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Underhive (Mature)


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[SIZE=1][COLOR=DarkGreen]Alright, I'm still working on the world for Sho'gun, so I was thinking of starting this RP based on a finished setting. I just wanted to know if there were any takers for an RP in this world.

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The hive is an ancient and incomprehensibly vast city, built op layer upon layer, stretching ten miles into the planet?s atmosphere. To those who live in the depths, the dark and ruinous Underhive offers every opportunity for wealth and power. Its collapsed caverns conceal the riches of the distant past: rare and precious metals, unfathomable archeotech devices, wondrous mutated fungi and much more. It is also a place of danger, where mutant creatures, renegades and killers hide from the laws of House and Hive. And, of course, there are others who want riches of the Underhive for themselves.

Outside the hives, the planet?s surface is covered by endless miles of toxic ask wastes and the atmosphere is so polluted that it corrodes the hive?s armoured walls. Above is a harsh sky and the sun?s deadly light. Beyond the planet itself is the wider galaxy and the great realm of the Imperium of man, an empire of a million worlds held in thrall by the Adeptus of Earth. But such things are nothing more than legends in the Underhive where sky and space, planets and even the ground itself are concepts so wild and abstract that many refuse to believe they exist.

No-one knows how old the hives of Necromunda are. Their very size is testament to many thousand years of growth, sprawling layer upon layer, climbing ever higher above the planet?s polluted surface. The deepest and oldest layer now lie far underground, buried by the corrosive ash that piles around the hive?s base. There parts of the hive were abandoned long ago, and now they are dark and dangerous places inhabited only by mutant things spawned by chemical pollutants, disease and madness.

Where the hive breaks the surface its broad base spans ten miles or more from edge to edge, from ground level man made mountain rises ever more steeply upwards. Weathered walls of adamantium climb through the phosphorescent layer of undercloud, a pall of acidic dust which clings to the surface of Necromunda like a shroud. The hive reaches skywards through ghostly shadow, until it eventually penetrates the cloud base and emerges into the hard light of the sun. At cloud-top level the hive walls stand almost five miles above the ash waste.

Above the dust layer the hive narrows into a single tall spike, a tower studded with a million lights. It stretches almost vertically above the sickly glowing cloud and reaches towards the stars. The spire is covered with armourplas blisters of man shapes and sizes. Domes n its surface shield carefully nurtured vegetation from the thin and arid air. Slim towers break from the outer shell, palaces of massive and elegant proportions yet barely significant in comparison to the hive. Cantilevered balconies hundreds of metres long jut out into open space forming the base for new construction sites. Broad circular landing platforms hang from the spire walls, and higher still gaping dark holes lead into spaceports inside the hive.

Such are the hives of Necromunda, from their dark roots to their glittering tips. Each hive is a complete, self contained world as varied and complex as any planet in the vast Imperium. A man born in the middle layer of a hive can lice and die without seeing Necromunda?s sky or setting foot on the surface. He can labour in the guild factories or perhaps ply the trade of his family. In this way the vast majority devote their lives and their endeavours to creating the massive wealth of the world.

Not all men are content to serve in the timeless fashion: a small minority dream of better things. Some crave wealth, power or simply to escape from bludgeoning poverty. Others seek to escape the restrictions of the guild or the crippling social order of House and Hive. Whatever their reasons, there is no shortage of young adventurers willing to chance all for a taste of wealth, prestige and power.

HIVE PRIMUS

The most important hive on Necromunda is called Hive Primus or Hive one. Hive Primus is the largest and oldest hive. Within it?s walls there are thousands of structural cells or domes, often many miles across and hundreds of metres high. Such a space can be built up with constructions as varied and sumptuous palaces and sprawling industrial complexes. The hive is honeycombed with domes both small and large, each built upon the other, linked by tunnels and shafts carrying traffic, power and other vital services through the hive.

