Blades
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Razor, leader of the Blades |
The Blades are a group of survivalists led by a woman named Razor, living in a pre-War nightclub in the Boneyard north of Adytum. The Blades appear only in the original Fallout, though a sign similar to the one from their hideout appears in Fallout 2 on a building in Klamath.
While a peaceful group, they are persecuted by the Regulators, who both coerce them into doing their bidding and frame them for crimes against the people of Adytum. This makes it appear that the Adytowners are seriously threatened by the Blades; a convenient pretext for the Regulators' own repressive policies. The Blades are fairly disorganized, and simply trust in their leader, Razor, to do what is best for their gang. They live in the large building which dominates the downtown area of Boneyard.
The people of Adytum generally despises the Blades, as they are thought to have killed Jon Zimmerman's son, Jason. While relatively unarmed, a man named MacRae teaches the Blades his knowledge of combat skills as self-defense, and guards their front-door entrance from intruders. He is mainly the only 'representative' the Regulators parley with; however, there is little peace-talk. If the Vault Dweller agrees to help the Blades fight the Regulators, they will be instructed to go to the Gun Runners' fort and ask their leader for weapons and ammunition. After the Vault Dweller does what is asked, the Blades storm Adytum fully geared (the Vault Dweller may be in the fight as well if the player wishes). Alternatively, the player may accept the quest "Kill Razor" in an attempt by the Regulators to rid the Boneyard of the Blades.
Brotherhood of Steel
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BoS Logo |
The Brotherhood of Steel was founded by Roger Maxson, a captain in the United States Army. Led by Colonel Robert Spindel, Maxson was part of a team sent on January 3, 2076 to monitor progress at a West-Tek facility in California, which was conducting research on behalf of the American government. On January 7, 2077, all West-Tek research and personnel – Maxson and his team included – were relocated to the newly constructed Mariposa Military Base in an effort to enhance security.
The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the United States military in the years following the Great War of 2077. The organization's tenets include the eradication of mutants and the veneration of technology. In recent decades, the Brotherhood has become quite reluctant in regards to sharing advanced technology with their fellow Wastelanders, whom they generally consider too ignorant and irresponsible to deserve such technology. The Brotherhood has been known to trade their technology with frontier communities and the NCR, but more often than not, they prefer to keep the more advanced material to themselves.
Although the Brotherhood has always been portrayed as aloof, as time went on more negative aspects of their beliefs have been increasingly emphasized as their power has decreased. Originally they stood for relatively benign goals of preservation. Indeed, in one of the possible endings in Fallout; they voluntarily reintroduce technology, engage in novel research, and actively assist those inhabiting the wasteland. Later, in Fallout Tactics, the Midwestern faction eventually would go on to become a near-fascist state, but only if a specific ending is chosen in which this faction assumes the new leadership of a prejudiced General Barnaky. A different ending involves the Midwestern Brotherhood working together with the humans and non-humans of the Midwestern wasteland for the greater good, and create a post-apocalyptic utopia (however, it should be noted that none of the endings of Fallout Tactics has yet been assumed as canon, and so is open to speculation). By the time of Van Buren/New Vegas the main Brotherhood is strongly paranoid, it not only seeks to preserve technology, but actively remove it from outsiders, is disinterested in nonmilitary assets, and engages in little if any work to actually improve their tech. Much of the Brotherhood's belief system is enshrined in a document known as the Codex, which acts as an important source of information on regulations and rules that members must adhere to.
The East Coast Brotherhood is different from the West Coast, seeming to want to help others instead of collect vital technology, but this created a faction focused entirely on collecting tech in the east, the Brotherhood of Steel Outcasts. The Brotherhood does also hold a religious side, with some or all members believing in a deity known as the "Creator", and often praying to the Creator, on occasions such as meals.
Crimson Caravan
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Crimson Caravan Logo |
Crimson Caravan is the largest caravan outfit in the Core Region, and quite probably the entire Wasteland. The Crimson Caravan Company is the largest supplier to the NCR of military-grade weaponry, and an assortment of provisions and other equipment types. The Crimson Caravan appears in Fallout and Fallout: New Vegas, and were to appear in Black Isle's canceled Fallout 3. Although they don't appear in Fallout 2, signs with the Crimson Caravan logo can be found in Klamath.
In 2161 they are headed by Demetre Romara, with his daughter Keri working the schedules (and caravaneers from time to time). Their travel destinations include Junktown, Boneyard, Necropolis and Brotherhood of Steel. The pay is $600 per run and they operate on the 3rd and 17th of every month.
