How Factions Work in PIONER (The Part That Actually Affects Your Progress)
PIONER puts heavy emphasis on events, factions, and quests, letting you step into different roles across the archipelago—mercenary, bandit, caravan guard, explorer, pioneer, and more. In practice, that means factions aren’t “pick once and forget.” They shape the missions you’re offered, the enemies you run into, the people who trust you, and the broader story threads you’ll keep stumbling into.
Public information about PIONER’s faction system consistently points to three big ideas:
- You do tasks for factions and build a relationship over time.
- That relationship is tracked as “loyalty” (reputation/influence).
- Higher loyalty is tied to bonuses and access—especially to equipment and merchants—plus faction-specific rewards and story experiences.
So when someone asks, “Which faction should I join?” the real question is usually one of these:
- Which faction matches the way I already play (combat, exploration, economy, PvP)?
- Which faction will make my day-to-day gameplay easier or more profitable?
- Which faction should I prioritize first so I don’t feel underpowered or lost?
A smart approach is to treat factions like long-term progression lanes. You can absolutely enjoy the story and vibe, but you’ll feel the difference most when your loyalty starts unlocking better access and smoother routes.

Quick Faction Picker (Choose Your Best Match in 60 Seconds)
If you want a fast answer before diving into the deep breakdowns, use this:
- You like structured combat, clear threats, and control: pick Brigade.
- You like “native power,” survival identity, and resisting outsiders: pick Conglomerate (the organized island tribes).
- You like mystery, influence, and being in the middle of conflicts: pick The Initiative.
- You like chaos, intimidation, and living as a feared wildcard: pick Cult of the Raven.
- You like shady, high-risk vibes and unsettling secrets: watch Sumrak closely.
- You like monster hunting, escorting, and being hired muscle with purpose: pick Sentinels.
- You like outlaw life, opportunism, and messy power hierarchies: pick Island Gangs.
- You like flexible combat work, contracts, and doing what pays: pick Mercenary Troops.
- You like calm utility, delivery jobs, and being welcome almost everywhere: pick Runners.
- You like trading, profit loops, and economic advantage: pick Trade Union.
- You like exploration, neutrality, and a hub that connects everything: pick Wanderers of the Pass (Wandering Pass).
Now let’s unpack each faction properly—what they are, who they fit, and what you gain by committing.
Conglomerate (The Organized Island Tribes of Tartarus)
What it is:
The Conglomerate is described as the original inhabitants of the islands, organized into a tribal system and ruled by a Queen. They respect power, practice shamanism, and are openly hostile toward the Brigade. Despite “savage” habits, they’ve mastered producing their own firearms, and they’re based in the city of Ark on Tartarus Island.
The vibe:
If you want to feel like you’re playing the “island side” of the conflict—identity, sovereignty, and a strong cultural backbone—this is the faction that most naturally fits that fantasy.
Who should join (best fit):
- Players who enjoy survival worldbuilding and want their faction choice to feel tied to the island itself
- Players who like strong faction identity (rituals, traditions, leadership) rather than “random job board” energy
- Players who don’t mind conflict with structured military forces and want a faction that feels like it belongs to the land
- Players who like mid-to-close-range fights and improvisation—where positioning, ambushes, and terrain matter
What you gain by building loyalty (practical benefits):
- Stronger access to Conglomerate-driven quests and story perspective (you’re closer to “why the island is the way it is”)
- Faction-flavored rewards and bonuses tied to trust and influence (the system is designed to reward loyalty)
- Better integration with Conglomerate-aligned spaces and NPCs, which often translates into smoother quest routing and fewer “dead ends” in your progression path
- A more coherent identity for your character build (your gear goals and mission choices feel consistent)
Watch-outs (what to consider before committing):
- You are stepping into an active rivalry with the Brigade. If you prefer peace, economy-first play, or minimal conflict, you may find yourself pulled into faction tension more often than you want.
- If you tend to play as a neutral wanderer who wants access to everyone, Conglomerate focus can feel more “partisan.”
