious
Necromundans can afford.
As generation after generation adds to the building and rebuilding
of the hives, new layers of habitation are created and the hives
continue to grow upwards. These towering hives dominate the wasteland
around them like clusters of impossibly gigantic termite hills.
Beneath the hives and extending around them under the wasteland
itself lies a honeycomb of ancient disused factories and a labyrinth
formed from the sewers and service tunnels of an earlier age.
Necromunda’s population has never been counted and the chances
are that it never will be because the number of people involved
is simply too large. There are probably more people on Necromunda
than have ever lived in the entire history of Terra up until the
end of the twentieth century. An attempted census of Trazior Hive
four thousand years ago revealed an estimated population of a
billion in the upper habitation levels alone - no further attempt
has been made to count Necromunda’s population in Trazior or any
other of the several thousand hives on the planet.
The society of Necromunda is reasonably typical of larger Hive
Worlds. No attempt is made to enforce central administration upon
the entire population; indeed such a thing would prove impossible
on a world where most people remain unrecorded by any authority.
Instead, a kind of feudal system has evolved by which individual
people owe loyalty to others, who in their turn owe their loyalty
to other increasingly more powerful members of the hierarchy.
Among the more stable elements of the population these loyalties
are owed on a family basis, and closely related families all support
each other under the hegemony of the most powerful member of their
family group.
This form of urban feudalism tends to be self regulating. Weaker
clans naturally seek the protection of more powerful neighbors
whose powerbase then expands until it reaches the limit whereby
its numbers and resources are simply too few to allow it to expand
further. Where rival clans meet it is inevitable that their power
will be tested in combat; the ability of a clan to exert its power
being the only true measure of its influence. The endless feuds
between the warrior gangs of these clans are the setting for the
game of Confrontation.
LORD HELMAWR
The governor and ruler of all Necromunda is Imperial Commander Lord
Helmawr. His ancestors are known to have reigned for the past seven
thousand years at least, records of government before that time
having long since disappeared. Even the archives of the Adeptus
Administorum, the bureaucracy of the Imperium, are remarkably silent
on the history of Necromunda during the early days of the Imperium.
Lord Helmawr occupies the very top of the Necromundan feudal
hierarchy. The society he rules over is divided into many factions
which continually compete and co-operate with each other, giving
rise to endless changes in the feudal hierarchy. Lord Helmawr
is completely unconcerned with the activities of lesser powerbrokers.
He deals directly with the most powerful factions, offering them
support in return for their loyalty. If a major player in the
power game proves weak or treacherous it is a simple matter for
Helmawr to withdraw his support. The very rumor that he might
be about to do this is often enough to encourage a feudal inferior’s
enemies to turn against him and destroy him.
The Adeptus Terra leaves Lord Helmawr to govern his domain as
he pleases, as it leaves all Imperial Commanders free to administrate
their worlds. The Imperial Commander forms a link in the feudal
chain which extends throughout the galaxy to the heart of the
Adeptus Terra. So long as Helmawr fulfils his feudal obligations
to the Imperium his position remains secure.
Helmawr’s main obligation to the Imperium is to provide a tithe
which takes the form of a percentage of all the goods Necromunda
produces. As the entire production capacity of the world is given
over to providing manufactured goods for the Imperium the tithe
is taken as a straight discount on the revenue earned. So long
as Necromunda continues to meet these responsibilities, and so
long as its production capacity is sufficiently high, the Imperium
remains quite satisfied. Of course, should the Necromundan economy
begin to show signs of flagging then Lord Helmawr’s position would
be very different indeed.
Hive worlds like Necromunda provide the Imperium with another
useful resource – namely its people. Necromunda produces generations
of tough youths with a strong sense of self-reliance. They are
highly valued as recruits for the Imperial Guard and even for
some of the Space Marine Chapters. Providing recruits in vast
numbers is another of Lord Helmawr’s feudal obligations. Recruitment
brings officials from the Imperium to Necromunda to inspect and
in some cases conduct recruiting drives amongst the fighting gangs.
Helmawr himself is obliged to provide troops from his personal
guard, usually a whole regiment at a time.
