by Djidiouf /@ashenquarter
This tool is my own personal project and is not affiliated with Munda Manager or Games Workshop.
Welcome to Necromunda, one of the most notorious hive worlds in the Imperium of Man. A planet of endless industrial sprawl and countless billions of lives pressed together in rusted towers and lightless depths. Necromunda is a place where survival is a daily struggle and death is always just around the corner.
This page explores the lore of Necromunda - its history, themes, and the brutal tone that defines life in the underhive and beyond.

The Great Horologium, counting shifts, industrial quotas, and an acceptable loss of life
Artist: unknown
Across towering hives of rusted iron and smoke-blackened steel, violence is a fact of life. Gangs clash over territory and reputation, Enforcers impose the law with shock mauls and gunfire, and unseen cults spread their influence through whispers and blood rites. Hope is a scarce resource, and survival is the only true goal. Necromunda has shaped its people accordingly.
Humanity is bound together in the Imperium of Man, an empire spanning the breadth of the galaxy. More than a million worlds bow to the Emperor, their populations existing to serve a vast and faceless war machine of endless conflict. It is the greatest dominion mankind has ever known, ruled for more than ten thousand years by the God-Emperor, the eternal guardian of humankind.
Yet the Emperor does not rule as mortal men do. In the closing moments of the Horus Heresy, ten thousand years ago, after a cataclysmic battle with the traitor Warmaster Horus, His broken body was placed within the life-support machine that would become known as the Golden Throne.
Neither truly alive nor fully dead, He remains bound to the machinery that sustains Him, worshipped as the Divine Protector of the Imperium.
Hive worlds exist to feed the Imperium's endless appetite for weapons and resources. They are colossal cities of steel, rising kilometres into the sky as layer upon layer of factories, hab-blocks, and manufactoria are built atop one another. Compared to the precision of Forge Worlds their craftsmanship is crude, but their output remains immense. In their wake, the planet beyond the hives has been reduced to a wasteland of poisoned skies and endless deserts of ash.
Life within a hive is short and unforgiving. Billions are crammed into decaying structures, labouring without pause for a system that offers nothing in return. Some accept this fate and abandon any hope of a better life. Others slip into the shadows, joining gangs, cults, or criminal networks, choosing danger over the certainty of servitude.

Planetary view of Necromunda
Artist: unknown
Necromunda is one such hive world, ancient beyond reckoning. First settled during the Dark Age of Technology under the name Araneus Prime, it was later reclaimed in the Emperor's name by the Imperial Fists during the Great Crusade. Legends speak of a brief defiance before it was forced into total submission, its surface scoured into the ash plains that still surround the hives today. But the truth may lie elsewhere, buried beneath the wastelands.
The planet is now an engine of industry. Mines, refineries, factories, and processing plants spread across its surface and plunge deep into its crust. Every resource is exploited or recycled, every scrap repurposed. Nothing is allowed to go to waste if it can contribute to fulfilling the quotas of the Imperium.

Vertical cutaway view of Hive Primus
Artist: unknown
Thousands of hive cities rise from Necromunda's surface. Some are thriving metropolises, home to billions. Others are hollowed-out shells, abandoned and haunted by the dead. Beneath them all lie remnants of ancient times.
Below the functioning and inhabited levels of each hive stretches a labyrinth of forgotten structures, collapsed domes, ancient transit tunnels, and ruined habs. These depths form the underhive, the oldest parts of Necromunda's cities, built long before the planet was choked by industry. Some sections predate the hives above by centuries, even millennia. It is said that fragments of the original colony ships may still lie buried there, sealed away beneath layers of decay.

Lord Gerontius Helmawr, Imperial Commander, 137th Lord of Necromunda
Artist: unknown
Power on Necromunda is concentrated in the hands of the Great Houses, a small number of immensely wealthy noble families who rule from the spires. Above them stands House Helmawr, the ruling House of the planet, its authority recognised by the Imperium and enforced through harsh laws, charters, and tradition. The Great Houses beneath it are investors rather than producers, dealing in contracts, influence, and leverage rather than labour.
Beneath the spires and the Great Houses stand the Clan Houses in the heart of the hive cities, each responsible for a critical part of Necromunda's industrial output. Every House has its own traditions, dialects, dress styles, and codes of behaviour. Power struggles between them are fierce and often violent, yet no House can stand alone. Each relies on the others for resources, expertise, or protection, binding them together in a web of necessity and simmering resentment.

