Here's a structured and detailed long list of factions that could exist in Fallout 5, blending unique ideas, lore-consistent evolution, and diverse social ideologies. This list includes major powers, minor factions, splinters, and thematic oddities—from ideological movements to raider cults and supernatural myth chasers.
🛡️ MAJOR FACTIONS (Power Players & Emerging Forces)
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Enclave Rebirth
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A purist faction reborn with biotech and cybernetics, seeking to "reclaim" America with hybrid Super Mutant warlords and controlled AI.
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Key Feature: Power armor with internal AI interfaces.
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Leader: President Solomon, a ghoul claiming to be an original Enclave engineer who found salvation in tech.
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The Followers (of the Original Constitution)
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Literalists who revere the pre-war U.S. Constitution as a holy document.
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Structured like founding-era revolutionaries with tricorn hats, muskets modified into energy weapons.
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Belief: The bombs were divine punishment for betraying the Founding Fathers.
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The Unit
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Former U.S. military special forces awakened from cryostasis. Efficient, ruthless, heavily disciplined.
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Mercenaries for hire, but quietly pursuing Project: Restoration—a military utopia.
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Leadership rotates under a democratic tribunal of officers.
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Vault Colonial Authority (VCA)
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Vault survivors who emerged and began imposing law in other settlements.
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Operates like colonial governors, assigning "protectors" to oversee regions.
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Owns advanced Vault-Tech archives, controlling medicine, water purification, and food tech.
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Brotherhood of Steel – Echo Division
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A splinter faction that has fused Brotherhood tradition with scientific openness.
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Accepts mutants and even synths, focusing on containment, not extermination.
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Leader: Paladin Selene, a former synth who proved her loyalty.
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☠️ RAIDER & BANDIT FACTIONS (Fragmented, Dangerous, Culturally Unique)
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The Casket Choir
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Gothic raiders who sing hymns while burying enemies alive.
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Belief: Death is a cleansing rite; each raid is a funeral procession.
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Signature Weapon: Shovels modified as halberds.
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Red Ash Marauders
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Pyro-worshipping ex-miners using flame weapons and scorched armor.
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Controlled by a ghoul high priest called The Emberborn.
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The Cracked Crown
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Raiders who imitate monarchy, coronating warlords as kings/queens in armored thrones.
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Each territory is a "realm" with peasant laborers.
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Rotgut Kings
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Mutant and human raiders who run distilleries producing deadly spirits.
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Trade in addiction, extortion, and “recreational toxins.”
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Many ghoul members who've lost their senses but retained survival instincts.
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Serrated Dawn
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Bandits who follow a brutal sunrise ritual: execute someone at dawn to ensure the sun returns.
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Belief born from old pre-war superstition combined with trauma and chem-addiction.
🧟 GHOUL & SUPER MUTANT FACTIONS (Subculture Evolution)
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The Gravediggers
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Ghouls obsessed with pre-War cemeteries and honoring the dead.
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Treat bones and coffins like sacred relics.
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They fight to protect ruins and “restless souls.”
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Maggotkin
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Super Mutants who believe rot is divine.
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Feed on the dead, wear fetid armor, preach "The Feast is All."
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Leader: Old Gnasher, a legendary cannibalistic Super Mutant prophet.
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The Hollowed
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Cult of ghouls who believe they are ascending into ghosthood.
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Paint themselves white, rarely speak, communicate through written scripture.
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Peaceful unless provoked—then eerily efficient in combat.
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Brute’s Pact
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A band of Super Mutants and humans coexisting under mutual respect.
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Use brute strength for good—offering protection-for-food programs in settlements.
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The leader is Brute, a towering mutant who’s wiser than he looks.
👻 MYTHIC, SUPERNATURAL, AND WASTELAND CULT FACTIONS
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Ghost Hunters
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Paranormal scavengers who believe the Wasteland is haunted by psychic echoes.
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Use pre-war EMF devices, trap “spirits” in quantum jars.
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Some are just scammers; others have legit unexplained tech.
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The Black Glow
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Radiation cult worshiping the Aurora Borealis and glowing creatures.
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Paint themselves in glowing paint and seek to "join the luminous ancestors."
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Found in irradiated zones and crater temples.
