Factions in a post apocalyptic setting

Ideas for factions in a post apocalyptic setting.

We had a good thread about this a while back. What factions could you make that would fit in a post apocalyptic setting?

let's say that in this setting there's a mix of guns being used, mostly old hunting rifles, bolt actions, flintlocks, and crossbows, bows, melee weapons, etc. automatic weapons are rare but not uncommon. luty's, grease guns, etc are availible

>Black Powder Gangs. They tend to build up around modest settlements, places where a person can get a manure pile going to produce potassium nitrate, the hardest part of producing gunpowder. Black powder shotguns and rifles predominate and create an advantage they use to raid and dominate villages and freeholds and travelers that lack firearms. Mostly flintlocks. They avoid people that can outgun them.

Glass Eyes
Mysterious men found only in the most dangerous lands, closest to the impact zones of the nukes. They wear heavy environmental suits adorned with tattered grey cloth to better blend into the ash covered environment, they are descendants of the former military, the most heavily armed off all groups with a high concentration of automatic weaponry, dangerous and highly isolationist but rarely venturing outside of the hell scapes of the death zones.

I always wanted to make a gang/post-apocalyptic tribe with this aesthetic.

>Badland Revenants
These raiders prefer to stalk their prey through the frozen north. Mainly using long range rifles to snipe and aggravate their targets into chasing them into the forest to further ambush them or use traps to cover their escape. They’ve been known to go into people’s camps in the dead of night to steal supplies or spirit people away, where they take them is a mystery mired by legends and superstition. Revenats have also been known to just circle the camp and let their presence be known, howling like beastmen or just watching you set up camp. These hunters are notorious for their hit and run tactics, ambushes and night raids
So beware travelers, the Northern Badlands are haunted

>Bear Skins
>Prewar they were a bunch of Pagan Larpers who lived in survivalist waco tier hideouts in the mountains, now they ritualistically bears and wear their skins and bear meat is holy for them, are highly xenophobic and isolationist, distrust civilisation and raid settlements every once in a while.
>Only use bows, javelins, slings, flintlocks and melee weapons when fighting, because anything else is "dishonourable"
>worship pagan gods
>Varg vikernes's wet dream
>basically a bunch of barefooted, skin wearing savages that are an annoyance to anyone trying to rebuild civilisation

>Brassheads
>Prewar they were a bunch of gun store owners, and people with mechanical knowledge who started building guns, reloading, hoarding, in preperation for the collapse
>their compound is an old factory and a warehouse, heavily armoured
>make ammuntion, guns,powder, gun parts, etc
>are a trading group, not expansionist at all
>nobody wants to fight against them because they're armed to the teeth and some of the only ones who can make firearms and ammunition
>how to identify a brasshead? They usually have shaved heads, little or no hearing, burnt eyebrows, missing digits and are carrying at least two guns on them at all times

>Society of the Dust Keepers
>A surprisingly friendly circle of scholars and traders, they delve into pre-war ruins in search of knowledge. Primarily their goal is to try to help settlements rebuild by finding science and technology research to improve agriculture, though they don't shy from other technologies. One thing they do get 'snippy' about is pre-war military tech, feeling it's too dangerous to be in the hands of the common person as it led society to it's present state. Often the highest technologies of old world military are restricted even from "scholar guards"

Basically BoS but more "help the people" and scholarly focused than military.

I once was making a Civilization IV mod about post-apocalyptic Earth. Let me see if I remember all the factions (named here after Fallout to easy the references):

>Vault
Typical "we were locked up and now the lock is off. Whats up, guys?"

>Survivalists
Your NCR, people that survived on ground.

>Charon
A hyper-cruiser was at the ocean when shit hit the fan. They waited the most they could before docking and using the ship to build the new capital.

>Enclave
Grandsons of the government that still think they should rule.

>Military
Tried to keep order in the wasteland. Think the Wasteland Rangers and less BoS.

>Atom
Atheist scientists that want to build an atheist nirvana now that the world went to hell.

>Leftovers
Fanatical religious people that think hell broke loose and want to make everyone religious so God may pity them and help them ascend.

>Tribal
As usual, reverted back to tribal rituals. Noble savage.

>Raiders
Were the "civilization barbarians" game mechanic, so even less backstory.