House Goliath fighters laying down fire from above
Artist: unknown
The Houses are locked in constant rivalry, carefully maintained to serve the reigning House Helmawr. Open war in the spires would threaten production, contracts, and the tithe owed to the Imperium. As a result, conflict is pushed downwards into the Underhive, where it can be contained and exploited.
House gangs descend to claim turf, seize factories, sabotage rivals, and secure resources that can be traded for influence above, their existence and conflicts an accepted part of the system.
Not everyone fights for a House, though. The Underhive also draws the desperate and the fallen. They descend there to fight over the spoils and waste of the manufactoriums above. As long as the hives keep producing and the spires remain untouched, violence is not only tolerated, it is encouraged, for it keeps House Helmawr secure by ensuring its enemies remain divided.

Gangers clash with a writhing horror amid the badzones of the Underhive
Artist: unknown
Hive Cities dominate the upper reaches of Necromunda's great hives. Each is a sprawling mass of districts, domes, and manufactorums, a crushing press of billions living and labouring beneath layers of steel. Life here is harsh but ordered in its own way. Transit routes remain relatively safe, machinery functions as intended, and the endless tide of workers moves with practised indifference to the horrors festering below.
That fragile order collapses in the depths of the underhive. Here, the foundations of the hive crumble into ruin. Collapsed domes, abandoned industries, and debris-choked wastelands stretch between scattered settlements.
Beyond their walls lie the Badzones, where predators hunt in the shadows and ancient machines echo through the depths, their purpose forgotten. Travel through these regions is dangerous and uncertain. Most stick to well-known routes, ever watchful for ambush, while others, drawn by the promise of valuables hidden in the darkness, risk forgotten and perilous paths.

An Ash Waste Nomad raid against a House Orlock strongpoint
Artist: unknown
Surrounding the hives stretch the Ash Wastes, vast deserts of radioactive dust, deadly fauna, and toxic storms. Though utterly inhospitable, traversing these wastes is essential to Necromunda's survival. Trade convoys travel between the hives, hauling supplies, weapons, and raw materials across the wasteland.
Control of these routes is fiercely contested. Clan Houses, Guilds, and nobles all seek to establish control over the ash roads and the sparse settlements and trading posts that cling to them. But, where trade flows, so too do criminals, outcasts, and opportunists, carving out harsh lives in the Ash Wastes.
Necromunda's past is buried beneath layers of steel, ash, and forgotten ruins. From its earliest days as a colony world to its rise as an Imperial industrial powerhouse, the planet has been reshaped by war, faith, and exploitation. This section traces the key recent events and turning points that forged Necromunda into the brutal hive world it is today.

The galaxy after the Great Rift, split by the Cicatrix Maledictum
Artist: Unknown
The Aranthian Succession unfolds as the Imperium itself begins to fracture. The Great Rift, a galaxy-spanning warp tear, has torn the Imperium in two, Imperial faith is shaken, and Terra's distant authority grows thin.
On Necromunda, that instability finds its focus in rebellion against the ruling House Helmawr, engulfing the world in fire and blood.

Lady Haera, 13th Daughter of Lord Helmawr
Artist: Unknown
The revolutionary spark is struck when Lord Gerontius Helmawr, long-ruling master of Necromunda, is left near-dead by an assassination attempt. Hovering on the edge of death, his body is sealed in a stasis-casket. His administration is thrown into turmoil, with his daughter, Lady Haera, outmanoeuvring her siblings and stepping forward to rule in his name.
House Helmawr's grip begins to slip as unrest spreads through the hives. Old grudges resurface, supply lines are sabotaged, and violence erupts across the planet. Amid the chaos, Lady Credo steps into the open as a rival power, presenting herself as a liberator and heralding the coming of an unnamed leader. What might once have been settled through inheritance or intrigue now becomes something far harsher. The Succession is no longer about lineage - it is about the survival of House Helmawr.

