This will be the main landing page for our Necromunda campaign, so it will be a constant work in progress.
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 city 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. With the dockyards now turned into a wasteland, it's the refining and manufacturing that has kept Quinspirus populous.
Within the eastern bounds of the Hive lies The Junktion, an area of territory between the main forges and foundries, the outer extents of the mines and the now defunct ports. In times long past this was an important corridor for the transport of raw materials and produced materials as well as their end destination at the ports. For centuries it was a tightly controlled sector with many gangs rising and falling to control the leftovers, tolls and black markets. However since the end of the ports the industry around it lessened in value and both Houses Orlock and Goliath lost interest. The result was a massive increase in shady operations and extortion.
In recent times the Rat-Hole Posse, an Orlock aligned gang, had run the tolls in the area while strangling the black market trade, effectively controlling anything that passed through the region. The Rat-Holes grew fat and strong, and many enemies circled them. In the end it was a joint arrangement between the guilds and house Goliath that brought about the end of the Rat-Holes. With the Rat-Holes being declared outlaw, the guilds set out some crumbs leading to the Goliath gang, The Rust Giants, being the source of their outlawing. With the final confrontation resulting in mutual destruction of the Rat-Hole Posse and the Rust Giants.
With the two strongest gangs in The Junktion wiped out, this leaves a very delicate balance with each of the remaining gangs eyeing each other off and looking to grab as much business as they can. Even gangs from afar, hearing news of the vacuum are heading towards The Junktion to make it their own. The Guilds are finding this refreshing, allowing for greater business opportunities and are keeping an eye on the reputation of those fighting to become the new Junktion Lords.
Part of a captured envoy from the Tau that ended up in the Necromunda system. Fekhh was sold to a wealthy uphiver. Contained in the stasis unit Fekhh was a prized possession until the owner suffered a catastrophic loss betting on the Sanguinala Day races. Fekhh was part of the winnings and while in transportation, the caravan was ambushed and ransacked. This resulted in Fekhh's containment unit losing power. Upon awakening, he found the skirmish had ended and he was alone in the wreckage.
Several rotations of living rough and eating whatever morsels he could find, grew his affinity for the hive and its conditions. He became immune to the toxins of the various beasts of the underhive and even developed his own natural toxins.
Was a member of an Orlock Ash Waste protection crew, The Iron Rims, but sold out his gang to the ______. The resulting operation saw all but one of his crew die in the ambush. A mistake he fixed several days later, but by then the story had got out. However the protection offered by the Guild of Coin kept him alive long enough for him to make a name for himself as a bounty hunter, where his skills managed to outweigh his past.
His nickname used to be the Turncoat, but he'd worked hard and paid hard for his reputation to be improved. Now he's simply known as The Coat, something he leant into, purchasing a fancy coat so that he's remembered for the coat and not the betrayal.
With the breakdown of the two ruling gangs, the vacuum has attracted many new gangs to the area, as well as providing opportunities to downtrodden gangs already ensconced.
The guilds have made it clear they don't want massive delays in the area so have told them to work it out quickly. In
The Yaktribe tool is looking incredibly useful for this type of campaign, but I do like paper and pencil too. So we'll see what's the easiest for us to manage going forward.