Because the planet supplies so many troops for the Imperial
Guard the name of Necromunda is known throughout the galaxy, even
by people who know nothing about the planet itself. Over the centuries
Necromundan Regiments have fought with distinction in the Imperial
Guard and have earned a fearsome reputation on many battlefronts.
Another important obligation is that Lord Helmawr successfully
controls the numbers of dangerous psychic mutants. These psykers,
or witches, are a mutation which is becoming increasingly common
on all worlds in the Imperium. On most worlds they can be dealt
with fairly easily, but on a hive world like Necromunda with its
vast population the matter is much more difficult.
Psykers are very dangerous indeed – probably more so than even
they realize. Although some are able to control their powers and
use them for the benefit of society, the majority are unable to
control their powers properly with disastrous results. Some become
host to daemonic powers from warpspace, while others attract psychically
sensitive aliens or psychic diseases which can then hop into the
minds of ordinary people. If psykers were to go unchecked throughout
the Imperium human society would soon collapse. Indeed, this is
one of the reasons why the Emperor clings so tenaciously to life,
as only he understands the true dangers of possession and psychic
destruction.
LANDSCAPE
Necromunda is very similar to many other hive worlds of the Imperium.
It is a planet devoid of any remnant of its original natural beauty;
its surface reduced to a wasteland of windblown ash and accumulated
industrial waste. Throughout this wasteland lie the hive cities
which give such planets their distinctive character and their collective
name of hive worlds.
The hives are grouped into clusters comprising up to a dozen
or so individual hives all linked by a network of overground travel
tubes and subterranean passages. These clusters are scattered
over the cloud-strewn surface of the planet. From the top of any
hive it is possible to see the tips of distant hive clusters projecting
from the seas of poison mists like far-flung islands.
Hive clusters are connected together by roads across the wastes
and transportation tubes supported on pylons and suspended from
cables. With its forest of towering hives interconnected in a
network of tubes, the landscape resembles a petrified forest entangled
in the web of some enormous spider. Indeed, the spider and the
spider’s web are very powerful symbols to the inhabitants of Necromunda.
The hives are the result of thousands of years of constant demolition
and rebuilding. The original cities of Necromunda lie beneath
the hives, many hundreds of yards below the current surface of
the planet’s ash wastes. Dark, forbidding ruins, often crushed
by the weight of the hives above them, these old cities preserve
the layered history of Necromunda. It is a popular tale that the
lowest layers of some hives are built from the original transport
barges which brought humanity to Necromunda all those millennia
ago.
Each hive takes the form of many huge spires which rise from
the base of the city. From a distance, a hive resembles a mass
of stalagmites rising from the cloud strewn wastes. Each hive
covers an approximately circular area some fifty to a hundred
miles in diameter. The tops of the spires can rise to a dozen
or more miles above the ground surface, piercing the festering
clouds that surround the lower levels of the hive. The spires
usually merge into each other at their bases, and smaller spires
will sometimes grow out and upwards from just above the base,
branching like a cactus and forming multiple spires.
The spires are only the top part of the hive, comprising the
upper hab zones with factory layers on or above the current ground
surface. The older and partially ruined factory and hab layers
still exist, although they are buried beneath the ash wastes.
Though they are hidden, Factories and habs are rarely abandoned
until they are utterly derelict or polluted beyond use even by
Necromundan standards.
The hive-cities of Necromunda retain the ancient names of the
cities and settlements from which they grew. Each spire within
a hive is also known by a local name. There are approximately
a thousand hive clusters on Necromunda. A few of the most important
and some typical examples of the various kinds are described below.
SOME NECROMUNDIAN HIVES
The Palatine
The largest and oldest surviving hive on Necromunda is the dynastic
home of Lord Helmawr, Imperial Commander of Necromunda, known across
the planet as The Palatine. The cluster it belongs to is known as
the Palatine Cluster. The central and tallest spire of the Palatine
hive forms the palace of the Imperial Commander Lord Helmawr.
The Palatine boasts some of the most grandiose and magnificent
architecture on Necromunda, and also has the only shipyard and
landing field large enough to take orbital carriers. It is thus
the planet’s only spaceport, a physical expression of Helmawr’s
monopoly in off-planet trade. The fortress monastery of the Adeptus
Astartes contingent and the headquarters of the Adeptus Arbites
on Necromunda are also located in the Palatine Hive.