The hive is divided into vertical ordered zones. From its top to its subterranean depths these are: the Spire, Hive City, the Underhive and the Hive Bottom.

[B]The Spire[/B]

The Spire extends upwards from the cloud-top level, rising above the mass of the hive and piercing the planet?s atmosphere. This is the domain of the seven great clans called the Noble Houses. The Noble Houses are huge constructiums of galactic merchants and financiers whose leaders control the immense wealth of the planet. The most powerful of the Noble Houses is the House Helmawr, also known as the Imperial or Ruling House. The leader of this house is Lord Gregory Helmawr, Adeptus of the imperium of Man, and Guardian of Necromunda in the Holy Name of the Undying Emperor. He rules not just Hive primus but all of Necromunda.

The Spire contains broad airy spaces and splendours unimaginable to those who dwell in the darkness below. Its people enjoy the fruits of civilisation that spans the galaxy. From spaceports sunk deep into the spire walls ships carry the products of Necromunda all over the Imperium. In return, the riches of the galaxy flow into the hive ? exotic foods, sensuous slaves, exquisite artwork and rare materials from distant stars.

[B]Hive City[/B]

Below the lowest level of the Spire is a layer of solid adamantium called the Wall which divides the towering upper hive from the Hive City. Heavy gateways through the Wa;; enables carefully controlled passage between the two parts of the hive. Beneath the Wall lies the vast bulk of the working hive, the five mile deep Hive City that exaxtends from the cloud-top level to the ground.

Hive city is divided between six manufacturing empires known as Houses. Each house exists in its own part of the hive and governs its own affairs quite separately from the other Houses. The hivers, as the population is called, live in dark, cramped and polluted conditions, never seeing the sun from the day they are born to the day they die. The air they breathe is recycled from above and grows ever more bitter and poisonous as it filters downwards. Even the water is distilled from the discharge of the upper hive and their food is factory produced chemical nutrient, algae-based or spud from corpse starch. Conditions are crowded and unsanitary, and, as the hive deepens, the darker and the less habitable the environment becomes.

[B]Underhive[/B]

In the depths of the Hive City it is common for power or water to fail or access tunnels to collapse, creating unproductive toxic waste zones. The lower the region the worse is its air, power and access, and the more unstable its structure. As the hive deepens normal habitation becomes impossible, and this region is known as the Underhive. There is no formal barrier between hive City and the Underhive because the border is constantly changing. Even as areas of Hive City are abandoned parts of the Underhive are resettled and rebuilt. As a consequence, the Underhive is an ever changing frontier where people are constantly seeking new opportunities or fleeing from sudden catastrophe.

The Underhive is a frontier in more ways than one. Not only is it a barrier between Hie City and the unimaginable horrors of the Hive Bottom, it is also a region outside the formal law and order of the hive. The people of Hive City live carefully regulated lives. They are protected by the strict social codes of House and hive, dominated by family patriarchs, and obliged to work in guild factories. The sprawling Underhive is lawless and anarchic, and its stockaded settlements form the only havens of relative order. Even in these refuges, murder and violence are everyday facts of life. Gun law is the common law of the Underhive, and self protection is the best and only reliable defence.

[B]The Hive Bottom[/B]

At the base of the hive, buildings become so structurally dangerous that the region takes on a different and even more inhospitable character. This is the final and deepest zone called the Hive Bottom. The hive Bottom is so decayed and crumbling that the original domes and foundations have long since collapsed, forming a layer of almost solid muscle. Within the rubble are enclosed pockets linked by holes and tunnels worn by liquids leaking from above. These pollutants and effluents, the discharge fluid of the entire hive, form a vast lake of radioactive putridity called the Sump.

Nothing can live in Hive Bottom other than the most monstrous mutants. Its denizens are the spawn of darkness and pollution. Some of these foul creatures find their way into the Underhive, or even into the lower parts of Hive City, but their natura; domain is the darkness of Hive Bottom.

