Towns (Fallout Supplement)

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NCR Towns[edit]

  • NCR (Shady Sands): started as a small farming village by a group of settlers out of Vault 15, it is now the most populous city in the Wasteland, boasting an impressive post-war Congress building, running water, electricity and a sewerage system. It is the major agricultural center in the area, providing many of the outlying towns with food and meat, with the powerful Stockmen’s Association, combining many of the major Brahmin traders, running their business from the capital.
  • The Hub: started after the war around a small oasis in the desert, The Hub is now the commercial heart of the NCR and of the entire Wasteland by extension. A city council made up of 2 representatives from the three major merchant groups (the Water Merchants, the Crimson Caravan and the Far Go Traders) run the town along with the NCR governor. From The Hub many (water) caravans and Brahmin drives set out to NCR towns or to New Reno and Vault City in the north.
  • Junktown: a small, orderly town, Junktown's main importance lies in being a stopping point for caravans moving between NCR and The Hub, it is part of the state of Shady.
  • Boneyard: The Boneyard, or Angels' Boneyard, boasts the massive ruins of old Los Angeles. Refugees eventually founded a thriving community in the suburb of New Adytum. The Boneyard's prosperity came originally from the guns and ammunition factory it managed to get back in working order, becoming the headquarters of the influential Gun Runners, the wasteland’s most important weapons manufacturers and traders. Now The Boneyard is one of the largest cities in the NCR, housing many new companies and organizations, among others the Followers of the Apocalypse and their Medical University. Despite this, some parts of the old downtown area are still problem zones where street gangs hold sway.
  • Dayglow: north-west of The Glow, a radioactive hotspot one can see glow for miles around during the night, a small settlement of Ghouls and humans sprung up. It is the southernmost town in the NCR. Its main source of income is scavenging expeditions, mostly made up of Ghouls, that try to recover pre-war technology from the ruins rumoured to be underneath The Glow.
  • Maxson: Maxson started off as a community of refugees who took shelter near the Brotherhood of Steel bunker at Lost Hills. Thanks to the safety afforded by the Brotherhood presence, Maxson eventually grew into a larger farming community, donating a share of their produce to the Brotherhood in return for their protection. The town was named Maxson in honour of Roger Maxson, the first High Elder of the Brotherhood. While Maxson is a member of the NCR, the Brotherhood is not, and their sometimes conflicting policies are a source of friction between the NCR governor of Maxson and the current Brotherhood High Elder.


Outside of NCR territories[edit]