Brigade (The Military Force Pushing for Control)
What it is:
The Brigade is presented as professional military trying to establish strict control over the islands. Their war with the Conglomerate on Tartarus has been reduced to minor clashes due to peacemaking efforts from the Wandering Pass, and their main logistical center is the city of Torgograd.
The vibe:
Order, control, logistics, discipline. If you like feeling like you’re part of an organized force with infrastructure and “real” operational goals, Brigade is the cleanest fit.
Who should join (best fit):
- Players who like structured combat loops (clear objectives, holding areas, enforcing control)
- Players who enjoy PvP pressure or want to feel ready for PvP zones without roleplaying neutrality
- Players who prefer a “professional” identity rather than bandit/tribal/cult identity
- Players who want a faction that naturally aligns with security, patrol, and enforcement themes
What you gain by building loyalty:
- Faction alignment that complements consistent, predictable progression. A military faction tends to feel “goal-oriented,” which helps players who hate wandering without purpose.
- Loyalty-based access and bonuses that make your account feel more capable over time (PIONER’s system explicitly ties loyalty to advantages and access).
- A clearer path into conflicts that matter—especially if you like being part of power struggles rather than just observing them.
Watch-outs:
- If you’re the type who wants to roleplay freedom and spontaneity, Brigade can feel restrictive in spirit.
- If your favorite gameplay is “do whatever makes money,” you may find Trade Union or Mercenary Troops more naturally aligned.
The Initiative (The Secret Organization in the Middle of Everything)
What it is:
The Initiative is described as a secret organization with unclear goals. Some believe they exist to settle conflicts and create allies among the factions of the island. Separate public details about the game also describe “Initiative” story quests in regions—important questlines that can affect the situation in a region or shift the balance of power.
The vibe:
Influence, secrets, hidden motives, and the feeling that you’re operating one layer above normal faction drama.
Who should join (best fit):
- Players who care about story impact and want quests that feel like they change things
- Players who enjoy being a connector faction—working across lines rather than locking into one side
- Players who like mystery and long-term payoff (answers come later)
- Players who enjoy “investigation energy” more than brute force identity
What you gain by building loyalty:
- Stronger access to Initiative-linked questlines that tend to be framed as important story content
- A faction identity that naturally fits multi-faction play (you can understand everyone, work with many, and still have your own lane)
- Bonuses and access tied to influence levels (the broader faction system points to influence as a gate for equipment and merchants)
Watch-outs:
- If you want immediate clarity—clear enemies, clear friends—The Initiative can feel vague early on.
- If you prefer a “simple loop” (farm, upgrade, repeat), Trade Union or Sentinels may feel more straightforward.
Cult of the Raven (Chaos, Cruelty, and Fear as Power)
What it is:
The Cult of the Raven is described as a group of dark cultists worshiping the Raven, a god of chaos and destruction. Members are known for cruelty and impulsivity, and rumors claim they practice human sacrifice.
The vibe:
A feared wildcard faction: intimidation, chaos, and identity that’s meant to unsettle.
Who should join (best fit):
- Players who love playing the villain-adjacent role in a morally gray world
- PvP-leaning players who enjoy being unpredictable and forcing others to react
- Players who like dark lore and want faction flavor that feels extreme
- Players who are fine with being treated as suspicious or hostile in the world’s social fabric
What you gain by building loyalty:
- Access to cult-centered content and faction flavor that most other groups won’t offer
- A strong identity that can make your gameplay feel unique (your missions, your routes, your choices)
- The same core loyalty advantages: bonuses, access, and faction-specific rewards for commitment
Watch-outs:
- If you want universal access to hubs and friendly interactions everywhere, a cult alignment can work against your “welcome anywhere” lifestyle.
- If you play mostly cooperative PvE with randoms, you may find a neutral-friendly faction easier socially.
Sumrak (The Shadowed Security Force Around Mogilnik Station)
What it is:
Sumrak is described as the name of the security and guard service connected to Mogilnik Station. Officially, the station was closed after the Catastrophe, but its guards remained on the island—and what they do now is unknown, with grim rumors spreading.
