Rolling Alone: RPG, Board Games and Wargaming

- 5 Hives - Factions and Patrons in Necromunda setting / Gang Houses

Gang Houses: Expanding Story Ideas

The gang houses of Necromunda each bring unique cultures, motivations, and methods to their pursuit of power in the underhive. While they vie for dominance, they also present diverse opportunities for alliances, rivalries, and intrigue.

House Orlock (The House of Iron)

Description: House Orlock is the industrial powerhouse of Necromunda, controlling mines, factories, and trade routes. Known for their grit and resourcefulness, Orlocks are deeply entrenched in the underhive’s economy.

Reputation: Practical and tenacious, Orlocks balance ambition with loyalty to their allies.

Narrative Hooks:

House Goliath (The House of Chains)

Description: House Goliath is built on strength and resilience, producing massive, genetically enhanced warriors who thrive in physical combat. They control the hive’s forges and heavy industries.

Reputation: Brutal and domineering, Goliaths respect strength above all else.

Narrative Hooks:

House Delaque (The House of Shadows)

Description: Masters of espionage and manipulation, House Delaque operates from the shadows, wielding secrets as weapons. Their motives are often hidden, making them feared and mistrusted.

Reputation: Subtle and enigmatic, Delaque is known for its reliance on stealth and cunning.

Narrative Hooks:

House Escher (The House of Blades)

Description: A matriarchal house specializing in pharmaceuticals and chemical weaponry, Escher is known for its agility, cunning, and disdain for male leadership.

Reputation: Deadly and intelligent, Escher values style as much as substance in their operations.

Narrative Hooks:

House Van Saar (The House of Artifice)

Description: Van Saar is the most technologically advanced house, specializing in crafting and using cutting-edge weaponry and equipment. Their reliance on ancient tech comes at the cost of their health.

Reputation: Innovative and precise, Van Saar often avoids direct conflict, preferring to strike from a distance.

Narrative Hooks:

House Cawdor (The House of Faith)

Description: Devout and fanatical, House Cawdor is dedicated to spreading the Imperial Creed, often through fire and blood. They are known for their makeshift weaponry and unwavering zeal.

Reputation: Righteous and uncompromising, Cawdor’s fanaticism makes them both feared and respected.

Narrative Hooks:

Ironhead Prospectors

Description: A nomadic faction of miners and scavengers who operate in both the hive and ash wastes, Ironhead Prospectors are skilled at extracting resources from the most dangerous places.

Reputation: Resourceful and rugged, they are driven by profit but maintain a strong sense of independence.

Narrative Hooks:

General Gang House Story Hooks

Inter-House Conflicts

  1. Alliance of Necessity
    • Two rival houses propose a temporary truce to face a greater threat. The gang is key to negotiating terms and ensuring cooperation.
  2. The Betrayal
    • Intelligence suggests a trusted ally plans to defect to a rival house. The gang must confirm and deal with the traitor.

House-Specific Challenges

  1. The Great Race
    • Houses compete in a high-stakes vehicular race through the underhive. The gang is sponsored to win by any means necessary.
  2. Resource Rush
    • A scarce resource emerges, and houses scramble to control it. The gang must outmaneuver rivals to secure it for their patron.

Internal House Politics

  1. Silent Coup
    • Dissidents within a house seek to overthrow the current leadership. The gang must choose to support the regime or aid the revolutionaries.
  2. The Hidden Ledger
    • Secret financial records reveal corruption at the highest levels. The gang is hired to retrieve or destroy this information.
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