The Underbelly
“The Hidden Empire”
“You’ve heard of the Black Sky Cartel. You’ve
traded with them, feared them, maybe even worked for them. But you’ve
never seen their heart. No one has. Except The Captain.”
—Whispered rumor
Quick Reference
| Attribute | Details |
|---|---|
| Location | Deep Murk, exact coordinates unknown |
| Region | The Murk |
| Size | Unknown (estimated medium-large island) |
| Population | ~1,500 (estimated, Cartel core members and support) |
| Government | The Captain (absolute authority) |
| Primary Faction | Black Sky Cartel (headquarters) |
| Economy | Criminal enterprise coordination, smuggling hub, black market center |
| Defenses | Extreme (location secret, heavy guard, Rot-Beast patrols) |
| Rot Status | Moderate to Heavy (Stage 2-3, residents adapted) |
| Founded | Unknown (~200 S. estimated, 87 years ago) |
The Underbelly - The
Hidden Empire
Overview
The Underbelly is the worst-kept secret in the Aetherium: everyone knows the Black Sky Cartel has a headquarters somewhere in the deep Murk, but no one knows exactly where. Not the Sky-Guild. Not Ironhold’s military. Not even most Cartel members—they’re brought blindfolded, navigate by memorized routes, or simply never go there at all.
The Captain runs the entire Cartel from this hidden fortress, coordinating smuggling operations, black market trade, and criminal enterprises across the Aetherium. Orders flow out through trusted lieutenants. Profits flow in through complex laundering networks. And The Captain remains invisible, a ghost directing an empire of shadows.
The Underbelly itself is built for concealment: structures hang from the island’s underside (inverted architecture), chambers are carved into the interior, and docks hide in natural caves. The island is surrounded by dense Rot-clouds that obscure vision and deter casual exploration. Corrupted Rot-Beasts patrol the perimeter—some say they’re controlled, others say they’re just tolerated, but either way they serve as effective guards.
Only Cartel core members live here permanently—lieutenants, elite smugglers, guards, and essential support staff. It’s not a city; it’s a headquarters. A command center. A throne room for the criminal underworld’s invisible monarch.
The Underbelly’s location is protected by layers of misdirection, false rumors, and lethal consequences for anyone who gets too close. Cartel members who betray its location don’t just die—they disappear so completely that even their names are forgotten.
Geography and Structure
The Island
Size: Estimated 1.5-2km diameter (medium-large)
Shape: Irregular, with deep natural caves and overhangs
Terrain: - Rocky, unstable surface (deliberately unmaintained) - Dense corrupted vegetation (camouflage) - Natural cave systems (extensive) - Underside structures (inverted architecture)
Rot Status: - Stage 2-3 corruption (moderate to heavy) - Residents adapted or corrupted - Rot-clouds provide concealment
Location: - Deep Murk (exact coordinates secret) - Estimated 300-400km from Skyport Eos - Surrounded by corrupted islands (natural barrier) - Drifts slowly (position changes)
Concealment Methods
Natural: - Dense Rot-clouds (visibility <50m) - Corrupted islands nearby (deterrent) - Rot-Beast activity (danger zone) - Deep Murk location (rarely traveled)
Artificial: - Minimal surface structures (appears abandoned) - Inverted architecture (hidden from above) - Interior chambers (invisible from outside) - Hidden docks (cave entrances) - False landmarks (misdirection)
Operational: - Blindfold protocols (visitors) - Changing routes (confusion) - False rumors (misdirection) - Lethal security (consequences)
Architecture
Surface Level (deliberately deceptive): - Appears abandoned or corrupted - Ruined pre-Shattering structures (fake) - Corrupted vegetation overgrowth - No obvious habitation
Underside (inverted structures): - Buildings hang from island bottom - Chains and anchors secure structures - Platforms suspended in void - Living quarters, warehouses, workshops - Accessible by interior passages
Interior (carved chambers): - Extensive cave network (natural + excavated) - The Captain’s quarters (location unknown even here) - Command center - Secure storage (high-value goods) - Prison (for special prisoners) - Meeting halls
Key Locations
The Captain’s Sanctum
Location: Unknown (even to most residents)
Description: The Captain’s personal quarters and command center
Access: By invitation only (extremely rare)
Security: Absolute (multiple layers)
Function: - Strategic planning - High-level meetings - The Captain’s private space
Mystery: No one describes it the same way (deliberate misdirection? Multiple locations?)