The vibe:
Dark uniforms, secrecy, unsettling presence, and “something happened here” energy.
Who should join (best fit):
- Players who enjoy high-mystery factions and don’t need immediate answers
- Players who like dangerous atmospheres and the idea of operating near shadowy facilities
- Players who want an identity that’s not openly “good” or “evil,” but clearly ominous
- Players who like exploring the edges of the map and the edges of the story
What you gain by building loyalty:
- Sumrak-flavored narrative access (if you’re chasing answers, this faction is naturally interesting)
- A strong roleplay identity and a likely connection to deeper island mysteries
- The standard loyalty model: rewards and bonuses that scale as your influence rises
Watch-outs:
- Because Sumrak is framed as secretive and unclear, it may feel less “efficient” if your main goal is quick practical progression.
- If you’re optimizing early power and merchant access, you may want a more openly integrated faction first, then return to Sumrak later.
Sentinels (Hunters, Monster Killers, and Caravan Protection)
What it is:
Sentinels are described as hunters who kill monsters and the Fallen for glory or reward. They’re usually hired to protect caravans, provide settlement security, or hunt extremely dangerous monsters. Public faction details also list their enemy as the Fallen Legion, with allies including The Initiative and Runners, and a base at Wolfhound Camp in the Midlands.
The vibe:
Professional monster hunting. If you love PvE combat, tracking threats, and being “the one people call when something is too dangerous,” Sentinels fit perfectly.
Who should join (best fit):
- PvE players who enjoy fighting dangerous creatures and corrupted enemies
- Players who like escort content (caravans), settlement defense, and protective roles
- Players who like consistent combat value and want a faction identity that stays relevant as difficulty rises
- Co-op players who want a faction that naturally fits group play without being morally messy
What you gain by building loyalty:
- A steady content loop that fits PvE progression: hunt, protect, get paid, improve gear
- A faction identity that pairs well with efficient gearing, because you’re often doing content that directly tests your loadout
- Loyalty-based bonuses and access that make your character feel more “supported” by the world (trust translates to opportunities)
Watch-outs:
- If your favorite fun is PvP ambushes and chaos, Sentinels might feel too “responsible.”
- If you mostly want economy gameplay, Trade Union may pay off faster.
Island Gangs (Outlaws Thriving Without Central Government)
What it is:
Island Gangs are described as thieves and murderers who snuck onto the island looking for easy loot. With no centralized government, they’re in their element, split into many gangs with a primitive power hierarchy. Public faction details also present them as having no allies, with enemies including Trade Union and the Brigade, and being based in the City of Tetris in the Rogue Wastelands.
The vibe:
Chaos capitalism, outlaw survival, gangs competing with each other as much as with outsiders.
Who should join (best fit):
- Players who like opportunistic gameplay: loot routes, risk taking, and living off the world
- Players who enjoy morally gray choices and a rougher social ecosystem
- Players who want to feel like an outlaw and don’t mind being disliked by organized groups
- PvP-inclined players who like tension and conflict as part of normal life
What you gain by building loyalty:
- A faction identity that naturally fits risk-reward loops (you’re not pretending to be safe and polite)
- Access to gang-driven jobs and story threads
- Loyalty advantages that help you stay viable even when you’re choosing “dangerous” routes
Watch-outs:
- If you want smooth access to merchants and stable hubs, you may feel friction—some factions are literally positioned against you.
- If you hate chaos and want predictability, pick Brigade, Sentinels, or Trade Union instead.
Mercenary Troops (No Single Goal—Just Contracts and Shadow Orders)
What it is:
Mercenary Troops are described as numerous military units without a clear shared goal. Sometimes they can act in an organized way like a private army—usually when executing expensive orders from shadow forces.
The vibe:
A practical “work-for-pay” faction lane, perfect for players who want freedom without fully embracing outlaw chaos.
