"An Arbitrator has but one life to give, but you can only kill a criminal once." - Gangers proverb
Northermost of Necromunda, great hive of old, nestled within The Spoil. Producer of refined promethium, ferroalloys and scrap, and... gold. Moroz is a polar hive, outside are buffeting winds and white-outs that will suck the life out of you. All year round the whore frost tries to reclaim the inner hive, seeping in through the metal walls and crunching under foot. During the summer months the great hive glaciers melt, bringing meltwater to course down the hive streets and remove all the dead of the year, mixing with the crude promethium, a biproduct of the refineries, slosh out in great rainbowed rivers and falls into the basin.
The year is 999.M41, 100 years since the Cicatrix Maledictum tore its way through the galaxy and the minds of every psycher. What was meant to sunder the Imperium of Men, only bisected it. Planets and whole systems suddenly ceased to be, space travel was for the most part suicidal. Anarchy made its play. Planets changed governments, and the faithful were once again tested. How much the more so for industrially strip-mined, and technologically-graced Necromunda. As if pulled from the shadows by the scent of blood in the air, genestealer cults regrouped, flipping over entire hives into treason. Entire hives became cut off from the outside, under constant siege by an enemy that knew their every weakness, as they too had been human... once. This was a time for heroes, and many answered. House Goliath clattered against them with the force like two uranium rods meeting, finally earning their name, even in the minds of their strongest detractors. House Cowdor supplied the munitions factories with zealot workers that worked like deamons but thought only of angels. House Escher's poisoner-cooks, brought forth previously unknown and unconcievable chemical combinations to keep pace with the rapid immunity and generations of the gene stealer. House Orlock suffered much, and through their suffering they found Honour, doing what needed doing, what other houses were too proud or too petty to do, to have each others back, for the bond of brotherhood to suffuse the hives, for it is worth so much more than gold... and through such proactivity of bravery they might attract... the glance of GOD. House VanSaar was given, arguably the most powerful position, declared Marcher Lord by Governor Helmawr himself, and tasked with marshalling the War council, now effectively taxless, their vast technological superiority, could hit the fulcrum on any situation, though a mere pat from a mere aged rad-laden human, could split pillars of the earth. And House Delaque proved Lord Helmawrs' strongest ally.
All this did was slow the progression into a trickle, now merely a stalemate. The Sieges go on outside, and the PDF regiments, now widely respected by everyone, make their repelling formations and desperate strikes. Searching for an opening, searching for a weakness and running out of time. It is sixty years after the beginning of the wars, with no end in sight. This is where your gang finds itself, not at planetary level, at street level, with flickering lights and acrid smoke. Where you go from here is for none's conscience but your own. The right street towards downtown market, the left towards your home base to collect some much deserved "taxes". How you live your life... or how you did, is a memory for history to decide to forget.
"Free your mind while you still got time, I wouldn’t trade your life for mine,
Can’t help but wonder how you sleep at night, Don’t be a goat and roll your life."
This is an interest check for a Necromunda Underhive based game. This is to be a high intrigue game, for those who like Firefly, Boardwalk Empire, Peeky Blinders and anything else criminology related, though set in the backdrop of 40k and the Dark Imperium. It is a Sandbox with loosely defined boundaries by places which are your turf and another's tuft. Throughout you will meet a mix of bright characters for your use in the world and inch ever closer to the overarching plot. I am looking for at least 5 players, with the possibility to two different gangs made up of 6. I will of course play rival gangs aswell. In game your first order of business will be to acquire a mercenary licence, simple enough isnt it?
This game will be a casual game in so far as you can detail things as much and as often as you want. There are no post count or word count restrictions. However it is suggested, -strongly- suggested, that if you are going to do a one word response that speaks volumes in character, then you should probably describe those volumes with a flashback or something not directly addressing your fellow RP'er. The only governing rule of the game is good taste, i'll let you figure out what that means.
There will be a character sheet dropped. The kind im going for is crude and blurry, with near-maximum artistic licence. One piece of advice is to keep the artistry in some form honest, to tell a story from a point of view, honestly.
Gangs Open:
- House Orlock
- House VanSaar
- House Escher
- House Goliath
- House Cowdor
Gangs Locked:
- House Delaque
- Arbitrators
"You only get three score and ten, you don’t get to go around again. Looks like you set too high a price, for a ticket to paradise. No easy target than the tired and weak, come back and try it when I’m on my feet."