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Neverwhere
A Co-Operative Story Game 3rd Edition
Credits
System & Rules © Postmortem Studios (James Desborough) 2009
Neverwhere setting, Derivative Works & Television Series © Neil Gaiman & Crucial Films 1996
Neverwhere Comics/Graphic Novel © Neil Gaiman & DC/Vertigo 2005-2006
Neverwhere Third Edition:
Written By: James ‘Grim’ Desborough
Artwork By: Raven Morrison and James ‘Grim’ Desborough. Some additional art taken from the public grafitti
works of ‘Banksy’.
Layout/Design By: James ‘Grim’ Desborough
Designer’s Note:
There are some conflicts between the TV series, graphic novel and book. Having access to all of them we have
chosen what we believe to be the better option for the overall story in each case. Additionally a great deal has been
speculated upon from as little as two word mentions in the book and a lot more made from whole cloth or by look-
ing up street names in the A-Z. Your vision of London Below may be quite different to ours, so feel free to change
anything you want.
Permission:
Permission for home printing is granted but under the terms of the agreement on file, profit cannot be made from this
game so it is not for sale. Nor should the game be printed at a professional printing service or via a Print on Demand
service. Home printing only – or you could play it from your laptop.
Disclaimer:
Permission was gotten from Crucial Films for the development of this game as a non-profit enterprise way back in
1997 or so. The letter is on-file at Postmortem Studios or can be seen in the Second Edition of the game. It has been
omitted in this version of the game as unnecessary and not in keeping with the overall design.
This game is not for profit, if you have been charged for it in any way then you’ve been ripped off and should seek
restitution. Full permission is granted for anyone to freely distribute this game as they see fit, in any form so long as
nobody profits from it.
Dedication:
To Neil Gaiman, his fans and to those who cared enough about this game to help it return again, harnessing the kind
of social-media effort and internet power that we could barely have dreamed of back in 1996 or even in 2002 when
the Second Edition was produced. Let’s all give ourselves a pat on the back, we all rock.
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Falling Through the Cracks
Not so long ago everything was normal. I drove my cab
around, picked people up, dropped them off, took their
money and that was it. Alright, so occasionally I’d mis-
use ‘The Knowledge’ to take scenic detours so the meter
would rack up a bit but who doesn’t take advantage of
tourists now and again eh?
My feet slam on the brakes and I let out a heartfelt;
“Shit.”
I look and at first I think he’s given me chocolate money
like the kids get for Christmas. I’m out of the cab like a
shot in hot pursuit, then I hear claws on asphalt behind
me. More dogs, chasing him, chasing me. The alley
turns dark and misty. The streetlights are gone save for
a couple of old Victorian gas lamps. The fare vanishes
into the mist on the bridge and I shout after him:
The fare isn’t impressed with my stopping, his pack-
age has tumbled onto the floor and I hear squeaking
and scrabbling. Looking over the back to reason with
him I see what he’s dropped. An enormous, great, big,
fucking rat. Not one of your loveable domesticated rats
either, this is a big, dirty, brown bastard that stinks of
the sewer and looks like it could take on a terrier single-
handed. Not at the moment though, right now it looks
like its already been in the wars, a great big series of
nasty teeth marks running down its side and blood get-
ting on my leatherette.
“Oi! You owe me fare!”
So, anyway, I get a pickup at The Isle Of Dogs and I
make my way there, finally pulling up at the address to
find the geezer waiting for me by a phone box. He opens
the door and hops in pretty quick, like.
I don’t like the sound of the dogs so I follow him onto
the bridge. The dogs have more intelligence, stopping
at the end of it and whining, refusing to chase any
more. There is a moment of… Nothing. I feel horror and
loneliness, I feel suspended in the dark for the longest
moment until my foot hits the boards again and I come
off the other end of the bridge. The fare is there, wait-
ing for me it seems. He grins, showing me the rotting
stumps of his teeth.