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The Cult of the Hollow Atom
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A rival to the Children of Atom who believe the bomb didn't destroy—it “opened a doorway.”
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Seek to "go beyond" via nuclear detonation.
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Famous for constructing “Atom Gates” made of scavenged nuclear tech.
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Iron Echoes
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Post-apocalyptic monks who carve histories into metal plates.
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They roam settlements and trade lore for protection.
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They’re pacifists until someone desecrates a “Sacred Plate.”
🛠️ SOCIETIES, SETTLEMENTS, AND TECHNOLOGICAL FACTIONS
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Junkmen’s Guild
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Tech-neutral traders and inventors who maintain a strict barter code.
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Have an internal court system to settle disputes over blueprints and parts.
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Often rivals with Brotherhood factions.
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The Hollow Rails
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Nomads who live in massive, traveling train settlements.
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Worship the rail lines, keep them clear, and attack those who block them.
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Steam and kinetic-based weapons dominate their arsenal.
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Kreel’s Forge (Wartech Subfaction)
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Forges powerful tech suits and war machines.
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Includes robots, exosuits, and modular weaponry.
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Hidden fortress in a volcanic forge site.
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The Network
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A secretive group of tech-savvy operatives maintaining blackmail and data leaks.
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Formed by former members of the Railroad.
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Belief: "Information is liberation.”
🔥 SURVIVORS, TRADITIONALISTS & OUTLIERS
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Railroad Survivors
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Remnants of the Railroad maintaining synth freedom in hiding.
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Seek to liberate synths from new corporate slavers or Enclave AI control.
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The Cured
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Former addicts or ghouls trying to reverse their mutations through clean living, meditation, and ancient Vault-Tech therapies.
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Often targeted by raiders for their compounds filled with rare meds.
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Cradle Kin
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Generational settlement builders who stay in one place, believing nomadism is the true curse.
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Cultivate soil, teach Wasteland birth and growth rituals.
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Secretly maintain a hidden archive of pre-War birth records.
🌀 WILD CARDS & ANOMALIES
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The Eighth Broadcast
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A radio station cult that worships a rogue signal on frequency 88.8.
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Members speak in rhythmic phrases and follow cryptic commands.
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Their signal can affect robots, synths, and brains.
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Chimera Syndicate
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Mercs and black-market scientists splicing animals, humans, and robots.
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Create monstrous bio-weapons to sell to the highest bidder.
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May be tied to Vault X-21 or rival its power.
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The Tomb Sun
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Solar-worshipping mystics who believe light scorched the Earth to “free it.”
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Their armor glows in sunlight; weapons are heat-based.
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The Pale Hand
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Secretive assassins who believe the world must be emptied before it can be rebuilt.
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Operate in cells, wear bone-white armor, erase all traces after kills.
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The Forgotten Choir
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A traveling group of ghoul bards and singers, telling old-world stories and nuclear-era tragedies through eerie harmonies.
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They never fight—but those who silence their music often disappear.
⚙️ OPTIONAL ADD-ON: Recruitable Leaders & Crossover Members
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Some Super Mutants, synths, or ghouls can become leaders or ambassadors to factions usually hostile to them.
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Example:
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Ghoul Diplomat from The Followers
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Synth Scout within The Network
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Super Mutant Historian in Iron Echoes
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⚔️ REGIONAL FACTIONS & LOCALIZED POWERS
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The Newark Pact
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Coalition of pre-war city survivors who rebuilt parts of Newark into a semi-functional zone.
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Known for using jury-rigged urban security bots and electrified barricades.
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Militia has a strong code of honor but brutal justice.
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The Dune Kin
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Sandstorm dwellers who thrive in arid wasteland regions.
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Travel in convoys covered in tattered cloth and sand-caked armor.
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Belief: The wind spirits cleanse the Earth of weakness.
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The Ironhowl
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Appalachian mountain raiders wearing wolf skull masks.
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Use sound-based warfare—horns, howls, and drums to instill terror.
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Run slave pits in the deep woods; occasionally trade with outsiders.
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Great Lakes Leviathan Guild
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Coastal survivalists and boat-bound factions controlling lakes and rivers.
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Use harpoons, algae-based fuel, and deep-sea diving suits.
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Revere the deep as sacred; think a massive aquatic mutant slumbers beneath.
