Hey guys, thank you all for the helpful input.
I have the impression some are too strict in their vision how Imperial planets can look like. Of course there are the stereotypical feral, hive, feudal, mining worlds, but in my view there is of course everything in between.
OK, the Feral world is Dusk (the planetary datafax I made follows at the end). The mentioned town is called Iborian and is the second biggest population centre on Dusk (on its main continent that is). The major city Asabmom has a size of almost 3 million. (See planetary datafax).
The planet is (in my campaign) heavily based on Kenya in the 1920ies and the two major cities are based on Mombasa and Nairobi (linked by a railway). The town I mentioned is actually the counterpart of Nairobi. As I said all is mainly based on the 1920ies (somehow fitting as I play an adaption of Call of Cthullus Masks of Nyaralothep), but sometimes also inspired by more modern times (auto taxis etc.).
It has a basic sewage system in the central area of the town, but not in the outer regions and the slums.
News mainly travel by mouth within the town. Personal vox systems are presnt, but only for the richer and almost exclusively for the off-worlder and/or settler population.
Social system: Again heavily inspired by Kenya of 1920. Off-worlders are common, but a clear minority. Off-worlders and the Adepta personnel lives mainly in the cities central areas. The response to the Imperium within Iborian is well enough. Beyond the town it is a different matter… In town we have a single slightly burned-out but experienced Arbites officer (whose formal rank is even Marshall), two Adeptus Adminstarum Adepts (who mainly record any trading activities), a single “official” Ministorum cleric (from off-world) who also acts as a doctor besides dozens of local “lay-priests”. Besides this Adptus personnel there are a couple of off-worlders with more or less important functions. A retired Imperial Guard colonel as well as the leading officer of the local PDF (the Dusk Rifles) besides many more.
There are about no vendors of “high tech goods” in town (there is no Mechanicus presence in town). A rich native in town might own a gun, but most can only afford primitive weapons like bows and crossbows. There are very few cars (mainly sort of taxis) and a single gasoline station in town. The Dusk Rifles (i.e. the PDF) are armed with single shot (I think they are called Steadholder in the Inquisitors Handbook) rifles and feature a few durable half-tracks.
The Inquisitor takes control of the city by force. The only “official” he will contact through one of his subordinates (and a couple of armsmen) is the PDF captain; mainly by intimidation… The rest he will simply ignore (partly out of arrogance).
That said, we had a session in the meantime and you won’t believe what my players did. They simply walked towards the landing gun-cutter and then let themselves manhandled onboard…
Alwas expect the unexpected. What the f***...
PLANETARY DATAFAX: DUSK
Population: Roughly estimated 4 Million
Tithe Grade: Solutio Tertius
Special Notation: Malfian Sub-Sector, Calixis Sector, Segmentum Obscuros
Geography/Demography: Wet; abiding planetary climate is mostly tropical and semi-tropical. The planet is constantly basked in a very low light. The climate means there are large varieties of fungus and even the native wildlife has evolved from fungal strands.
Pre-Imperial traders built the metropolis Asabmom as a merchant city and trading center before the Angevin Crusade entered the Calyx Expanse. About 3 Million people live here around the initial space port that lies well defended on a rock surrounded by huge chasms, though there has never been an accurate census on Dusk. The planet is home to a mixture of surviving colonists, outcasts and wanderers, scattered over isolated villages and plantations. Beyond the cities and the Imperial-owned plantations, life of the natives continues much as it has for millennia. The tribal cultures are stable and well adapted to the hostile planet.
Striking is the high birth rate of psykers. Natives of Dusk are narrow-minded and highly superstitious. Sudden madness, trauma, feuds, strange phenomena, morbid obsessions and disappearances are simply accepted facts of daily life on Dusk. The people of Dusk act withdrawn and threatening, and their sense of humour is often macabre.
In Asabmom, Low Gothic is generally spoken, outside of Asabmom and the few other towns, most natives know little or no Low Gothic. The common language on Dusk is a tribal dialect with a strong Low Gothic vocabulary. The planet has a great tradition of storytelling - grim, cautionary tales are told when storm and fog at the campfires, and contain some dark truth.
Governmental Type: Dusk is mostly self administered, though it owes full allegiance to the Imperium, which oversees most foreign and Adeptus matters. Power remains concentrated in the Imperial Governor's hands; weak legislative and executive councils made up of official appointees were created about 200 years ago. The Imperial settlers were allowed to elect representatives to a legislative council and gained representation for themselves and minimized representation on the council for Dusk natives. The government appointed an Administratum Adept to represent interests of the natives on the Council.
Planetary Governor: Currently the High Commissioner Thorne Coryndon of the Administratum is considered Planetary Governor of Dusk
Adept Presence: Low; low Adeptus Administratum and Adeptus Ministorum and very low Adeptus Arbites presence. Almost exclusively based in Asabmom and the few larger towns on Dusk.
Military: Two under-strength regiments of Imperial Guard garrison Dusk. There also exist over ten-thousand paramilitary enforcers, usually natives or early settlers led by Imperial officers.
Trade/Economy/Addendum: Dusk is one of the most infamous Feral Worlds within the Calixis Sector and has a sinister reputation. The fertile planet was always viewed as an ideal starting point for further development of the remote region of space in which it is located, and was the target of repeated efforts to establish mass agriculture. Unfortunately all attempts for colonization since the days of the founding of the Calixis Sector failed catastrophically.