Factions

Scavland Factions Explained

Named groups, unpublished groups, and why you should not shoot the town.

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Factions in Zalesye

Scavland’s town is a fabric, not a fast-travel icon. Ten factions share Zalesye in Early Access. Three have public names and a sentence of personality. The rest are real in the design and unnamed in the marketing. This page stays on that line. For ranks and shop unlocks, use reputation. For the counter itself, use traders.

Gunners

Steam copy calls them ruthless. That is the whole official personality until a patch or in-game dossier says more. In a post-Soviet wasteland with 25+ guns, a group called Gunners is probably close to firepower, checkpoints, and jobs that involve shooting people who were going to shoot you anyway.

Play them like a military vendor with a temper. Useful. Not your friend by default. If you need rifle ammo and they are the people who have it, you now have a reputation project. If you steal from them because stealth felt clever, you may be buying meds at a markup for the rest of Act I.

We will not invent ranks, colours, or a leader name. When those exist in the game, this section grows.

Mudlarks

Enigmatic, up north, not too welcoming. Demo dialogue sends a Vulture northwest to warn them about corpses, with a route through Arcadia and Dazbog Hollow. That is a lot of geography for a group that does not want visitors. Mudlarks are the reminder that not every faction is a shop with a quest giver on a stool.

If a job says warn the Mudlarks, that is a travel exam. Pack the survival kit. Do not assume a warm bed. Do not assume they are “the good stealth faction” just because the name sounds liminal. Enigmatic means you do not know yet.

Bring a quiet kit anyway. Hospitality and line of sight are different problems.

The Rada

Organisers. The word is Slavic for a council. In a struggling settlement, organisers are the people who keep a town functioning at a basic level: jobs, burials, the awkward civility that lets a Vulture sell scrap to a farmer named in a YouTube tape. Demo NPCs attached to the Rada talk like administrators, not raiders.

If you like having a town, do not treat the Rada as XP. Their quests are how Act I teaches you to be a person instead of a walking magazine. How to play is their genre.

The unpublished seven

NoShadow says ten unique factions with identities and characters. Marketing named three. A complete wiki that lists “The Ash Choir” and “RO-29 Wardens” would be fiction. We refuse.

What we can say from systems:

  • Some want to rebuild society. Some want to look after themselves.
  • Reputation changes treatment and events.
  • Rank can add limited shop rows.
  • Territories exist on the expanded map.
  • The Life system lets groups move without you.

When you meet a fourth named group in Early Access, write it down, do a job, and do not start a war until you know who sells bread. Then come back here; this page will take official names only.

How factions sit on the map

Zalesye has settlements, roads, and faction territories after the world grew. Farther from home is more dangerous. South holds Thresholds and Mist. East holds highway RO-29 and a promised land you should not rush. Northwest holds Mudlark weather. Town holds the Rada and whoever else shares the streets with Gunners.

Jobs can spawn human squads anywhere. That means a “faction-free field” is a hope, not a plan. Combat still applies in someone else’s colour.

Working for everyone, until you cannot

Day-one advice from the factions hub: take work, sell scrap, keep kitchens open. Multi-faction play is possible until a quest or a corpse makes it not possible. There is no public chart of who hates whom. Do not roleplay a grand alliance in your head. Roleplay a scavenger who likes medkits.

Act I will push you to side with someone. That is the RPG. This page is the warning before the push. Getting Started still wants you alive more than it wants you aligned.

Early Access on 4 September 2026 is when the other seven stop being a counting exercise. Until then, learn the three names, walk northwest only on purpose, and read reputation before you fire into a uniform.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Who are the Scavland factions?

Public materials name Gunners, Mudlarks, and the Rada among ten groups. The rest are unpublished. This page will add names when NoShadow or the game does.

Where are the Mudlarks?

Northwest of the starting town in demo dialogue, with routes via Arcadia and Dazbog Hollow. Pack for a hostile welcome.

Should I join the Gunners first?

Only if you need what they sell and can live with ruthless neighbours. There is no official 'best first faction'. See reputation.

Is there a faction questline?

Early Access includes main and side quests plus jobs. Treat faction work as part of Act I, not as a separate MMO hall.