[B]THE HOUSES[/B]

Below the adamantium barrier known as the Wall are the domains of the six Houses of Necromunda. These ordinary houses lack the privileges and the status of the Noble Houses. Their people are confined to the cramped hive City where conditions are squalid and dirty. The hivers, as they are called, are used to the dim light and rank air. Knowing no better, most live contented lives of toil in the guild factories, workshops and other industries which form the chief business of the hive.

The Houses are manufacturers of goods of all kinds, from foodstuffs to armaments. These products are traded wit the Noble houses and in this way the wares of Necromunda reach the wide universe. A complex but efficient trading relationship has grown up based around the competition between the Houses to produce goods, and between the Noble Houses to buy them.

The people of the six Houses do not normally mix, and the borders between their domains are carefully guarded against intruders. Each House is proud of its unique traditions and disdainful of its rival?s way of life. Where the territories of two Houses border each other it is common to find an interposing dead zone or area of fortification.

Prolonged warfare between houses is rare, but not unknown. Violence can be triggered by anything from accidental trespass to deliberate invasion. The most common cause of animosity is contact fighting. This happens when a House tries to destroy vital factories in a neighbour?s domain in order to make it impossible for them to fulfil a contract. Should this happen the neighbour will incur heavy penalties and may lose a lucrative contract to a rival House.

Open hostility is rare. For one thing, war between two Houses would simply further the interests of the other four and do neither antagonist any good. Also, the Noble Houses strongly disapprove of destructive conflict because it damages trade and hinders the movement of goods. Noble Houses may threaten to take their business elsewhere rather than tolerate a hive war. Consequently Hive City is mostly peaceful and industrious, and the majority of its people are happy to toil for their House and reap the meagre rewards on offer.

The Houses are:

[B]Orlock[/B]
House Orlock is known as the House of Iron because its foundations lie upon deep ferrous slag pits. The hivers mine these pits for the debris of ancient times and extract enough pure metal from the refuse to serve their industries. Over the centuries extensive mining of the slag has caused some lower domes to collapse. In the past this led to hivequakes and the destruction of several overlying domes.

For many centuries the House has fulfilled the Ulanti Contract, a lucrative deal by which one House supplies the core requirements of the Ulanti Noble House. Previously the contract was supplied by House Delaque, but the Orlocks usurped the position by bribing Underhive gang raiders to destroy fuel lines into a Delaque guild factory. Since then the two Houses have taken every opportunity to discredit each other. Five years ago Lord Hagen Orlock was assassinated by the Delaques, and the relations between the two house have never been so tense.

[B]Goliath[/B]
The domain of House Goliath is situated unfavourably within the Hive City and occupies some of the deepest and harshest areas. Their extensive heavy industries contribute further it the pollution and heat, so that their territory is often filled with toxic smog and dark fumes. The way of compensation the Goliaths are tough and persistent by inclination. They consider the hivers of other Houses to be soft and slack. In truth all hivers are naturally robust, being inured to the toxins and deprivations which they accept unquestioningly as part of normal life. The Goliaths, however, take a stubborn ppride in their ability to endure hardship.

The other houses see the Goliaths as barbaric, unsophisticated and unpredictable. Goliath institutions such as the fighting pits and the Feast of the Fallen do nothing to dispel the impression of a violent people inimical to their neighbours. Size and strength are seen as the measure of a man (or woman). Their style of dress emphasises a preoccupation with physique, featuring weighty chains and massive spike bracers.

[B]Escher[/B]
House Escher is perhaps the most strikingly different of all the Houses of Necromunda. Like all the houses it is controlled by a ruling family, and its political life and institutions are dominated by close relatives or families in service. However, unlike the other Houses which have reasonably balanced populations, that of the Escher is made up almost entirely of women. The few males are shrivelled and imbecilic, perhaps a result of a genetic flaw within the House bloodline. Whatever the reason, they play no part in the normal affairs of the Escher.

