Fallout: The Traveler/Factions

This page lists all factions in Fallout: The Traveler.

Overview
Like in Fallout: New Vegas, Factions play an important role in Fallout: The Traveler, having the player's actions influence their stance with the various factions. The player can improve their reputation with a faction by helping that faction in combat, completing their quests or perform certain behaviours that the faction finds admirable. There are sixteen major factions of which the player can join fifteen of them with the sixteenth (The Fatui Enclave) serving as the antagonist faction, which plays more role in DLCs later.

In addition there are also a large number of minor factions, some with interconnected relationships with one another. Depending on the player's decisions throughout the game their relationships with both the major and minor factions can change and whether the player decides to ally, maintain peace or destroy the lesser factions can be affected by which major faction's the player sides with and to what degree they side with them.

The player's reputation with some factions also influences others so the player can't simply be friends with every faction and the factions will balance themselves out leaving it up to the player to make the conscious decision of who they're going to side with, side against, maintain peace with or even outright destroy.

It should be noted that many factions throughout the game can be befriended, from the major factions (except Fatui Enclave) and minor friendly factions, even raiders and creatures like Ghouls can be befriended.

Major
The following factions are the fifteen major players in Fallout: The Traveler. During the game, there will be an option to side with one of them or to go independent, at the expense of relations with the other major factions.

Minor
Factions that, while not large in size, still play a major role in the story. Over the course of the main campaign, the player character will have the option to recruit some of them for the Halcyon Battle, destroy them or ignore them.

Halcyon
The following are members of the Six Companies, which can be destroyed or spared if one chooses to do it alone instead of siding with one of the fifteen major factions. All Six of these factions run organizations around the City of Halcyon.

Raider Gangs
While there remain generic Raiders and Bandits (i.e Convicts) who attack on-sight, there are more focused gangs throughout the wasteland in Fallout: The Traveler. The Traveler can choose to work with them or wipe them out as they wish even you engage dialogue with them or getting extra benefits such as companions that can be recruited (i.e Itto).

Permament Hostile
Factions that are always hostile and thus cannot be joined and they will attack the Traveler and their party or other NPCs on sight.

Trivia

 * Much like New Vegas, each major and minor faction except the permantly hostile ones has their own Reputation icon:
 * Monstadt: Jean and Diluc
 * Liyue: Yelan and Zhongli
 * Fontaine: Furina and Neuvillette
 * Inazuma: Raiden Shogun and Kazuha
 * Sumeru: Nahida and Cyno
 * NCR: Same as in New Vegas, now animated
 * BoS: Brotherhood Paladin and Arthur Maxson
 * Minutemen: Ellie Fenhill and Preston Garvey
 * Railroad: Deacon and Desdemona
 * Desert Rangers: Lucia Wesson and Snake Vargas
 * Legion: Same as in New Vegas, now animated
 * Institute: Madison Li and X6-88
 * The Patriarchs: Saul and Valor Buchanan
 * Nuka-World Raiders: Mags Black and Gage
 * The Board: Sophia Akande and Clarke
 * Great Khans: Reused from New Vegas, now animated
 * Boomers: Reused from New Vegas, now animated
 * Arataki Gang: Kuki and Itto
 * The Kings: Same as Freeside from New Vegas, now animated
 * Followers: Same as in New Vegas, now animated