The post-apocalyptic world of the Fallout franchise is one where governments have fallen or fractured, and in their wake, hundreds of smaller factions have risen to fill the void. These factions add tons of lore to the setting, with their complex and competing ideologies creating tension across the continent. But while some factions opt for brutal tactics and cruelty to ensure dominance, thankfully, others genuinely want to make the wasteland a better place.
Every Fallout game offers up a plethora of factions for the protagonist to or interact with, from the iconic Brotherhood of Steel to smaller local groups or cults. Given that the wasteland is such a harsh and unforgiving place, it is no surprise that many of these Fallout factions are irredeemably evil, offering anyone the opportunity to play out their darkest fantasies. Although good is subjective, especially in Fallout, there is still hope in post-apocalyptic America, with several factions that try to do good in the world.
10 The Hubologists Are An Interesting Cult
Seen In Fallout 2 & Fallout 4 Nuka-World
Less a faction and more fledgling religion, the Hubologists follow the teachings of Dick Hubbell, a pre-war author who died before the outbreak of the Great War. Hubbell believed he had found a way to expand human consciousness and founded Hubology in the belief that those pure enough would be called to a planet called Quetzel. Hubologists first appeared in Fallout 2 and had a base in San Francisco, before popping up again in Fallout 4's Nuka-World DLC.
The Hubologists don't actively try to make the world a better place; they believe their goal is to leave Earth to live among the stars. However, they also don't go out of their way to harm others either, making them an interesting cult to interact with. In both Fallout 2 and Nuka-World, the Hubologists encountered will ask for help repairing a spacecraft, usually with tragic results.
9 New California Republic Had Good Intentions
Seen In Fallout 2, Fallout: New Vegas & Fallout TV Series
The New California Republic was founded shortly after the events of the first Fallout game by Tandi and other leaders of Shady Sands. Bringing together five states, the new republic grew, seeking to re-establish the rule of law in the post-apocalyptic wasteland of the West Coast. Eventually, Sandy Sands flourished into the capital of the NCR, with schools, electricity, and running water.
Shady Sands was founded by former dwellers of Vault 15, who successfully used their Vault's G.E.C.K. in 2142.
The NCR attempted to create a new version of the United States, with democratically elected leaders, trade routes, and even its currency instead of caps. However, in its attempt to expand, it overreached, stretching its supply lines and resources too thinly, as seen in Fallout: New Vegas. Although the NCR had negatives, it was primarily a force for good, making it perhaps more morally gray with good intentions than other entries here.
8 Elder Lyons' Brotherhood Of Steel Were An Exception
Seen In Fallout 3
The Fallout. However, its reputation hasn't always been positive. Often seen as radical isolationists, the militaristic faction rarely helps others without wanting something in return. However, that is not the case with the East Coast Chapter, seen in the Capital Wasteland under the leadership of Elder Lyons during the events of Fallout 3.

Fallout 4: 10 Things You Might Have Missed About The Brotherhood Of Steel
The Brotherhood of Steel is an iconic Fallout 4 faction, but there are some details that set it apart from earlier versions seen in the franchise.
While still sticking to the traditional Brotherhood goals of securing advanced technology, Lyons also recognized that the Super Mutants in the area were a massive threat to the population. To combat this, Lyons diverted a significant amount of the Chapter's resources to protecting and helping settlements. This wasn't a popular move, and by the time the Lone Wanderer met the Brotherhood, they had been disavowed by the West Coast Elders, and a splinter faction known as the Outcast had formed.
7 Harbormen Of Far Harbor Can Be Friendlier Than You Think
Seen In Fallout 4 Far Harbor
From a large faction to a small one, with the Harbormen of Fallout 4's Far Harbor DLC, who can be met as soon as the Sole Survivor arrives on the Island. This group comprises those now living on the Far Harbor who had to leave their home when the strange fog covering the Island made it too dangerous to stay. However, despite the dire situation with dangerous creatures attacking their location, the Harbormen still look out for each other.
A quick way to earn respect and gain more loyalty from the Harbormen is to complete the “Rite of age” side quest that can be gained from the resident doctor Teddy Wright after helping three citizens of Far Harbor.
When first met, the Harbormen are clearly distrustful of outsiders, or mainlanders as they call them, but they are still happy to trade and offer assistance. These are a group of people who are used to living in a harsh environment and are slow to warm to people. However, once someone has earned their trust and respect, the Harbormen can quickly become like a second family.
6 Synths Of Acadia Want To Leave Peacefully And Are True To Their Word
Seen In Fallout 4 Far Harbor
Also living on the Island in Fallout 4’s Far Harbor are the Synths of Acadia, who have fled the Institute and wish to live peacefully. Founded by DiMA, Chase, and Faraday, the faction established a settlement in a pre-war observatory overlooking the Island. The group's main goal is to have a place for Gen 3 Synths to live with dignity without hiding their true nature.
Although there is some conflict with the Children of Atom, the Synths have had a somewhat positive relationship with the Harbormen and supplied the settlement with fog condensers to keep the fog at bay. While some actions by their leaders have been more than a little questionable, the majority of the Synth of Acadia are true to their word. The fate of this group can be decided during the main Far Harbor questline by the Sole Survivor.
5 The Railroad Has Good Principles But Is Too Focused On Synths
Seen In Fallout 3 & Fallout 4
The Railroad is one of four major factions in Fallout 4 that the Sole Survivor can . As the name suggests, it is an underground freedom movement. Founded sometime in the 2260s, the Railroad aimed to help Gen 3 Synths who wanted freedom from the Institute and initially operated as one large organization. However, after the Institute found its headquarters, killing most of the Railroad in the process, the faction shifted into smaller cells to control information.
The Railroad, at its core, is idealistic and morally good, going out of their way and risking their lives for a group of beings based on nothing but principle.
The Railroad, at its core, is idealistic and morally good, going out of their way and risking their lives for a group of beings based on nothing but principle. The believe that sentient life can take many forms and recognize that the human-like Synths are slaves created by the Institute for labor. The only thing stopping them from being higher on this list is that the Railroad is so focused on their Synth goal that they ignore other citizens of the Commonwealth.
4 Followers Of The Apocalypse Were Good Samaritans
Seen In Fallout & Fallout: New Vegas
First met in Fallout, the Followers of the Apocalypse are a West Coast-based group aiming to provide humanitarian aid to needy people. Originally founded by former Vault Dwellers, the Followers are described in the Fallout Official Survival Guide as former hippies from San Diego whose original goal was to educate people on the horrors of the Great War. Indeed, the Followers put a huge amount of emphasis on education and will often operate free schools, as seen in Fallout.
In Fallout: New Vegas, the Followers have an encampment where they offer medical supplies and assistance to anyone who needs it. Potential companion Arcade Gannon is an excellent first-hand example of the Followers' goals, with his research into medicinal plants demonstrating their desire to use science to benefit people through medicine and agriculture.
3 The Regulators Don't Spare Evildoers
Seen In Fallout 3
The Regulators are a smaller faction that can be encountered and worked with in Fallout 3 and should not be confused with the Slaver faction of the same name seen in Fallout. Little is known about the Regulators, although the Fallout 3 Official Game Guide explains that they are a very new group in the Capital Wasteland. By the time the Lone Wanderer exits Vault 101, the Regulators have been fighting 'the scum of the wasteland' for 10 years.

