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The southwestern USA

Arroyo

Population: 20+ (PR:1)             Government: Clan/Tribal
Control Rating: 2                   Techlevel: 3

Arroyo is a small isolated village of hunter-gatherers in southwest Oregon founded by the Vault Dweller after he was exiled from Vault 13 by the Overseer. After the Enclave's destruction, the refugees of Arroyo and Vault 13 resettled, building the tow of New Arroyo on the site of the old village with the aid of the Garden of Eden Creation Kit.

Boneyard

Population: 1000+ (PR:3)             Government: Ruled by Gangs
Control Rating: 1                   Techlevel: 4; up to TL7 (Gunrunners)

The Boneyard, or Angel's Boneyard, is what remains of Los Angeles, named so both for its decimated skyscrapers, reduced to their metal "skeleton", and for skeletons of the dead that littered the city after the Great War. The headquarters of Vault-Tec was located somewhere in the Los Angeles area, and a Vault-Tec demonstration Vault, which was not part of the Vault Experiment, was built there.

LA was pretty much decimated during the Great War. The majority of people in LA are people who came to the city after the destruction. Most to scavenge what they could, be it equipment, food or people. Los Angeles houses gunrunners, gangs, and various people with delusions of grandeur. The largest concentration of people live in a "suburb" called Adytum.

Most people in LA died after the bombs dropped, due to radiation poisoning, disease, famine (and each other). Some, however, took shelter in the demonstration Vault, and eventually most of them emerged in 2092, founding the Boneyard. Many of them were the founders of Adytum, a fenced town in the suburbs of the old Los Angeles. Some, however, founded other communities, like the Blades, the Rippers, the Followers of the Apocalypse and the Gun Runners.

In 2155, the Master learned the location of the LA Vault, conquered the inhabitants and set up operations there, and the human cultists began to use the Vault as their powerbase. Eventually, a monumental building known as the Cathedral was constructed above the Vault. The Cultists thus became known as the Children of the Cathedral. Of those that remained in the Vault, most became the Master's servants and members of the Children of the Cathedral. Those that left could be part of almost any organization in LA.

In the 2150s, a pack of deathclaws appeared in the Boneyard, taking over the base of the Rippers. In 2159 Jon Zimmerman, the town's mayor, hired a band of mercenaries known as the Regulators to help protect Adytum from the deathclaw and the odd random attack by raiders, who by 2161 were in control of Adytum.

The Cathedral was destroyed in 2162 either by a man known as the Vault Dweller or by the Master himself, when he learned that his super mutants were sterile.

By 2241, Los Angeles became one of the states of the New California Republic and Adytum became known as New Adytum.

Broken Hills

Population: 300+ (PR:2)             Government: Representative Democracy
Control Rating: 2                   Techlevel: 5

Shortly after the Master's defeat, super mutant Marcus wandered aimlessly until he encountered Jacob, a Brotherhood of Steel paladin in a Power Armor who had pledged himself to the extermination of all mutants. Marcus and Jacob fought for a day or two, but they soon realized the futility of their battle and became friends (though Marcus always thought that Jacob would have been improved by a dip in the FEV vats, while Jacob disagreed, which was always a bone of contention between the two). As they wandered through the wastes, they attracted a following of other refugees from the war, who believed that Marcus's strength and Jacob's power armor gave them the closest thing available to safety. Eventually, Marcus and Jacob lead the refugees to settling in Broken Hills to exploit the uranium mine there.

Broken Hills uranium mine is worked on by the towns super mutant population. The radiation in the mine has minimal effect on them and their great strength aids in the physically taxing labor. The mine however does require an air purifier as toxic gas build up makes the mine inoperable less it is regularly filtered. The towns life blood comes from the uranium mine. Broken Hills has its own operational refinery operated by ghouls. If you can purchase uranium ore from a caravan the refinery will produce refined uranium for you. The town is powered by a small reactor that runs off of uranium slugs. This produces ample power for the Broken Hills community. The uranium trade runs to the NCR and Vault City as well as trafficking Brahmin Herds across the wastes. The uranium trade is so important to so many towns existence that Vault City will check their unabiding bigotry for outsiders and mutants and trade valuable medical supplies and money for uranium ore. Ever since the mines air purifier broke down uranium production has halted leading to an economic crisis in Broken Hills.

With the vast demographics and races occupying Broken Hills, a rift between the super mutants, ghouls and select humans groups has grown. This has culminated in a conspiracy to rid Broken Hills of it's mutated brethren through a conspiracy led by human purist and store owner Joseph. The conspiracy has resulted in the arrest and incarceration of several of Josephs supporters as well as the murder of several civilians dumped deep in the towns caves and sewers to attempt at destabilizing Broken Hills and starting conflict. Joseph also sabotaged the mines air purifier temporarily halting mine operation. he ultimately hoped to detonate the purifier and bring the whole mine down on all super mutants working inside. In opposition to Joseph are the mines foreman and the super mutant Francis.

