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  1. The Shattered Imperium
  2. Lore

04. Underhives, Crime, Trade, and Survival

Life Below Imperial Authority

An underhive is more than the lowest level of a hive city.

It is any region where Imperial institutions have lost reliable control and local communities must survive through their own customs, alliances, and violence.

Such places may include:

  • Abandoned hive levels

  • Industrial ruins

  • Refugee districts

  • Mining settlements

  • Scrap towns

  • Criminal markets

  • Polluted exterior zones

  • Collapsed transit tunnels

  • Derelict stations

  • Frontier enclaves

Conditions vary greatly. One district may be a stable community while the next is controlled by raiders, mutants, or a hidden cult.

Underhive Communities

Most residents are not criminals.

They may be:

  • Laborers

  • Scavengers

  • Traders

  • Healers

  • Mechanics

  • Hunters

  • Families

  • Refugees

  • Former soldiers

  • Guild workers

  • Mutants

  • Outcasts

People survive by sharing information, maintaining equipment, protecting water sources, and knowing which paths are safe.

A community may distrust outsiders while still offering hospitality to those who respect local customs.

Criminal Settlements

Some settlements are openly controlled by gangs, smugglers, bounty hunters, or corrupt officials.

They may provide:

  • Illegal weapons

  • False documents

  • Smuggled medicine

  • Stolen cargo

  • Restricted information

  • Safe houses

  • Mercenary work

  • Passage through guarded territory

Criminal settlements usually possess rules.

Stealing from the wrong market, drawing weapons without permission, betraying a client, or harming protected residents may bring swift punishment.

Gangs and Local Powers

Gangs often function as more than bands of fighters.

They may control:

  • Water

  • Electricity

  • Food distribution

  • Transit routes

  • Workshops

  • Protection

  • Gambling

  • Smuggling

  • Labor

  • Local justice

A gang may be feared and still provide real stability.

Removing it without understanding what it controls can leave a district worse than before.

Guilds and Merchants

Trade may be organized through guilds, families, market associations, or criminal cartels.

Merchants depend upon:

  • Safe routes

  • Trusted guards

  • Accurate weights

  • Stable currency

  • Storage space

  • Reliable suppliers

  • Local reputation

A market can serve as neutral ground between rival groups.

Violence within it may trigger retaliation from every faction that depends upon trade.

Thrones, Guilders, and Scripts

The campaign uses three common currency levels:

  • Thrones: Equivalent to gold pieces

  • Guilders: Equivalent to silver pieces

  • Scripts: Equivalent to copper pieces

These names may represent coins, stamped tokens, account credit, local vouchers, or portable records of value.

Their appearance differs between worlds.

A Throne accepted in one settlement may be weighed, taxed, discounted, or rejected somewhere else.

Detailed prices and exchange rules belong in Item and World Rule entries.

Barter and Local Currency

Where Imperial currency is scarce, people may trade with:

  • Ammunition

  • Food

  • Water

  • Medicine

  • Fuel

  • Power cells

  • Machine parts

  • Tools

  • Information

  • Labor

  • Protection

A useful object may be worth more than its listed price during a shortage.

Barter should create choices without requiring characters to negotiate every minor purchase.

Food and Water

Reliable food and clean water are valuable in neglected districts.

Common meals may include:

  • Ration blocks

  • Grain paste

  • Fungus

  • Insect protein

  • Vat-grown meat

  • Local vermin

  • Recycled water

  • Imported produce

  • Religious food distributions

Better food may indicate wealth, political influence, or access to protected supply routes.

Contamination, theft, and shortages are common sources of conflict.

Shelter

Shelter may range from crowded hab units to converted cargo containers, ruined workshops, abandoned vehicles, or gang-controlled lodging.

Safe shelter may provide:

  • Rest

  • Privacy

  • Storage

  • Medical care

  • Protection from weather

  • Protection from hostile factions

  • Access to food and water

  • Local information

Characters carrying valuable equipment may need guarded lodging rather than an unattended room.

Equipment and Repair

Underhive markets often sell repaired, stolen, or improvised equipment.

