Factions

The wasteland is carved up between powers that will shelter you, ignore you, or enslave you. Know each faction before you cross its land.

The Holy Nation Conditional

A vast theocracy that worships Okran and the sun. Safe if you are a Greenlander male — lethal to almost everyone else.

The United Cities Conditional

A sprawling, corrupt trade empire built on slavery and noble politics. Rich, dangerous and morally filthy.

The Shek Kingdom Friendly

A warrior culture of horned humanoids who respect strength and nothing else. One of the best early-game neighbours.

The Anti-Slavers Friendly

A rebel movement of escaped slaves and idealists fighting the United Cities slave trade. Allies of conscience, not of strength.

The Tech Hunters Friendly

Independent scavengers and traders obsessed with Ancient technology. Neutral, useful and refreshingly free of politics.

The Flotsam Ninjas Friendly

Refugees and exiles fighting the Holy Nation from the swamp's edge. Enemies of the theocracy, friends of the outcast.

Skeleton Bandits (The Broken) Hostile

Damaged, unstable Skeletons who raid the wasteland. Dangerous, tireless and immune to the things that stop human raiders.

The Traders Guild Neutral

The merchant backbone of the United Cities. Not a fighting force — a network of shops, caravans and money.

The Slave Traders Hostile

The slaving arm of the United Cities economy. They want you alive — which is worse than wanting you dead.

The Cannibals Hostile

Tribal hordes of the eastern forests who hunt the living for food. Overwhelming in numbers, merciless to the downed.

The Fogmen Hostile

Degenerated Hivers in the Fog Islands who swarm anything that enters their fog. They eat the living and the dead.

The Hive Friendly

Insectoid colonies in the eastern deserts, organised by Prince and worker castes. Peaceful traders if left alone.

The Crab Raiders Neutral

A disciplined martial order on the Leviathan Coast who train giant crabs and respect a good fight.

The Skin Bandits Hostile

Skeletons disguising themselves in stitched human skin to pass among the living. Quietly one of the game's most unsettling factions.

The Reavers Hostile

Brutal slavers and raiders of the far north and east, beyond the reach of the major powers. Strong, organised and cruel.

The Nomads Friendly

Wandering desert traders who travel in caravans with herds of beasts. Harmless, useful and a good source of pack animals.

The Shinobi Thieves Conditional

A guild of thieves operating from hidden Thieves' Towers. Join them and the world's locks open for you.