>Merchants
Rich merchant people that got together and wants to rule by money or guns.

The nice touch was that every faction had their own version of what happened. Atheists thought it was a fanatical attack with a chain reaction, the enclave thought it was the commies, the leftovers thought it was really God that unleashed hell on Earth and so on... No one was right or wrong about that.

Since it was meant to be a Civilization mod, the idea was going through a Mad Max era to a Fallout one and slowing building up to a dystopic, Blade Runner/Akira future.

Fabubandits
The most feared bandits in all the land, these mysterious creatures have come into such prosperity that a good amount of their time can be put into enjoying what is almost pre-war luxury. They put just as much time into their appearance as they do into raiding and training for raiding, any higher level bandit certain to have a few slaves to help them, they often sport immaculate hair, shining white teeth, wearing armour made from luxury car parts and designer brand clothing; their slaves also dressed up to suit their needs and desires, it is not uncommon to grown women in school girl uniforms with chains around their necks, or just girly looking men in the same uniforms. When upon the horizon you hear the battle cry of "L'Oreal, because I'm worth it" or "rusty, crust, beautiful, covergirl" you know to run in the other direction or hope you don't look good in a skirt.

Appalachia
>Prewar they were a collection of families living off the grid in the Appalachian mountains
>Pseudo-pagan naturalist Christians
>200 or so members, somewhat inbred but not overly so
>Uses horses, the occasional trucks, axes, clubs, crossbows and some firearms
>Also known for their moonshine, but engage in only minimal trade
>Keep to themselves but will attack any who enter their territory and hunt you down Hugh Glass style if you ever think to escape
>Don't delight in torture or killing but will do so to defend their own
>Reputation as dumb but highly practical and skilled at what they do

>Basically BoS but more "help the people" and scholarly focused than military.
So you mean the Followers of the Apocalypse?

Cybernetic Culture Research Unit (CCRU)

The breeze-block towers and ziggurats look worn rather than futuristic,here a militaristic and cybernetic cabal intend to take over the world.

Bump of inspiration

There should be a faction that is trying to rebuild the world in its old image, ie, trying to restore whatever government there was to ring order.

My favorite flavor a mix between the Enclave and NCR, with all the old technology, but with democratic values, vs. the mad max styled raider hoards.

That said sounds like you are going for kind of a Wild West setting, in which case you could probably just peel back that factions tech and resources if you wanted to include it.

Bonus Points: other national successor states (Canada, Britain, Russia) that are competing with each other and vying for the same land.

I'm always a fan of people collecting around their career and a company becoming its own settlement.

Instead of hunting other people, they keep their craft going and emphasize security for the singular purpose of continued business with others.

>LONE FORT STATE

About 20 years too late, though your pic seems cleaner

Luddites

They believe that technology itself was to blame for the end of the world, kind of like the Brotherhood of Steel. However, the Luddites don't collect technology- they destroy it, and roam across the land destroying every piece of advanced tech they find.

...

> but rarely venturing outside of the hell scapes of the death zones.

Why?

Cartel free city states,in the south-west. Broke away from the Aztec cartel empire of mexico.

I assume because he said they're highly isolationist.
They don't want anything from the outside world.

I had an idea for an all female prison turned into a sort of amazonian stronghold. Call it Birdcage or something.

bump

>Silver Hill Brotherhood
A neutral scavenger faction in the wasteland made up of prewar mental patients and their therapists from the Silver Hill instiution. They dress in a mix between hospital gowns, scrubs, and punk gear.
When exploring, they can either be seen in a group being led by a therapist into the wastelands on scavenging missions for food, ammo, antidepressants, and other medical supplies, or as a group of escapees who smuggled out a "Maniac" patient. Hunched over, gorilla like patients with too extreme of a case for the outside world. These Maniacs are normally locked in the south wing of the facility, while the men get the west and the women get the north. Speaking of which, it is one of the few factions in the wasteland that is predominately female, however most are overtly dependant on the scavengers and pose a great risk to themselves.
In combat, They could be depending on chance be seen having panic attacks, using glory themed suicidal tactics, and going out of their way to hurt their enemy due to anger issues. When idle, they can be seen having group therapy, journaling, and counting objects around the room to avoid anxiety.