Escher society has long since developed to cope with its uniquely imbalanced population so that it is no longer perceived as a disadvantage. The Escher have a reputation for arrogance and are said to look down upon and pity all males. They are particularly dismissive of the Goliaths as simple and brutish. The two Houses are old enemies and skirmishes along their borders are common.

[B]Van Saar[/B]
House Van Saar is renowned for the quality of its technical products. Its technology is no more advanced than that of anyone else, progresses being almost non-existent throughout the Imperium, but the House?s manufacturing processes are precise and its finished materials are of the highest quality. The Noble Houses pay a premium for Van Saar goods, and as a result the House is probably the most wealthy in Hive City.

The Van Saar are reputed to be a serious minded and humourless people, with a deeply ingrained sense of order. Like all the houses of Hive City they have a style of dress which marks them out. In the case of the Van Saar this takes the form of a tight-fitting body suit designed to protect and sustain the wearer in the hive environment. Semi-permeable membranes in the suit reduce the loss of body moisture whilst various spots on the material change colour to warn the wearer of airborne toxins and reduced oxygen levels.

[B]Delaque[/B]
House Delaque benefits from a special understanding with the Imperial house of Helmawr, providing not just materials but also information to the rulers of Necromunda. Delaque spies are said to operate throughout the hive, observing the activities of other Houses. It is rumoured that some of the ruling members of the Houses, and even some Noble Houses, are in the pay of the Delaque.

Other Houses are justifiably suspicious of House Delaque. Their appearance does little to contradict an age old reputation for double dealing and espionage. Delaque traditionally wear long coats with internal pockets in which they can easily conceal weapons and other large items. Most are very pale and bald headed. Their whispering voices are thin and eerie. Many wear dark visors or glasses to protect their sensitice eyes ? an intolerance of light being a common Delaque weakness. Although the entire hive is dim by normal standards, the territory of house Delaque is particularly dark and shadowy as befits a people whose motives and methods are shrouded in mystery.

[B]Cawdor[/B]
House Cawdor is the stronghold of the Cult of the Redemption whose prophets foretell of universal destruction. Although the cult has its adherents throughout the hive, in House Cawdor it has attained the status of an official religion. For this reason the House is also known as the House of the Redemption.

The Cawdor attitude to the other Houses is strongly coloured by their beliefs. Amongst other things this forbids them to show their faces in public, so Cawdor can be recognised by their elaborate masks. The designs of their masks are often quite bizarre and disturbing. The Redemption demands a strict code of conduct, and those who break the rules are driven away and become outcasts. Hivers who do not follow the Redemption are worthless infidels. Needless to say, the relationship between House Cawdor and the other Houses is strained. It is often supposed that the Cawdor actively support Redemptionist outlaws in the other Houses.

[B]GANGS[/B]

The Underhive is a dangerous place where people gather together into gangs so they can explore, travel and fight together. Those which join a gang are called gangers. House traditions are so strong and their identities so distinct that even in the Underhive gangs are formed from gangers of one House. A Necromundan?s entire sense of self is based upon House loyalty, and even the descendants of downhive settlers retain their House identity to a large extent.

The bulk of gangers come from the Underhive itself. They are the descendants of of settlers, some from families established in the Underhive for generations. The loyalty of these established Undehivers to their House is tempered with romantic notions of life in Hive City, a place they have never been to and can only dimply imagine.

Some gangers come downhive from Hive City. Young juves and discontented hivers are keen to join or form gangs, and there are always hardy Underhives willing to give them a chance. As well as its ordinary gangers a gang might also include hired help in the form of mercenary fighters, psychic mutants or Ratskin trackers.

[B]Gang leaders[/B]

Gang leaders are usually experienced fighters who know the local Badzones and understands the dangers of the Underhive. Sometimes a ruthless desperado from Hive City will set up his own gang, but only the greenest of juves or the most inexperienced ganger would follow him.