The Prophet of the Redemption
Artist: Unknown
As the conflict deepens, it changes shape. From the Ash Wastes emerges the Prophet of the Redemption, a figure who makes himself known through word and deed. He preaches the return of the Lost Saint, a forgotten saviour said to bring deliverance to the oppressed masses of Necromunda. At his call, a Great Pilgrimage forms, moving across the wastes towards Hive Temenos, the spiritual heart of Necromunda.
Lady Credo's rebellion spreads word of the Pilgrimage far and wide. Faith is wielded as a weapon, turning the downtrodden away from House Helmawr and towards the Prophet's cause. Belief becomes as powerful as arms, swelling the ranks of those who march beneath his banner.
Though harried by raiders and nomads, the Pilgrimage cannot be stopped. It reaches the ash gates of Hive Temenos, where the words of the Lost Saint carry across the gathered crowds. Cardinal Ahrmund orders the doors thrown open and leads the faithful into the sacred vaults beneath the Great Cathedral. There, at last, the Lost Saint is awakened – Ozostium, the Divine Prince of the fallen House Aranthus.

Enforcers attempt to escape an ambush by the Nomad warbands
Artist: Miguel Mitchell Da Silva
The power vacuum left in Helmawr's wake tears Necromunda apart. Lady Haera, now the de facto ruler, finds herself hunted from all sides. She has already eliminated as many rivals as she can, including her own siblings, yet even that bloodshed proves insufficient to secure her rule.
Open war erupts in Hive Primus. The Noble Houses turn on one another, casting off their long-held allegiance to House Helmawr. With enemies closing in, Lady Haera is forced to flee the hive, heading for the Dust Wall and the protection of the Enforcers still loyal to her house around Hive Secundus. Her escape is cut short when her airship is brought down, forcing her to cross the Ash Wastes on foot and seek refuge.
Across the wastelands, Ash Waste Nomads led by the Lady of Ash move towards Squat-held territory and the entrances to the subterranean tunnel networks. Lady Haera finds shelter amongst the Squats and slips into the depths of the underway.
Meanwhile, the forces loyal to Ozostium and his Prophet tighten their grip on the Palatine Hive cluster. The old order has fallen, and in its place rises something far older and far more ominous.

A Van Saar strike team led by a Spyre Hunter faces Malstrain genestealers
Artist: Miguel Mitchell Da Silva
In the underway leading to the Dust Wall surrounding Hive Secundus, Lady Haera stumbles upon her brother, Tamino. He brings grim news: the Dust Wall has fallen, its defenders overrun and none left alive. He also reveals that the ruins of Secundus conceal ancient relics of terrible power, weapons said to be capable of killing a god. With no safe path remaining, the siblings descend into the cursed hive, donning Spyrer suits to survive the darkness below.
They push deeper into the hive, braving the horrors of the Secundan Abyss and its Malstrain Genestealers. Their purpose is singular: to claim a relic of dreadful significance that could decide the war of succession with Ozostium.
When Lady Haera emerges, she is no longer the same. Clad in a Sthenian-pattern Spyrer suit, neural needles driven deep into her skull, she is bound to the armour's machine-spirit. The fusion unleashes a savagery never before seen in her. She returns from the depths of Secundus as something new, a ruthless predator forged from desperation, fury, and spite.

Lady Credo, Ozostium Aranthus, and Lady Haera
Artist: Unknown
Ozostium Aranthus claimed the throne of Necromunda, restored through faith, martial force, and legend. Yet the civil war didn't end.
Lady Haera, once more allied with Tamino, prepares for a final strike. The Sthenian-pattern Spyrer suit offers a weapon capable of ending even an undying Aranthian lord.
With word spreading of Lord Gerontius Helmawr's survival, loyal gangs and Spyrers rally to House Helmawr for one last gamble. They fight their way up through Hive Primus, determined to reclaim the spire in his name.
They face renegade Enforcers, rival gangs, and the full weight of Ozostium's followers. At the very peak of Hive Primus, within the Imperial Spire itself, Ozostium awaits them. The Aranthian Succession will not end with a coronation, but with a bloody reckoning.