I had an idea for a HRE-esque collection of settlements and city states in the western gulf/southwest us/northern Mexico area held together by the local remnants of the Catholic church with a "western vatican" in Corpus Christi

>Splashtown
Used to be a Waterpark (obviously) and has efficient water purifiers, the rides have been repurposed to collect rainwater and many denizens dress in brightly coloured clothes made from the superfluous amounts of cheap water toys.

>Rectifiers
Loose collection of nomadic lawmen that formed in the violent and brutal days right after the End of the World. They use weaponry that they can make and maintain themselves; primarily bows, axes, shivs. Those that can make more complex weapons such as muskets and advanced melee weapons are the Rectifiers to be most feared. Given the loose nature of the group, they do not have one style or an easy way of telling who they are on sight. But each carries the Brand of Justice - Scales balanced over their heart. Notably, the Rectifiers maintain a network of safehouses and bolt holes across the Wasteland for anyone to use as needed.

When the intentions of Emil men prey on the kind and meek, it is the Rectifiers that bring justice to the Wastes at the edge of a blade or end of a rope.

*evil men

Hate phone posting

You know, I'd probably die if SHTF like that, but man I'd be fine with it. At least the monotony would end and be replaced with a new monotony.

>Augustine Knights
Based out of St. Augustine's Castillo de San Marcos, the Augustine Knights are barely a step above tribal savages. Unlike most tribals, however, the Augustine Knights subscribe heavily to three concepts: Order, Law, and Honor. The Three Tenets are held to be the Ultimate Truth and it is by these ideals that the Augustine Knights live by. While ferocious warriors, settlements and territories held by the Augustine Knights are actually very safe and well-maintained. Trade flourishes and the people within the Knighthood's borders enjoy a higher standard of living than most wastelanders.

The Augustine Knights are currently expanding into the fallen metropolis of Jacksonville, driven by their Lawful Crusade. They are one of the chief factions in Florida and their main competition comes from the NickyWorld in Land-O.

Basically, think Caesar's Legion but in Florida. I created these guys for a Fallout Florida campaign that fell apart after a few sessions and so I never got to use them. I really liked the concept of a group similar to Caesar's Legion but with just a little bit less baggage so that the players wouldn't feel too guilty about siding with them.

The same reason their situated in death zones in the first place, they're hard ass men who don't want absolutely anything to do with other tribes, and most other tribes don't exactly try to set up bases and trade routes through irradiated ashlands

>Wendigos

Individuals exiled from tribal communities for daring to eat human flesh. They prefer not to cook their meat, and utilize the skin and bones of their prey as clothing. Usually, they remain alone, but will sometimes gather together to raid larger settlements in preparation for their rituals.

Were you thinking the scrap armor you have shown, or more refined armor?

I envisioned the "grunts" to be wearing mostly scrap while the "elites" would have actual armor taken from museums or stuff that was forged post-apoc.

And would they have guns or stick to melee?

Whatever's practical. Probably guns with machetes/axes for sidearms and CQC.

The Iron Lines
They are a nomadic tribe that spend their lives following prewar train tracks. They believe that thousands of years ago a giant snake made of iron made the tracks. They believe that as long as they follow the tracks they are safe from dangers. The Tribe is divided into 4 major groups. Each named after a prewar railroad company. THey travel in prewar trains or ''iron snakes'' as they call them, these trains are heavilly modified and barely resemble what they originally looked like. THe trains are rigged on a unigue fuel system. Basically they run on a furnace that runs on both human waste and human bodies. Whenever a member of the tribe dies they ritually dress it up and insert it into the furnace. They are a normaly peaceful tribe. But however when forced to fight they utilize a form of cqc with knifes, and wrist mounted crossbows.

>digging their way back to the surface

Ruinmen
These largely neutral groups are found working the broken city scapes. Cracking open concrete and breaking down ruined vehicles for steel to be melted down and reused. Ruinmen have loose guilds which are found in larger settlements often adopting orphans or unwanted children into their ranks. They're not able for their distinct prybars and leather attire as well as a working knowledge of common dangers in their chosen workspace

Ghosts that never realised that they all died and think that those living people running around passing through them are the actual ghosts

pic related