All gangs recruit new fighters now and again, the most successful gang leaders are highly respected and competition for membership is keen. Even the most experienced and skilful gangers may have to find new companions if their leader is slain or captured, and such fighters can always command a good price fort heir services.

Their aim of every gang leader, and eventually every ganger, is to get rich and go more uphive. Some return to Hive city, where their new wealth enables them to live in luxury for years. Most dream of freedom in the Spire, away from the filth of hive City and the repression of the family patriarchs. Only he richest get to the Spire, but in the Spire money buys power unimaginable to the hivers of Hive City

[B]All Holed Up[/B]

The place to start is one of the big settlements that adjoins the wastezones and deep parts of the Underhive. Places like Dead End Pass and Dust Falls are full of gangers passing the time of day in the drinking holes, trading posts and workshops. They wait for news of tunnel openings, rumours of ore strikes, and any information that might lead them to fortune. News is soon public knowledge. Rumours, real or false, spread faster than Rat Pox. Settlements suddenly disappear as rival gangs scramble for a piece of action.

It?s easy to pick up odd jobs inside a settlement. Guilders hire gangers to take things from place to place, or to protect them as they travel through the hive. The town?s traders are more than willing to pay for information or services. Local settlers often hire help to round up livestock or hump slime barrels into the nearest settlement. If all else fails, a day?s scavenging in the adjoining wastelands will always turn up a few trinkets or bits of junk to sell to one of the workshops. Odd jobs depend upon good contacts, and it is thes contacts which keep the gang going from day to day. The more people you know, the more favours you are owed, and the easier it is to build a gang?s numbers and weapons stock.

[B]OUTCASTS[/B]

The Underhive exists beyond the laws of House and Hive. The Houses have little influence and their family patriarchs care little about life beyond their borders. Even the Imperial House would think twice about trying to impose its will in the anarchic bowels of the hive. The Underhive provides a natural refuge for those seeking to escape retribution or revenge. Individual criminals and political dissidents can melt into society without fear. Larger groups of outcasts can find a secluded place to make their home. Amongst these groups are crazed religious zealots, mutant-hating Redemptionists, Utopionists, cannibals, head-hunters and any number of misfits and madmen.

[B]Mutants[/B]

The constantly recycled air, water and food of the hive have an inevitable effect on its inhabitants. Pollutants and toxins build up in the bio-system causing genetic instability and mutation. The effects of this are worse further down the hive where toxins are more concentrated. Because mutation is so common minor deformities are tolerated to a degree, even in the Spire and Hive City. However, conspicuous mutants are rooted out and destroyed according to the strict laws of House and Hive. Only those who flee downhive can hope to escape and start new lives, losing themselves amongst the ever-shifting population of the underhive.

Underhive inhabitants are more tolerant of mutants than other hiver. So long as mutants keep a low profile and are not obviously or grossly deformed, they can live peacefully even inside a big settlement. Underhivers are not inclined to ask questions or look to closely at their neighbours, and are more sympathetic to mutants in general.

Of course, not all are equally tolerant. House Cawdor especially are quick to turn upon mutants. Other fanatical groups such as Redemptionists hate all mutants no matter how minor their deformities. Their creed preaches the uncompromising destruction of all deviants.

For those too mutated to live in the big settlements the lawless expanse of the Badzones provides ample opportunity to hide. Mutants of the most hideous varieties, scaly many-limbed monstrosities, will naturally gravitate towards the deeper part of the hive an the hive bottom. They are outcasts even form the Badzones.

Not all mutants are physically grotesque. Some appear normal, but actually have psychic powers of one kind or another. These mutants are more readily accepted into the Underhive than conspicuous deviants. Some are welcomed and protected because their abilities are useful, such as psychic healers and precogs.