What you notice first is the smell. I’ve been around the
city for the longest time. I’ve smelt it all, boozy students
and their girlfriends, reeking of cider, businessmen
stinking of guilt, hotel sex and cheap cologne, kids’
nappies, blood, you name it its happened in the back of
my bloody cab. This guy smelt of the street. Stale sweat
and socks worn all month long, dirty teeth and lingering
bad breath. I adjusted the mirror and started rolling, the
meter starting to tick over.
“Look mate.” I start, “I’ve hit something and I need to
go take a look-see to check whether its alive or not, you
understand right?”
“No!” He says. “We have to get out of here! His Lord-
ship is wounded and the dogs pursue us, we have to get
away before he gets us!”
“They won’t follow here, animals have more sense,” he
says, which fills me with a great feeling of security, I
can tell you.
“Where to, guv?” I ask. The usual taxi banter puts most
of the punters at ease. Not this bloke, he’s as nervous as
a monkey in a lion cage, looking out the back window
and peering into this little covered box he’s got with
him.
Now, I’m used to dealing with loonies, I get all sorts
in the cab after the clubs close, so I smile sweetly like
I always do and get out of the cab anyway to check the
dog. It’s nowhere to be seen. The big bloke with the two
Rottweilers though, he’s close. Close enough I see his
yellow eyes and teeth and the teeth on his dogs. Close
enough that I jump back into the cab and start off right
away, foot to the floor. My fare cheers me on as we
speed away but I start to see dogs at every traffic light
and crossroads. No collar, no lead, just big nasty look-
ing mongrels all over the place.
I look at the coins again. Now, I’m no history expert but
I know gold when I see it and I can take a guess about
big-nosed Romans. I smile to him and back away, taking
the long way around back to my cab.
“Night’s Bridge,” he says. Just like that, two words
only.
So, things are back to normal now then, sort of. I
kept one of the coins as a keepsake and I keep get-
ting strange fares that want to barter. I’m getting less
flag-downs so that suits me, the barter’s almost always
worth more in any case. So yeah, if you’re after a lift
anywhere, just ask or give me a call.
Foreign I figure, Albanian maybe, so I don’t argue I just
drive on autopilot. ‘The Knowledge’ takes me where
I need to go and no roundabout routes this time. This
bloke won’t have any money to speak of and I want him
off the upholstery as soon as possible. Looking in the
rear-view mirror I see someone jogging along the pave-
ment after the car as I turn the corner. Great big brute
of a bloke dressed in rags and tatters, another homeless
I reckoned, his two pikey dogs trotting along beside him,
great big Rottweilers, all teeth and attitude. I’m so busy
keeping an eye on him I don’t see another dog run under
the wheels.
In the back the fare is cooing over his rat, squeaking
and wiggling his nose like he can talk to the damn thing.
Takes all sorts to make a world I suppose. I pull up
and stop the meter, reading off the price without even
looking at it, before I realise I’m nowhere near Knights-
bridge. Not that the fare seems to care, he hops out and
drops some money in my palm before he legs it down an
alleyway.
No dogs though eh? Hair gets all over the seats.
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Introduction
This is the third edition of the Neverwhere Role-Play-
ing Game that I’ve written. The first existed only as a
bare-bones HTML webpage with a scant system and
a smattering of ideas. The second edition was an early
PDF effort and – while ragged and not very well done
– had its charms. It massively expanded and filled
out the world of London Below with the ideas of the
authors and several other gamers and made for a much
more complete and playable game.
and quantified, for those who wanted a slightly more
robust system in order to play. There will also be an
alternative system that can be used – potentially – for
Live Action, salon-style play.
The Marquis de Carabas, for example, stems from cer-
tain adaptations of Puss in Boots where the Marquis de
Carabas is the cat’s – supposedly fictional – master.
I hope you enjoy this new – and most likely final – edi-
tion of the Neverwhere RPG and never grow tired of
playing it or exploring the whimsical – and dark – take
it has on the cities we all know and love.
