factions of the san saba

While the town of Bravado is the primary setting of our story, there are more survivors in the world than just live in our tiny town. The nearby region is mostly controlled by several powerful Factions, made up of common workers, soldiers, merchants, and leaders that work together to achieve their mutual goals. During an event, you might encounter various agents and representatives of the major factions, and your actions can help or harm their success in the San Saba.

In the new DR Live book “Social Creatures”, you can read more about network-level factions like the Arbiters of the Bond and the Ossuary Society, but it also outlines the basic function for how Societies function in the game.

Branch Specific Societies

While Network-Wide Societies shape the larger game world, Local Societies are designed to define the culture, power struggles, and history of an individual branch. These groups—whether they are trade guilds, outlaw gangs, family dynasties, or secretive local organizations—exist only within a specific settlement and are used to drive branch level local storytelling.

Local Societies are a narrative tool, meant to provide a deeply personal, settlement-specific role-playing experience. Unlike Network-Wide Societies, they do not come with unique mechanics, custom items, or plot kits, and they do not extend beyond a single branch. Instead, they serve as a reflection of the local game’s culture and conflicts, allowing players to become deeply involved in the settlement’s politics, traditions, and power struggles.

  • Settlement-Focused Role-Play: Local Societies allow characters to form tight-knit factions within a game’s specific political, economic, or social landscape. Whether it’s a gang of smugglers controlling trade routes or a governing council managing the town’s laws, these groups define how the settlement operates.

  • Localized Storytelling: Since these societies exist only within a single game, they serve as story engines for local narrative arcs. The rise and fall of these groups are driven by the choices of players and storytellers at the local level.

  • No Custom Mechanics or Items: Unlike Network-Wide Societies, Local Societies do not have unique abilities, skills, or special mechanics. Their value is in role-playing and storytelling, not mechanical advantages.

  • Community & Culture: Many settlements develop distinct cultures over time, and Local Societies reinforce that. These groups reflect regional themes, traditions, and ideologies, adding depth to the game’s environment and history.

Society Membership mechanics

Each character may join up to four (4) Local Societies and up to two (2) Network-Level Societies.

The groups Murder Inc. and Black Market don’t use one of these slots unless it is a smaller subgroup, like a specific Murder Inc. Family or criminal gang. Approved DR:TX player-led factions may be added to the list over time.

There are only six current blueprints that use the Society Membership mechanic:

  • Codex Insignia

  • Document Case

  • Glitter Gulch Raider-Ride

  • Go Haul Armored Trailer

  • The Only List That Matters

  • We All Lift Together

You can read more about how Local Societies function in the DR Live book, “Social Creatures”.

Branch-level Society Memberships

Local societies operate at the level of a single settlement, and the nature of their obligations tends to be more fluid than those of the larger, global institutions. These groups represent the political, economic, and social fabric of the settlement, ranging from family dynasties to trade unions, from criminal enterprises to ideological movements. Membership in multiple local groups may be possible, but only to the extent that a character can reasonably maintain their standing, obligations, and usefulness within each one. Eventually, alliances will create conflicts of interest, and membership in one group may come at the cost of another.

Local Societies of the San Saba:

  • Railroad Conglomerate (RRC)

  • Grave Council

  • Junkerpunks

  • San Saba Republic

  • Law Dog Union

  • The Bravado Militia

These are the six major local factions in the San Saba, the immediate 10-mile or so range around the settlement of Bravado. These organizations have been major influencers in the region over the last few years and have nearby headquarters or settlements of note. You can expect to encounter agents of these factions during a DR:TX event and membership in these factions can involve in you in the local stories and intrigues of that group. You can find more details about these organizations below.

Approved Player-Led Local Societies:

  • The Road Royals

  • Blood & Bone

  • Misfits & Maidens

  • Shields of the Lonestar

  • The Lucky Ram MC

Player-led Local Societies must have at least five (5) active characters in regular attendance and must be approved by the DR:TX gamerunners. These groups will need to submit Design Docs detailing themes, narrative, and local membership requirements. You can inquire more about adding a group to this list by sending an email to info@dystopiarisingtx.com.

Network Level Societies:

  • Blacktide Hunters

  • Wells Society

  • Ossuary Society

  • Arbiters of the Bond

Note, Network-wide societies are not necessarily involved in our local DR:TX stories. As these become available to join locally, we will update our information on this page.

For players, advancement within these societies is a long-term journey, not something earned overnight. Rising through the ranks of a Network-Wide Society requires consistent engagement, influence, and time—at least one year of active participation per rank increase. These organizations are not designed for rapid progression; their weight and impact in the world come from history, stability, and the cumulative efforts of their members. A character climbing the ranks of their society is not just proving their worth to their local settlement but becoming a recognized part of the organization’s broader structure.

Railroad Conglomerate

The Railroad Conglomerate (or RRC) was once the seat of technological and financial power in the San Saba. Today, they attempt to leverage the power they have left to forge a new future in the region after the devastation of the war. Although their leadership was mostly killed during the war, new competition and power struggles between powerful Elitariat families have brought fresh new attention to the faction.

The influence of the RRC will continue as long as the network of Oxlines are protected. As the “safest” travel option connecting the settlements near Bravado together, the RRC brings new resources and connections into the sleepy town of Bravado Station with the power of the mighty OX, the last reminder of their former glory. With the resources found beneath the town of Bravado in the strange facility, the RRC hopes to rebuild their fleet of locomotives to expand their influence once.

