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Dystopian Age

Alternate late-nineteenth-century world where RJ-1027 super-science reshaped nations; setting for Warcradle naval, land, frontier, and occult skirmish games.

4 main games · 26 factions · 21 warbands

Games

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Factions

  • Alliance

    Latin Alliance of southern powers; geopolitical bloc vying for dominance alongside the other great powers of the Dystopian Age.

  • Brotherhood of Belial

    Augusta police cursed by the chiropteran god Belial; shapeshifting officers continuing Belial's plan in the Shadow War.

  • Commonwealth

    Russian, Mongolian, and Polish-Lithuanian sphere united under the Tsar; vast reserves and subterranean war machines.

  • Crown

    British Crown and loyal dominions; naval and military tradition holding Albion's place among the great powers.

  • Custos Crypta

    Sentient insectoid guardians of ancient Kush; awakened custodians serving occult powers in the Shadow War.

  • Empire

    East Asian superpower heir to a millennium of imperial tradition; disciplined armies and advanced war engines.

  • Enlightened

    Covenant of the Enlightened; technocratic architects of RJ-1027 super-science active on the frontier, at sea, on land, and in the Shadow War.

  • Hex

    Alien collective hunted across the galaxy, seeking refuge on Earth and binding with persecuted peoples through a manipulative Dark Council.

  • Hidden Ones

    Coastal cultists of the Sunken Pantheon; Dagon and Hydra worshippers breeding in humanity's shadowed ports.

  • Imperium

    Central European bloc drawing on deep martial heritage; disciplined formations and heavy industry.

  • Infernal Investigations

    Federated Marshal Service occult branch led by Helena Miller; rational investigators confronting Mythos on the frontier.

  • Lawmen

    Federated States Marshal Service; determined frontier peacekeepers acting as judge, jury, and executioner against outlawry and chaos.

  • Nautilus Privateers

    Captain Nimue's submarine crew; relic-hunting raiders drawn into the Shadow War for arcanum and antiquities.

  • Odani Travellers

    Romani seers serving the Fates; matrilineal foresight keeping the Travellers ahead of authority and rivals.

  • Order

    Holy Order of Man; crusaders waging a ceaseless war against the Hex, believing humanity's fate rests on their victory.

  • Outlaws

    Independent bandits, mercenaries, and desperadoes of the frontier; four affiliations share Outlaw rules and roster options.

  • Path of Chronozon

    Chester Barreman's occult scholars; historians of ancient religions seeking dominion through forbidden Chronozon lore.

  • Secret Service

    Abraham Lincoln's post-presidency task force with Robert Pinkerton; cold-iron weapons against Mythos entities.

  • Silver Venators

    Time-travelling huntresses bearing silvered keys; coven agents moving through narrow gates of past and future.

  • Soul Hunters

    Enlightened Hook and Ladder Club cell under Lord Buckland; empirical scientists documenting eldritch phenomena.

  • Sultanate

    Ottoman sphere mastering portal science and technological marvels of the eastern Mediterranean and beyond.

  • The Priory

    Millennia-old curators of Mythos knowledge; Madame Adrestia's agents fighting the Old Ones in the Shadow War.

  • Union

    Union of Federated States; industrial military power scarred by the Ore War, fielding frontier armies, fleets, and occult task forces.

  • Warrior Nation

    Unified native defenders attuned to spirit energy; guardians of the natural world against Union expansion and darker omens.

  • Watchers

    Pan-galactic observers stranded on Earth, rebuilding in secret while countering unnatural influences on human development.

  • Wyldborne

    Worshippers of the ancient Wyld force; nature cultists wielding raw primal power against the Shadow War.

Warbands

  • Absolute Power

    Hex

    Posse of the Third Man; Hex Boss with Kreechur, Garratt Morden, and allies drawing power from a Hexalith totem.

  • Armoured Justice

    Union

    Union armoured posse bringing heavy war-engine support to frontier enforcement actions.

  • Confederate Rebellion

    Outlaws

    Outlaw detachment of Confederate holdouts; William Quantrill-led raiders fighting on after the Ore War.

  • Dark Nation

    Hex

    Hex-aligned native warriors who embraced distilled evil; Dark Council agents on the frontier.

  • Divine Intervention

    Order

    Cor Caroli Order posse led by Makara; armoured warriors delivering humanity from Hex influence.

  • Dixie Resurrection

    Enlightened

    Enlightened posse reviving Confederate dead through RJ-1027 necrotechnology experiments.

  • Faithful of Castilla

    Outlaws

    Outlaw Conquistador-affiliated posse; faith-driven raiders of the Golden Army sphere.

  • Father of the Enlightened

    Enlightened

    Flagship Enlightened posse of Dr Carpathian's circle; constructs, RJ-1027 wonders, and frontier terror.

  • Forlorn Hope

    Union

    Union assault detachment of war-weary veterans thrown into desperate frontier actions.

  • Galvanic Mysteries

    Enlightened

    Enlightened posse probing galvanic and aetheric phenomena through field experimentation.

  • Hour of the Wolf

    Warrior Nation

    Warrior Nation hunters embracing lycanthropic spirit power against encroaching darkness.

  • Infernal Investigations

    Lawmen

    Lawmen occult investigators; Marshal teams confronting Mythos taint on the Union frontier.

  • No Surrender!

    Outlaws

    Confederate Rebellion outlaw posse refusing capitulation after the Ore War.

  • Ranger Showboat

    Lawmen

    Lawmen ranger posse of showy marshals and interceptors making examples on the frontier.

  • The Conquistadores

    Outlaws

    Outlaw Golden Army posse; greed-driven conquistadors hunting treasure and glory.

  • The Deadly Seven

    Outlaws

    Notorious outlaw band of seven independent gunslingers selling their talents to the highest bidder.

  • The Golden Army

    Outlaws

    Outlaw posse of El Ejército Dorado conquistadors obsessed with gold and conquest.

  • The Secret Service

    Union

    Union covert detachment; Lincoln-era agents and specialists on classified frontier missions.

  • Tribal Retribution

    Warrior Nation

    Warrior Nation war party answering aggression against the tribes with spirit-fuelled retribution.

  • Viridian Clade

    Watchers

    Watcher Viridian Clade survivors; alien operatives rebuilding strength in secret on Earth.

  • Wayward Eight

    Outlaws

    Marcus Wayward's mercenary family posse; hit-and-run specialists for hire across factions.