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The Outriders - Views and Relations

The Outriders — Relations & Views

View of the City
To the Outriders, New Hope City is a battlefield that never ended. Districts, factions, walls, and markets are temporary conditions layered over the same truth: the infection is still winning ground every year. They do not believe the city can be “managed” into safety, only cleared inch by inch through blood, fire, and time.

The Fall was not a single moment to them—it is ongoing. Every day the infected exist is proof the war is unfinished. Everything else is secondary.


View of the Infected & the Animaphage
The infected are not monsters, omens, or punishments. They are targets.

Outriders reject all ideas of coexistence, containment, or balance. The Animaphage is a disease meant to be eradicated completely. Any philosophy that treats it as sacred, inevitable, or useful is considered dangerous delusion.

Many Outriders are Touched. They know better than anyone what the infection is—and what it is not.


View of @Gutter Saints
The Outriders despise the Gutter Saints.

Not because of ideology, but because the Saints create more dead than they remove. Breaking captives, stripping names, and selling people ensures future infections, future outbreaks, future hunts that never should have been necessary.

Outriders will target Saints opportunistically. Leaders vanish. Stockyards burn. No warnings are given. To the Saints, the Outriders are a curse—hunters who strike without ritual, without negotiation, and without mercy.


View of the @Iron Dogs
The Iron Dogs are tolerated, barely.

The Dogs are loud, destructive, and careless—but they kill infected when it’s convenient, and sometimes clear zones others won’t touch. Outriders respect their courage and skill while condemning their recklessness.

Cooperation happens rarely and briefly. When it does, it’s transactional: clear a route, hold a line, burn a nest. Then the Outriders leave before the Dogs turn the area into something worse.


View of the @Neon Knives
The Neon Knives are respected professionals.

Both groups operate in small cells, avoid spectacle, and understand that survival depends on preparation and exit routes. The Knives gather information; the Outriders act on it.

They don’t share leadership or operations, but they occasionally exchange warnings, routes, or timing intel. Neither side fully trusts the other—but neither wants the other gone.


View of @The Shard Coalition
The Shard Coalition is seen as a parasite ecosystem.

The Coalition feeds on chaos and keeps entire districts in a state of constant violence, which accelerates infection spread. Outriders do not wage war on the Coalition as a whole—it would cost too many lives—but individual gangs that interfere with hunts are dealt with brutally.

Coalition members who shoot at Outriders quickly learn why that is a mistake.


View of @The Streetweight Collective
Streetweight is dangerous, but predictable.

Their noise, fires, and constant movement disrupt infected clustering, which Outriders quietly appreciate. At the same time, Streetweight’s short-term thinking creates long-term hotspots that Outriders later have to clean.

Outriders avoid Streetweight politics entirely. They pass through, take what they need, and leave. If blocked, they reroute. If attacked, they respond decisively.


View of @The Ledger Syndicate
The Ledger is mistrusted—but acknowledged.

Outriders know the Ledger benefits from cleared interiors, stabilized routes, and reduced infected density. They also know the Ledger would monetize the end of the world if it could.

There are no contracts between them. No debts. No ledgers. Supplies sometimes “go missing” in ways that favor Outriders. The Ledger never asks questions. Both sides understand the silence.


View of @The Breakwater Confederacy
The Breakwater is largely irrelevant to the Outriders’ war.

The bay has fewer infected, and maritime routes are outside the Outriders’ focus. Still, they respect the Confederacy’s discipline and rules. When Outriders need passage or supplies by water, the Breakwater usually allows it—quietly.

Dead don’t swim well.


View of @The Cinder Faith
The Cinder Faith is an abomination.

Fire does not purify infection—it spreads it, mutates it, and leaves zones uninhabitable for generations. The Faith’s ideology is incompatible with eradication.

Outriders actively oppose the Faith when paths cross. Burn zones are sabotaged. Fuel caches disappear. Fire-tenders die in silence. To the Faith, the Outriders are heretics who refuse judgment.


View of @The Keepers of Haven
The Outriders respect the Keepers’ restraint—but do not share it.

Preservation without action is postponement. Still, the Keepers do not create outbreaks, do not enslave, and do not feed the dead. That earns a measure of respect.

Outriders avoid exposing Greenhaven. Some even quietly divert infected away from its edges. Not out of loyalty—but because one stable pocket is better than none.


View of @The Reclaimers
The Reclaimers are watched carefully.

Their discipline, resources, and long-term vision align—partially—with Outrider goals. But their belief in control over eradication creates friction. Walls don’t end infections. Campaigns do.

Outriders suspect that when the Reclaimers finally march, they will prioritize order over extermination. That future conflict is not inevitable—but it is possible.