All these elements combine with the leftover dregs from
the world ‘above’. The homeless, the lost, the rejected,
the mad, the unconventional and those dragged in by
events within the world below, torn away from their
own world and rendered all but ‘invisible’ to the real
world, given no choice but to try and adapt to life on the
‘underside’.
World of Neverwhere
The world of Neverwhere is that of a kind of whimsical
urban fantasy, combined with some rather pressing real
world issues, a metaphor for the life of the homeless
in today’s cities and the issues, in particularly, of the
mentally unwell who are all too often found wandering
the streets.
It’s now been more than ten years since Neverwhere
first came out as the BBC TV series and the book, plen-
ty of time to reflect upon it and its influence, particularly
on the newer wave of Urban Fantasy books and upon
certain lines of games, as Gaiman’s books have often
been. Time, again, for a new edition.
Every city – and a few other places besides – have their
‘underside’ version and these are referred to as ‘be-
low’. For London there’s London Above and London
Below. London Above is the vibrant, cosmopolitan city
we all know, all West End theatres, street markets and
shopping centres while London Below is the rubbish,
the history, the idle dreams and the transient areas, the
secret city within, beneath and scattered throughout the
‘real’ one.
The permission letter I have for the Neverwhere RPG
doesn’t permit it to be done for profit, only for personal
pleasure and enjoyment and it’s on that basis that I am
proceeding. That does also mean that there can never
be a hardcopy of this game since any print-on-demand
service would take a profit cut – something that can’t
be done – so this book is formatted for PDF and to be
viewed on screens or printed out at home.
In Neverwhere urban legends come to life and place
names take on a much more real existence. The world
is made up of dreams, imaginings, nightmares and the
detritus that ‘fall through the cracks’ into the world ‘be-
low’, be it people, items or treasures. Past and present
meld into one, history comes alive in the form of
remnants from that time and fairytales and imaginings
are made real – often in forms one might not expect and
knitted together in ways that defy reason. It’s a darker,
seedier, lost and forgotten version of Alice in Wonder-
land or The Wizard of Oz.
London Below
London Below is the counterpart to the ‘real’ city of
London. Where London is dirty, London Below is filthy,
where London is mad, London Below is Insane, where
London is exciting, interesting and wonderful, London
Below is magical.
This edition takes into account the other material around
Neverwhere that has been thrown up and revealed by a
newer edition of the book, the author’s commentary on
the DVD (and close examination thereof), the exami-
nation of the comic book version and listening to the
audiobook version of Neverwhere. A lot of new material
has been added, but you can – of course – ignore this at
your discretion. Additionally where ideas are skimmed
over in the book or only appear briefly in the back-
ground, they’ve been fleshed out.
London is rich with history, stories and folk tales and so
London Below, like London Above, is a very, very im-
portant city worldwide in the culture of the Underside.
The Beast of London is the greatest beast of any city.
The sprawling expanse of London plays host to an army
of Underdwellers and all that really brings it low and
keeps it as being less than it could be are its divisions.
Place names, in particular, become something else in the
other world. Whether it be Hammersmith – an area in
Fulham, London, becoming a literal blacksmith in Lon-
don Below or whether it be Knightsbridge, a rather posh
and upscale area of the same city becoming a terrible
and fearsome place, Night’s Bridge, literally a bridge
that belongs to the night and the things that lurk in it.
London Below is divided into many competing baronies
and fiefdoms, as well as individual tribes and powerful
entities whose allegiance is negotiable or who try to stay
apart from the machinations of the various courts and
houses.
The big difference for this edition will be a revised and
more concrete system, though still one based on de-
scriptive paragraphs and adjectives, allowing for a much
more free-flowing and negotiated type of play.
In this edition this system will be a little more tied down
Other parts of ‘The Underside’ might come from fiction
or history, or from things that never really happened at
all but which people think or believe might have.
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