Factions
The solar system of The Expanse is defined by the tension between its major political powers. In Osiris Reborn, factions are not just lore entries in a codex. They are living organizations that react to the player, offer quests, sell equipment, and shape the story based on the player's choices and origin. The player's origin (Earther, Martian, or Belter) determines their default standing with each faction, though actions taken during the game can shift those relationships significantly.
United Nations (Earth)
The United Nations governs Earth and, by extension, exerts enormous political and economic influence over the entire solar system. Earth is the most populated world, with tens of billions of people, but it is also a planet dealing with massive unemployment, environmental degradation, and an overreliance on basic income programs that keep much of the population idle.
In the game, the UN represents institutional power. Their military is vast, their intelligence apparatus spans the system, and their political reach extends to Luna (where Lovell City serves as the de facto UN capital). For Earther-origin players, the UN is the familiar authority they grew up under. For Martians and Belters, the UN is either a rival superpower or an oppressive colonial force, depending on perspective.
The UN's primary interest in the game's events is maintaining stability and control. The protomolecule represents a wild card that could shift the balance of power, and various UN factions have different ideas about how to handle it. Some want to study it. Some want to weaponize it. Some want to destroy it.
Martian Congressional Republic Navy (MCRN)
Mars is a single-minded society built around the centuries-long project of terraforming their world into something habitable. The Martian Congressional Republic has the most advanced military technology in the system, and the MCRN is a professional, disciplined fighting force that punches well above its weight.
Martians view themselves as the future of humanity. Where Earth is stagnant and the Belt is chaotic, Mars has a plan: generations of work toward a green, habitable planet. This sense of purpose gives Martian characters a distinctive attitude that ranges from inspiring to insufferable depending on who you ask.
In gameplay terms, the MCRN offers access to high-end military equipment and well-organized mission support. Aligning with Mars means access to their tech, but it also means navigating their rigid hierarchy and potentially being drawn into their political agenda. Companion Zafar's background as a former MCRN engineer opens doors with Martian contacts but also introduces complications tied to his past.
Outer Planets Alliance (OPA)
The OPA is less a unified organization and more a loose coalition of political groups, labor unions, militant cells, and advocacy networks that share one common cause: the rights and independence of Belters. Life in the Belt is hard. Air, water, and gravity are not free. Belters work dangerous jobs on mining stations and asteroids, and the fruits of their labor flow inward to Earth and Mars.
The OPA ranges from moderate politicians arguing for better working conditions to radical factions willing to use terrorism to make their point. In the game, the player encounters both ends of this spectrum. Helping the OPA can mean assisting dock workers or smuggling medical supplies, or it can mean choosing sides in an internal power struggle between pragmatists and extremists.
For Belter-origin players, the OPA is their people's voice. For inner-planet characters, the OPA is a complex entity that cannot be easily categorized as ally or enemy. Ceres Station is the OPA's political heartland and the best place in the game to interact with Belt culture and politics.
Pinkwater Security
Pinkwater Security is the player character's employer at the start of the game. It is a private military company that contracts with corporations and governments throughout the solar system. Pinkwater operatives handle everything from corporate security to convoy escorts to jobs that hover in the gray area between legal and not.
Pinkwater is not a faction in the traditional political sense. They do not have a seat at the table when Earth, Mars, and the Belt negotiate. But they have a presence everywhere, and their operatives move through all three spheres of influence with a degree of freedom that political actors do not enjoy. The player's Pinkwater background is what gives them the connections and skills to navigate the solar system's political minefield.
As the story progresses, the player's relationship with Pinkwater may evolve. Leaving a corporate employer to go rogue aboard a stolen ship is not the kind of thing that goes unnoticed, and the player may find themselves dealing with former colleagues who have been sent to bring them back, or worse.
Protogen
Protogen is the primary antagonist faction. A megacorporation with deep connections to inner-planet governments and military-industrial interests, Protogen discovered the protomolecule and has been conducting secret experiments to weaponize it. The Eros incident that kicks off the game's story is a direct result of Protogen's actions.
Protogen operates in the shadows, using shell companies, bribed officials, and private security to keep their activities hidden. Their resources are enormous, and their willingness to experiment on human subjects (including the creation of Project Caliban hybrid soldiers) makes them a uniquely dangerous enemy. The Gemini, the player's ship, was originally a Protogen vessel, which means Protogen has a very personal reason to want the player dead or captured.
Faction Alignment
The game does not force the player to permanently join one faction. Instead, the player's actions and choices throughout the story shift their standing with each group. Completing missions for the OPA improves Belt relations but might lower standing with the UN or MCRN. Helping a Martian contact could alienate Belter allies.
Players can also choose to forge an independent path, refusing to commit fully to any single faction and instead playing them against each other. This approach is riskier but can lead to unique outcomes where the player's crew relies on its own resources rather than factional support.
Faction | Headquarters | Disposition | Key Interest |
|---|---|---|---|
United Nations | Earth / Luna (Lovell City) | Varies by origin | Maintaining inner-planet control and stability |
MCRN | Mars | Varies by origin | Protecting Mars, advancing military technology |
OPA | Ceres Station (informal) | Varies by origin | Belter independence and rights |
Pinkwater Security | None (mercenary company) | Former employer | Corporate contracts and reputation |
Protogen | Hidden facilities | Hostile | Protomolecule weaponization and profit |