Who should join (best fit):
- Players who want flexibility and don’t want to be locked into tribal/military/cult identity
- Players who like combat content but prefer “contracts” to ideology
- Players who want a faction that fits both solo and group play
- Players who enjoy the idea of shadow clients and high-stakes jobs
What you gain by building loyalty:
- A natural progression identity for players who do a bit of everything (PvE, PvP, events)
- Loyalty-based access and bonuses that reward consistent work
- A faction “story lane” that can intersect with many others because mercenaries show up wherever conflict exists
Watch-outs:
- If you want deep belonging and culture, Conglomerate or Wanderers may feel richer.
- If you want clear “good vs bad,” mercenary identity is deliberately morally flexible.
Runners (Mail, Packages, and Being Welcome Everywhere)
What it is:
Runners are described as a peaceful organization providing courier and mail delivery services on the island, with representatives found in settlements.
The vibe:
Utility, neutrality, and being the person who keeps the island connected.
Who should join (best fit):
- Players who value safe, consistent progression and don’t want faction wars to dominate their experience
- Players who like exploration and travel, because delivery naturally sends you across regions
- Players who want access to many settlements without roleplaying hostility
- Players who want a “support identity” that can still be valuable in a dangerous world
What you gain by building loyalty:
- A faction lane that tends to be logistically efficient: you’re already moving, so progression can feel natural
- Strong integration with settlements (Runners being present widely is a big quality-of-life advantage)
- Loyalty rewards and bonuses that fit steady play rather than high-risk spikes
Watch-outs:
- If you want intense faction conflict and identity-based warfare, Runners may feel too calm.
- If you’re chasing pure profit, Trade Union may be the sharper fit.
Trade Union (The Closed Guild of Traders and Entrepreneurs)
What it is:
Trade Union is described as a closed-off guild of traders and entrepreneurs operating mainly on Tartarus under the patronage of the Wanderers (Wandering Pass). They have representatives in large settlements and try to maintain relationships with major organizations.
The vibe:
Money, influence, networks, and the practical power of supply.
Who should join (best fit):
- Players who love economy loops: selling, buying, planning, and getting value out of resources
- Players who want a faction choice that remains valuable no matter what balance changes happen
- Players who prefer negotiation and smart routing over constant fighting
- Players who want broad social integration rather than “everyone hates me”
What you gain by building loyalty:
- A faction identity that naturally aligns with merchant access (and the faction system overall points to influence gating equipment/merchants)
- A playstyle where you feel rewarded for being efficient: stock management, route discipline, smart decisions
- A strong foundation for crafting and weapon customization goals, because economy power supports gear power
Watch-outs:
- If you hate inventory management and shopping loops, this faction can feel like homework.
- If you want constant combat identity, Sentinels or Brigade may feel more exciting.
Wanderers of the Pass (The Hub Faction That Holds the Island Together)
What it is:
Wanderers of the Pass are described as countless free researchers, wanderers, and Trade Union representatives who built and settled the Wandering Pass. The Pass cooperates with major settlements, and its doors are open to everyone who has nowhere else to go.
The vibe:
Neutral hub, exploration culture, and the feeling of being part of a community that connects the island.
Who should join (best fit):
- Explorers who want to roam, discover, and still have a “home base” identity
- Players who like being neutral or at least flexible in faction conflict
- Players who enjoy research, mystery, and the social side of hubs
- Players who want to play both PvE and economy without committing to war identity
What you gain by building loyalty:
- A strong “quality-of-life” faction identity, because hubs matter in MMO survival games
- Easier multi-faction planning: Wanderers conceptually sit in the middle of many relationships
- Loyalty-based rewards and bonuses that complement broad gameplay rather than one narrow activity
Watch-outs:
- If you want to be a direct force in island politics, Brigade/Conglomerate may feel more impactful.
- If you want a dark, extreme identity, Cult or Sumrak will feel more intense.
What You Actually Gain From Joining a Faction (Beyond Lore)
A lot of players underestimate faction rewards because they imagine “a few cosmetics.” PIONER’s public descriptions point to something more practical: loyalty levels and influence matter for progression, including access to equipment and merchants, plus bonuses and special rewards tied to faction identity.
So instead of thinking, “Which faction is coolest?”, think, “Which faction makes my account better in the way I care about?”