Children of the Cathedral
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Children of the Cathedral Logo |
The Children of the Cathedral was the religious branch of the Unity, a widespread religious cult that the Master established as a cover for his activities and to spread his philosophy. The Children of the Cathedral only appeared in Fallout. They are mentioned and a robe of them appeared in Fallout 2. There is also an indirect mention in Fallout: New Vegas, on Black Mountain Radio. Former members were to appear in Van Buren.
The actions of the Cathedral's Children are based on the belief that the nuclear holocaust (referred to as the Holy Flame, the Sacred Fire), invoked by human greed, corruption and selfishness was a chance to begin anew. It is the proverbial light that nearly destroyed humanity. The Master is the antithesis, the Dark God, waiting in the Darkness below (quite literally), leading his children into a new era of peace and unity.
In order to spread their message, The Children ran a number of hospitals in various places around the wastes. The largest was in the Water Merchants' section of the Hub. The Children also maintained a small, ragged clinic in the ghoul city of Necropolis where two Children provided medicine in exchange for money until they were forced to leave when the Vault Dweller eliminated the super mutant garrison at the water shed. Finally, in Junktown, a doctor from the Children would move into one of the buildings after 80 days from the start of the game. The main Children of the Cathedral operation, though, was in the actual Cathedral. Located somewhere in the Boneyard, the ruins of Los Angeles and a few miles south of Adytum, the Cathedral was home to High Priest Lasher, a sadistic priest, and High Priest Morpheus, the human leader of the Children.
Fools
The Fools were a small gang of metal-clad men and women seeking to control the entirety of Scrapheap. They contested Crypts' control over the town's power source, but were too few in numbers to make any kind of move against the superior numbers of their rival gang. They operated out of the Scrapheap's garage, under Baka, a strong, barely sane woman with a Rockwell CZ-53 personal minigun. Their initiation ritual consists of telling a joke that must impress the rest of the team.
Followers of the Apocalypse
Or simply the Followers, are a faction based in the Core Region, and have established their presence in the Mojave Wasteland. Their goal is to tend to the inhabitants of the wasteland, as well as to ensure that the horrors of the Great War are never to be repeated. To that end, they serve as keepers of knowledge, a position which provides them with the skills they need to carry out their mission.
Forgoing preaching in favour of humanitarianism, the Followers are generally welcomed by the inhabitants of the wasteland. Wherever they go, the Followers seek to provide services to those in need, namely medical care and agricultural instruction. Those in positions of power often regard them as seditious anarchists; though such accusations are not entirely without truth, the organization as a whole has no interest in seizing power.
The Followers of the Apocalypse readily assist those who require aid, and welcome anyone who wishes to join their ranks, including former members of the Enclave. Although pacifists by nature, the Followers will not hesitate to defend themselves against attackers, and will take up arms against those who threaten their ideals.
The origins of the Followers can be traced back to the settlement known as Dayglow, located in the ashes of what was once the city of San Diego. Due to their proximity to the Glow, locals found themselves falling to illness at an alarming rate, either due to their exposure to high levels of radiation or some other, unknown cause. Eventually, they were forced to relocate, and began a mass migration to the north. Among their number was a young girl by the name of Nicole, who would later become founder and leader of the Followers.
Friendly Lending Company
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FLC Logo |
The Friendly Lending Company, known mostly as FLC, is ostensibly a business operation lending out funds owned by Decker to those in need. In reality, the FLC is a loanshark operation, baring accusations by the Hub police of extortion, with several thousands of hubcaps on hand; stored in the safe of the organization's main office in the Hub's downtown area. The FLC is managed by Lorenzo "the Munificent" Giovanni, under the control of Decker whose philosophy of being a respectable business man is summarized by his words, "You don't show us respect, you get hurt. How much more respectability can a man ask for?"
FLC gives out loans on a graduated scale of 200 hubcap units, at an interest rate of 10% of the original loan, with a maximum of 1,000 hubcaps; potential customers must build a credit base at each 200 hubcap level to be able to receive a loan on the next additional 200 hubcaps. FLC allows up to 10 days before the loans are due.
Gun Runners
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NV Gun Runners Sign |
The Gun Runners are a weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. Originally, they were a normal gang, like the Skulz or the Blades, who had come to the Boneyard from the Hub in hopes of securing territory of their own. Shortly after arriving, approximately around 2131, they decided to start a gunrunning business, having settled themselves in an abandoned factory with functional manufacturing equipment that they used to produce high-tech weapons and ammunition. In addition, the factory was very easy to defend, as it was surrounded by a moat of highly toxic waste, spanned by a single plank bridge. They began selling weapons in 2155.