On the edge of the hive is a special spin, - set aside for the
aliens and abhumans who come to Necromunda from time to time in
order to trade. Both Squats and Eldar are among these visitors
and they are housed on separate levels of this spire. The Palatine
is thus by far mo most cosmopolitan of all the hives of Necromunda.
Trazior Hive
Trazior means Three Sisters in the local Necromundan dialect. It
is so called because of its three huge spires which can be seen
from a long way off by any traveler coming across the wastes from
the south. Trazior is located on the edge of the Great Equatorial
Waste and is the southernmost “frontier” hive of the great Palatine
Cluster.
Many important merchant clans are based in this hive and it
is the main trading depot for convoys going to or arriving from
the southern hive clusters. The nomads who live out in the wastes
and raid the convoys are a constant source of annoyance to its
inhabitants. The clans and gangs of Trazior are described in detail
later.
Trazior was also the scene of one of the most prolonged and
vicious gang wars in the recent history of Necromunda.
Acropolis Hive
This is another old and elaborate hive in the Palatine Cluster.
It is located at a very important intersection of several great
road tunnels and has always been a major centre of trade on Necromunda.
The Acropolis hive is home territory for some of the most powerful
merchant clans, whose widespread trading network extends across
many of the hives of Necromunda. The Acropolis Hive attracts a number
of large and sprawling shanties clustered around its base.
The Temenos
This is another hive in the Palatine Cluster. One spire forms the
headquarters of the Ecclesiarchy on Necromunda, while another spire
forms The Temple of the Emperor Deified. Colleges, libraries and
chapels occupy parts of the other spires. A priory of the Adepta
Sororita is located in one of the outer spires. This spire is often
called the Sisters Tower as a consequence.
The population of Temenos hive are among the most pious and
devout followers of the Imperial Cult. Many of the resident clans
manufacture ritual items for the priesthood while others work
in the scriptorium, translating the wisdom of the priesthood into
the many dialects of Necromunda.
The Temple spire is an architectural wonder: its interior is
a warren of naves, chapels and crypts, vaulted ceilings and pillared
halls. The diffused light is stained by refraction through crystal.
Incense and the sound of chanting drift across the chambers. Here
and there statues and holograms of the Emperor reside in secluded
shrines. From here Confessors and missionaries are sent off to
frontier worlds in the nearby systems.
Quinspirus Cluster
The Quinspirus Cluster is situated on the edge of a virtually solidified
sludge sea called the Worldsump Ocean. At one time, when the sea
was still navigable, the area included vast dockyards. These now
remain buried deep within the undercity of the centrally located
Quinspirus Hive. This hive has five great spires - hence the name
which means five towers in the local dialect and which gives its
name to the whole cluster. The cavernous warehouses of the ancient
waterfronts have been the scene of many savage gang wars.
The Skull
This derelict hive is the largest of a cluster of three remote ruined
hives. It is pierced by great holes and from a distance looks like
a great skull lying in the wastes. It is a famous landmark and perhaps
even worshipped by the local nomads.
These three gigantic ruins are all that remains of the hives
that were captured and occupied for a time by Ork raiders. All
contact with the cluster was lost for several years before the
rest of Necromunda realized what had happened. In the end a campaign
was mounted to clear them. This was the original reason for dispatching
a Space Marine contingent to Necromunda, which has since become
a permanent establishment.
The hives were besieged and destroyed during the campaign. Now
the tops have caved in and they lie abandoned and choked with
dust. No one knows what fearful things have made their home amid
the ruins, and even the nomads and scavvies fear to go near them.
THE ASH WASTES
The hives of Necromunda are separated by the forbidding ash wastes:
areas of land covered in an abrasive and highly corrosive ash, the
end product of fifteen thousand years of industry. This desert covers
every inch of Necromunda’s land surface that is not protected within
a hive. In densely populated parts of Necromunda, hives may be separated
by only fifty or a hundred miles of waste. On other parts of the
planet the wastes may stretch for a thousand miles between hives.