  • Necropolis: the former town of Bakersfield is now little more than irradiated ruins. A small community of Ghouls still lives in the underground, keeping the aging generators and water pumps alive. The ruins themselves however, are infested by ferals.
  • San Francisco: spared most of the ravages of war, San Francisco provides the surrounding area with fish. It is a relatively prosperous city known for its tolerance and respect, with a delicate balance of power, as two distinct factions control different parts of town. So far this competition has not taken a violent turn, but the air in San Fran is rife with the suspicion these groups hold for each other. The first are the Hubologists, the religious cult that follows the teaching of Dick Hubbell, who have their headquarters in the downtown area of San Francisco. A zealously proselytizing religious group/sect, the Hubologists are actively researching space technology in hopes of rejoining with their extraterrestrial brethren. The most influential group are a Chinese ethnic group called the Shi, descendants of a Chinese nuclear submarine that crashed in San Francisco Bay when the Great War broke out. Ruled by their enigmatic Emperor, the Shi control a high tech arms racket. They are a large supplier of conventional weaponry, of quality rarely seen in the Wasteland, excluding the army and militaristic organizations such as the Brotherhood. They are perhaps the single most important faction in terms of research, making promising advances in bio-engineering, development of new weapons and combat armor, space and commercially viable flight, and are even rumoured to be on the verge of rediscovering nuclear fission. Despite this, the Shi's influence does not reach farther than San Francisco itself, as the group stays very withdrawn and remains inaccessible to outsiders.
  • New Reno: During the Great War the city of Reno was spared from direct nuclear attack and as such remained largely intact. Since the War the "biggest little city in the world" has become a place without any form of government or law enforcement, run instead by several families who have all carved out a lucrative niche for themselves in such profitable ventures as weapon trafficking, alcohol and drugs production, gambling, slave trading, prostitution and pornography. New Reno also houses the Slaver's Guild's local headquarters. In the past an uneasy tension and fragile truce hung over the city, as an all-out street war between the families was in no one's best interest. In recent years the Bishop family slowly began to clean up New Reno, planning to end its mob-based anarchy and ally the town with the NCR, which has taken an active interest in northward expansion.
  • Vault City: dubbed the Pearl of the Wasteland, Vault City was created by the inhabitants of Vault 8 with the use of a powerful terraforming device called the G.E.C.K. Vault City has lush gardens, pure water sources and some of the most advanced technology and highest living standards in the wastes. It has strong outer walls with mounted turret guns, while the city guard carries laser weapons. It is run by a Citizen's Council under the leadership of the First Citizen, which has been for many years Joanne Lynette. Vault City has a very restrictive legal system for its citizens and those outsiders who wish (and can afford) to live inside its walls, though non-natives are only allowed to live in the outer courtyard. Weapons, drugs, alcohol, prostitution are strictly forbidden. Slavery is officially outlawed, though a caste of lifelong "indentured servitors" who provide for the needs of the Citizens does exist. The inner courtyard, with the Vault and its highly advanced medical technology, is restricted to citizens. Only descendants of the original Vault dwellers are eligible for citizenship, though in rare cases exceptions are made for those who pass a citizenship test. Non-residents can enter Vault City on a day pass if they have reason to be there, usually for commercial or official business. Vault City prospers thanks to their advanced technologies and wares. It is the only major producer of pre-War healing chems. In the past Vault City has often shown itself disdainful of non-pure, irradiated humans and intolerant towards Ghouls and Mutants. Despite this it brokered a pragmatic pact with the Ghoulrun town of Gecko some years ago, as the nuclear power plant the Ghouls restored to working order provides much needed electricity to fuel Vault City's expansion. It's very low number of citizens and past problems with raider attacks have recently forced the Council to face facts, and opt for a negotiated incorporation in the NCR, rather than become forcibly occupied by its much larger neighbor.
  • Redding: a small mining town of a few hundred inhabitants in the northernmost extremity of the Sierra Nevada, the mining corporations in Redding control several mines; the gold of which is highly desired by among others the NCR, to back its new paper currency with. In its past Redding has often been threatened by annexation or intrigue from the three major powers in the region, but with the seemingly inevitable entry of both Vault City and New Reno to the NCR, Redding's local politicians have begun advocating a similar course.
  • Broken Hills: another small mining town, Broken Hills is quite different from Redding as it is an open, harmonious community which has a significant number of Ghoul and Super Mutant inhabitants, valued greatly for exploiting the uranium mine which would prove quite deadly for any humans without specialized equipment. Uranium fetches a high price on the market, even more now energy starved Vault City made a trade agreement with Gecko, where the nuclear power plant needs a steady supply of it to remain operational.
  • Modoc: a farming town and caravan rest stop, Modoc thrives as its original inhabitants joined forces with other survivors of the war who dwelled for generations in a natural cave system nearby, over time learning how to efficiently cultivate crops in very poor soil and with minimal resources.
  • Klamath: a trading post to the far north, the last semblance of civilization as it is known to the people of the wasteland. Klamath is a small community of trappers who hunt the local giant lizards for their pelts and conduct trade with the several Tribal villages located in the hills and mountains even farther north. A town of several hundred inhabitants, the dangerous trade of hunting the mutated lizards and rampant alcoholism and drug use make it a place for only the hardiest of men, but strict frontier law restrains it from falling into anarchy and debauchery.
  • The Den: a veritable hive of scum and villainy high up north, it can be said to be a smaller scale version of New Reno. But where the main life blood of Reno is gambling, The Den specializes in slavery. The town is largely run by the Slaver's Guild which keeps its headquarters there. The Slaver's Guild grew out of a pact made by several influential slavers, to control the market and set fixed prices. They mercilessly muscle out any non-guild slaver groups. Most of their members sport a distinctive tattoo that covers half their face. Prostitution and drugs play less important roles in The Den. For most of its alcohol and all of its drugs supplies it is dependent on New Reno, something which the leaders of the Slaver's Guild are actively trying to change.
  • New Arroyo: a flourishing new settlement, said to be founded by a joint group of Tribals who had a small village there before and a group Vault dwellers from Vault 13. What brought these two so very distinct groups together is a source of speculation.
  • New Vegas: to the east, in the state of Nevada, lies New Vegas, a rundown town and pale image of the once vibrant city of Las Vegas, which was spared from nuclear devastation. The city is now run by different tribes, lacking any real form of government or leadership. There is little commerce between New Vegas, its surroundings and the NCR; the route through the Mojave Desert is a perilous one. The still functional Hoover Dam has all the potential to be an invaluable asset to whoever controls it.

Original Text courtesy Fallout Midwest, Obsidianportal.com (Information copied from Savage Fallout Overseers Handbook - http://savagefallout.blogspot.com/)



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