🧬 TECH-CULTS, VAULT OFFSHOOTS, AND POST-SCIENCE SOCIETIES
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Vault X-21 Splicers (if cross-referenced)
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Rogue scientists and subjects obsessed with mutation, DNA rewriting, and evolution.
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Belief: Humanity must become more than it was to survive what’s next.
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Sometimes barter gene therapy in black markets.
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The Gridwalkers
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Electrical engineers turned cyber-monks.
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Live in electrified temples, protect fusion cores like holy relics.
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Plug themselves into old-world terminals for “divine revelation.”
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Techno-Restoration Front (TRF)
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Focused on rebuilding old-world infrastructure with an anti-militarist agenda.
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Rejects warlords and demands peace treaties backed by restored electricity and food.
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Armed with EMP tech and hacking drones.
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The Lobe Assembly
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Brain-in-a-jar cult formed from Vault experiment leftovers.
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Each member retains a psychic link to the others.
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Want to upload their minds to satellites to "escape Earth’s decay."
🔮 SPIRITUAL, CULTIST, AND RELIGIOUS OFFSHOOTS
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Children of the Marrow
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Ghoul cult that believes the key to eternal life is inside the bone marrow of humans and mutants.
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Conduct strange bloodletting rituals and "bone blessings."
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The Skyward Flame
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Believers that only by ascending in pre-war rockets or airships can humanity escape damnation.
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Operate launchpads, scavenging old aerospace tech.
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Sometimes abduct others for “ascension trials.”
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The Sootfolk
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Ash-covered ascetics living near volcanic zones or blast craters.
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Practice fire-walking and radiated fasting.
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Some claim to see into the past when staring at ash clouds.
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The Hymnkeepers
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A faction that believes sound and music have healing and spiritual properties.
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Use sonic weapons and calming frequencies in battle.
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Protect ancient recording archives and radio towers.
🐗 MUTANT-LED SOCIETIES & DIVERGENT COMMUNITIES
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The Rebound
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A haven built by ex-raiders, mutants, and synths who swore off violence.
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Radical rehabilitation through shared farming and therapy sessions.
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Paranoid defense system—will defend themselves very aggressively if betrayed.
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Bloodroot Commune
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Ghoul and mutant agriculturists experimenting with radioactive farming.
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Eat glowing crops, worship bioluminescent trees.
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Led by a sentient mutant tree named Dr. Root via neural fungus spores.
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The Bloatborn
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Mutated humans who embrace symbiosis with parasitic creatures.
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Covered in glowing boils, but immune to certain radiations and diseases.
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Want to “spread the gift.”
🎭 SUBVERSIVE CELLS, CULTURAL MOVEMENTS & CRIMINAL GROUPS
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Crimson Glass Syndicate
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Pre-war fashionistas and celebrity descendants turned underground influencers.
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Control luxury goods trade and cosmetic black markets.
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Run "style duels" to resolve disputes—winners gain territory, losers lose status or even body parts.
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The Aftershow
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Ex-entertainers, rogue AI comedians, and forgotten actors running an underground theater network.
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Use performance as rebellion and data encryption.
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Some of their troupes spread propaganda or encrypted resistance messages.
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The Spindle Web
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Human traffickers, hackers, and influence brokers.
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Symbol: spider in a web of wires.
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Many wastelanders are unknowingly pawns in their long games.
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The Pale Circuit
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Synth supremacists who see flesh as outdated tech.
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Want to evolve all society into synthetic or uploaded consciousness.
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Their leader is known only as The Reflection—possibly a rogue AI.
🐍 EXPERIMENTAL, STRANGE, AND OTHERWORLDLY FACTIONS
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The Cryo-Walkers
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Wastelanders revived from Vault cryopods who experience temporal dissonance.
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Mix 1950s culture with modern survivalism.
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Some believe they are still in a simulation and act accordingly.
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Vault 88's “Perfect Society”
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Vault residents who believe their social experiment succeeded.
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Highly structured caste system with sterile uniforms and ritual speech.
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Outsiders must pass “social compatibility tests” to join.
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The Thirstless
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Chem-altered nomads who’ve weaned themselves off water.
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Carry artificial hydration packs and believe reliance on nature is weakness.
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Use hallucinogens to “disconnect” from natural needs.