In some places the ash is miles deep, forming shifting ranges
of dust dunes which can bury roads and transport tubes, and erode
the base of a hive when swept along in one of the frequent dust
storms. The funnel-shape of the hive spires is designed to strengthen
the hive against the worst ravages of the dust, but even so they
are often buried to half their height or more by ash. This is
stabilized and held in place by the fresh wastes which pour from
the drains of the hive factories.
The ash wastes are mostly composed of metal oxides, powered
plastics and inorganic chemicals which take millennia to reduce.
As with many hive worlds, the wastes are an inhospitable environment.
The ash corrodes equipment and poisons organic life, although
a surprising variety of creatures do survive. No unpolluted air,
food or water can be found in these dead lands, although there
are fungi, algae and bacteria which live on the waste itself.
These are believed to be responsible for the limited free oxygen
content of Necromunda’s atmosphere.
The ash wastes are a striking and colorful if somewhat lurid
environment. The nomads of the waste and even most hive-dwellers
who see them would call them beautiful. The ash occurs in many
different, often vivid hues such as sculpture yellow, citric green,
cobalt blue, pink, mauve, as well as various shades of grey, and
it varies in texture from fine dust to crystalline clinker. The
creatures and nomads that live there are equally colorful, the
better to blend into their surroundings.
The most dangerous hazard of the wastes is the ash storms. These
terrible storms can blow their payload of toxic ash from the equator
to the poles. A moderate ash storm will strip an unprotected man
to the bone in seconds, and then reduce his bones to a handful
of dust. A serious storm is something that everyone on Necromunda
fears. These can be so strong that they have been known to destroy
entire hives. Ruined spires are occasionally revealed in the wake
of one storm only to be covered over again by shifting waste in
the next. In some areas, ash has been blown away to reveal the
scarred bedrock of the planet. During Necromunda’s calmer season,
which coincides with the planet’s long extinct summer, liquid
pollutants rise to the surface, forming slick- lakes and short-
lived blind-rivers. Streams meander across the land, vanishing
into sinkholes in the dust only to rise elsewhere. Imperial scholars
who have studied dust ecologies believe that there may be currents
and tides within the ash surface.
These transient rivers and lakes can dry out, forming a hard
pan on the surface of the dust. These dangerous areas conceal
deep seas of fine dust beneath them. The nomads who travel the
wastes avoid such places, because to fall through the crust of
a pan is certain death. Anyone who does so is suffocated and then
corroded to nothing by the ash.
In hotter weather, when Necromunda’s sun breaks through the
planet’s cloud cover, noxious vapors rise up and form poisonous
mists and fogs. Mists are invariably followed by toxic rain storms,
laden with particles of deadly ash dust and other contaminants.
However, despite their perils, the ash wastes of Necromunda
conceal treasures. Much remains hidden beneath the surface, ready
to be reclaimed and used: derelict spires from lost hives; buried
convoys; wrecked stratoplanes, aircrafts and spaceships; long-abandoned
mine workings; and even, in places, raw materials from the bedrock
of the planet. There are a few places where, thanks to some mysterious
natural sorting of the wind and ash itself, veins of pure oxides
and chemicals have accumulated. Such concentrations, or ash pockets,
are worth mining in themselves. They are a rich raw material which
can be reprocessed.
THE SLUDGE SEAS
Necromunda never enjoyed large expanses of open water, but now the
planet’s original seas and rivers are filled with liquid chemical
waste. Choked with ash, thick with chemicals and poisoned by heavy
metals, Necromunda’s sludge seas are all that remains of the ancient
oceans. The consistency of the sludge varies from a thin, chemical
soup to a viscous polluted mud. Near the equator, the sea’s surface
has solidified into a crust of sludge, baked hard by the sun. Conventional
ships are useless in such conditions and only flyers or hover vehicles
cross the seas. It is even rumored that some mutants even live in
these areas, utterly isolated from the rest of Necromunda.
The sludge seas, however, also support their quota of hives.
Some are built on massive piles, driven deep into the sea floor.
Other, relatively small hives have been constructed on massive
floating islands which are anchored in position. On more than
one occasion a floating hive has broken free during an ash storm
and sunk or capsized. Survivors of such a disaster are rare.
ANATOMY OF A HIVE
THE SPIRES
From a distance, when the clouds lift from around a hive, its spires
look like a cluster of tall, tapering termite mounds. They rise
from a broad base of outlying structures to near-vertical towers.
