Stains of the Riverlands

In Dystopia Rising, humanity has fractured into different “Strains.” They are distinct lineages shaped by the apocalypse, radiation, and survival. Your strain dictates not just how you look, but your cultural background, your innate advantages, and how the wasteland views you.

Background Approval Requests must be submitted via our online form.


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They clung to their beliefs like a lifeline during the fall, showing a strong sense of devotion to a singular cause. They are often considered zealots due to their single minded focus.

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Accensorites: These survivors cling to their religion so strongly that it physically manifests as mutations. These mutations can include white eyes, horns, or webbed hands that emerge after puberty. (Costume requires approval.) 

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Red Stars: Putting their faith in the progress of humanity rather than religion, they built civilization out of the wastes. They are normally miserable when they are not around other Red Stars.

  • DR AR: May start as a member of A.R.C. (Start with 5 Basic Herb, 5 Basic Scrap, 1 Crafted Armor, and 1 Crafted Weapon.)

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Unborn: Born from the Mortis Amaranthine itself with concentrated Infection, they have green tinged skin, dark green veins, and solid white eyes. They feel more at peace when dying than when alive. (Costume requires approval.)


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Born from the wealthy upper crust, business tycoons, and innovators who sealed themselves away in safety during the Fall.

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Digitarians: The researchers and scientists of the Elitariat who often wear tokens of the previous generations, like hard drives transformed into jewelry.

  • DR AR: Background must tie to the Moon Bean Cavalcade.

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Pure Bloods: Highly loyal to their families, they are good at politicking and wear colored outfits.

  • DR AR: Must belong to a local Regal Family (McAdams, Kirkpatrick, Morgan, Hilton, Dillard)

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Solestros (New player Friendly): Charismatic battlefield commanders and field leaders who dress practically but always wear a marker of their family. (Background approval required.)


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Engineered for unique situations rather than evolving naturally, they possess traits that set them apart and sometimes cause them to be ostracized.

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Irons: Created generations ago to work in mines and factories, they are strongly built and prefer sturdy outfits. They have a reddish glow emanating from thin skin at their ankles, wrists, and neck. (Background approval required)

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Reclaimers: Originating from the frozen tundras, they possess piercing blue or silvery eyes and leathery thin skin that reveals their musculature. They often wear bindings and straps around their torso to help with back burdens. (Costume requires approval.)

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Unstable: Crafted to be the ultimate Strain across the wasteland, they bleed a glowing blue liquid from their joints and neck. They require clothing with straps and bindings to offer support to these oozing joints.


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Reanimated from the dead or evolved from corpses, Gorgers must consume flesh or blood to maintain the Infection within their bodies.

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Full Dead: Reanimated corpses from the Fall of Humanity that do not need to breathe, have cold skin, and attempt to mimic pre-fall clothing in dark colors (Costuming requires approval)

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Lascarian: Subterranean dwellers with sharp teeth and large pupils who shun bright lights and live in abandoned subway tunnels or bunkers.

  • DR AR: May start from the Widowmaker tribe (Start with 10 currency, 3 Meaty Bits, and 1 Crafted Melee Weapon)

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Semper Mort: Evolved from people frozen in ice before the fall, they feature bone like claws emerging from their fingertips and sharklike pointed teeth. (Costume requires approval)


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Rural survivors who stayed on the outskirts during the Fall to create small refuges, preferring honesty, hard work, and team efforts over deception.

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Merican: Blunt and self first survivors whose extreme emotional shifts are tied to increased dopamine and serotonin. Their infection causes their bones to regrow thicker each time they are broken.

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Natural One (New player Friendly): Descended from park rangers and military survivalists, they excel at living off the land, dress in scavenged natural materials, and adapt well to environmental changes.

  • DR AR: May start as a member of the Iron Tusk Tribe (Start with 10 Currency, 3 Basic Herb, and 1 Crafted Bow or Melee Weapon)

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Quiet Folk: Soft spoken and unsettlingly demure with large eyes, they rely on a shared community status quo and militant enforcement of it.


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The most adaptable Lineage in the wasteland, showing varied genetics and physical mutations caused by the combination of Infection, radiation, and evolution.

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Remnant (New player Friendly): Genetic anomalies that always have an outward physical mutation. They are often predisposed to an addiction of some kind, whether it is religion, drugs, or violence. (Costuming requires approval)

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Retrograde: Evolved in highly irradiated areas, their rapid cell production causes older skin to decay, giving them a rotten, bloody, zombie-like appearance. (Costuming requires approval)

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Tainted: Co-evolved with a disease that causes other Strains to become Raiders. They dress in rough leather, scrap metal, and bones, and form roving groups across the wastes. (Costume requires approval)

  • DR AR: Must have creeping kudzu visible on their bodies.


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Travelers and wanderers who took to the roads and oceans during the Fall, wearing clothing easy to travel in and sharing deep connections across the wastes.

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Diesel Jocks: Rowdy warriors of the road covered in oil and grease  who wear leather and metal to protect against windburn and road rash.

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Rovers (New player Friendly): Hospitable travelers who wear sturdy, natural colored clothes, good walking boots, and identifying scarves that act as a code denoting family and trade.

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Saltwise: Aquatic survivors who fled to oil platforms and ships, developing fully functioning gills on their necks. They dress in loose, layered clothing that is perfect for removal if they need to enter water. (Costume requires approval)

  • DR AR: Must be from Tarbuck Trading Co.


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The hardy survivors who sheltered in place within bombed and destroyed cities, making lives in abandoned buildings and realizing the importance of infrastructure.

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Baywalker: Living on the outskirts of cities or dockyards, they receive their first ink at an extremely young age. Their tattoos or visible scares detail the histories of their lives.

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Yorker (New player Friendly): Thriving in cramped city quarters, they rely on the tactics and practical application over wit. They possess an amazing biological ability to heal without scars or wounds.

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Vegasian: Masters of navigating social waters who live in a constant state of “fight or flight” dressing in showy, garish outfits to stand out.

  • DR AR: Must have an association with Tarbucks or The Three Daggers.