Welcome to the Riverlands

The wastes are dangerous, but you don't have to face them alone. Calamity's End and the surrounding areas are populated by numerous factions. You do not need to join one to play, but you will interact with them constantly!


Local Factions

Iron Tusks

(Player Faction)

  • The Vibe: Hardy Wilderness Reclaimers 

  • How to Spot Them: Iron Tusk Face markings

  • Who They Are: A hardy, fiercely loyal tribe working tirelessly to carve out a safe haven from the irradiated hazards of Crystal Creek. They are veterans of a bloody, conflict with the Fenrir. However, a tentative new alliance has begun to form between the town, the Fenrir, and the "Younger Tusks". They are devout followers of the Tribe of Seasons, finding their solace under the cool, quiet embrace of Father Night and Mother Luna. Because they view the night as their holiest time, all of their rituals and gifts are presented under the cover of darkness.

Fenrir

(Player Faction)

  • The Vibe: Gun Vikings

  • How To Spot Them: Fenrir Face markings

  • Who They Are: Long viewed by outsiders as faceless boogiemen, the Fenrir are fighting to establish themselves as a complex community of farmers, traders, and veterans. Led by figures like War Chief Alexander, they are actively testing the character of the settlements around them to see who makes a worthy ally. Though they possess a deep rivalry with the Iron Tusks from their conflict, they have begun forging a new alliance with the town and the Younger Tusks. Fiercely protective of their history and their fallen; they view the ruins of their destroyed settlements, like the Hope Settlement, as sacred resting places. While they will quickly answer violence with violence, they are reasonable people who will respect logic, emotional persuasion, or even substantial bribery.

Moonbeam Cavalcade

  • The Vibe: Tech Researchers

  • How to Spot Them: High-tech gear

  • Who They Are: A faction of Digitarians, Unstable, and Irons obsessed with learning how the world works. They lead intense research teams, push the limits of technology, and base their internal government entirely on tests of scientific knowledge. They heavily oppose the destruction of tech or research.

Iron Pikes

  • The Vibe: Punitive Reformers

  • How to Spot Them: Iron Pike Mark

  • Who They Are: Originally a group of freed slaves known as the Iron Guard, they are now overwhelmingly Final Knights (specifically Shepherds of the Lost). They keep themselves neutral from other factions and believe society thrives only when criminals are captured, tortured, and purified through suffering.

Three Daggers

  • The Vibe: Paranoid Syndicate

  • How to Spot Them: Dagger motifs

  • Who They Are: A loosely cohesive syndicate divided into three distinct pillars: Bandits, Artists, and Thugs. Mostly made up of Vegasians, Retrogrades, and Solestros, they are bound together strictly by a mutual protection pact rather than any shared religion. Their unity is highly conditional, however each pillar upholds an iron-clad rule, and any member who breaks it is immediately stripped of their protection and thrown to the mercy of the wastes.

Stormcallers

(Player faction)

  • The Vibe: Mountain Cult

  • How to Spot Them: Norse themes

  • Who They Are: A Player Faction based in the northwest mountains at Hrok's Ledge. They are a Tribe of Seasons cult that leans into Norse and Crow Eater mentalities, particularly the practice of hunting down heretics and leaving them as crow food. They famously stayed neutral in the Tusk/Fenrir war but caused major tension by sheltering a group of Fenrir who had raided the Tusks. While the tribe is primarily made up of Ascensorites and Natural Ones, outsiders can earn a place among them if they manage to prove themselves in highly unique ways.

Wardens of Reason

  • The Vibe: Aberrant Safety & Study

  • How to Spot Them: Bottle cap rank insignia

  • Who They Are: A mixed-strain (heavy Unborn) cooperative focused on stopping anomalous and biological threats. They are not witch hunters, but they act as a safeguard by stepping in with warnings (and eventually force) if someone irresponsibly uses Aberrant skills to endanger the town

Widowmakers

(Player Faction)

  • The Vibe: Subterranean Survivors

  • How to Spot Them: Widowmaker symbol (though not always visible)

  • Who They Are: Almost exclusively Lascarians who prioritize the survival of their tribe above all individual goals, wasteland laws, or moral codes. "We. Will. Survive." is their absolute rule, and they will ruthlessly sacrifice individuals for the good of the many if they prove to be a liability.