Their gigantic scale is such that it almost denies human involvement
in their construction and they look as though they might have sprouted
up out of the ground by themselves, like some great organic growth.
Few human constructions can rival their awesome size. Although no
two spires are exactly the same, they all share common characteristics
and are constructed in a similar fashion.
A section cut through a spire is not a whole circle. A spire
is divided into a series of segments, like wedges of a cheese,
which are joined at the centre. Deep gullies or slits in the spire,
crossed by communications tubes, separate the segments. These
gullies are supposed to admit light and air to the spire, but
their size makes this impractical. Every added communications
tube also adds its shadow to the darkness of the interior.
The areas close to the core are far removed from the outside
world. Their only illumination is provided by glow globes and
massive cables of optic fiber or flexible glass, which run down
into the core of the hive from the sunlit pinnacles of the spires.
These create weak shafts of light that penetrate the dim catacombs
of the hive and light it in the same way as the nave of a Gothic
cathedral.
Fresh air enters the inner recesses of the hive via great ducts
from the upper layers. It is drawn in through huge wind intake
fans and filtered through dozens of purification plants to remove
the fumes accumulated as it passes down the height of the spire.
In the deepest parts of the hive and especially in the old factories
and undercity layers, the air ducts no longer function. Here fumes
and stale air accumulate and personal respirators must be worn
at all times.
The many air ducts and vents are infested by strange creatures
called caryatids. These are small, blue, winged humanoids which
exist in great numbers throughout the hives of Necromunda. Many
hive-dwellers see them as good luck charms because they often
attach themselves to powerful and successful individuals, and
in fact seem to be particularly attracted to the soon-to-become-powerful.
Conversely, the departure of a ‘pet’ caryatid is seen as an omen
of doom - its former companion is then regarded as a man waiting
for death.
THE SHELL
The outer shell of a hive is its skin and defense. Though the cliff-
like shell of a spire appears to be quite solid, its surface is
pierced with deep vertical and angled shafts. These shafts are small
compared to the bulk of the spire, but are important because they
admit additional light and air into the core of the hive. They are
all protected by a series of massive covers which can be moved into
place when required.
The shell is where the majority of the inter-spire travel tunnels
and tubes begin and end. Tunnel stations and gateway fortresses,
convoy parks and garrison blocks are all located in it, where
they can contribute to the regulation and defense of traffic between
and within the hives.
The shell is also the first line of a hive’s active defenses
against planetary invasion. Giant defense lasers, each capable
of hitting an orbiting target, are mounted at many points. These
are used to defend the hive against human or alien spacecraft.
However, against the fierce ash storms that sometimes ravage Necromunda,
the shell’s surface forms its only defense.
Although some people do live within the hive shells, the storms
are an excellent reason to find accommodation deeper within the
spire. Being able to experience direct sunlight or feel a fresh
draft of air from the duct is a status symbol almost as important
as having a good diet, but a single ash storm can make such status
symbols meaningless.
A heavy storm is quite capable of stripping off the shell’s
outer layers, including a spire’s laser defenses, travel facilities
and shell-dwellers. Shells must be constantly refurbished by work-gangs,
otherwise the next ash storm could easily penetrate the tunnels,
shafts and catacombs of the main spire and rip it apart.
HEAT SINKS
At the heart of every spire there is a single vertical shaft known
as the heat sink. From the topmost levels of the spire the heat
sink reaches far below the lowest levels of the hive, down through
the geological crust of the planet itself. A heat sink can be several
miles across. It is a vast, hollow, sealed tube made from dense
plasteel. Along the length of its thick plasteel walls there are
buildings, chambers, shafts and service tunnels.
The sink takes heal from the planet’s core and turns it into
power for the spire. At intervals throughout the length of the
heat sink there are generator stations which convert the raw heat
into usable energy. The power is then transmitted to the factories
and hab layers around the core. There are no power stations in
the lower levels. The heat sink passes through these levels and
provides only a constant warmth. This, however, is infinitely
preferable to the damp chill of the remainder of the lower hive.
