Kenshi
Universal Wasteland Expansion
TreadLightly77  [developer] Dec 11, 2020 @ 2:16pm
UWE Created Factions
Faction Name
(level of difficulty)
Biomes:
Relations:

<Faction Lore and Summary>







Bele’coz
(mid game)
Biomes: Spider Plains, Stenn Desert
Relations: Shek Kingdom -100, The Holy Nation -100, Shinobi Thieves 50

A sect of Shek Warriors that could not accept the loss of the great Shek Warrior Kral or King Shaegar and have not accepted the rule of the “Stone Golem” due to Esata being a woman. Having filled their ranks with seemingly every misogynist and sexist in the Shek Kingdom lands, the Bele’coz seethe with aggression and display it with a special distaste for any non-Shek unlucky enough to cross them.




Black Gorillos
Biomes:
Relations: Southern Hive 100




Blue Cleavers
(early-mid game)
Biomes: The Swamp
Relations: Swamp Ninjas -100, Red Sabres -100, Green Katanas -100

Swamp bandit faction heavily influenced by the many recruits they get from the Shek lands. Having their numbers swell with various disaffected Shek has hardened the group and made them prone to the use of cleaver-like weaponry in a frenzy.




Desolate Plunderers
(mid game)
Biomes: Shun
Relations: United Cities -100, Police -100, Outlaw -50, The Old Empire -100

A bandit faction situated where others don’t tend to venture. They take advantage of their near monopoly on local ruins to basically loot the places of any worth. Having set their eyes to the ruins of Shun, it will not be long before the ruins there are picked clean.




Dune Renegades
(mid game)
Biomes: The Great Desert, Sinkuun, Spine Canyon
Relations: United Cities -100, Rebel Farmers 100, Empire Peasants 100, Hook Raiders 100, Shinobi Thieves 50, Traders Guild -100, Slave Traders -100

An aggrieved group of average people(farmers, laborers, etc.), whom have decided to take up arms against the people whom treated them so poorly. The Dune Renegades were created with the explicit aim of toppling the Empire, in order to put a better system in it’s place, meritocracy. Believing in the merits of one’s skills, instead of whether their father was rich is the aim of their “open rebellion.” Accosting trade caravans and wanderers alike, the Dune Renegades have already built up their share of enemies, in the area. Luckily for them, corruption keeps them just out of grasp, for the Empire.




Frontier Tamers
Biomes:
Relations: Tech Hunters 100

A group set out and established to literally do as their names states, tame the frontiers of the landmass…




Green Katanas
(early-mid game)
Biomes: The Swamp
Relations: Swamp Ninjas -100, Red Sabres -100, Blue Cleavers -100

Swamp bandit faction heavily influenced by the many recruits they get from the various local bandits espousing themselves to be ninjas. The group mainly relies upon smash and grab tactics or otherwise lightning quick assaults, so as to utilize their natural speed advantage.




Herdsmen
(early-mid game)
Biomes: Okran’s Valley
Relations: Natives -100




Highlanders
(mid-late game)
Biomes: Border Zone, Arm of Okran, Wend, Okran’s Pride, Okran’s Gulf, Skinner’s Roam, Stenn Desert
Relations: Mercenary Police 100, Police 100

A bounty hunting group founded with the best of intentions. They set out to bring justice and liberty to all those whom lived without it in more chaotic areas. However, good intentions gave way to bad actions and were as far as they went. The Highlanders realized very quickly that there is a lot of money to be made in human trafficking and adjusted their outlook to go from justice-seeking bounty hunters to slave traders without a moral compass.




Hill Marauders
(early-mid game)
Biomes: Border Zone
Relations: United Cities -100, Police -100




Hiningenteki Hantas(Inhuman Hunters)
(early-mid game)
Biomes: Border Zone, Stenn Desert, Vain
Relations: Shek Kingdom -100, Western Hive -100, Skeletons -100, Narko’s Disciples -100

A faction within the Holy Nation that forced it’s way out, due to their extremist views and unsettled rabble rousing. A “schism” took place between the HN and the Hiningenteki Hantas which seen the latter pushed out of traditional HN territory, in order to take the fight to the horned ones. The main point of contention between the HN and the HH was the fact that the latter did not believe a non-human could be reborn as a human, through labor alone, instead insisting that the only true salvation(rebirth) for a non-human is found at the end of a blade.




