The Criminal Underworld: Where Everyone's Guilty of Something

Honor Among Thieves and Worse

Crime in the Old World: A Respectable Profession

In the Empire, crime isn't just a way of lifeβ€”it's practically a civic institution. From the pickpockets of Altdorf's Fish Market to the smuggling rings of Marienburg, criminal enterprise oils the gears of society. When honest work pays in pennies and dishonest work pays in crowns, the choice is simple. Think of it as alternative economics, where the invisible hand of the market is usually holding a knife.

graph TD A[Criminal Hierarchy] --> B[Street Level] A --> C[Professional] A --> D[Organized] A --> E[Shadow Powers] B --> F[Pickpockets] B --> G[Footpads] B --> H[Beggars] C --> I[Burglars] C --> J[Forgers] C --> K[Smugglers] D --> L[Crime Families] D --> M[Thieves Guilds] D --> N[Protection Rackets] E --> O[Corrupt Nobles] E --> P[Criminal Cults] E --> Q[The Unmentionables]

Criminal Organizations: Your Franchise Opportunities

Criminal Careers: Your Path to the Gallows

Criminal Career Paths Basic Criminal Prowler β†’ Thief β†’ Master Thief Skills: Stealth, Pick Lock Talents: Alley Cat, Nimble Fingered Income: Brass-tier Status Life expectancy: Short Enforcer Path Thug β†’ Racketeer β†’ Gang Boss Skills: Intimidate, Melee Talents: Menacing, Strike to Stun Income: By intimidation Life expectancy: Shorter Specialist Path Fence β†’ Master Fence Skills: Evaluate, Art Talents: Savvy, Dealmaker Income: Commission based Life expectancy: Longer, with luck Underground Network Informer β†’ Spy β†’ Spymaster Skills: Gossip, Perception, Charm Talents: Beneath Notice, Sixth Sense Income: Information is power Life expectancy: Until you know too much Noble Criminal Swindler β†’ Charlatan β†’ Con Artist Skills: Charm, Entertain, Gamble Talents: Etiquette, Master of Disguise Income: Big scores or nothing Life expectancy: Comfortable if careful Criminal Career Advice β€’ Start small: Pickpocketing beats hanging β€’ Find a crew: Lone criminals die young β€’ Pay your dues: Guild protection worth the cost β€’ Know when to run: Live to steal another day β€’ Have a cover: Legitimate job explains income β€’ Never steal from: Witch Hunters, ever

The Economics of Crime: Supply and Demand

Criminal Law and Punishment: Justice with Extreme Prejudice

graph TD A[Crime Committed] --> B{Caught?} B -->|No| C[Free to crime again] B -->|Yes| D{Can Bribe?} D -->|Yes| E[Pay and walk] D -->|No| F{Trial?} F -->|Noble/Rich| G[Fancy trial] F -->|Poor| H[Summary justice] G --> I[Probably acquitted] H --> J{Punishment} J --> K[Stocks: Petty crimes] J --> L[Branding: Theft] J --> M[Mutilation: Serious] J --> N[Hanging: Capital] J --> O[Burning: Heresy/Magic]

Underworld Etiquette: The Unwritten Rules

The Thieves' Code Sacred Rules - Never Break β€’ Never rat out another criminal to the Watch β€’ Don't steal from your own crew β€’ Honor territory boundaries β€’ Pay your guild dues Penalty: Death, usually creative Professional Standards β€’ No killing on routine jobs (attracts Witch Hunters) β€’ Don't work during major religious festivals β€’ Leave calling cards for style, not evidence Penalty: Loss of reputation, no guild support Professional Courtesy β€’ Tip-off rivals about Watch raids (for a price) β€’ Don't poach another crew's mark Penalty: Bad reputation, occasional beating "The code? Less a law, more a strongly worded suggestion." - Big Otto, Crime Boss

Running Criminal Campaigns

Criminal Campaign Elements:

  • The Big Score: Planning and executing major heists
  • Territory Wars: Fighting for control of neighborhoods
  • Rising Through Ranks: From street thug to crime lord
  • The Inside Man: Corrupting officials and guards
  • Honor Among Thieves: Loyalty tests and betrayals
  • Cat and Mouse: Ongoing conflict with dedicated investigator

Moral Complexity:

  • Stealing from the rich (who got rich how?)
  • Protection rackets that actually protect
  • Criminals vs. worse criminals
  • When the law is more corrupt than crime

Criminal Contacts and Services

Creating Criminal NPCs

Quick Criminal Generator:

Specialty (d10): 1-2: Pickpocket | 3-4: Burglar | 5-6: Enforcer | 7: Forger | 8: Smuggler | 9: Fence | 10: Boss

Motivation (d6): 1: Survival | 2: Greed | 3: Revenge | 4: Thrill | 5: Family business | 6: No choice

Quirk (d8): 1: Religious despite profession | 2: Gives to poor | 3: Never kills | 4: Superstitious | 5: Code of honor | 6: Paranoid | 7: Flashy style | 8: Secret identity

Connection (d6): 1: Corrupt watch | 2: Noble patron | 3: Guild member | 4: Family crew | 5: Cult ties | 6: Lone wolf

Criminal Slang: Speaking the Cant

Common Underworld Terms:

  • "The Black": Criminal underworld in general
  • "Crow": Watch officer
  • "Fish": Easy mark or new recruit
  • "Sharp": Professional thief
  • "Cracking": Breaking and entering
  • "The Dance": Avoiding the noose
  • "Red work": Violence/assassination
  • "Going to temple": Hiding from law
  • "Kiss the rope": Get hanged
  • "Silver tongue": Con artist

"There's no such thing as organized crime in Altdorf.
We're very disorganized. That's why we're so successful."
- "Honest" Ernst Holzkopf, Definitely Not a Crime Boss