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.