Hook Raiders
(mid game)
Biomes: The Hook, Shun
Relations: United Cities -100, Rebel Farmers 100, Empire Peasants 100, Dune Renegades 100, Shinobi Thieves 50, Traders Guild -100, Slave Traders -100

A faction founded to be a thorn in the side of the United Cities. Self-proclaimed “pirates” swear by their ability to hit their enemies and foes alike with lightning strike attacks, through the use of “boats.” The group takes advantage of the lack of competition in the immediate area to wreak havoc on the Hook.




Mechanical Hive
(mid game)
Biomes: Grey Desert, The Black Desert, Iron Valleys, The Iron Trail
Relations: Southern Hive -100

Remnants of abominations created during a past “arms race” of sorts. Cat-Lon is said to be the one responsible for their original creation, in an attempt to keep up with the racial experiments being worked on by another important figure in his time, the Bugmaster. Crudely programmed to fulfill the roles of actual hive villages, for Cat-Lon’s war effort, they are almost impossible to distinguish from other hivers, socially. Having tossed off the shackles of an overzealous owner, the Mechanical Hive now functions as any other hive would in the world, even with their own Hive Queen, whom holds a kind of power over them.




Midland Hive
(mid game)
Biomes: Dreg
Relations: Western Hive 100, Southern Hive -100, Northern Hive 100

A sect of hivers that were created to basically dilute the power and influence of an ascendant Western Hiver, in general. However, this did not come to fruition, due to the almost immediate alliance between the Western Hive and the Midland Hive, much to the Bugmaster and other surrounding factions’ chagrin. Said to be evolved to more readily take part in their local customs, such as sneakily robbing caravans and utilizing speed and stealth to their advantage, Midland Hivers are adept at making ends meet in even the most difficult terrain. Having their own Hive Queen, the Midland Hive have grown to create quite a buffer zone between the Western Hivers and the Fogmen.




Narko’s Disciples
(mid game)
Biomes: Iron Valleys
Relations: The Holy Nation -100, Skeletons 50, Holy Nation Outlaws 50, Flotsam Ninjas 50, Hiningenteki Hantas -100

A zealous group of adherents to an archaic religion, with a waning influence and following. Originally being the equals of the Okranites(in terms of land and manpower), the Narkoites were constantly at war, attempting to spread their zealous belief in Narko. However, faction cohesion issues and various infighting would lead to the Narkoites being soundly defeated time and again, by the more organized and united Okranites. Having been wholly routed and almost expunged by the Okranites, the Narkoites rallied themselves to fight for their Unholy Temptress. Taking refuge in the depths of the Iron Valleys, with the help of the Skeletons, has only toughened their resolve and zealotry. They have been biding their time behind their defensive wall of acid rain, waiting to strike out at the Okranites, when the time is right, and wrestle back what is rightfully theirs.




Natives
(early-mid game)
Biomes: Okran’s Valley
Relations: Herdsmen -100




Northern Hive
(mid game)
Biomes: Sinkuun, Northern Coast
Relations: Western Hive 100, Southern Hive -100, Midland Hive 100

A sect of hivers that were created to basically dilute the power and influence of an ascendant Western Hiver, in general. However, this did not come to fruition, due to the utter contempt Northern Hivers keep every other race, other than hivers much to the Bugmaster and other surrounding factions’ chagrin. Rumored to be more aggressive and to have a higher propensity for violence than their more docile hiver cousins. The closest to their demeanor would be the Southern Hive, whom is their sworn enemy. Having their own Hive Queen, they have made quick work out of colonizing previously uninhabited stretches of the Northern Coast and surrounding biomes.




Northern Nobles
(late game)
Biomes: The Great Desert
Relations: The Holy Nation -100, Police 100, Slave Traders 60, Traders Guild 100, United Cities 100, Southern Nobles -100, Western Nobles -100, Rebel Swordsman -100, Dune Renegades -100, Hook Raiders -100, Holy Nation Outlaws 50, Shinobi Thieves 30, The Dominion -100

A group of nobles, situated in the northeastern portion of the Great Desert, that step up to grab hold of power with the vacuum left behind with the death of the current Emperor. Nobles from Heng and Sho-Battai, they have the numbers and the will to take the throne for themselves.




