Factions of Paremu

Guild of Engineers

 * Power: 3
 * Facts:
 * in control of the Generator
 * lingering magical potential
 * great knowledge and production capabilites
 * Problems:
 * low on resoucres
 * always under preasure to keep the city alive
 * technological stagnation
 * Cohesion: 3
 * Trouble:3
 * Action die: 1d10

Makers Children

 * Power: 1
 * Facts:
 * better understanding of technology than anybody else in Paremu
 * Problems:
 * low selfesteem
 * physical prowress
 * Cohesion: 1
 * Trouble: 2
 * Action die: 1d6

Guild of Steamliners

 * Power: 2
 * Facts:
 * elemental for Paremu's survival
 * well informed
 * Problems:
 * dangerous work
 * struggling to keep independency from the Guild of Engineers
 * Cohesion: 2
 * Trouble: 2
 * Action die: 1d8

Keepers of Justice

 * Power: 3
 * Facts:
 * law and order of Paremu
 * well drilled
 * no fear, no doubts
 * Problems:
 * feared and mistrusted by the people
 * uninspired
 * pushed to the limit
 * Cohesion: 3
 * Trouble: 3
 * Action die: 1d10

Mining Guild

 * Power: 4
 * Facts:
 * huge and organized (2)
 * charismatic leader (William xxx)
 * well equipped
 * Problems:
 * hard and dangerous work
 * envied by other factions
 * mineral depletion
 * the ever rising demand
 * Cohesion: 4
 * Trouble: 4
 * Action die: 1d12

Hunters Guild

 * Power: 1
 * Facts:
 * well respected providers
 * Problems:
 * few members
 * dependent
 * Cohesion: 1
 * Trouble: 2
 * Action die: 1d6

Sqorn's Tribe

 * Power: 1
 * Facts:
 * expert hunters
 * dont freeze or strave to death (dominion by Sqorn)
 * strong traditions
 * Problems:
 * last of their kind
 * stoneage tech-level
 * Cohesion: 1
 * Trouble: 2
 * Action die: 1d6

Hospitaler Guild

 * Power:1
 * Facts:
 * the only profesional healers in the city
 * Problems:
 * akademic attitude
 * bad working conditions
 * Cohesion: 1
 * Trouble: 2
 * Action die: 1d6

Underground Nation

 * Power: 5


 * Facts:
 * vast mineral resources
 * magic users,
 * 6 tribes one ruler
 * experienced warriors
 * well defended territory


 * Problems:
 * depending on surface food supply (3)
 * regular infights
 * bloodthirsty
 * low tech tribal culture
 * Cohesion: 5
 * Trouble: 6
 * Action die: 1d20

Clockwork Syndicate

 * Power: 2
 * Facts:
 * black market ring run by automatons
 * gold rush since the Van Braun Restoration


 * Problems:
 * illegal activies
 * the Thermo is now worthless
 * Cohesion:2
 * Trouble: 2
 * Action die: 1d8

Paremu Defence Force

 * Power: 2
 * Facts:
 * best weapons in town
 * supported by Edwin van Braun
 * Problems:
 * nexperienced
 * pressed in service
 * Cohesion: 2
 * Trouble: 2
 * Action die: 1d8

The Unwashed Masses

 * Power: 4
 * Facts:
 * we are many
 * hard working
 * modest and tough
 * in high demand
 * Problems:
 * unorganized
 * poor and ill equiped
 * depending and not selfsufficient
 * Cohesion: 4
 * Trouble: 3
 * Action die: 1d12

Honorable Office of Records, Revision, Oversight and Regulation (H.O.R.R.O.R.)

 * Power: 2
 * Facts:
 * established by ancient laws
 * a neccessary evil
 * Problems:
 * hated by everyone
 * inflexible and slow
 * Cohesion: 2
 * Trouble: 2
 * Action die: 1d8