Here are the most realistic, high-value categories of gains you should plan around:
- Access gates: influence/loyalty can determine which merchants, equipment options, and opportunities open up.
- Power smoothing: bonuses and rewards reduce the feeling of “I’m stuck” when you enter tougher regions or content.
- Narrative leverage: faction questlines can be a major part of your story progression, sometimes affecting what happens in a region.
- Route efficiency: being trusted by the right people reduces friction—fewer blocked questlines, fewer awkward detours, clearer objectives.
- Identity clarity: when your faction matches your playstyle, you waste less time forcing your character into content you don’t enjoy.
How to Choose Your First Faction (A Practical Decision Framework)
If you’re new, don’t choose based on a single screenshot or a single NPC. Choose based on the next 20–40 hours of gameplay.
Use this simple framework:
- Step 1: Decide what you want your “default session” to feel like.
- Mostly fighting monsters and dangerous enemies? Sentinels
- Mostly structured missions and control? Brigade
- Mostly exploring and doing mixed content? Wanderers
- Mostly profit and trading power? Trade Union
- Mostly chaos and risk? Island Gangs or Cult of the Raven
- Step 2: Decide whether you want to be welcomed or feared.
- Welcome and neutral: Runners, Wanderers, often Trade Union
- Feared or distrusted: Cult of the Raven, often Island Gangs, sometimes Sumrak
- Step 3: Decide whether you want clarity or mystery.
- Clarity: Brigade, Sentinels, Trade Union, Runners
- Mystery: The Initiative, Sumrak, Cult of the Raven
- Step 4: Pick the faction that reduces your personal weaknesses.
- If you get lost: choose a faction with clear “jobs” (Brigade, Sentinels).
- If you run out of supplies: choose an economy-friendly path (Trade Union, Wanderers).
- If you feel underpowered: choose a combat-utility faction (Sentinels, Brigade).
- If you get bored: choose high-identity factions (Conglomerate, Cult, Island Gangs).
Multi-Faction Loyalty Planning (How to Avoid Regret Later)
Even if you pick a “main” faction identity, PIONER’s public framing of interacting with various factions and building loyalty suggests a system where relationships matter across the island. That’s good news: it means you can plan your account like a toolbox.
A smart multi-faction plan looks like this:
- One faction for your core loop: what you do most days
- One faction for quality-of-life: better travel, smoother settlement access, simpler routing
- One faction for identity content: story lane you care about (mystery, war, cult)
Examples of effective combinations:
- Sentinels + Runners + Wanderers = PvE-ready, settlement-friendly, exploration-capable
- Brigade + Trade Union + Wanderers = structured power, strong economy, hub flexibility
- Conglomerate + Wanderers + Initiative = island identity, neutral hub access, story influence
- Island Gangs + Mercenary Troops + Trade Union = risk-reward freedom with an economic safety net
- Cult of the Raven + Sumrak + Mercenary Troops = dark identity with contract flexibility (high risk, high drama)
How Factions Connect to PvE, PvP, and Exploration
PIONER is designed to support solo or group play across quests, events, raids, and long expeditions into dangerous areas like the Shadowlands. That matters because different factions feel more “natural” depending on which pillar you live in.
- PvE-first players:
- Sentinels shine because their identity is literally built on hunting threats and defending people. Conglomerate can also fit PvE if you prefer survival identity and island-native power. Initiative fits if you like story-driven questlines that shift region dynamics.
- PvP-first players:
- Brigade and Island Gangs are the most straightforward matches: control vs chaos. Mercenary Troops are a flexible PvP identity because contracts and conflict go together.
- Exploration-first players:
- Wanderers of the Pass and Runners are the most comfortable because they’re socially integrated and travel-friendly. Initiative and Sumrak fit explorers who chase secrets.
- Economy-first players:
- Trade Union is the obvious pick. Wanderers complement it because hubs and networks matter. Mercenaries can be your “muscle” lane when your economy loop needs protection.
