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The Factions

Four factions inherited what was left of Earth after the Fall — and the neutral Rebels refused them all. They share a planet, a resource, and almost nothing else.

Syndicate crest
Faction 00

The Syndicate

The Syndicate answers to no flag. Stitched together from smuggler cartels, mercenary captains, salvage crews, and black-market chemists, it thrived in the cracks left by the Fall — moving Aetherite, weapons, intel, and people across every border that still pretends to exist.

They sell to the Dominion in the morning, to Section 31 by afternoon, and to the Exiled after dark. Their strength is not territory but leverage: every faction needs something only the Syndicate can deliver, and the price is always rising.

Every war is somebody's market.
Dominion crest
Faction 01

The Terran Dominion

Born from the engineers, soldiers, and families who survived the Fall with their structures intact, the Terran Dominion refused to surrender to either machine or mutation. They retreated into hardened cities and fortified valleys, salvaging pre-collapse blueprints and reigniting old industry one furnace at a time.

Where others see the cycle as inevitable, the Dominion sees it as a failure of discipline. Their doctrine is patience: rebuild slowly, defend absolutely, expand only when ready. Their armies are conventional but reliable — tanks, infantry, and proven chains of command.

We do not evolve. We endure.
Section 31 crest
Faction 02

Section 31Under development

This faction is still under development. Lore is provisional and may change before launch.

Once the scientists and operators who watched the AI takeover from the inside, Section 31 concluded that biology itself was the original flaw. A clandestine technocratic order, they chose not to fight the machines but to surpass them — surgically, deliberately, on their own terms.

Their citadels hum with experimental reactors and neural lattices. Each soldier is a curated upgrade path; each vehicle a test of what a human-machine hybrid can withstand. They are few, but every loss is engineered to be replaceable.

Perfection is engineered.
Exiled crest
Faction 03

The ExiledUnder development

This faction is still under development. Lore is provisional and may change before launch.

The Exiled were never meant to survive. Trapped in the irradiated dead zones, soaked in Aetherite leaks and collapsing biospheres, they should have died with the old world. Instead, the Aetherite rewrote them — and kept rewriting.

They build with what the land gives them: bio-mechanical hybrids, fast-growing colonies, swarms that recover faster than they can be killed. They do not mourn what they were. They are curious about what they are becoming.

We are not broken. We are next.
Rebels crest
Faction 04

The RebelsNeutral faction

The Rebels were never a faction by choice. They are what is left when a town refuses the Dominion's draft, when a convoy walks away from the Syndicate's payroll, when a settlement burns its Section 31 implants and runs. Scattered across contested ground, they hold no capital and answer to no command.

They take work from anyone and loyalty from no one. Where the four powers carve the map, the Rebels squat in the seams — bleeding patrols, looting depots, and selling the same intel to whoever paid last. They are neutral only in the sense that everyone is, eventually, their enemy.

No flag is worth the price they ask.