Financial Institutions of The Riverlands



coleman trading caravan

  • The Vibe: Neutral Information Brokers

  • How to Spot Them: Pink and grey scarves

  • Who They Are: An old mining family of Rovers that travels the Riverlands bringing news and resources to those in need. They thrive on the information economy, remain strictly neutral by judging people on actions rather than rumors, and strongly oppose forced labor.

Discarded

  • The Vibe: Savage Survivalists

  • How to Spot Them: Prison tattoos

  • Who They Are: A loyal crew of mutants (Tainted, Remnants, Retros) who survived the horrors of the floating Iron Prison on Spire Island. They banded together under Dr. Meredith Faizer, using custom lock-picking gadgets to fight back against guards. They will band together against anyone who besmirches one of their own.

Guiding Hand.png

Order of the GUIDING HAND

  • The Vibe: Wasteland Tutors

  • How to Spot Them: White and blue scarves

  • Who They Are: A sub-sect of the Sainthood of Ashes dedicated to teaching new survivors how to survive the wastes (which created the Blue Bird program). They avoid town politics, ally with Postal Workers, and firmly believe the Final Knights are misguided.

Regal FAMILIES

  • The Vibe: Old-Money Empire

  • How to Spot Them: Bejeweled Cicada brooches

  • Who They Are: An empire of Pure Blood families (Dillards, McAdams, Kirkpatrick, Morgan, Hilton) united through marriage. Led by the Dillards, they combine old-money refinement with shrewd business management and opportunism to rebuild their plush lifestyles.

Tarbucks.jpg

TARBUCKS TRADING CO.

  • The Vibe: Gray Hat Traders

  • How to Spot Them: Red feathers, short rope sashes

  • Who They Are: Former island port denizens who took to the boats when the rad-ash fell. Led by Big Red, this motley crew of Saltwise and Baywalkers walks the line between honest and dishonest business, bound by a hard-earned "honor among thieves."


Twin Suns

  • The Vibe: Pirate Merchants

  • How to Spot Them: Orange and black sun tattoo, practical sailing gear

  • Who They Are: Piratical merchants (many following the Cult of the Many-Eyed God) who transport cargo along the coast and waterways. They live free and constantly feud with lawful groups like the Iron Pikes and Skybreakers. If you pay the right amount, they'll do the job.


Faction Favor Token

The Riverlands are populated by numerous Non-Player Character (NPC) factions that actively shape the local story. Building positive relationships with these groups earns you Favor Tokens, which can be exchanged for anything from rare resources to backup in a fight. The exact rewards shift alongside the town's ongoing narrative, so roleplay with faction members to discover what they are currently offering.

Rewards

  • 1 Faction Favor

    • Request a faction to perform 5 research questions for you. (The Player chooses the topic, the Faction decides questions). (1/event)

    • Request a faction for a teacher to teach 5 skills.

    • Request for a meeting with a face NPC from the faction. (Requires a 1 month notice)

    • Rent a piece of gear for the next 6 trades. (Not a Vehicle)

    • Rent a Vehicle for the next 3 trades.

    • Request for 10 pieces of gear be repaired instantly on your behalf.

    • Request 5 items to be crafted in 30 minutes on your behalf. (Must turn in the resources) (Must choose Culinary/Artisan). 

    • Request an NPC to remove all of your fractures. (Takes 30 minutes)

    • Request an Infection Transfer. (Requires 1 Month Notice)

    • Request an Anomaly Profession Skill be used on your behalf. 

    • Request a major amount of resources to be delivered to a ZOM or Plot. (These resources only go to the story, not in the Players pocket)

    • Request a hefty favor from the faction. (If not significantly detrimental)