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The Black Morse
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An underground cult communicating entirely via light pulses and Morse code.
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Belief: Speech corrupts; only coded light can deliver pure truth.
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Some members have Morse code tattoos or blinking implants.
⚙️ Optional Add-ons for Expansion
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✅ Faction Influence System: Factions can evolve, merge, or collapse based on player interaction.
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✅ Dynamic Recruitment Trees: Some allow you to join their ranks and rise in the hierarchy.
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✅ Town Tension Meter: Measures which factions are gaining influence in settlements.
📘 Fallout 5 Faction Lorebook – Volume I: Origins, Beliefs & Key Figures
(Entries 1–10)
1. Enclave Rebirth
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Origin: Founded by remnants of the original Enclave and rogue AI units found in broken military installations. Based in a hybrid tech lab-bunker hidden in a mountain.
-
Belief: Humanity must evolve—mutant-enhanced soldiers and AI-augmented command structure.
-
Key Figure: President Solomon – A ghoul claiming to be an original Enclave scientist fused with AI memory banks.
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Rivalries: Brotherhood of Steel (especially traditional branches), The Unit, Railroad Survivors.
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Unique Quest: "Rebirth Protocol" – Help or sabotage a Super Mutant augmentation trial that could create near-invincible soldiers.
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Visual Logo: A split eagle—one side skeletal, one side cybernetic—holding DNA strands.
2. The Followers (of the Original Constitution)
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Origin: Former lawyers, patriots, and historians from a secure archive Vault in Washington D.C.
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Belief: The Constitution is divine law. They interpret and enforce it literally.
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Key Figure: Magistrate Dalton – A preacher-lawyer hybrid who quotes the Constitution like scripture.
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Rivalries: Crimson Glass Syndicate, Spindle Web, anarchist raider clans.
-
Unique Quest: "The 2nd Amendment Trial" – Serve as judge, jury, or executioner in a trial over illegal energy weapons.
-
Visual Logo: A parchment scroll wrapped around a musket and laser rifle.
3. The Unit
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Origin: Elite military operatives thawed from cryogenic suspension after a Vault emergency release.
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Belief: Order, strength, and restoring the U.S. via military law.
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Key Figure: Commander Weiss – Stern leader torn between duty and adapting to Wasteland chaos.
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Rivalries: Enclave Rebirth, raider factions, The Cracked Crown.
-
Unique Quest: "Ghosts of Command" – Decide whether to follow the old mission directive or make peace with Wasteland factions.
-
Visual Logo: A black spade insignia over a tactical grid map with a red strike line.
4. Vault Colonial Authority (VCA)
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Origin: A Vault-Tec experiment gone "right"—a Vault trained in governance was opened early and took control of nearby settlements.
-
Belief: Structured Vault rule can bring peace—through colonial oversight.
-
Key Figure: Governor-Liaison Orton – Charismatic bureaucrat hiding a private militia network.
-
Rivalries: Rebound, Railroad Survivors, The Followers.
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Unique Quest: "Paper Crown" – Overthrow or help install a new colonial administrator.
-
Visual Logo: A Vault-Tec cog within a royal crest surrounded by file folders and chains.
5. Brotherhood of Steel – Echo Division
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Origin: A westward splinter of the Brotherhood that began accepting new ideas, non-humans, and synth allies.
-
Belief: Tech belongs in capable hands—regardless of origin.
-
Key Figure: Paladin Selene – A former synth rescued from disassembly who proved herself in battle.
-
Rivalries: Traditional Brotherhood cells, The Pale Circuit.
-
Unique Quest: "Burn or Build" – Decide whether to destroy or integrate a rogue AI colony.
-
Visual Logo: The classic Brotherhood sword-and-cog, but with one half circuit board.
6. The Casket Choir
-
Origin: Originated near the ruins of a pre-war cemetery, obsessed with death as sacred.
-
Belief: Every raid is a ritual. Burial is owed to all. Death is reverence.
-
Key Figure: Wailer-Matron Threnody – A masked woman who sings during executions.
-
Rivalries: Dune Kin, The Cracked Crown, any group that defiles the dead.
-
Unique Quest: "Grave Songs" – Aid them in recovering a lost “sacred” body or betray them for caps.
-
Visual Logo: A shovel crossed with a scythe, ringed by a halo of barbed wire.