Fallout 3's Karma Explained
Karma plays a role in how the player is viewed in the world of Fallout 3 But what exactly is this mechanic and how does the system work in the game?
The Regulators have a simple but noble goal: to punish evildoers and try to bring law and order to the post-apocalyptic capital. If the Lone Wanderer takes the Lawbringer perk, they can meet and work alongside the Regulators, trading fingers from evil NPCs for good Karma and caps. However, if the Lone Wanderer's Karma drops too low, the Regulators will be too happy to take the bounty and regularly attack.
2 The Responders Continue The First Responders' Legacy
Seen In Fallout 76
The Responders are a wonderful group introduced in Fallout 76 and a great example of people coming together to help others in need. The original Responders group was made up of first responder units such as firefighters and EMTs and aimed to help the people of Appalachia survive the apocalypse. The Responders also tried to teach people how to fend for themselves with basic survival skills under the guidance of various terminals.
Although the Responders grew into a well-established organization, a devastating attack on the Summersville Dam wiped out much of the faction, with the survivors eventually finished off by the Scorched. But all was not lost, and almost a decade later, Rucker rebuilt the Responders and established a new base at the Whitesprings Resort. This new group continues the legacy of the First Responders by providing free clinics and food to Appalachia's residents.
1 Commonwealth Minutemen Are The Most Noble
Seen In Fallout 4
Founded in 2180 after a Super Mutant attack on Diamond City in Fallout, the Commonwealth Minutemen grew from a small group to a region-wide defense militia. With their headquarters in Fort Independence, the Minutemen could respond to any threats quickly and protect settlers from the dangers of the wasteland. However, setback after setback started to affect the faction, and when General Becker died, the Minutemen splintered into separate squabbling groups.
By the time the Sole Survivor exits their Vault in Fallout 4, there is only one Minuteman still upholding the ideals of the faction by protecting the survivors of the Quincy massacre. However, all is not lost, and it is possible to rebuild this noble organization throughout the game, recruiting more settlements as word of the Minutemen's good deeds spreads. Eventually, the Minutemen can be reborn stronger than ever and be capable of taking on the twisted Institute.

- Created by
- Tim Cain, Leonard Boyarsky
- First TV Show
- Fallout
- First Episode Air Date
- April 10, 2024
- Cast
- Walton Goggins
- Video Game(s)
- Fallout, Fallout 2, Fallout 3, Fallout 76
- Where to watch
- Amazon Prime Video
Fallout is a post-apocalyptic RPG franchise set in an alternate future where a nuclear war devastates the world. Players explore vast, open worlds filled with mutants, raiders, and advanced technology. The series emphasizes player choice, allowing various approaches to combat, dialogue, and decision-making. Each game follows different protagonists navigating the wasteland to uncover secrets, form alliances, and rebuild civilization amidst the ruins of the old world. The franchise is known for its rich lore, dark humor, and retro-futuristic aesthetic, which has transferred over into its new series on Amazon Prime.