The Criminal Underworld: Where Everyone's Guilty of Something

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 Rogue β†’ Thief β†’ Master Thief Skills: Stealth, Pick Lock Talents: Criminal, Nimble Income: 1d10 shillings/week Life expectancy: 5 years Enforcer Path Thug β†’ Racketeer β†’ Crime Boss Skills: Intimidate, Melee Talents: Menacing, Criminal Income: By intimidation Life expectancy: 3 years Specialist Path Fence β†’ Forger β†’ Mastermind Skills: Evaluate, Art Talents: Savvy, Dealmaker Income: Commission based Life expectancy: 10 years Underground Network Informant β†’ Spy β†’ Shadowbroker Skills: Gossip, Perception, Charm Talents: Beneath Notice, Sixth Sense Income: Information is power Life expectancy: Until you know too much Noble Criminal Charlatan β†’ Con Artist β†’ Criminal Nobility 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 is more what you'd call guidelines than actual rules" - Big Otto, Crime Boss

Running Criminal Campaigns

Criminal Campaign Elements:

Moral Complexity:

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:

"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