7. Red Ash Marauders
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Origin: Flame-worshiping ex-miners and chem addicts from a coal zone turned blast furnace.
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Belief: Only fire purifies. Ash is rebirth.
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Key Figure: The Emberborn – A glowing ghoul shaman with fireproof armor and a flamer staff.
-
Rivalries: Iron Echoes, Brotherhood, Cradle Kin.
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Unique Quest: "Feed the Ash" – Light a town ablaze or convince the Emberborn to spare it.
-
Visual Logo: A skull burning from the inside, with smoke forming wings.
8. The Gravediggers
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Origin: Ghoul scavengers who turned into caretakers of the old world’s cemeteries and ruins.
-
Belief: The dead must be respected, and their relics protected.
-
Key Figure: Caretaker Vernon – A centuries-old ghoul who speaks only to the dead and carries pre-war IDs of every corpse he buries.
-
Rivalries: Vault Colonial Authority, raiders who loot graves, Ghost Hunters.
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Unique Quest: "Unburied Secrets" – Investigate an unmarked grave and what’s hidden beneath.
-
Visual Logo: A lantern hanging on a pickaxe, surrounded by vines and faded headstones.
9. Ghost Hunters
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Origin: Started as conspiracy theorists and bunker dwellers; evolved into high-tech myth chasers.
-
Belief: The Wasteland is haunted by nuclear echoes—some real, some not.
-
Key Figure: Specter Juno – A former signal engineer turned psychic investigator.
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Rivalries: The Black Morse, Children of Atom, and anyone who mocks their beliefs.
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Unique Quest: "The Static Screams" – Investigate a haunted Vault or debunk it for a rival faction.
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Visual Logo: A broken radio antenna emitting ghostly waves over a skull silhouette.
10. The Cracked Crown
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Origin: Raiders who believe chaos is nobility—each warlord takes a royal title and claims territory as a “realm.”
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Belief: The strongest rule, but with flair. Chivalry is twisted into brutality.
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Key Figure: King Hackjaw IV – Wears a crown made from dented hubcaps and declares himself “Ruler of East Ash.”
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Rivalries: The Unit, Echo Division, Pale Hand.
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Unique Quest: "Off With Their Heads!" – Infiltrate the court and either stage a coup or become royalty.
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Visual Logo: A broken crown stabbed through by a switchblade.
Fallout 5 Faction Lorebook
Volume I: Origins, Beliefs & Key Figures (Entries 1–10)
1. Enclave Rebirth
-
Origin: Founded by remnants of the original Enclave and rogue AI units found in broken military installations. Based in a hybrid tech lab-bunker hidden in a mountain.
-
Belief: Humanity must evolve—mutant-enhanced soldiers and AI-augmented command structure.
-
Key Figure: President Solomon – A ghoul claiming to be an original Enclave scientist fused with AI memory banks.
-
Rivalries: Brotherhood of Steel (especially traditional branches), The Unit, Railroad Survivors.
-
Unique Quest: "Rebirth Protocol" – Help or sabotage a Super Mutant augmentation trial that could create near-invincible soldiers.
-
Visual Logo: A split eagle—one side skeletal, one side cybernetic—holding DNA strands.
2. The Followers (of the Original Constitution)
-
Origin: Former lawyers, patriots, and historians from a secure archive Vault in Washington D.C.
-
Belief: The Constitution is divine law. They interpret and enforce it literally.
-
Key Figure: Magistrate Dalton – A preacher-lawyer hybrid who quotes the Constitution like scripture.
-
Rivalries: Crimson Glass Syndicate, Spindle Web, anarchist raider clans.
-
Unique Quest: "The 2nd Amendment Trial" – Serve as judge, jury, or executioner in a trial over illegal energy weapons.
-
Visual Logo: A parchment scroll wrapped around a musket and laser rifle.
3. The Unit
-
Origin: Elite military operatives thawed from cryogenic suspension after a Vault emergency release.
-
Belief: Order, strength, and restoring the U.S. via military law.
-
Key Figure: Commander Weiss – Stern leader torn between duty and adapting to Wasteland chaos.
-
Rivalries: Enclave Rebirth, raider factions, The Cracked Crown.
-
Unique Quest: "Ghosts of Command" – Decide whether to follow the old mission directive or make peace with Wasteland factions.
