Wasteland is a highly political campaign with countless groups all pushing to further their own agendas. Players can expect to encounter many of these organizations, some who will become friends and others will become enemies. Being a member of an organization can grant characters special abilities, access to resources, connections to powerful contacts, protection in the form of bodyguards, and more. Players with the Leadership feat can even start an organization of their own and reap the benefits their position, but other groups are certain to take notice.
Wasteland uses a modified version of the Affiliations and Organizations rules. Players will not be privy to the ranks information or benefit abilities of each organization, as that is meta-game knowledge for the DM to use. Instead, this section will briefly detail the most popular or influential organizations in various regions so players can inform themselves about how to interact with each group.
Black Masks
A secretive and close-knit organization of thieves. The leader of the Masks is said to be a man who calls himself Raven. Tavern stories say Raven is an anarchist mad with gold fever. To most citizens the Black Masks are more of a rumor than reality. They are an enemy to all merchant guilds and a constant nuisance to city guards.
The Masks are not exclusive to a single region, but are perhaps most known within the Free Cities. Propaganda within the Free Cities blames the Masks for the rise of crime, black markets, and weapons trade. It is also spread that the Black Masks also have members who work with the Dune Riders.
Type: Thieves' guild
Scale: 5
Regions: Fire Mesa
Friends: Dune Riders
Enemies: Burning Hand, Corsairs of the Silt Sea, Council of the Free Cities, Draegoth Empire, Tradesmen
Burning Hand
Perhaps the most well known organization on the surface world, the Burning Hand is a tyrannical and power hungry empire who worship the sun as a deity. The emperor and his family's identify are kept secret from the public, and his orders are carried out by a handful of high priests and trusted prelates. Over the years the empire has expanded from a small sun-worshiping cult to become the largest nation of the surface world, and they have amassed the most impressive military force since the Planeshift.
One of the cornerstone principals of the Burning Hand is the belief that only the strong should survive. They believe that the harsh environment of the surface world weeds out the weak and diseased with tests of strength and endurance. Those who are deemed weak or unfit are often enslaved by the empire.
Type: Government
Scale: 16
Regions: Blackrock Mountains
Friends: Crimson Guard, Scorpion Clan
Enemies: Black Masks, Clan Morgrynn, Council of the Free Cities, Dune Riders, Keepers of the Chalice
Crimson Guard
Probably the most feared group within the Burning Hand. The Crimson Guard are responsible for enforcing the laws enacted during the War of Ashes. They are hunters and executioners of rogue mages, clerics of other faiths, and half-elven impurities.
The Crimson Guard employ gruesome methods of intimidation, fear, torture, and mutilation to maintain order in the Blackrock Mountains. Targets of the Crimson Guard are not always killed, some are left scarred, branded, terribly burned, or maimed. These inhumane practices are grim reminders that the Burning Hand empire is ruthless and unmerciful in it's desire for power and dominance.
Type: Cabal
Scale: 10
Regions: Blackrock Mountains
Friends: Burning Hand, Scorpion Clan
Enemies: Same as Burning Hand
Clan Morgrynn
The ruling clan of the deep dwarves, Clan Morgrynn is an honored family name that claims to be directly descended from the dwarven patron deity Morgrynn. Clan Morgrynn itself is about two hundred members in size, and the current chief clansman is Baelen Morgrynn who has fathered twelve heirs to the clan leadership.
Following the Planeshift cataclysm, Clan Morgrynn lead the dwarven people underground. Since then their society has been mostly sealed from the surface world. Clan Morgrynn leadership have long since banned the using or posessing knowledge of arcane magic, believing that the misuse of arcane powers caused the Planeshift.
Type: Government
Scale: 12
Regions: Magmar Mountains, Underdark
Friends: Tradesmen
Enemies: Burning Hand, Cult of Krug
Corsairs of the Silt Sea
The Corsairs are a small group of privateers and contractors who ferry individuals, groups, or even armies of people across the otherwise impassable Silt Sea. They pilot skiffs and larger ships atop the loose silt, some ships are propelled by sails imbued with arcane magic. The leader of the Corsairs is Erista Windchaser, a ruthless and cunning woman who's sailing and sword skills are rumored to be unmatched.
Type: Business
Scale: 9
Regions: Silt Sea
Friends: Council of the Free Cities, Tradesmen
Enemies: Black Mask
Council of the Free Cities
A group of permanent members and democratically elected officials governs over the settlements atop the Fire Mesa. This group is known as the Council of the Free Cities, and their duties are to protect the Fire Mesa from invasion, uphold the free society within, and provide aid to incoming refugees and exiles. Permanent members of the Council are replaced with familial heirs, and democratically elected officials are voted in by an electoral authority.
