DO NOT POST HERE. These are organized by area. More to be added in the future.
Australia
Australian government & military. Democratic but xenophobic. Impossible to enter without being invited, which has never happened since the bombs fell. Exports products like handheld firearms and ammunition, as well as useful commodities like space blankets and camp stoves. Their ships travel only between Freehold and Australia and are heavily armed. They allow their goods to travel to North America, or else they remain on Freehold. The most powerful military force in the world.
International Waters
Charles Darwin Society for Human Preservation - a group of great minds and visionaries who fled the war to a high-tech secret underwater base colony, where they carry out their research in secret. Virtually nothing is known about the Society, though its members can occasionally be found in Australia or Freehold. Their military capabilities are unknown but are suspected to be very high. The Australians are wary of them, but no one knows where the Society is actually based.
International City of Freehold
Freehold is run by a council of financial and diplomatic prodigies known as the Merchant Lords. The Freehold military is fanatically loyal to them. Freehold is the unofficial port of Australia, so they enjoy excellent relations with each other. Freehold is the second most powerful force in the known world.
The Freehold underworld consists of numerous rich merchants and mafia kingpins who control the darker trades, such as assassination and smuggling. Their leaders pay an enormous yearly bribe to the Merchant Lords for the right to act as they wish, as long as they keep their activities self-contained. They can be found all over the artificial island except in the restricted area.
North America
A note on North American factions: many prewar institutions have survived the apocalypse.
Southern Baptists – The southern Baptists who survived the apocalypse are hate-driven fanatics who blame the Apocalypse on everyone who isn’t white, doesn’t believe in their God, and doesn’t follow their way of life. They’re based in the swamps of the American South.
Ku Klux Klan – The unofficial military arm of the Southern Baptists. After the Apocalypse, the KKK came back better than ever. Now that America is lawless, no one is around to stop them.
The Black Panthers - A militant black power group situated somewhere in Alabama. Enemies of the KKK and Southern Baptists as well as anyone who gets on their bad side.
The Catholics – While not officially organized, they have a number of settlements throughout the wastes, with major churches in most large settlements.
The Mormons – They restarted their original idea of creating a utopian society and have created a sizeable community in the Utah area around the Salt Lake (now radioactive).
Neo-Nazis/Skinheads/White Supremacists - Yeah, they're still around too. They can be found all over.
The Mafia – Some things never die.
Post-War Factions:
Bad Girls – An organization of militant women who are notorious for their lack of caring about societal norms of what healthy young women should be doing with their lives. They mostly do PMC work like their hated enemies and business rivals Murk’s Mercs, guarding merchant caravans, outposts, and such. They’re famous for their hatred of men. The Bad Girls are based somewhere in the West.
The Guild – Once the bombs stopped falling and people started coming out of their hiding places, those with skills in engineering, architecture, and other vital technical skills banded together and formed the Guild. The Guild has no allegiances and works for only one purpose: to maintain prewar artifacts such as oil derricks and mining implements as well as power stations so that humanity can progress. They do not discriminate at all between clients, only stipulating that the client must pay and they must play by the Guild’s rules. The Guild is also the only organization in the world with a universal non-aggression pact. If anyone, ANYONE injures or kills a Guild member, the Guild retracts their services from that area for a period of 100 years. Even the raiders respect this policy, because almost every major military service in the American Wasteland relies on the Guild somehow, so violators will be hunted down and killed by a very large, very unified, and very angry fighting force. Guild members are impossible to hold hostage or force into slavery, because they have special chips implanted in their heads on induction into the organization that allow them to explode their own heads. These can be used by remote control. The Guild is holed up somewhere in an old engineering school’s campus. They can be reached through any Guild member, who are stationed throughout the wastes. The Guild is also the only known American organization with a working long-range communication system (similar to cell phones). The Guild is secretive and reclusive to a fault, as they are intent on protecting their monopoly on technology. All of those with the required skills immediately join the Guild, because it offers near perfect safety and life prospects.
Murk’s Mercs - a private military/security contracting firm (read: mercenaries) that was founded by an ex-Marine, Jebediah Murk. A large amount of their original personnel were ex-military or private contractors from companies like Blackwater. The survivors of that group train a new generation of mercs. Murk’s Mercs will do anything for money, provided it isn’t against international law (in other words, no making enemies with major settlements). They are famous for only allowing men into their ranks on the belief that only men are suited for combat, which earned them the enmity of the Bad Girls. They operate all over the US but are mostly based in the West.
