The owners of the sewers. They took over the abandoned factories beneath the city and smuggle resources and materials. They fight with drones, acid and missiles.
«Order is not debated; it is imposed from the zenith.»
The ones who make the rules. They govern every state from towers and floating domes, far from the toxins. Their white and gold machines fire pure light.
In 2172, when the rich sealed themselves under the sea, a brigade of welders and mechanics from District 725 stayed behind. They crossed the surface raising emergency domes and saved thousands.
Thirty years later, the 725 is the densest, most rebellious and most respected district of the Lows: welding shops, military scrap and neon, where everyone can use a wrench before turning ten.
They do not smuggle, they do not loot and they owe the Consortium nothing. They build their punkbots by hand, piece by piece, and fight clean even when the Circuit fights are rigged.
In the Circuit they fight as a squad: two or three medium bots covering each other, with kinetic ballistics, neutral against every element.
Element
Kinetic
Territory
District 725, in the Lows
Doctrine
The Squad
Arsenal
Machine guns, claws and shields
Fiorella Ignazzi District 725 mechanic
Featured faction Wasteland Scavengers
Whatever crosses the wasteland pays
When the elite sealed itself under the sea and the domes filled up, thousands were left outside, in the desert. They survived, but they did not come out the same.
Extreme heat and toxic air changed their skin: generation after generation, the wasteland humans developed light scales, yellow eyes and nails as hard as claws. They are still human, but the desert marked them.
They live in nomadic caravans outside the dome perimeter. They do not build: they take. They ambush convoys, caravans and travelers and carry off water, supplies, fuel and every part that can be welded onto a buggy.
In the Circuit they fight like in the desert: as a pack, fast and with fire. Small, light bots that circle, ram and vanish before the enemy can aim.
Element
Thermal
Territory
The Wasteland
Doctrine
The Pack
Loot
Water, supplies and scrap
Rhazek Boss of the Wasteland Scavengers
Erica Head of the Cryogenic Cult of the Abyss
Featured faction Cryogenic Cult of the Abyss
Where the ice arrives, nothing gets looted
The 2172 failure of the cryogenic systems did more than drive the Cult out of the underwater domes: it unleashed a glaciation that climbs from the trenches and does not stop.
While the surface cooks, the ice preserves what the rest of the world used up: fresh water, clean aquifers, forests and seeds asleep under the frost. The Cult named itself their guardian.
Their territory has no fixed borders: it advances with the glacier. Every mile the ice gains is one more mile the Cult protects from raiders, corporations and scavengers.
In the Circuit they fight like ice: alone, huge and unhurried. Titans that freeze the enemy’s code and drain its heat until it stops.
Element
Cryo
Territory
The Glacier and the trenches
Doctrine
The Lone Colossus
They guard
Water, forests and seeds
Featured faction Clandestine Vanguard
What gets rationed up top, you get down here
Beneath the Lows there is another city: miles of sewers, abandoned metro lines and factories that got buried when Vértice grew on top of them.
The Clandestine Vanguard took over those factories and switched them back on in secret. They filter water, mix chemicals, salvage scrap and build spare parts where no Consortium camera can see.
They live off smuggling: moving resources and materials up and down the city. Whatever the Consortium rations, the Vanguard gets from below, always for a price.
In the Circuit they fight like in the tunnels: swarms of light drones that strike from afar with acid and missiles, repair each other and vanish.
Element
Corrosive
Territory
Sewers and factories
Doctrine
The Swarm
Business
Smuggling resources
Drenko Boss of the sewers
Lina Mayor of Vértice
Featured faction The Vértice Consortium
The rules are written from above
When the ground turned toxic, the Consortium did not go down into the mud: it went up. Today it lives in high towers, flying platforms and floating domes, far above the acid clouds.
From there it sets the rules in every state. The laws, the price of water, who gets energy and who does not: everything is decided in golden halls that never touched the ground.
Their floating domes inherited the sterile calm of the old underwater domes. Down below remain the rust, the toxins and the people who must obey whatever is signed up there.
In the Circuit they fight the way they govern: from afar and in style. A pair of large white and gold machines with shields and light weapons that never need to get close.
Element
Laser
Territory
The Heights and floating domes
Doctrine
The Elite Guard
They control
Laws, water and energy
Featured faction Underwater Domes
The world drowns up there; down here, we breathe
In 2172, while the surface filled with toxins, the highest-ranking humans bought their way out: they moved beneath the sea, into sealed domes built in the ocean trenches.
Down there they have clean air, cold water and the luxury of the world before the collapse. Thirty years later they are still there, far from the catastrophe and the pollution they left behind.
They never went back to living up top. They only rise on raids: out of the sea, take what their domes need and sink again before anyone can follow.
In the Circuit they fight like predators of the abyss: as a pack, fast, with harpoons and electric shocks that paralyze their prey before finishing it.
Element
Electric
Territory
The ocean trenches
Doctrine
The Hounds
On the surface
Only on raids
Tritón At the head of the underwater raids
Void Wanderer Sometimes a mercenary, almost always neutral
Featured faction Singularity Syndicate · The Void
They sought the answer and the void answered
They started as scientists who wanted to solve the problems of physics and understand the singularity. At some point they crossed a line, and science corrupted them.
Today they are everywhere and nowhere in particular: wandering and mysterious. They turn up in an arena, a market or the middle of the wasteland, and vanish before anyone understands what they were after.
They are very powerful and almost never take sides. They stay out of the conflicts of humans and factions, unless something drags them in indirectly.
But not all of them are that neutral: some were hired by other factions as mercenaries. In the Circuit, a Wanderer on your side can change a war.
Element
Void
Territory
None: they are everywhere
Doctrine
The Titans
Side
Neutral, unless paid
Pilots of the Circuit
Five pilots per flag
Every faction has its five pilots. Who they are and what each one specializes in.