-
Visual Logo: A black spade insignia over a tactical grid map with a red strike line.
4. Vault Colonial Authority (VCA)
-
Origin: A Vault-Tec experiment gone "right"—a Vault trained in governance was opened early and took control of nearby settlements.
-
Belief: Structured Vault rule can bring peace—through colonial oversight.
-
Key Figure: Governor-Liaison Orton – Charismatic bureaucrat hiding a private militia network.
-
Rivalries: Rebound, Railroad Survivors, The Followers.
-
Unique Quest: "Paper Crown" – Overthrow or help install a new colonial administrator.
-
Visual Logo: A Vault-Tec cog within a royal crest surrounded by file folders and chains.
5. Brotherhood of Steel – Echo Division
-
Origin: A westward splinter of the Brotherhood that began accepting new ideas, non-humans, and synth allies.
-
Belief: Tech belongs in capable hands—regardless of origin.
-
Key Figure: Paladin Selene – A former synth rescued from disassembly who proved herself in battle.
-
Rivalries: Traditional Brotherhood cells, The Pale Circuit.
-
Unique Quest: "Burn or Build" – Decide whether to destroy or integrate a rogue AI colony.
-
Visual Logo: The classic Brotherhood sword-and-cog, but with one half circuit board.
6. The Casket Choir
-
Origin: Originated near the ruins of a pre-war cemetery, obsessed with death as sacred.
-
Belief: Every raid is a ritual. Burial is owed to all. Death is reverence.
-
Key Figure: Wailer-Matron Threnody – A masked woman who sings during executions.
-
Rivalries: Dune Kin, The Cracked Crown, any group that defiles the dead.
-
Unique Quest: "Grave Songs" – Aid them in recovering a lost “sacred” body or betray them for caps.
-
Visual Logo: A shovel crossed with a scythe, ringed by a halo of barbed wire.
7. Red Ash Marauders
-
Origin: Flame-worshiping ex-miners and chem addicts from a coal zone turned blast furnace.
-
Belief: Only fire purifies. Ash is rebirth.
-
Key Figure: The Emberborn – A glowing ghoul shaman with fireproof armor and a flamer staff.
-
Rivalries: Iron Echoes, Brotherhood, Cradle Kin.
-
Unique Quest: "Feed the Ash" – Light a town ablaze or convince the Emberborn to spare it.
-
Visual Logo: A skull burning from the inside, with smoke forming wings.
8. The Gravediggers
-
Origin: Ghoul scavengers who turned into caretakers of the old world’s cemeteries and ruins.
-
Belief: The dead must be respected, and their relics protected.
-
Key Figure: Caretaker Vernon – A centuries-old ghoul who speaks only to the dead and carries pre-war IDs of every corpse he buries.
-
Rivalries: Vault Colonial Authority, raiders who loot graves, Ghost Hunters.
-
Unique Quest: "Unburied Secrets" – Investigate an unmarked grave and what’s hidden beneath.
-
Visual Logo: A lantern hanging on a pickaxe, surrounded by vines and faded headstones.
9. Ghost Hunters
-
Origin: Started as conspiracy theorists and bunker dwellers; evolved into high-tech myth chasers.
-
Belief: The Wasteland is haunted by nuclear echoes—some real, some not.
-
Key Figure: Specter Juno – A former signal engineer turned psychic investigator.
-
Rivalries: The Black Morse, Children of Atom, and anyone who mocks their beliefs.
-
Unique Quest: "The Static Screams" – Investigate a haunted Vault or debunk it for a rival faction.
-
Visual Logo: A broken radio antenna emitting ghostly waves over a skull silhouette.
10. The Cracked Crown
-
Origin: Raiders who believe chaos is nobility—each warlord takes a royal title and claims territory as a “realm.”
-
Belief: The strongest rule, but with flair. Chivalry is twisted into brutality.
-
Key Figure: King Hackjaw IV – Wears a crown made from dented hubcaps and declares himself “Ruler of East Ash.”
-
Rivalries: The Unit, Echo Division, Pale Hand.
-
Unique Quest: "Off With Their Heads!" – Infiltrate the court and either stage a coup or become royalty.
-
Visual Logo: A broken crown stabbed through by a switchblade.
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