[B]Ratskins[/B]

The Ratskin people have lived in the ruins of the Underhive for as long as time itself, and the Ratskins regard the place as their ancestral home. They know almost nothing of the world that lies above their heads or beyond the hive. Ratskins have lived apart for so long they have developed their own language, and only the few who visit Underhive settlements to trade bother to learn the common tongue of the hive. They are called Ratskins due to their habit of wearing the pelts of the giant rats that inhabit the Underhive along with them.

Ratskins possess senses uniquely adapted to the conditions of the Underhive. Their sight is incredibly keen and it is commnly supposed they can see in pitch darkness. A Ratskin can smell out tiny differences in air quality, and can track other hivers or hive creatures by scent. Their hearing is also finely attuned to the hive. The slightest sounds tell them where others might be, whether a tunnel is safe, or if dangerous creatures lurk nearby.

Ratskins care nothing for the Hive City or the hivers that come from above. They do not understand the hivers? strange lust for scrap metals and glittering stones. Most of all they are baffled but the foolish manner in which settlers eat poisonous fungi, fall down holes, blunder into roof falls, and generally act in a senseless and dangerous fashion.

Although the outsiders puzzle and often anger them, the Ratskins are content to leave hivers alone so long as they leave the Ratskins in peace. Adventurous Ratsins trade with the hivers and sometimes hire themselves out as guides or trackers, but they are a self-sufficient and proud people who neither need nor want much from anyone.

Ratskins know their way around the Underhive better than anyone else/ They know about the main tunnels, the small crawl holes, and the shifting drains and sumps of the effluvial flows. They know ways into and through the Underhive which the hivers are utterly ignorant of. They can find paths into domes which remain undiscovered and buried to ordinary men. Ratskins move through the hive effortlessly and mysteriously, disappearing almost magically, appearing as if from nowhere.


Any takers? Ask any questions if you're not clear on something.

Cheers

ColourDeaf[/COLOR][/SIZE]
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[size=1]Good lord what a read...
*wipes off sweat*

Well, I'd sign up for it.
The only problem that I can see, is that there is an awful lot to remember. If you ever put this out on the floor, you might consider making a summary sheet people can keep as notes.

The concept is amazing, not something I believe I've seen before, and your detail is extrordinary.
Where do I sign up?

One more thing, if you do decide to make this into something playable and for some reason it fails, I would suggest writing a short story or novel about it. It's a wonderful idea and definitly not something that should be allowed to stagnate forever.[/size]
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[COLOR=TEAL][SIZE=1]Hmmm, I don't think I've ever seen a Warhammer 40,000 RPG tried on OB. I've tried a Warhammer one myselt and it didn't get very far. A Necromunda RPG would be quite good I think but I've a few questions. Would the Imperium have direct involvement with the goings-on of the Hive I.E. Would the Adeptus Terra dispatch the Adeptus Arbites, Imperial Guard or Adeptus Astartes [Space Marines] if things got out of hand?

Also, what characters would be playable. Could we only be memebers of the houses or the gangs for example or could we be Redemers or Tech-Priests? I think I would sign-up if I could play as an Imperial Commissoner like Yarrik for example, it would be interestring to see how a Warhammer 40,000 RPG went on the boards.[/SIZE][/COLOR]
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Mother of God that's a lot of words, and I'm pretty verbose myself.

Like KOTR said, you might want to consider shortening it just a weensy bit to encourage people to read it and sign up, if you do make it into an RPG. But the setting is intriguing.
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[QUOTE=Jokopoko][COLOR=TEAL][SIZE=1]Hmmm, I don't think I've ever seen a Warhammer 40,000 RPG tried on OB. I've tried a Warhammer one myselt and it didn't get very far. A Necromunda RPG would be quite good I think but I've a few questions. Would the Imperium have direct involvement with the goings-on of the Hive I.E. Would the Adeptus Terra dispatch the Adeptus Arbites, Imperial Guard or Adeptus Astartes [Space Marines] if things got out of hand?

