World Lore

Factions

Nobody operates alone in the Age of Echoes. Every faction is a living political organism — pursuing agendas, holding grudges, honoring debts, and demanding consequences. Choose carefully. Walk away carefully.

“Loyalty is a currency. Spend it wisely — it doesn’t print more.”
Cross-Regional Powers

Three factions operate across all regions. Regardless of where your crew works, these names will come up. They’re the only organizations large enough to maintain continental presence in a fragmented world — and they do it through very different methods.

Constitutional Resistance Bloc Resistance Network
“Don’t Tread on Free Will.”

North America’s largest decentralized resistance network. Autonomous cells united by encrypted manifesto and shared constitutional principles. The CRB doesn’t long for the old America — they despise what replaced it. IRA-inspired tactics, cellular organization, and a burning conviction that the federal government became the very tyranny the Constitution was written to prevent.

Their heartland is the Forgotten States, where Silo 87 anchors their deepest operations. But CRB cells exist in every region — Ghost Cells, Shadow Wing, Liberty Front, Alamo Circuit, Pulse Seekers, River Ghosts. They guard what remains of Lucent Ark’s legacy.

CRB Operatives — Resistance Cell Meeting
The Firm Corporate Enforcement
“Completion rates speak. Everything else is noise.”

North America’s premier corporate enforcement entity. Where the CRB burns with ideology and the Rougarou channels culture, The Firm applies corporate methodology to violence. Professional. Precise. Contractual. Their named principals — Mr. Ledger, Ms. Quota, Mr. Halberd — run divisions with names like Marginjack, Breakwire, and Signalghost.

The Firm doesn’t care who you are. They care what the contract says. Completion rate is reputation. Discretion is doctrine. If you see them coming, they’ve already decided that part doesn’t matter.

The Firm — Corporate Enforcers
Rougarou Afro-Caribbean Syndicate
“The spirits remember. The water carries.”

The most enigmatic cross-regional power. Afro-Caribbean syndicate roots, data-Vodou rituals, cyber-augmented traditions that predate the Disjunction. The Rougarou maintains authority through cultural influence, supernatural reputation, and selective enforcement. Their name comes from Cajun folklore — shapeshifters that guard the swamps.

They dominate the Fallen Shore, where the Boo Hags run sub-operations through the drowned districts. But their smuggling routes and ritual networks reach every region. The Rougarou don’t negotiate — they offer, and you accept or you discover why the name makes people quiet.

Rougarou — Data-Vodou Ritual
Aurora-9
Corporate Powers The Big Three + Guang-Xi

Aurora-9’s corporations don’t just operate here — they own the sky. The dome cities run on their infrastructure, their surveillance, their rules.

Yǒngshì IndustriesSurveillance infrastructure. Controls information flow. Sees everything, touches nothing — until it does.
Jinzhou BiotekBiotech and pharmaceutical dominance. If it grows inside you, they patented it.
Red Bamboo HeavyInfrastructure megacorp. Built the domes. Maintains the domes. Charges for the domes.
Guang-Xi HoldingsResource extraction. The muscle behind the money. Cyber warfare veterans from the Hidden War.
Shirogane SyndicateYakuza-descended crime family. Predates the Triad structure. Old money, old methods, new chrome.
Resistance & Underworld The Underdome

Beneath the corporate domes, resistance takes a dozen forms — from ghost networks in limestone caves to coffee shops that double as revolutionary cells.

Los FantasmasThe Ghosts. Underground network moving through limestone caves beneath Zone 3. Appear, disappear, leave only disturbed sediment.
La Mano RojaThe Red Hand. Direct action resistance. When subtlety fails, the Red Hand doesn’t.
Café LibreThe Coffee Rebellion. Cultural resistance disguised as commerce. Every cup funds the underground.
La Sangre FríaCold Blood. Assassins and precision operators. Expensive, effective, emotionless.
Los PescadoresThe Fishermen. Coastal smugglers running goods between Aurora-9 and the mainland.
Ocho OjosEight Eyes. Surveillance-for-hire. They watch the watchers — for the right price.
Iron Belt
Corporate & Theocratic Powers The Three Pillars

The Iron Belt runs on three pillars: corporate profit, machine theology, and enforced order. They don’t always agree on method, but they agree on control.