The Counting House
Location: Interior chamber, central
Function: - Financial operations - Profit distribution - Laundering coordination - Records (encrypted)
Staff: - Accountants (trusted, well-paid) - Couriers (discrete) - Guards (lethal)
Security: Second only to Captain’s Sanctum
The Shadow Docks
Location: Natural cave system, multiple entrances
Function: - Ship arrivals/departures - Cargo handling - Maintenance - Emergency escape routes
Features: - Hidden from external observation - Multiple entrances (redundancy) - Underwater passages (some) - Defensive positions
Capacity: 30+ ships (various sizes)
The Vault
Location: Deep interior, heavily guarded
Contents: - High-value stolen goods - Contraband (Rot-Shards, forbidden items) - Emergency funds - Blackmail material - Weapons cache
Security: - Elite guards (24/7) - Complex locks - Trapped approaches - The Captain’s personal oversight
The Barracks
Location: Underside structures
Population: ~400 guards and soldiers
Function: - Security force housing - Training facilities - Armory - Ready response
Discipline: Military-grade (Cartel elite)
Population and Society
Demographics
Core Members (~500): - Lieutenants (The Captain’s inner circle) - Elite smugglers - Accountants and administrators - Master criminals
Security (~400): - Guards (trained, loyal) - Soldiers (military-grade) - Enforcers (special operations)
Support (~600): - Craftspeople (ship repair, weapons) - Servants (cooking, cleaning) - Families (some) - Specialists (various)
Total: ~1,500 (estimated)
Hierarchy
The Captain: Absolute authority, invisible ruler
Lieutenants (5-7): - Vex Shadowhand (operations, Murky Chasm) - Others (names unknown to outsiders)
Captains (20-30): Ship captains, operation leaders
Crew: Smugglers, thieves, muscle
Support: Everyone else
Culture
Secrecy: Paramount value (betrayal = death)
Loyalty: To The Captain, enforced absolutely
Competence: Valued (incompetence is liability)
Pragmatism: Morality irrelevant, results matter
Discipline: Surprisingly high (chaos is bad for business)
Rules
The Captain’s Law: 1. Secrecy absolute (location, operations, The Captain’s identity) 2. Loyalty enforced (betrayal = disappearance) 3. Competence required (failure has consequences) 4. Profit shared (fair distribution maintains loyalty) 5. No internal conflict (settle disputes through channels)
Enforcement: Swift, lethal, thorough
Economy
Criminal Operations
Smuggling: - Forbidden goods (Rot-Shards, weapons, contraband) - Tax evasion (bypass Guild tariffs) - Illegal passengers (fugitives, exiles)
Black Market: - Coordination of illegal trade - Price setting - Territory management
Theft: - High-value targets - Commissioned jobs - Fencing operations
Extortion: - “Protection” services - Information brokering - Blackmail
Other: - Assassination (rare, high-value) - Sabotage (commissioned) - Espionage
Financial Network
Income: Millions in trade value annually (estimated)
Laundering: Complex networks through legitimate businesses
Distribution: - The Captain (40%) - Lieutenants (30%) - Operations (20%) - Crew (10%)
Reserves: Substantial (exact amount unknown)
Defenses
Location Security
Primary Defense: Secrecy (location unknown)
Secondary: - Rot-clouds (concealment) - Rot-Beasts (deterrent/guards) - Corrupted islands (barrier) - False trails (misdirection)
Military
Guards: 400+ trained fighters
Equipment: - High-quality weapons (stolen or purchased) - Armor - Airship weapons
Training: Military-grade (many ex-soldiers)
Discipline: High (professional criminals)
Response Protocols
