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Factions

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.