The Sanguine Order of the Blade - The Order consists entirely of skilled sword purists. Members of the Order are called Blades, and each one is a skilled fighter in any number of sword styles (eastern and western). The Order swears by a code of honor and has two distinct groups. The first group, the Knights of the Chalice, consists of “paladin”-like warriors who hunt and kill mutants and aberrations, and the second, the Swordsmiths, are a reclusive group that mostly stays secluded within their fortress home, honing their skills in blade forging and swordsmanship in quiet serenity. The Order is headed by a Grandmaster and his retinue, a group of elite swordsman known as Swordsages. The Order is semi-religious, as in each member has his/her own beliefs (or lack thereof) but the main tenets fit all religions. The Order is also incredibly hard to join. Many profess their hatred for mutants, but quite a few have (secretly) taken mutations that help them increase their strength, speed, or resilience.
Fangs - The Fangs are a brutal and militant group of mutants who reject normal humans for a variety of reasons. They live in a fortress somewhere in the wastes (no one returns alive to reveal the location) under a feudal system, headed by the strongest, most brutal mutant. They are the sworn enemies of all humans and the New Republic of the Changed.
Citadel of the Mind – A relatively new faction, the Citadel of the Mind is a conclave of psychics which offers free membership to all new psychics. Its goal is to train psychics in how to properly use their powers and learn everything they can about this new power. They do not have much in the way of conventional military strength, but most people stay away from them because no one knows what they’re truly capable of, a view that the Citadel staff cultivate freely. They are based in an abandoned town somewhere in southern California.
The New Republic of the Changed - The NRC is a settlement of mutants who don't want to have anything to do with the violence and brutality of the wastes. They have a democratic government and a rather large community. They aim for a peaceful relationship with the "normals." They have a strong, coordinated fighting force of mutants. They have a hidden settlement somewhere in the Rocky Mountains.
The Raiders - Much like in Fallout 3, Raiders are remnants of society who have decided to live by preying on those weaker then them. With the Raiders, anything goes. They have no hierarchy other than that of gangs ruled by the meanest, strongest, and toughest. Their ideologies are similarly diverse. Some hate mutants, some welcome them, some are exclusively mutants, some use firearms, some believe in the up close brutality of melee combat, some can be reasoned with, some are just plain psychotic. All of them are brutal and violent. They can be found all over, even in cities.
The Slavers - Slavers are one step down from Raiders in terms of ethics. They are cleaner, more cunning, and usually better equipped. They hunt the wastes in groups for travelers who look like they will make good slaves and then sell them to the highest bidder. Slavers are clever mercenaries at heart, and can be reasoned with if they deem one strong enough to give them trouble. Slavers can be found all over and aren't as common as raider gangs, and they avoid areas where slavery is "illegal."
Australia
Australian government & military. Democratic but xenophobic. Impossible to enter without being invited, which has never happened since the bombs fell. Exports products like handheld firearms and ammunition, as well as useful commodities like space blankets and camp stoves. Their ships travel only between Freehold and Australia and are heavily armed. They allow their goods to travel to North America, or else they remain on Freehold. The most powerful military force in the world.
International Waters
Charles Darwin Society for Human Preservation - a group of great minds and visionaries who fled the war to a high-tech secret underwater base colony, where they carry out their research in secret. Virtually nothing is known about the Society, though its members can occasionally be found in Australia or Freehold. Their military capabilities are unknown but are suspected to be very high. The Australians are wary of them, but no one knows where the Society is actually based.
International City of Freehold
Freehold is run by a council of financial and diplomatic prodigies known as the Merchant Lords. The Freehold military is fanatically loyal to them. Freehold is the unofficial port of Australia, so they enjoy excellent relations with each other. Freehold is the second most powerful force in the known world.
The Freehold underworld consists of numerous rich merchants and mafia kingpins who control the darker trades, such as assassination and smuggling. Their leaders pay an enormous yearly bribe to the Merchant Lords for the right to act as they wish, as long as they keep their activities self-contained. They can be found all over the artificial island except in the restricted area.
North America
A note on North American factions: many prewar institutions have survived the apocalypse.
Southern Baptists – The southern Baptists who survived the apocalypse are hate-driven fanatics who blame the Apocalypse on everyone who isn’t white, doesn’t believe in their God, and doesn’t follow their way of life. They’re based in the swamps of the American South.
Ku Klux Klan – The unofficial military arm of the Southern Baptists. After the Apocalypse, the KKK came back better than ever. Now that America is lawless, no one is around to stop them.
The Black Panthers - A militant black power group situated somewhere in Alabama. Enemies of the KKK and Southern Baptists as well as anyone who gets on their bad side.
The Catholics – While not officially organized, they have a number of settlements throughout the wastes, with major churches in most large settlements.
The Mormons – They restarted their original idea of creating a utopian society and have created a sizeable community in the Utah area around the Salt Lake (now radioactive).
Neo-Nazis/Skinheads/White Supremacists - Yeah, they're still around too. They can be found all over.
The Mafia – Some things never die.
