The Craterborn
Salvage, trade, and influence.
The factions are bound together by the same fragile network, but they disagree about who should control it—and what should be done with the Great Forge.
The Craterborn
Salvage, trade, and influence.
American Continuity
Government, military power, and reunification.
European Concord
Diplomacy, shared infrastructure, and treaties.
Eastern Directorate
Technology, industrial production, and order.
Meridian League
Regional cooperation and distributed resilience.
Iron Compact
Industry, mines, manufacturing, and energy.
Hearthbound
Independent settlements and mutual aid.
White Wolves
Raiders, smugglers, and mercenaries.
Church of the Last Flame
Faith, discipline, and fear of forbidden energy.
Pale Directorate
Research into the collapse and experimental energy.
Frostborn Clans
Wilderness knowledge, tradition, and independence.