As is the case with all things Necromundan, the power generation
systems are controlled by the clans into whose territory they
fall. These clans receive a considerable income from all who use
their power, so possession of the heat sinks is one of the chief
marks of a powerful clan of the inner core. Other clans might
control territory between the power stations and the users, and
they often extract their own tolls from both factories and power
producers to protect the transmission lines. In this way the feudal
clans of Necromunda operate as producers, suppliers and consumers
in a thriving economy. Only in the upper hab layers of the spires
is there a regulated service. There, power is drawn from stations
controlled by the government - in effect by the troops belonging
to Helmawr’s own clan.
Access to the heat sink is usually very difficult. Many levels
have no access at all, and on others access ports are sealed and
guarded. On some of the older levels, however, many seals are
ruined or insecure and access is possible although dangerous.
HAB LAYERS
The upper layers of each spire are called habitation areas or hab
layers. Here the bulk of the hive’s human inhabitants live in conditions
which range from relative luxury to dismal squalor.
Where a family lives in a spire reflects its social standing
and importance. The topmost layers of the spire are populated
by the elite households of the hive. This hive nobility live in
relative comfort enjoying the luxury of natural light, fresh air
and real food imported from nearby agricultural worlds. Below
lie the twilight levels, inhabited by the rest of the population.
Conditions on the twilight hab layers are considerably less pleasant
than in the habs above. Natural daylight is dim, fresh air is
unknown, and most of the food has been eaten and recycled many
times before.
Below the twilight layers is the darkness of the undercity.
Here, the only light comes from artificial glowglobes. Everything,
even the air, on these levels has been used before and reprocessed
several times. On a typical hive world air and water pass through,
on average, 287.3 other people before reaching the lips of those
who inhabit the undercity. The proteins and minerals in the universal
synthdiet are reclaimed from human bodies that no longer have
need of it. On Necromunda, everything that can be recycled is
recycled, including the people themselves.
THE FACTORY LEVELS
The industrial complexes built into the spires produce all kinds
of different items which are traded to other planets in return for
the food which Necromunda so desperately needs to feed its teeming
millions.
In the hives, the factory levels extend from below the lower
habs down to the surface of the ash wastes and beyond. Over the
millennia, the waste exuded from the factories has solidified
around the base of the hives, affecting the ever-rising layer
of ash waste which covers the surface of the planet. As the level
of the ash wastes rises, so the lower factories find themselves
buried below the ground. So long as it remains possible to pump
effluent up to the surface, these factories can still continue
to function.
The new factory levels are a network of waste pipes, gutter-shafts
and gas-drains which bleed poisons and noxious wastes away from
working areas. These drains stick out of the lower flanks of the
hives, flaring off dangerous gas, belching out fumes into the
filth-ridden air, or pouring poisonous liquids and solid waste
onto the polluted ash below.
Industrial production is controlled by the many clans. Each
producer fits into a pattern of feudal obligation - supplying
other clans and taking raw materials, components and power from
others. Large, powerful clans act as clearing houses for the goods
and services provided by their feudal inferiors. This industrial
feudalism of Necromunda regulates demand and supply in a thoroughly
efficient manner.
Clans will often rise in power and importance, as lesser clans
in related industries come together in uneasy alliances. Sometimes
conflict of interests, territorial rights and clan rivalry lead
to inter-clan feuds. This is one of the main causes of gang warfare
on Necromunda.
Workers usually live in or very near the factories where they
work, and are as much a resource as the machines they tend. In
some cases, workers, especially Techs, are surgically adapted
to perform specialist functions. Such physical and mental enhancements
are expensive to finance, which makes such workers very valuable.
OLD FACTORIES
As the surface of the wastes rises it becomes increasingly difficult
to service the factories on the buried levels. Huge vacuum pumps
lift the countless tons of filth up above surface level for venting
outside the hive, but even these have their limits. There is a point
in each spire below which disposing of the factories’ rubbish is
impractical. When the cost of disposing of a factory’s waste is
no longer outweighed by the value of its output, it is closed down
and abandoned.
As the lower levels fall below the level of the ash waste and
are abandoned to low- life scum, lower hab layers are converted
into new factories, and the upper hab levels are extended upwards.
In this way the spires of the hive world are being continually
renewed.