Post-War Factions:
Bad Girls – An organization of militant women who are notorious for their lack of caring about societal norms of what healthy young women should be doing with their lives. They mostly do PMC work like their hated enemies and business rivals Murk’s Mercs, guarding merchant caravans, outposts, and such. They’re famous for their hatred of men. The Bad Girls are based somewhere in the West.
The Guild – Once the bombs stopped falling and people started coming out of their hiding places, those with skills in engineering, architecture, and other vital technical skills banded together and formed the Guild. The Guild has no allegiances and works for only one purpose: to maintain prewar artifacts such as oil derricks and mining implements as well as power stations so that humanity can progress. They do not discriminate at all between clients, only stipulating that the client must pay and they must play by the Guild’s rules. The Guild is also the only organization in the world with a universal non-aggression pact. If anyone, ANYONE injures or kills a Guild member, the Guild retracts their services from that area for a period of 100 years. Even the raiders respect this policy, because almost every major military service in the American Wasteland relies on the Guild somehow, so violators will be hunted down and killed by a very large, very unified, and very angry fighting force. Guild members are impossible to hold hostage or force into slavery, because they have special chips implanted in their heads on induction into the organization that allow them to explode their own heads. These can be used by remote control. The Guild is holed up somewhere in an old engineering school’s campus. They can be reached through any Guild member, who are stationed throughout the wastes. The Guild is also the only known American organization with a working long-range communication system (similar to cell phones). The Guild is secretive and reclusive to a fault, as they are intent on protecting their monopoly on technology. All of those with the required skills immediately join the Guild, because it offers near perfect safety and life prospects.
Murk’s Mercs - a private military/security contracting firm (read: mercenaries) that was founded by an ex-Marine, Jebediah Murk. A large amount of their original personnel were ex-military or private contractors from companies like Blackwater. The survivors of that group train a new generation of mercs. Murk’s Mercs will do anything for money, provided it isn’t against international law (in other words, no making enemies with major settlements). They are famous for only allowing men into their ranks on the belief that only men are suited for combat, which earned them the enmity of the Bad Girls. They operate all over the US but are mostly based in the West.
The Sanguine Order of the Blade - The Order consists entirely of skilled sword purists. Members of the Order are called Blades, and each one is a skilled fighter in any number of sword styles (eastern and western). The Order swears by a code of honor and has two distinct groups. The first group, the Knights of the Chalice, consists of “paladin”-like warriors who hunt and kill mutants and aberrations, and the second, the Swordsmiths, are a reclusive group that mostly stays secluded within their fortress home, honing their skills in blade forging and swordsmanship in quiet serenity. The Order is headed by a Grandmaster and his retinue, a group of elite swordsman known as Swordsages. The Order is semi-religious, as in each member has his/her own beliefs (or lack thereof) but the main tenets fit all religions. The Order is also incredibly hard to join. Many profess their hatred for mutants, but quite a few have (secretly) taken mutations that help them increase their strength, speed, or resilience.
Fangs - The Fangs are a brutal and militant group of mutants who reject normal humans for a variety of reasons. They live in a fortress somewhere in the wastes (no one returns alive to reveal the location) under a feudal system, headed by the strongest, most brutal mutant. They are the sworn enemies of all humans and the New Republic of the Changed.
Citadel of the Mind – A relatively new faction, the Citadel of the Mind is a conclave of psychics which offers free membership to all new psychics. Its goal is to train psychics in how to properly use their powers and learn everything they can about this new power. They do not have much in the way of conventional military strength, but most people stay away from them because no one knows what they’re truly capable of, a view that the Citadel staff cultivate freely. They are based in an abandoned town somewhere in southern California.
The New Republic of the Changed - The NRC is a settlement of mutants who don't want to have anything to do with the violence and brutality of the wastes. They have a democratic government and a rather large community. They aim for a peaceful relationship with the "normals." They have a strong, coordinated fighting force of mutants. They have a hidden settlement somewhere in the Rocky Mountains.
The Raiders - Much like in Fallout 3, Raiders are remnants of society who have decided to live by preying on those weaker then them. With the Raiders, anything goes. They have no hierarchy other than that of gangs ruled by the meanest, strongest, and toughest. Their ideologies are similarly diverse. Some hate mutants, some welcome them, some are exclusively mutants, some use firearms, some believe in the up close brutality of melee combat, some can be reasoned with, some are just plain psychotic. All of them are brutal and violent. They can be found all over, even in cities.
The Slavers - Slavers are one step down from Raiders in terms of ethics. They are cleaner, more cunning, and usually better equipped. They hunt the wastes in groups for travelers who look like they will make good slaves and then sell them to the highest bidder. Slavers are clever mercenaries at heart, and can be reasoned with if they deem one strong enough to give them trouble. Slavers can be found all over and aren't as common as raider gangs, and they avoid areas where slavery is "illegal."