Eureka

Population: 300+ (PR:2)             Government: Dictatorship
Control Rating: 2                   Techlevel: 4
  • Stellt her: Getreide, Mais, Kartoffeln, Saatgut, Snake Squeezin'
  • Verbraucht: Munition, Treibstoff, Medizin, technische Geräte

Die Spieler starten in der kleinen, unabhängigen Gemeinde Eureka mit ca. 1000 Einwohnern im ehemaligen Bundesstaat Nevada. Eureka verfügt über eine Quelle die genügend Trinkwasser für die Bewohner und Bewässerung für die Felder liefert. Es wird vornehmlich Mais, Weizen und Kartoffeln angebaut. Aus den Kartoffeln wird ein Schnaps gebrannt, den die Einheimischen "Snake Squeezin" nennen.

Eureka wird ab und an von Raidern angegriffen. Die gut organisierte Bürgerwehr konnte aber bis jetzt immer alle Angriffe abwehren. Neben Pistolen und Revolvern hat die Bürgerwehr Kampfhunde und die zehn Besten Kämpfer haben Gewehre.

Um Dinge zu erhalten die von Eureka nicht selbst hergestellt werden können (Munition, Treibstoff, technische Geräte, Medikamente) wird im Herbst jeweils die grosse Handelskolonne losgeschickt mit den Gütern die Eureka zu viel produziert hat. Der Trek führt nach Carlin, einer alten Goldgräberstadt die etwa doppelt so gross wie Eureka selbst ist und 100 Meilen entfernt im Norden liegt. Der Trek verlangt den Händlern und seinen Begleitern viel ab, die Strassen (wenn vorhanden) sind schlecht - die Reise dauert ca. 20 Tage für einen Weg. Daraus hat sich ein Initationsritus für junge Erwachsene entwickelt. Jeder der ein richtiger Eurekaner werden will muss mindestens einmal in seinem Leben den Trek begleitet haben, ansonsten erhält man kein Stimmrecht in Eureka und wird gesellschaftlich geschnitten. Die Abfahrt des Treks ist jeweils am 1. Oktober jeden Jahres. Die Heimkehr der Trekker wird von den Bewohnern gespannt erwartet und kulminiert in einem grossen Erntedankfest welches Traditionell gegen Ende November stattfindet.

Gästen gegenüber ist man misstrauisch, lässt sie aber im Schiefer Kaktus übernachten. Wasser und Verpflegung für 20 Tage (Pro Person) können Gäste im Kaktus kaufen.

Im Norden hat es noch die Ortschaft Beowawe, die aber eine Geisterstadt und somit unbewohnt ist. In Beowawe hat es ein grosses Geothermie Kraftwerk und an einer alten Eisenbahnlinie grosse Proprantanks.

The Hub

The Hub
Population: 12000+ (PR:4)             Government: Ruled by Guilds
Control Rating: 3                     Techlevel: 6+1

The Hub is a major trading city in Fallout. It is a large community of traders, barterers, gamblers, and other interesting scum. The Hub is a stopover point for caravans north to Shady Sands and Junktown and south to the Boneyard. The wide variety of people passing through ensures that there is always something interesting going on. The town, not unlike New Reno, is divided into districts controlled by powerful groups (only merchants not mafia). Unlike New Reno, however, the town has a neutral police.

The Hub was founded in 2092 by a man named Angus, who set up camp around a filthy oasis in the desert, and proceeded to begin trading with other settlements.

In 2096, a man called Harold rose to the level of a caravan boss in the Hub. His caravans suffered occasional attacks in the wastes, but Harold's caravan outfit survived and prospered... until the mutant attacks begin to pick up a few years later. Increasing mutant attacks on Harold's caravans caused Harold to get so pissed, in 2102 he financed an adventuring party to try and find out where these damnable mutants were coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join forces. A few months later, Harold was found by traders and taken back to the Hub. But he wasn't human anymore - he was mutating into a ghoul-like mutant. His former caravan partners and employees, horrified by his condition, abandoned him left him without even two bottlecaps to rub together. However, he soon became the leader of the Hub's small ghoul population.

In 2120 Angus established himself as the governor of the growing Hub. Five years later he managed to stop the Vipers' attempt to raid the Hub. In the winter of the same year, however, he was murdered, which threw the Hub into chaos. In 2125 the Great Merchant Wars started when a band of merchants seized the water tower in the Hub. They demanded anyone wanting water must pay a toll. The war lasted for 2 years. The Water Merchants sealed up the town, but were outnumbered. A man named Roy Greene (Justin Greene's grandfather) made the peace and negotiated a settlement. The Hub's Central Council was formed, composed of two representatives from each of the Hub caravan companies. A long period of indecisiveness and meetings maintain the status quo in the Hub.

In 2131, the Master began ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances were blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws were blamed.

The Hub Underground was formed by a man called Decker in 2140, who quickly started pulling the strings in the town.

The three merchant groups running the town are the Water Merchants, Crimson Caravan and the Far Go Traders. The Underground is led by Decker. There is also the Thieves' Guild, which is led by Loxley. The Hub was overrun by fleeing mutants after the Vault Dweller destroyed the Master and the vats. Though much of the city was razed it managed to survive and joined the NCR. Representatives in the NCR congress from the Hub call themselves "Governors."