The old factory layers are filled with abandoned, machinery
and hab levels and often reach as far below ground as the spires
stretch up above it. The lowest parts of the old factory levels
are little more than rubble, having collapsed under the weight
of the hive, or been deliberately filled in to make foundations
for later building work. The abandoned factories and hab levels
arc infested by scavvies, gangs who roam the dead layers of the
hive scavenging for anything they can use or trade.
THE UNDERCITY
Below the hive’s foundations lies a honeycomb of ancient tunnels,
ruins, and buildings from Necromunda’s long-dead past. Those ruins
lie at the very bottom of each spire, far below any factories and
the ash wastes: they are the undercities, the oldest and deepest
parts of Necromunda’s hives.
Undercity zones predate the hives by many centuries, even millennia.
They are remnants of Necromunda’s true cities, built before the
planet’s natural ecology was destroyed, when there were no encroaching
ash wastes. It is quite possible that the remains of the colony
barges that first brought mankind to the planet still lie beneath
some hives.
The undercities are infested with fugitives, outcasts and mutants
who are regarded by the upper hive-dwellers as little better than
the animal vermin which are also found there. Life in the undercity
is even more violent and difficult than life in the spires above.
Many of the most ruthless hive gangs have origins in the undercity.
At the bottom of the hive, upward mobility is more than an abstract
concept. The strong, the lucky and ruthless can rise to the top,
in terms of actual location in the hive as well as in status.
It is not unknown for survivors of the undercity to reach high
status as officers in the Imperial Army, schooled and tempered
by the terrible necessities of survival.
THE FORBIDDEN CITIES
The military tunnels which link the hives of Necromunda run deep
beneath the ash wastes, cut into the very bedrock of the planet.
This travel network was constructed so military forces could be
moved quickly around the planet, enabling them to concentrated wherever
they are needed.
Access to the hive is via great ramp–shafts guarded by gatehouses,
but unauthorized persons are able to gain entry through the heat
sinks and air-vents. Under the hives, and linked to this underground
tunnel network, are cavernous storage depots and bunkers, used
for stockpiles of synthetic food and raw materials in anticipation
of war or some other disaster.
The tunnel system and its associated bunkers are very ancient,
dating to a time before the hives had grown to the massive size
that they are now, As the system is continually being renovated
or enlarged, many tunnels and bunkers have been bypassed or disused
and sealed up. Over the millennia, these unused tunnels and bunkers
have been forgotten and lost.
Since the discovery that these places are the only source of
the valuable drug spook, they have been secretly re-colonized
and are now known as the “Forbidden Cities”. If they’ve heard
of them at all, most Necromundans don’t believe they’re real,
thinking their existence to be yet another urban fable.
It is in these ancient bunkers that the decayed synthdiet deposits
are found which are used to make the psychic drug spook. It is
likely that officials of the Lord of Necromunda discovered the
distinctive green deposits while they were supervising work on
the tunnel network. Since then, the nobility and the ruling dynasty
of Necromunda have always had a hand in the production and trade
in spook. Only the nobles, with their ability to call on the services
of subordinate clans, techs and paramilitary forces have the diverse
resources needed to process the decayed synthdiet into spook.
The cavernous vaults of the Forbidden Cities are extended and
embellished with the wealth brought in by spook. Pillared halls
are cut from the rock, polished stones and mosaics adorn the floors,
ceilings and walls. They become palaces of archaic decadent splendor.
The cities’ workforce is recruited from the scum of the undercity,
supervised and guarded by savage undercity gangs. If they cannot
find enough willing workers they will incite undercity gangs to
make slave raids into the lower hab layers or offer to buy captives
from nomad slavers. Once introduced to the decadent life within
the Forbidden City, most slaves are reluctant to ever be free
again.
Spook exploitation brings in incredible wealth. This wealth
helps to maintain the privileged lifestyle of those noble families
secretly involved in its manufacture and trade. These are the
so called Lords of the Forbidden Cities. Some are of noble origin,
others are adventurers of obscure origin who have connections
with the nobility. Frequently they are members of noble households
who have gone into exile because they are suspected psykers or
wish to escape from political enemies. They simply disappear from
the upper spires, setting up court in the hidden bunkers where
the spook is processed.