Grave Council

The Grave Council is loose confederation of the various outcasts and unwanted in the wastes, primarily of the more monstrous lineages. The oldcestors once said that nothing is certain in life but death and taxes. The Council is a representation of both but also represents the memory and conscience of the Lonestar itself.

Through their tireless efforts the Grave Council has earned a place of respect and power, as the balance of life and death must be carefully monitored and protected. In the absence of a larger government, the charters of the Grave Council have focused instead on new advances in Necrology as well as ensuring that they are the foremost experts and auditors of the Mortis Amaranthine in the region.

junkerpunks

Whether they travel by foot, ship, or rubber, the Junkerpunks are the most pervasive merchant faction in the greater Lone Star area post-Stampede. The Junkerpunks used their influence to establish a new trading port called Drywater, across the lake from Bravado.

With the end of the War of Antlers, the Junkerpunks find themselves with no law, no government save for what you can take for yourself. Having exiled the Grave Council from Drywater, strange doings seep from below deck and are certain to become a nuisance for Bravado. Drywater is now awash with back alley deals and the kinds of goods clean hands never touch, and the criminal gangs like it that way.

san saba republic

The San Saba Republic strives to no longer be just the tenuously strung together tribes, brought together during wartime under threat of annihilation; but a deliberate alliance empowered to enforce the prosperity of its citizens.  The devastation of Essex in the last days of the wars consumes their focus with reconstruction and recovering from tremendous loss.

Once called the Tribes Disparate, the largest faction in the San Saba is a shadow of its former glory. The War of Antlers was for them a civil war, with brother against brother, and the bloodshed and betrayal crept into their roots. Led by Queen Lucy “Boss” Debs, they have centralized their influence in the City of Light and Sound, Essex, and hope for a brighter future. Only time will tell if they can survive the losses of war.

Law Dog Union

The Law Dogs were once independent contractors, sent out to enforce the contracts of the Lone Star’s major factions; but this left many Law Dogs (who saw themselves as heirs of The Ranger’s legacy of selfless heroism) with a bad taste in their mouths. Frustrated with having to enforce predatory contracts designed by the powerful to entrap the desperate, the Law Dogs formed their own union under the leadership of Boss Wyatt. This new Law Dog Union protects and serves all people of the San Saba, regardless of wealth or privilege.

Throughout the San Saba, the marshals and agents of the Law Dog Union stand ready to enforce the various town charters and laws of the wasteland.  Those caught in violation of these laws are brought before the Justices of Sin, roving representatives of the faction that assess their crimes and assign an appropriate punishment. These enforcers serve no single master other than the Union but hold distinct contracts with the major settlements of the San Saba, save for Drywater.

The Bravado militia

During the War of Antlers, the town of Bravado led a rebellion against the predatory San Saba Board and formed a volunteer military force to rival that of the Chairman. These brave soldiers defended settlements across the region in war and even fought against the undead nightmares that swarmed from Barogue and emerged victorious.

With the war over, the pressure of what to do next weighs heavily on the Militia. Bravado and the Oxkillers recruited countless soldiers, armed them, trained them, and whetted their appetites on war and violence.  Without a cause to fight for, what happens to those soldiers and weapons of war?  How does a soldier return to a life in their hometown?  Is there still a need for an active military presence, and who should lead them? The Militia is faced with unexpected obstacles in the aftermath that will determine if they can continue as a powerful influence on the San Saba.

The Dead Market

In the grim and glittering world of the criminal elite, there is a class that stands head and shoulders above the rest: the Highrollers. These individuals represent the pinnacle of success in the criminal hierarchy, wielding unparalleled influence and power. Unlike conventional factions, the Highrollers are defined not by a central entity but by their exceptional ability to affect significant change through their considerable financial, criminal, and social clout.

The Highrollers are the architects of the underworld, operating at the highest echelons of power. They are the ganglords, candymen, and influential figures who shape the criminal landscape of the Greater Wastes. Their unity lies in their shared capacity to command respect and drive substantial impact, whether they choose to remain in the shadows or bask in the limelight. As lone wolves, liaisons, and power brokers, the Highrollers navigate a world teeming with both opportunity and peril. Their ambition drives them to scale new heights of success and forge empires, making them the quintessential movers and shakers of the criminal world.

Murder, Inc.

The Murder Inc. cell in Bravado, overseen by the formidable Volstead Gang, operates as a critical pillar of organized crime in the city. Under the leadership of Father & Mother Volstead, Murder Inc. has become synonymous with ruthless efficiency and iron-fisted control over the city's criminal underworld.

The cell’s core mission is to maintain dominance and enforce order within the chaotic criminal landscape of Bravado. They achieve this through a combination of strategic alliances, calculated intimidation, and a comprehensive control of illicit operations. Murder Inc. specializes in assassination, intelligence, and sabotage, wielding their power to both protect their interests and neutralize threats.

In addition to their criminal enterprises, Murder Inc. plays a crucial role in the broader struggle between Bravado and Bastion. Their influence extends into political machinations and covert operations, positioning them as a key player in the ongoing conflict. The Volstead Gang's leadership ensures that Murder Inc.'s actions align with their broader goal of securing Bravado's dominance and safeguarding their territory from rival factions and external threats. As a central force in Bravado, the Murder Inc. chapter continuously navigates shifting alliances and power struggles, balancing their violent methods with a calculated approach to maintaining control. Their strategic maneuvers and capacity for brutal enforcement solidify their position as a dominant and feared entity in the city's criminal hierarchy.

NOTE: This society utilizes concepts found in the Murder Inc. content published by the Dystopia Rising Live book called A Killer’s Mind.