Type: Government
Scale: 12
Regions: Fire Mesa
Friends: Corsairs of the Silt Sea, Keepers of the Chalice, Rangers of the Free Cities
Enemies: Black Masks, Burning Hand
Rangers of the Free Cities
The sworn protectors of the Fire Mesa, and the personal guards for the Council. Although they are called Rangers they do not all train in that martial path. Refugees and exiles who are able to lift a blade are enlisted into the Rangers before being granted citizenship in the Free Cities. Personal guards of the Council are called the High Rangers, a coveted position that only a few dozen hold at any one time.
Type: Fighting company
Scale: 9
Regions: Fire Mesa
Friends: Council of the Free Cities
Enemies: Same as Council of the Free Cities
Cult of Krug
Thousands of years ago Krug's disciples clashed with the dwarven kingdoms in a conflict known as the Blood War. Their armies drew strength from orc-kin, giants, and other terrible creatures, but ultimately Krug's armies were smashed and driven back. Today they are a tribal society occupying the Gaptooth Badlands, their numbers are but a fraction of what they were during the Blood War. Nevertheless, their presence in the region is enough to turn away travelers and adventurers.
Type: Tribe
Scale: 8
Regions: Gaptooth Badlands
Friends: Unknown
Enemies: Clan Morgrynn, all non-orc kin
Draegoth Empire
The Planeshift scattered the elves and collapsed their kingdoms, but some still cling to the old imperial beliefs. A few thousand gray elves live among Ennalath Forest, the last known forest in all the Wasteland, and maintain the same caste-based hierarchy of their old empire. No direct lineage to the imperial family exists today, but that doesn't stop noble families from pining for the remaining shreds of power. Should the forest become threatened, these rival families do not hesitate to set aside their differences to protect their ancestral heritage.
Type: Government
Scale: 10
Regions: Ennalath Forest
Friends: None
Enemies: Black Masks, all half-elves
Dune Riders
Comprised almost entirely of desert elves, desert halflings, exiles, outcasts, wanderers, thieves, and brigands. The Dune Riders are a thorn in the side of the Burning Hand, they are known for striking trade caravans and disappearing without a trace. They are non-aligned and lack a centralized government or set of laws, in fact the idea of a single leader who dictates how life should be lived is against the very nature of the Riders. They are free spirits and nomads of the waste.
Type: Tribe
Scale: 10
Regions: Golden Dunes
Friends: Black Masks
Enemies: Burning Hand, Tradesmen
Iron Fist
The monastery of the Iron Fist was constructed and occupied long before even the Free Cities were established. They serve as collectors and protectors of knowledge, and their heavily guarded tomes contain possibly the most information about the world before the Planeshift of any other library. Although they are martial artists, they are taught the ways of diplomacy and peace before being taught how to defend themselves. The monks of the Iron Fist have served as peacekeepers for the Free Cities in times where the Rangers were unable to.
Type: College
Scale: 7
Regions: Fire Mesa
Friends: Council of the Free Cities
Enemies: Burning Hand
Keepers of the Chalice
Hunted almost to the brink by the Crimson Guard, the Keepers of the Chalice are a small religious group who have sought refuge within the settlements of Fire Mesa. They do not worship a god or have priests, instead they are dedicated to providing aid to the downtrodden and exiled. The Keepers have only a couple hundred members, but their numbers are steadily climbing.
Type: Temple
Scale: 6
Regions: Fire Mesa
Friends: Council of the Free Cities
Enemies: Burning Hand
Scorpion Clan
A massive group of mercenaries for hire contracted exclusively to the Burning Hand. The Scorpion Clan makes up just under half of the Burning Hand's entire militia. Rather than executing some criminals, the Burning Hand will sell convicts to the Scorpion Clan to be reconditioned into soldiers for their army.
All that the Scorpions know is to fight. They will secure one area and move on to another, complete one mission in time to begin another. Constantly testing their mettle in battle, they are extraordinary combatants. The Scorpions are so named for their use of poisons in battle, and their ability to weather the harsh desert heat.
Type: Fighting company
Scale: 7
Regions: Blackrock Mountains
Friends: Burning Hand
Enemies: None
Tradesmen
The Tradesmen were originally founded in the Free Cities, but today their influence spans many regions. They are an alliance of crafters, artisans, and resource gatherers who unionized under a single banner. The Tradesmen have been accused of price fixing and aggressively overtaking smaller guilds, but so far no charges have been officially brought against their organization. It is estimated that three fourths of the goods sold in open markets of the Free Cities have changed hands through the Tradesmen guild at one point or another.
Type: Business
Scale: 10
Regions: Varies
Friends: Clan Morgrynn, Corsairs of the Silt Sea
Enemies: Black Masks, Dune Riders