SPOOK
While there are many decaying foodstuffs down in the bunkers, only
a certain type degenerates into the spook lode: the vestigial remains
of the oldest kind of synthdiet made on Necromunda. The decayed
synthdiet deposits are now nothing more than a lurid green powder,
having been acted on by mutant fungi for thousands of years. It
contained a high proportion of recycled human protein, and it is
this human essence which is likely to account for its dramatic effects
on the human psyche.
The drug spook is taken in liquid form – the ultimate magic
potion. When drunk in small amounts, it awakens the imbiber’s
psychic abilities. When drunk in quantity it opens the channel
between a person’s physical body and their soul in the warp. If
the individual has a strong soul, it will be drawn into his material
body; if he has a weak soul, all psychic energy will be instantly
sucked out of him and lost in the void. It is for this reason
that spook is a very dangerous substance, and its use viciously
repressed by the Imperium.
In hive-world society, people are constantly seeking ways to
exploit anything they discover. The people who stumbled on the
unusual green deposits investigated ways of turning them into
wealth, as they would have done with any substance, and in the
process discovered spook. Being ignorant of matters of the human
soul and the danger inherent in mankind’s metamorphosis into a
psychic race, spook was seen as just another substance to be recycled
and exploited for profit.
There has always been a massive demand for drugs in hive-society,
mainly to supplement the diet and ward off sickness. Spook became
popular among the nobility who reveled in its exotic effects and
it has slowly filtered down throughout hive-society.
The noble households which exploited this resource naturally
kept the trade secret and confirmed to grow rich. The household
of the Lord of Necromunda himself was involved in the business
and was able to organize off planet trade of spook. This had to
be accomplished using smugglers, since the Imperial fleet conducts
all legal trade in space.
No-one knows or can predict where the spook deposits are to
be found, but whenever one comes to light, the officials of Lord
Helmawr’s officials who are part of the spook ring are informed,
and mining and processing can begin. Trusted noble households
with a close connection to the ruling dynasty will get the concession
to exploit the deposit.
Small quantities of spook are also found and traded by scavvies
who stumble on eroded deposits during their delvings. This accounts
for a small amount of wild spook that is traded in the undercity
and shanties. Imperial agents trying to track the spook to its
source usually end up following the scavvy spook and thereby miss
the main source. Of course, there is nothing to link the nobility
or the Lord of Necromunda to the scavvy spook.
The most significant outlet for spook is the secret cults that
lurk in many hives. These cultists need a regular supply of this
psychic-enhancing substance. The Immortals in particular require
vast quantities for their rites and the expansion of this cult
is certainly the single greatest factor in the growth of the spook
trade. Most of the spook lords who rule the Forbidden Cities are
probably already members of this cult.
Spook is easily distributed via the various undercity, scavvy
or nomad gangs who ask no questions and only know of the next
link in the chain.
THE SHANTIES
Shanty towns are built outside the hives, clustered at the outer
edge of the shells of the spires. They are inhabited by all kinds
of hive world scum who cannot cope with life within the hives. The
spires, at least, offer a limited protection against the poisoned
rains and corrosive ash. The best shelter a shanty dweller can hope
for is one or two layers of packing material, or an abandoned vehicle.
To make matters worse, much of the factories’ toxic effluent pours
directly down onto the shanties.
If a shanty remains in existence for any length of time and
somehow escape’s being swept away by a storm, the inhabitants
will excavate caves and cellars into the solidified sludge and
compacted dust. These dwellings can be reinforced by sludge baked
by the sun into crude bricks. By retreating into those refuges,
some shanty dwellers survive the ash storms that sweep away the
more flimsy parts of their homes. When the storm abates, they
force their way through the wind-blown dust to the surface and
attempt to rebuild the shanty out of the wreckage of the old one.
Conditions in the shanties are worse than anything in the hives,
yet for most shanty-dwellers even their crude home is preferable
to wandering the ash wastes, where they would fall victim to the
creatures and nomads if the heat, corrosive dust and freak storms
did not get them first.
No-one from the hives bothers shanty-dwellers very much - they
have little worth taking. Furthermore, the sprawling settlements
are home to vicious gangs of shanty-dwellers, scavvies and nomad
bands that have come to the shanty to trade.
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