Practical Rules (How to Level Faction Loyalty Without Wasting Your Life)
Use these rules to make faction progress feel clean instead of exhausting:
- Pick one main faction goal for the week. Splitting attention every day slows your progress and makes rewards feel far away.
- Stack objectives in the same region. If you’re traveling far for one mission, you’re losing time you could spend earning loyalty.
- Treat hubs like reloading stations. Restock fast, accept missions fast, leave fast. Standing around kills momentum.
- Don’t chase every fight. Your loyalty rises from completion and consistency, not from random hero moments.
- Only take detours when they feed your plan: supplies, ammo, repairs, or a mission chain that clearly leads somewhere.
- Keep a “safe kit” and a “risky kit.” When you’re doing high-risk routes, bring what you’re willing to lose or replace.
- Bank progress before experimenting. Try new weapons or risky zones after you’ve secured today’s key loyalty gains.
- If a mission chain feels slow, rotate activity type. Alternate between combat-heavy tasks and travel/logistics tasks to reduce burnout.
- Avoid “inventory collapse.” If your stash is chaos, your sessions start with frustration and end early.
- Choose your faction based on your weakness. If you’re low on money, push Trade Union lanes. If you’re low on power, push combat lanes.
- Stop treating neutrality as a personality. Neutrality is a tool—use it until you need real access, then commit.
- Use faction conflict intentionally. If your faction has enemies, plan your routes to avoid unnecessary attrition.
- Play to your time budget. Short sessions benefit from hub-friendly factions (Runners, Wanderers). Long sessions can grind deeper lanes.
- Make loyalty milestones your checkpoints. Don’t quit a week early—push until you hit a meaningful unlock.
- If you’re stuck, simplify: one faction, one region, one repeatable loop until momentum returns.
BoostRoom (Fast, Clean Help With Faction Loyalty and Progress)
Some players love the grind. Others just want the rewards, the access, and the story—without repeating the same loops for days.
That’s where BoostRoom comes in.
If your goal is to unlock faction-gated access faster (especially when loyalty levels are the gate to equipment and merchants), BoostRoom can help you push through the slow parts while keeping your progress organized. Popular options include:
- Faction loyalty (reputation) boosting: efficient mission routing focused on loyalty gain
- Self-play assistance: you play while BoostRoom supports with guidance, escorting, or coordination
- Coaching-style planning: learn the fastest “what to do next” path for your faction and your schedule
- Custom progression plans: a practical roadmap so you stop wasting time bouncing between objectives
If you already know which faction you want, BoostRoom can help you get the loyalty levels that matter sooner—so you spend more time enjoying the game and less time repeating chores.
FAQ
What’s the best faction in PIONER?
There isn’t one universal “best.” The best faction is the one that matches your main gameplay loop: Sentinels for PvE hunting, Brigade for structured control, Trade Union for economy power, Wanderers for exploration flexibility, and Island Gangs/Cult for chaos identity.
Do factions matter for rewards, or are they just story?
They matter. Public details about the system tie loyalty/influence to bonuses and access, including equipment and merchants, and factions are described as offering special rewards.
Can I build loyalty with more than one faction?
PIONER is described as letting you interact with various factions and build relationships with them. A smart approach is to prioritize one main faction at a time, then expand.
Which faction is best for beginners who feel lost?
Brigade and Sentinels tend to feel the most “directional,” because their identities naturally fit clear mission loops (control/defense/hunting).
Which faction is best if I want to travel and explore safely?
Wanderers of the Pass and Runners are the most travel-friendly identities, because they’re framed as widely present or openly welcoming.
Which faction fits money-making and trading?
Trade Union is the clear economy faction, supported by a network presence in settlements and a focus on maintaining relationships with major groups.
I like PvP and conflict—what should I pick?
Brigade (control side), Island Gangs (outlaw side), and Mercenary Troops (flexible contract side) are the cleanest fits depending on whether you want structure, chaos, or paid conflict.
What if I chose the “wrong” faction?
Don’t panic. Treat your first choice as your early momentum engine. Once you’re stable (gear, supplies, map knowledge), you can pivot your loyalty focus and build a more balanced multi-faction plan.