Savage Hive
(mid game)
Biomes: Purple Sands
Relations:

A sect of hivers that have grown desperate and hungry, having been abandoned by their original hives. Some say they have caught the illness/parasite that plagues the immediate area, having fallen victim to the effects which stimulate hunger and apathy towards the suffering of others. Having no other means of survival, they have taken to cannibalism to get by. Their actions are very reminiscent of the Fogmen, possibly even how the changes start in an average hiver…




Scorpions
(late-end game)
Biomes:
Relations:




Southern Nobles
(late game)
Biomes: The Hook
Relations: The Holy Nation -100, Police 100, Slave Traders 60, Traders Guild 100, United Cities 100, Northern Nobles -100, Western Nobles -100, Rebel Swordsman -100, Dune Renegades -100, Hook Raiders -100, Holy Nation Outlaws 50, Shinobi Thieves 30, The Dominion -100

A group of nobles, situated in The Hook, that step up to grab hold of power with the vacuum left behind with the death of the current Emperor. Nobles from Clownsteady and Drifter’s Last, they have quite the distance to cover, with much less of a threat to their home cities. With the fight far from home, mercenaries and proxies will be found, along with desperate fighters ready for any advantage.




Swamp Ruffians
(early-mid game)
Biomes: The Swamp, South Wetlands
Relations: United Cities -100, Police -100

Rejects in every sense of the word. It’s always said that if you ever end up in The Swamps, you have already done something wrong. But to end up as a bandit roaming the swamp areas, you have most certainly pissed off the wrong people. To make matters worse, they are not even close to having the bandit market cornered in their own backyard. All throughout, there are rebellious groups wandering The Swamps in search of a weary traveler or an unattended shop. Although The Swamps are dangerous, some consider there to be power in numbers; the lucrative drug trade doesn't hurt either.




The Bastards
(mid game)
Biomes: Bast
Relations: United Cities -100, Police -100, Outlaw -50, The Old Empire -100, Deadcat -50, The Holy Nation -100

Built upon plundered riches, an opportunistic group of upstart bandits decided to take advantage of the power vacuum left behind by warring factions in Bast. Settling out of sight and out of mind of the major factions already located within Bast, the Bastards are highly opportunistic when choosing a fight against an already weakened opponent or looting a group taken out by another group entirely. Plundered battlefields and storage houses alike have ensured that they are armed as if they manufacture their own weapons. They can be counted on to exuberantly dispose of anybody entrenching on their soil or plunder. The Bastards definitively hold up to their name and aim to conquer the whole Bast for themselves. At war from all fronts, steel does certainly sharpen steel.




The Cold Bloods
(mid game)
Biomes: The Swamp, South Wetlands
Relations:

Remnants of a racial experiment to help eradicate issues with local gangs and bandits in The Swamps. The Reptiloids were engineered to specifically be adapted to the local environment of The Swamps. At first, the plan seemed to work flawlessly, however things soon took a turn. Realizing that they could basically run The Swamps, if they wanted to, the Reptiloids decided that they would throw off the shackles of their masters and take The Swamps for themselves. With the drug trade and human trafficking from the area being much too lucrative, the United Cities ensured that the Reptiloids dream was a short lived one. The Holy Nation was also much too happy to oblige in the genocide of the “lizardmen” as they referred to them. Years of being openly hunted dwindled their numbers down to almost nothing, however, a few survivors took refuge in the depths of The Swamps. The Cold Bloods were born from these survivors and refugees, with a chip on their shoulder for what the world had done to their fore-bearers and ancestors. With vengeance on their brain and fight in their heart, The Cold Bloods would surely set out once more, to conquer The Swamps for themselves…




The Deluged
(mid game)
Biomes: Floodlands
Relations: United Cities -100, Police -100, Cannibals -100, Deadcat -50, Outlaw -50, The Old Empire -100, The Holy Nation -100

Considered to be a wasteland by most, The Deluged only seen opportunity in The Floodlands. Originally established as a buttress and self defense force against cannibal raids, they quickly metastasized into an organized group of bandits bent on expanding their influence and riches. Set up as a self defense force by both the Tech Hunters and The Holy Nation, in a rare joint attempt to keep the cannibal raids back from their own territories. Realizing that they were very isolated from their masters, the men at the fort quickly decided there were easier ways to make a living. Having taken out their leaders, whom were loyal to either The Holy Nation or the Tech Hunters, the remaining men formed what would come to be known as the Deluged. Seemingly long forgotten by everyone else, The Deluged have quietly made a home for themselves in The Floodlands. Most likely ignored as to not draw attention to an obvious failure on the part of both The Holy Nation directly and the United Cities indirectly, through the Tech Hunters. Critics however point out that The Deluged do indeed fill the need they were created to fill. Cannibal raids are very much now a rare occurrence in The Holy Nation and Tech Hunter territories