Also, what characters would be playable. Could we only be memebers of the houses or the gangs for example or could we be Redemers or Tech-Priests? I think I would sign-up if I could play as an Imperial Commissoner like Yarrik for example, it would be interestring to see how a Warhammer 40,000 RPG went on the boards.[/SIZE][/COLOR][/QUOTE]

At least someone knows of the setting. Necromunda is fairly out in the schticks, so the Imperium has little control over it per se (btw, Necromunda - as all semi-civilised Imperial worlds - already has a large Arbites precinct and several Imperial Guard regiments, like the Necromunda 8th "Spiders"). I would probably be fairly easy going on what people can and can;t be, but i would suggest being a ganger.

I'm probably going to do this in the chapter system (jumping on the band wagon) based 6n several gangs and their respective Houses vying for power (with good old double crossings and High Noon showdowns aplenty). I'm working on a sumarry sheet for easy digestion as we speak, but before that would anyone be interested in any more information?

Colour
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[font=Arial][size=1][color=Indigo]Necromunda was a fun game, heh. I played plenty of cool campaigns with mates.... And routinely kicked their arses. ;)

I would sign up for this, if only for the chance to be in a 40k inspired RP. I'd like to know what plot you're planning before I delve too far into my old White Dwarves heh. I mean... it seems a bit big in scope and backstory to just be your average tourney RP.[/color][/size][/font]
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  • 2 weeks later...
[SIZE=1]Well I read this a few days ago though I hadn't the chance to post a reply until now, I agree with most people when they say that this is a phenominal little piece of work you've created here. The storyline is fantastic and all the castes are well thought out and written, the fact that it's based on a Warhammer 40,000 makes little difference except for the fact that I may need a helping hand when I join.

The fact that the story itself is long makes very little difference in my mind, the level of detail you've give should quite literally cater for all those who wish to enter. I mean you've given people background information on everything they may need to post about. If this were to fail, though I couldn't fathom why I think it would make a very interesting novel if you were to give it the time.

When you decide to enter this into the Square I'm sure there will be a hoard of people waiting to join. [/SIZE]
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[quote name='Kane][SIZE=1']I mean you've given people background information on everything they may need to post about.[/SIZE][/quote]
[COLOR=Indigo][SIZE=1][FONT=Arial]Not that background information is particularly difficult to find, lol. Necromunda was like the 40k version of Mordheim, heh. Doesn't mean I'm saying he's a thief though, lol. I have no doubt he typed it all out himself, and, furthermore, could probably use it to explain the intricacies of the game.[/FONT][/SIZE][/COLOR]
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[quote name='Alan][COLOR=Indigo][SIZE=1][FONT=Arial]Not that background information is particularly difficult to find, lol. Necromunda was like the 40k version of Mordheim, heh. Doesn't mean I'm saying he's a thief though, lol. I have no doubt he typed it all out himself, and, furthermore, could probably use it to explain the intricacies of the game.[/FONT][/SIZE'][/COLOR][/quote]

[SIZE=1]Well what I meant was that the backstory provides enough information for those of us who've not played Necromunda or Warhammer 40k to get into the swing of the story without too much difficulty. The fact that there are other potential sources of information is useful in it's own right.[/SIZE]
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  • 10 months later...
Guest Ramognino
Not only that, but a lot of the information is directly available online now since [URL=http://www.specialist-games.com/necromunda]Specialist Games - Necromunda[/URL] have got into a habit of having new rules, experiment not yet rules, and the entire rulebook available to download directly from their own website.

There is also further details about Necromunda that may be of help that comes from the beta version of Necromunda.

This Yahoo Group, [url=http://groups.yahoo.com/group/Ye-Olde-Necro]"Ye-Olde-Necro"[/url] had scans of the beta version of Necromunda which was MUCH more RPG heavy.

Hope this helps out a bit..
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