Necromunda Planet Warhammer 40K – Part 4 (Part 4 of 6)

Timekeeping on Necromunda: A Complex System

Necromunda, a vast and intricate hive world, operates under a unique timekeeping system that varies depending on one’s location within the hive cities. In the upper spires, where the Imperium of Mankind holds sway, traditional Imperial Standard units such as hours, days, and months are used. However, in the lower levels, where factories and habitation units dominate, time is measured in three distinct ways.

Seasons: The Necromundan Solar Year

The Necromundan solar year is divided into seven segments, each with ancient names like Solchem, Solsear, Solset, Orwyrd, Wyndawn, Wyndspyr, and Wyndloss. These segments transition from Fire to Change to Ash, respectively, and are further divided into three storm seasons, three dry seasons, and one season of change.

Cycles and Shifts: The Building Blocks of Time

Each seasonal segment contains 100 cycles, which are analogous to Terran days but adjusted to match the hive world’s longer revolution. Each cycle is further divided into three shifts: Vigil, Laudate, and Magnificat, each covering a third of the day and distinguished mainly by the workforce operating during each period.

Timestamps: Combining Elements

Timestamps on Necromunda combine these elements, using cycle and season together, with shift if necessary. In short form, this might be represented as 3.34.2. Unlike the Imperial Standard, there is no specific unit for a year on Necromunda. The passage of time is marked by the cyclical nature of the seasons, where one Great Cycle seamlessly flows into the next without the need for a defined annual measurement.

The Great Horologium: A Comprehensive Data Source

The Great Horologium of Necromunda, also known as the “Eye of Helmawr” or ominously as the “Death Clock,” provides detailed information to industrial helots and overseers about production metrics. This includes the current work shift, production targets, and specific details about each hive, zone, and sector within Hive Primus.

Administration: The Hive Cities

The planet’s capital is Hive Primus, one of Necromunda’s many hive cities. The hive is enormous in size, reaching from the surface to some 10 miles into the air, and from surface level to roughly 2.8 miles into the ground. It possesses a population greater than some worlds and is ruled over by Lord Gerontius Helmawr of House Helmawr.

Necromundan Society: A Feudal System

Necromunda’s society operates under a feudal system typical of larger hive worlds. Central administration is impractical due to the unrecorded nature of most inhabitants. Instead, individuals pledge loyalty to others in a hierarchical structure, with families supporting the most powerful member of their group.

Gangs: Armed Bands and Clan Warriors

On Necromunda, the word “gang” describes many different types of armed bands. It’s a generic term that includes clan warriors, bands of ash nomads, mutant bands, groups of scavvies, armed bands of techs, and more. Every clan has gangs of fighters who protect the clan’s territory and attempt to expand its borders into areas controlled by its rivals.

Initiation Rites and Trophy-Taking

All gangs impose some sort of initiation rite on their recruits, often requiring them to prove their worth by fighting other prospective recruits or gang members. Many gangs will only fully accept a new recruit once they have proven themselves by taking a trophy, typically by cutting off a finger, ear, or taking a scalp from a fallen enemy.

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