• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Warhammer 40,000: The Thirteenth Black Crusade
  2. Lore

Necromunda

Necromunda

Smoke, Spires, and the Weight of Survival

Necromunda is a hive world that never sleeps, never rests, and never forgives. Its sky is thick with ash and its surface scarred by industry. The world’s spires climb higher than clouds, while its roots burrow deep into the planet’s crust, carrying centuries of rust, blood, and buried secrets. Every breath taken in Necromunda is earned—through labor, through violence, or through cunning.

The Imperium values Necromunda not for its beauty, but for its output. Its manufactoria supply munitions, armor plating, bulk ceramite, and precision las-components to countless warfronts across the Segmentum Solar. Forge worlds make fine arms. Necromunda makes them in bulk—and faster. Its people are hardened, shaped by hive politics, gang bloodshed, and the knowledge that no one is coming to save them. This is a world where a throne buys a bullet, and a favor might cost your soul.

The Hives and Those Who Claim Them

Necromunda’s surface is ruled by its six primary hive cities, each a vertical nation unto itself. The spires are ruled by nobles and guilders, swathed in silks and breathing filtered air. Below, the mid-hives grind with labor and trade, and the underhives descend into open war. Each hive is shaped by those who rule it—and those who survive it.

  • Hive Primus – Capital of Necromunda. Home to the Helmawr Dynasty and the seat of planetary governance. Its Spire is opulence incarnate, while its underhive is one of the deadliest in the sector.

  • Hive Temenos – A bastion of religious control. Overseen by the Ecclesiarchy, it enforces spiritual doctrine with fire and fervor.

  • Hive Acropolis – Territory of House Cawdor and Redemptionist zeal. The hive is a crucible of faith and fanaticism, where heresy is punished in flame.

  • Hive Trazior – Industrial might made manifest. Ruled in practice by House Orlock, this hive fuels the world’s war engines and trades in steel and secrets.

  • Hive Secundus – Now a ruin. Destroyed during a Genestealer outbreak, it remains sealed—yet rumors of life and cult stirrings continue.

  • Hive Mortis – Off-limits. Plague-ridden and condemned, it is whispered that Nurgle himself watches from its miasmic heights.

Houses of Power, and What Lies Between

Necromunda’s great Houses shape its politics, its wars, and its future. They do not hold traditional thrones—they hold gunfights, smuggler routes, sweatshop floors, and vendetta networks. Each House offers its own path—and its own traps.

  • House Helmawr – The ruling family, descended from ancient Imperial Charter. They speak for the High Lords of Terra and hold Necromunda’s official reins.

  • House Goliath – Brutal laborers and gene-forged enforcers. Their bodies are massive, their lives short, and their loyalty tied to strength.

  • House Escher – Matriarchal chem-lords with a mastery of toxins, stims, and gene-science. Elegant, venomous, and ruthlessly organized.

  • House Van Saar – Keepers of advanced, unstable technology. Radiant skin, sealed suits, and minds too clever for their own good.

  • House Orlock – The Iron House. Masters of logistics, rails, and raw industry. Not refined, but deeply embedded.

  • House Cawdor – Zealots wrapped in rags. Preachers of the Redemption, they burn heretics and worship refuse. Faith fuels their every act.

  • House Delaque – Shadows and whispers. Their eyes are always covered, their records always clean. No one trusts them—and that’s their strength.

Between these Houses, guilds rule trade, outlaw factions seize ruins, and ancient loyalties crack under pressure. Deals are brokered in back alleys, assassinations called via hand signals, and revolts seeded with a whispered word.

Law, Ash, and What Hides in the Dark

The Enforcers exist to keep order—but they do not serve justice. They are blunt tools, hired muscle with badges and sanctioned fear. Their armor is painted black, their eyes replaced with augmetics, and their loyalty rented by the shift.

Outside official channels, bounty hunters patrol bounties, Redemptionists purge with fire, and rogue psykers hide in shanty warrens. The ash wastes stretch between hives—deadly, irradiated, and home to things the Emperor forgot. Raiders ride dust-slicked crawlers and barter scrap for fuel and water.

Legends speak of Spyrers, noble-born hunters who descend in powered exo-frames to hunt gangers for sport. They are rarely seen—but when they do appear, blood follows.

Culture in the Spire and Below

The Spire is filled with parties, politics, and paranoia. Nobles live centuries on rejuvenat treatments, fight duels over minor slights, and never see the underhive. Their lives are guarded by gene-twinned bodyguards and filtered air. But they fear rebellion—and rightly so.

The Mid-Hive is commerce and compromise. Guilders, trade cartels, Mechanicus enclaves, and licensed mercenaries operate under permits and bribes. This is where players rise from nothing—if they survive long enough.

The Underhive is another world. Lawless zones of gang warfare, mutated fauna, tech relics, chem swamps, and pre-Imperial ruins. The old ones call it the Skein—threads of history lost beneath the rust. Psykers feel echoes here. Some say something watches from the cracks.

Player Hooks and What Lies Ahead

Necromunda is not a place to be saved. It is a place to survive—and perhaps change. Players can:

  • Join or betray one of the great Houses.

  • Rise through a gang and become lords of their own turf.

  • Uncover lost STC fragments buried deep in the vaults.

  • Disrupt smuggler networks, or run their own.

  • Aid Inquisitorial agents in cleansing psychic threats—or hide from them.

  • Traverse the ash wastes in nomadic convoys to ancient hive ruins.

Choices ripple. Kill a gang boss and create a vacuum. Steal from a guild and face their wrath. Save a spire noble and earn a favor that lasts decades—or a target on your back forever.

Necromunda’s Habit

Every hive has its rhythm. Every shadow hides a debt unpaid. Necromunda breathes through its forges, bleeds through its ducts, and remembers every name that thought it could rise without paying the cost. No one escapes unchanged.