The Dominion
(end game)
Biomes: Toi Shima, Heng, The Great Desert
Relations: Police 100, Slave Traders 60, Trader's Guild 100, Dune Renegades -100, Hook Raiders -100, Shinobi Thieves 30, Northern Nobles -100, Southern Nobles -100, Western Nobles -100, Crab Raiders -100, United Cities -100, Scorpion Roughnecks -100, The Order of Chitrin -100

A “far-off trading” partner of the United Cities that has long been away from the landmass. They take part mainly in human trafficking and the related trades, to which the UC would receive the food and goods to keep their imperial dreams alive. Said to be “proto-UC,” in that they laid the groundwork for many of the extreme beliefs on slavery and income inequality that they now share alike with the UC, The Dominion is truly everything the UC aspired to be and then some. Should their flow of human capital be cut, for any reason, The Dominion would not hesitate to enact harsh retribution, in attempt to “get what they are owed.”




The Order of Chitrin
(end game)
Biomes: Shun(initially), then others as they "crusade" across the landmass...
Relations: The Holy Nation -100, Narko's Disciples -100, United Cities -5, Shek Kingdom -50, Bele'coz -50, Kral's Chosen -50, Berserkers -50, Band of Bones -50, Hiningenteki Hantas -100, The Dominion -100

A zealous group of crusading armies, bent on spreading salvation and their god, Chitrin, to the very ends of the moon. Having been repelled from the landmass in the past, the Chitrinites hold a special place in their hearts for the lands that were “stolen from underneath them.” Their belief system stems from a disagreement with the Okranites and Narkoites from the start. The Chitrinites believe that their god, Chitrin, did not split into two separate gods to save the landmass(Okran and Narko). Instead, the Chitrinites believe that Chitrin was betrayed by Okran and Narko and cast adrift. The Chitrinites believe that all the lands inhabited by the Okranites and Narkoites are rightfully theirs and are prepared to take it back by force. If only they could invade the landmass and build up their forces without being thrown back into the seas from whence they came…




The Reawakened
(end game+)
Biomes:
Relations:




The Scorched Ones
(mid-late game)
Biomes: Burning Forest
Relations: United Cities -100, Police -100, The Holy Nation -100

A sect of skeletons adherent to old teachings of the “proto-skin bandits.” Having never gotten over the fact that other races could be superior to them, in any way, The Scorched Ones were sworn to skinning and disposing of the “lesser races.”




The Sturmijaz
(mid-late game)
Biomes: Darkfinger, Bast
Relations: Cannibals -100, Skeletons -100, Second Empire -100, Second Empire Exiles -100, Machinists -50, Cannibal Hunters 75, Deadcat 75

A long forgotten faction that was once pushed from the landmass they called home. Their return shall bring much chaos...




The Third Empire
(end game+)
Biomes:
Relations:




Western Nobles
(late game)
Biomes: Heng
Relations: The Holy Nation -100, Police 100, Slave Traders 60, Traders Guild 100, United Cities 100, Northern Nobles -100, Southern Nobles -100, Rebel Swordsman -100, Dune Renegades -100, Hook Raiders -100, Holy Nation Outlaws 50, Shinobi Thieves 30, The Dominion -100

A group of nobles, situated in Heng and the western Great Desert, that step up to grab hold of power with the vacuum left behind with the death of the current Emperor. Nobles from Heng and Stoat, they hold the great financial capital of the old empire, with neighbors breathing down their necks all around. With their coffers overfilling and their ability to almost print money, they are at a considerable cash advantage. They just need to turn that advantage into actual results, to grab the throne for themselves.


Last edited by TreadLightly77; Nov 4, 2022 @ 10:16pm
< >
Showing 1-1 of 1 comments
Dvatrij Jan 21 @ 9:36am 
Somebody knows any bounties for Mechanical Hive? I've wanted to ally with them, bring them Southern Hive queen, but it rewards me with +2 (!!!) points relations with 0 money reward xD
< >
Showing 1-1 of 1 comments
Per page: 1530 50