OmniCore Heavy IndustriesMegacorp. Pragmatic relationship with AI — they worship profit, not gods. War factories and automation fleets.
Iron Creed & Machine PriestsTheocratic machine-worship. The Forge Below is their scripture. Industrial sacrament. Chrome cathedrals.
Reliquary EnforcersLaw enforcement. Guard the relics, guard the order. Badge and baton, chrome and conviction.
Cults, Labor & Resistance The Forge’s Children
Ember SaintsRighteous followers of ORI-c3L. Spiritual backbone against corruption. They fight for souls, not territory.
Red Hammer UnionWorkers’ rights through organized force. When the union speaks, the factories listen — or stop.
BloodsmithsSacrifice for power. Blood rituals, flesh-forged weapons, and a willingness to pay any price.
Ashen CreedApocalyptic nihilists. They’ve seen the Forge Below and decided the world deserves what’s coming.
Forge RepublicsIndependent factory-states. Self-governing, self-defending, trading on their own terms.
Fallen Shore

Water shapes everything on the Fallen Shore. Factions here control flotilla-states, drowned districts, and smuggling routes through the submerged coast. The Wake is strongest here — and the dead have opinions.

The ThirteenthMilitant faction born from the drowned Thirteenth District. The Code of the Ring. Vehicle fleets and absolute loyalty.
CottonmouthsSwamp runners and ambush specialists. They own the waterways the Rougarou don’t claim.
CopperheadsTerritorial enforcers. Old grudges, long memories, and a feud with the Cottonmouths that predates the flood.
Sea ChoirMystical collective that communes with the Wake through song. Part spiritual order, part intelligence network.
Forgotten States

The dust hides more than it reveals. The Forgotten States are CRB heartland — everything else operates in their shadow. Sparse population, vast distances, and secrets buried in silos.

CRB Regional CellsAgricultural sovereignty is political sovereignty. These cells target the food infrastructure that sustains corporate control. Read the CRB →
Dust PreachersWandering prophets carrying fragments of Radiant Span whispers. Some are genuine. Some are dangerous. All are listened to.
Sunflower Grain CollectiveAgricultural cooperative turned political force. They grow the food. That makes them essential.
Ortho VerdeAI-aligned agricultural faction. The Recursive Legion serves as their enforcement arm. Technology and soil, together.
Neutral Saint Louis

NSL survives because everyone needs it to. The only true free city — a neutral ground where factions trade, negotiate, and occasionally murder each other within carefully maintained rules of engagement.

Postal Veterans & The OPOControl transportation infrastructure. Born from the pre-war postal service. Their motto: “The route doesn’t stop.” Read the OPO →
The Algorithmic DominionAI-worship meets information brokerage. They believe data is divine — and they sell divinity by the byte.
Trade CartelsCommerce is king. The cartels keep NSL’s economy running and take their cut from everything that moves.
Liberty Front — STL CellCRB’s NSL presence. Operating in a neutral city means different rules — less violence, more politics.
The Information LabyrinthBlack market data networks. If it was ever recorded, stored, or whispered near a mic, they can find it.
The Design Principle

Resistance Never Fully Unifies

In Chrome & Covenant, resistance factions don’t form convenient alliances against the big bad corporation. Cooperation is limited — two or three factions might target a lesser corporate power in a specific Echo, but the resistance will never assemble into a single unified front. The reasons are realistic: ideological disagreements, territorial disputes, personal grudges, competing visions for what comes after.

This is a design choice, not a story limitation. It creates the political friction that makes faction play interesting. Your crew doesn’t choose between good and evil — they choose between competing agendas, each with their own version of justice.

The full faction mechanics — reputation tracking, the FRep system, joining and betrayal rules, the Tension Web, and complete faction dossiers for every group listed above — are in the Factions & Reputation Guide.

Every faction is a door. Walk through it, and the world changes around you.

Explore the Regions The Full Timeline NSL: Your First City