Items may be:

  • Worn

  • Mismatched

  • Modified

  • Missing identification marks

  • Built from salvage

  • Connected to a crime

  • Difficult to maintain

  • Better than they first appear

Local mechanics may understand equipment that official technicians would dismiss as scrap.

Quality should be reflected through description and occasional complications rather than constant penalties.

Salvage

Ruins and abandoned industrial zones may contain:

  • Weapons

  • Machine parts

  • Fuel

  • Armor plates

  • Medical supplies

  • Data-slates

  • Construction tools

  • Archaeotech fragments

  • Dangerous waste

  • Evidence of earlier occupants

Salvage claims are rarely simple.

A gang, guild, local family, government office, or Mechanicus expedition may believe it owns the site.

Smuggling

Smugglers move goods around taxes, blockades, faction restrictions, and official inspections.

Common contraband includes:

  • Weapons

  • Medicine

  • Food

  • Xenos goods

  • Religious relics

  • False identities

  • Mutants or fugitives

  • Restricted data

  • Stolen machinery

Smuggling can save lives or strengthen dangerous factions.

The morality usually depends upon what is transported, for whom, and why.

Law and Authority

Official law may be enforced by:

  • Enforcers

  • Arbites

  • Military patrols

  • Noble guards

  • Guild security

  • Local militia

  • Bounty hunters

  • Gang representatives

Different authorities may claim the same district.

A person protected by one faction may be wanted by another.

Characters should determine whose law actually matters before acting.

Crime and Punishment

Common crimes include:

  • Theft

  • Murder

  • Sabotage

  • Smuggling

  • Debt evasion

  • Heresy

  • Mutation

  • Weapon violations

  • Forgery

  • Trespassing

  • Interfering with production

Punishments may include:

  • Fines

  • Beatings

  • Imprisonment

  • Forced labor

  • Conscription

  • Exile

  • Servitor conversion

  • Execution

  • Transfer to Imperial authorities

Local punishment may be immediate, negotiated, or based upon compensation rather than formal trial.

Corruption

Officials may accept payment, favors, information, or political pressure.

Corruption does not mean every official is easily bribed.

A bribe may be treated as:

  • Expected procedure

  • A serious insult

  • Evidence of guilt

  • A useful opening

  • A trap

Characters should consider the official’s motives before offering payment.

Reputation

Reputation is often more valuable than documents.

Residents remember whether characters:

  • Paid their debts

  • Protected civilians

  • Betrayed an employer

  • Respected neutral ground

  • Worked with a rival gang

  • Shared scarce supplies

  • Drew unwanted official attention

  • Kept their promises

A strong reputation can provide shelter, information, discounts, guides, or protection.

A damaged reputation may close entire districts to the party.

Mutants and Outcasts

Underhives often contain people rejected by wider Imperial society.

These may include:

  • Mutants

  • Abhumans

  • Deserters

  • Unsanctioned psykers

  • Refugees

  • Former prisoners

  • Religious dissidents

  • Xenos intermediaries

Some are dangerous. Others are ordinary people surviving beyond official protection.

Franz should avoid treating every outcast community as secretly corrupted.

Survival Without Bookkeeping

Food, water, ammunition, and shelter should matter when circumstances make them important.

They should not require constant accounting during ordinary play.

Scarcity works best when it creates a meaningful decision:

  • Share supplies or preserve them

  • Pay for shelter or risk the streets

  • Buy legal equipment or trust a criminal seller

  • Help a settlement or continue the mission

  • Trade ammunition for information

D&D 5e Narrative Use

This lore can support:

  • Persuasion

  • Deception

  • Intimidation

  • Investigation

  • Insight

  • Survival

  • Thieves’ tools

  • Trade contacts

  • Downtime

  • Faction reputation

  • Resource decisions

Local knowledge should often be as valuable as combat strength.

Underhive Adventures

This lore can support adventures involving:

  • Recovering stolen cargo

  • Negotiating safe passage

  • Protecting a market

  • Finding contaminated food

  • Investigating a gang war

  • Locating a hidden clinic

  • Smuggling medicine

  • Recovering salvage

  • Escaping corrupt enforcers

  • Deciding who should control a vital resource

Underhives survive through relationships.

A character who understands those relationships can accomplish more than one who treats every problem as a target.