Approximately around 2151, they had been using their own supplies of scrap metal in their manufacturing process, but since running out they have had to rely on trade with Adytum to support their business. In 2158, once the Regulators began running Adytum, trade between the two groups began to heavily favor the town, and the Gun Runners grew desperate in search of another source of supplies. However, the deathclaws, which had taken up residence in the Boneyard, made such a search impossible. This is where the Vault Dweller stepped in.
Hub Police
The Hub police are the law enforcement of the Hub, headed in 2161 by sheriff Justin Greene. Most of them are simpletons who have a badge only because nobody else would take it. Their officers are spread throughout each district except for the Heights, where Mr. Hightower's guards have to fend for themselves. They also patrolled in large numbers around the Hub in the wasteland, ensuring that the caravans come to the Hub. The police station is in the downtown area, but if any member of the Hub police is attacked (those in the wasteland included), all others will become hostile towards them.
In fact, if the police become hostile, the Vault Dweller won't be able to leave the Hub (even if every single person is dead) without being in combat mode. Keep in mind that defeating every member of the Hub police is a remarkable feat - they make up for their lack of training with automatic weapons and good armor.
Khans
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Khans Logo |
The Khans are a tribe of brutally vicious and semi-organized raiders with a culture based around the basic tenets of Social Darwinism. They are one of the more formidable of the four groups (Khans, Vipers, Jackals, and the community of Shady Sands) that originated in Vault 15. Most wastelanders view the Khans as the founders of the chem trade. They are also known to make jet, psycho and many other addictive chems. Their main base in 2161 was located southeast of Shady Sands. At least twice, the Khans have suffered a brutal near-defeat, but, "like a Phoenix", the group has always managed to rise again from its ashes.
The Khans were founded and lead by the father of Garl Death-Hand (known as "The Death-Hand") who led them on regular pillage raids. Their primary victims were the village of Shady Sands, a community created by the last of the four groups that left Vault 15. Sometime before 2161, Garl Death-Hand killed his father and became the leader of the Khans. After that, they set up camp in and around an open house to the southeast of Shady Sands, with tents surrounding the main building as basic dwellings and workstations for subordinate and lower ranked members.
Garl continued the work of his father, preying on the towns of Shady Sands and Junk Town, and others they could get themselves upon who they considered easy prey. After a hard day's work thieving, killing, and pillaging the average traders at times, Garl and his fellow Khans would sometimes go to Junktown to "relax" with its ladies afterward. In 2161, Garl was ultimately killed when the Vault Dweller came to rescue Tandi, who had been kidnapped by the Khans. The Vault Dweller also saves two other slaves owned by Garl, and killed all other Khans in the Khan camp, except for one young man named Darion who was either away or hiding. Despite the menacing attitude they portrayed, Ian, a original Fallout companion who is also in Fallout 2, described them as "Abunch of low-life's with bad attitudes."
Nightkin
The nightkin were an elite warrior caste in the Master's super mutant army and the apex of his creation of super mutants. When the Master's super mutant army was defeated in 2162, many began wandering the Wasteland or banded together into groups of varying sizes and with varying ends.
Nightkin can be found in the upper levels of the Cathedral, as well as inside the Mariposa Military Base, and in random patrol encounters in the cells around the base. After the Master's fall, many surviving Unity super mutants had become a chaotic wasteland wandering force, set on to destroy everything it encountered. They are superior to other super mutants in skill, equipment, and weaponry. Many of the nightkin are equipped with cloaking devices, such as Stealth Boys. The only gaming effect of this is to give them a slight ethereal look, as it does not affect the player's chance of hitting them.
Raiders
Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. If there were still laws, they'd be outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone.
Numerous raider groups can be found across the wasteland. Most are composed of only a few people scraping out a living by preying on other inhabitants of the wastes, typically without any real driving purpose (besides for the thrills). Others, however, such as the Khans and the 80s, form their own tribal customs through raiding for survival rather than for thrills.
Beside a great number of raider gangs encountered throughout the Core Region, there are three distinct raider groups referenced by the first Fallout: Jackals, Vipers, and Khans, although only the latter appear in the actual game. All three groups originated from Vault 15.
