Factions of Paremu

## Guild of Engineers

 Cohesion
 Facts
 Problems
 technological stagnation

* 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

 Cohesion
 Facts
 Problems
 physical prowress

* 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