 Mem
Warring factions
Mem, former New Memphis, is the largest city of Ra's planet. But it is politically divided in the territories of a lot of groups. Most of them are fighting other groups. They are based on alignment, race, religion, leader and everything else that can divide or unite people. All these factors make travelling through Mem a puzzle and risk.
The factions
- SIE: Seth is everything
- where: the mountains of the north-west, centre, sewers in the west
- alignment: evil, of course.
- goal: power
- passing-through: impossible
- enemies: almost anybody
- allies: HP, Ali R.
- danger: dangerous within their influence, harmless everywhere else
- Osiris
- where: the mountains of the north-east, centre
- alignment: good
- goal: stop SIE
- passage: easy but danger due to assaults
- enemies: SIE and its allies
- allies: Free state, FPEH
- danger: dangerous to evil
- NDLM: Neo-dwarven liberation movement
- where: most of the areas inhabited by dwarves
- alignment: lawful
- goal: govern dwarves
- passage: difficult for non-dwarves. Needing a passport.
- enemies: HP, Ali R., UHM, Drow, FPEH, RDLM
- allies: none
- remark: strong support amongst dwarves
- RDLM: Reformed Dwarven Liberation Movement
- where: northern caves
- alignment: lawful
- goal: liberate dwarves
- passage: difficult to dwarves, impossible to non-dwarves
- enemies: everybody
- allies: none
- danger: dangerous within, harmful in areas inhabited by dwarves.
- remark: fanatics
- FPEH: Freedom party elves and humanoids
- subfactions: A: aaracokra; P: elves; O: Orks; HG: half-giants
- where: areas inhabited by: elves, half-giants and aaracokra. Parts of the orc-inhabited areas.
- alignment: chaotic
- goal: protection to other factions
- passage: on the main roads only, curfew for non-natives.
- enemies: RDLM, HP, SIE
- allies: Osiris, Free state, Liz, UHM, Unionists
- remark: stable.
- Liz: lizard men
- where: North-coast of the lake
- alignment: chaotic
- goal: save area for lizard men
- passage: impossible
- enemies: HP, ITO, Ramses, Khor, SIE
- allies: Free State, UHM, FPEH
- remark: not coordinated, instable, xenophobic
- FFA: Fight for Aton
- goal: Aton is the only god.
- Khor, Ramses, Ali R., Ito, Emir al'Ochra, emir v duma
- remark: Influence of local leaders.
- UWA
- alignment: chaotic
- goal: none
- passage: possible but dangerous
- enemies: itself
- remark: little anarchist areas
- UM: United Merchants
- where: south of the inner town
- alignment: lawful
- goal: protect trade
- passage: easy
- enemies: SIE, all thieves
- allies: none
- remark: important to each party
- Wiz: wizard territory
- where: South west of the inner town
- alignment: all
- goal: live in peace
- passage: dangeous
- enemies: HP, UNA, Unionists
- allies: none
- remark: weak allience of all kinds of wizards, no government, no attack power.
- Faraoists
- where: North west of suburbs
- alignment: lawful
- goal: Conquer Mem for farao Amon Khateb III
- passage: The border is dangerous
- enemies: Neo-royalists, unionists and almost everybody else
- allies: Emir al' Ochra
- remark: strong army
- Neo-royalists
- where: western suburbs, garden-city
- alignment: lawful
- goal: protect own interests, farao Tutankhamon II on the thrown
- passage: five selket per person
- enemies: faraoists, unionists, UHM
- allies: UM
- remark: has a lot of money, influence and a strong army
- Free State
- where: souther suburbs
- alignment: chaotic good
- goal: peacefull coexistence
- passage: no problem
- enemies: HP, Ali R., UWA, emir v duma
- allies: Osiris, FPEH
- remark: good aligned religions
- UHM: United halflings of Mem
- where: halfling quarters
- alignment: lawful
- goal: protect halflings
- passage: possible
- enemies:wiz, hp, faraoists
- allies: FPEH, Liz, free state
- remark: strong, important ally
- Unionists
- where: border of the nile near the orcish quarters
- alignment: chaotic
- goal: free Mem, found a kind of democracy
- passage: imposssible from enemy territory
- enemies: MFA, Wiz, faraoists
- allies: FFA
- remark: strong growing, especially amongst orcs, not religious
- OP: Orcish Party
- where: lower regions of the orcish quarters
- alignment: evil
- goal: conquer Mem, all power to the orcs
- passage: impossible
- enemies: almost anybody
- allies: Unionists, WP, FPEH-O
- danger: harmless outside own regions
- WP: wererats
- where: sewres of the south
- alignment: evil
- goal: extinguish non-wererats
- passage: please don't try.
- enemies: all
- allies: OP
- HP: Human Party
- where: west of the lake
- alignment: lawful evil
- goal: Conquer Mem
- passage: possible to humans
- enemies: all humanoids
- danger: dangerous outside their own territories
- remark: trade slaves
- MFA: money for all
- where: inner city and the old harbour
- alignment: chaotic
- goal: honest share of the money
- passage: easy, need money for almost everything
- enemies: everybody with a lot of money
- allies: anybody else
- danger: harmless
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