Intrusion: - Immediate response (guards) - Capture if possible (interrogation) - Kill if necessary (no witnesses) - Disposal (bodies disappear)
Discovery: - Evacuation plans (multiple routes) - Destroy evidence - Relocate if necessary (prepared)
Betrayal: - Hunt traitor (relentless) - Eliminate (thoroughly) - Erase (name, history, everything)
Notable Residents
The Captain
Role: Absolute ruler of Black Sky Cartel
Identity: Unknown (completely)
Presence: Invisible but felt everywhere
Authority: Unquestioned
Vex Shadowhand
Role: Lieutenant, operations in Murky Chasm
Relationship: Trusted (one of few who meet The Captain)
Function: Public face of Cartel operations
The Accountant
Name: Unknown (called “The Accountant”)
Role: Financial operations
Reputation: Brilliant, ruthless with numbers
Loyalty: Absolute (well-compensated)
Master-at-Arms Krell
Role: Security chief
Background: Ex-Ironhold military (disgraced)
Personality: Professional, brutal when necessary
Loyalty: To The Captain (personal)
Current Situation
Operations
Status: Thriving (Cartel at peak power)
Expansion: Growing influence across Aetherium
Competition: Minimal (Cartel dominates criminal underworld)
Threats: - Sky-Guild enforcement (increasing) - Ironhold military (occasional raids) - Internal betrayal (constant vigilance)
The Captain’s Plans
Unknown: The Captain’s long-term goals unclear
Speculation: - Pure profit? - Political power? - Survival strategy? - Something else?
Observation: Operations becoming more sophisticated, organized
Secrets and Mysteries
The Captain’s Identity
Mystery: Who is The Captain?
Theories: - Former Guild-Master - Exiled noble - Rot-Touched prophet - Multiple people - Something inhuman
Evidence: None conclusive
The Rot Connection
Observation: Rot-Beasts don’t attack Underbelly
Theories: - The Captain controls them - Mutual understanding - Coincidence - The Captain is Rot-Touched
Reality: Unknown
The True Location
Knowledge: Exact coordinates unknown
Estimates: Deep Murk, 300-400km from Eos
Misdirection: Dozens of false locations circulated
Reality: Changes (island drifts, or multiple locations?)
Quest Hooks
- The Search: Hired to find Underbelly (impossible task?)
- The Invitation: Summoned to meet The Captain (why you?)
- The Escape: Prisoner in Underbelly (escape how?)
- The Betrayal: Cartel member wants out (help them?)
- The Raid: Military planning attack (guide? Sabotage?)
- The Deal: Need something only Cartel can provide
- The Identity: Discover who The Captain really is
- The Infiltration: Go undercover in Cartel (dangerous)
GM Notes
Using The Underbelly
Purpose: Criminal headquarters, mystery location
Tone: Dark, secretive, dangerous, organized
Function: Cartel operations center, plot device
Mystery: Keep location and Captain’s identity ambiguous
Potential Arcs
The Discovery: Players find Underbelly (consequences?)
The Revelation: The Captain’s identity revealed (shocking?)
The Fall: Underbelly destroyed/discovered (Cartel collapses?)
The Alliance: Temporary cooperation with Cartel (moral complexity)
Related Topics
“The Underbelly exists. Everyone knows it. But knowing it exists
and finding it are very different things. And finding it and surviving
are even more different.”
—Sky-Guild investigator
“I’ve been to the Underbelly three times. Each time, different
route, different appearance, different location. Either it moves, or
there are multiple sites, or I’m being deliberately confused. Probably
all three.”
—Vex
Shadowhand
“The Captain
sees everything. Knows everything. Controls everything. From a place no
one can find. That’s not just power. That’s something else
entirely.”
—Cartel member (anonymous)