Interest Groups

Each Region SGM should create at least one interest group within their borders that is a part of Athesia, but will want to apply political pressure on the council in some way. Interest groups will have their own character sheets, including 4 starting voting power and an infrastructure advance. Factions have a cap of 7 advances like players, but can only have voting and infrastructure advances (not story). Interest groups can gain advances by being given them by players. Interest groups operate purely on the whim of the GM that controls them, but their decisions can be influenced, so its worth getting in their good books, as they can be quite powerful allies.
These groups should have an appointed spokesperson who gets their own name badge and a single SGM who will play them during audiences in the council room. The group representatives will be allowed to speak when motions are introduced to the council and changes in their opinion may affect how the republic functions.