Game guide
Faction: Grimloken
In the older districts of Grimloken cities, a person’s clan is still called their shift. The name comes from the foundries, where families once lived and worked under contracts their grandchildren were expected to inherit.
The first clans formed around workshop crews. They shared food, hid injured workers, and quietly altered the machinery that kept their employers in power. When the fighting finally started, loading rigs became boarding frames and furnace plating became armour. The rebellion won them their cities. Keeping those cities supplied taught them how to fight beyond their own world.
That history survives in the way they choose their leaders. A captain is expected to know what a damaged engine sounds like and to eat after the crew has been fed. Weapons are repaired, handed down, and argued over. An old suit of armour can carry three generations of alterations, with the names of its previous owners scratched beneath the plates.
Other factions tend to meet Grimloken raiding fleets before they meet Grimloken families. Their reputation for brutality is deserved often enough, but it leaves out the neighbourhood kitchens, the crowded workshops, and the veterans who spend their retirement teaching apprentices. Most Grimloken would say those are precisely the things worth fighting for.
Their greatest argument is over what victory should buy them. Some clans want secure borders and a chance to build. Others have grown wealthy from conquest and have little interest in peace.
Your faction influences ownership, shared visibility, and eligibility for some ships, powers or structures. See Factions for modifier values.