Regulators
Led by the sadistic Caleb, the Regulators are a vicious gang that serves as the "police force" of Adytum in Southern California. Nominally under the authority of Adytum's mayor, Jon Zimmerman, they in fact manipulate Zimmerman and control Adytum's affairs, ruling harshly, expropriating a good part of Adytum's industrial wealth for themselves, and enforcing forced labor on Adytum's citizens.
To legitimize their authority, they have claimed that the Blades, a survivalist group to the north, are a threat, and frame them for crimes, such as the murder of Jason Zimmerman.
The Regulators are part of the group that left the demonstration Vault in south Los Angeles and founded Adytum. Caleb's Regulators appear only in Fallout. They are not related in any way to the Capital Wasteland Regulators from Fallout 3.
Skulz
The Skulz are a gang in Junktown. They do Gizmo's dirty work, and basically anything else they want. Vinnie has a deal with Killian Darkwater - the Skulz don't bother Killian and he doesn't bother them as long as they keep it low-key. The Vault Dweller puts a stop to their activities for good in a quest given by Lars. The leader of the gang is Vinnie; other notable members are Victor, Shark and Sherry.
Thieves' Guild
The Thieves' Guild or Thieves' Circle is a group of thieves in the Hub's Old Town led by the slightly crazed Loxley. Their main hideout, the Thieves Circle, can be found in the basement of a junkie's home. An audience with Loxley and his associates will require the player character to lockpick and survive some minor traps. The guild is loosely based on the 'old stories' as Loxley calls them of Robin Hood and his band of merry men.
The leader of the guild is Loxley, who has his own room and three other members in the hideout: Jasmine, Cleo and Smitty. Jasmine is Loxley's assistant who handles all the details of assignments and payment. Cleo is the only member who doesn't seem too reluctant to communicate with you. She will give you a great deal of information on the Guild and how they feel about the rest of the Hub. Smitty doesn't have much to say - he actually seems pissed off about you even being alive.
Underground
The Underground is the largest criminal organization, located in the Downtown district of the Hub. The Underground's hideout, or Decker's Underground, is located underneath the Maltese Falcon. Decker is head of the Underground, and never leaves the hideout (most likely not to risk being captured by the Hub Police). Your ability to speak with him is granted only by his door guard Kane, and even so, you will never be able to speak with him without Kane guiding you, and taking you directly back, removing the ability to enter the hideout without initiating combat. Decker is considered the largest threat to the Hub and merchants who aren't willing to cooperate.
Next to the bartender is a room guarded by Kane, a minion of the Underground and possibly Decker's right hand. Kane makes sure only people Decker wants to see are let in, and handles all of his payments. Kane is recognizable as a very powerful and durable opponent. Inside the hideout there are five other guards/members who protect and do business for Decker, but you can't speak with any of them, and they aren't given names. Other members could thrive throughout the streets of the Hub, but you wouldn't be able to tell.
Underground ghouls
The underground ghouls were a loose organization of disgruntled but peaceful ghouls in Necropolis in 2161. Presumably due to their unwillingness to partake in his hostile administration of the City of the Dead, they were forced by Set to live in the city's sewers. They were apparently unarmed and form no threat to anyone, but were one of the most helpful factions in Necropolis, telling the Vault Dweller where to find the water chip but requesting him to fix the pump first.
Unity
The Unity was the name of Master's vision of humanity after the war, as well as his own organization, which includes both the Master's Army and the Children of the Cathedral. In order to avoid the self-destruction of the species, the Master desired to forcefully evolve humans into one, perfect race, removing the inequalities that are the cause of strife among humans. To this end, he used the Forced Evolutionary Virus (FEV) to create his race, the super mutants, also called the Master's Army.
With the discovery of the Los Angeles Vault, and the establishment of the Children of the Cathedral, the Master created the means of conversion and recruitment of people into his project. Under the disguise of apostles of peace, establishing hospitals and churches in the cities of the wasteland, the Children and the Mutants, led by the nightkin elite warriors, prepared for a war that would change the face of the Earth and bring upon the master's dream.
Vat Team 9
A squad of super mutants residing in the Mariposa Military Base in 2161. Vat Team 9 is a special containment squad who are part of the Master's Army, who were stationed in the room near the cell block access elevator to deal with any potential disturbances caused by prisoners or unsavory elements (such as the Vault Dweller). It consists of three super mutant soldiers, with the sergeant wearing classic super mutant armor.
Water Merchants
The biggest caravan company in the Hub in 2161. They control the water tower and, by extension, water distribution in the area. Their control over the oasis was the root of the Great Merchant Wars and remained a point of controversy among the Hubbers for years to come as rival companies were forced to buy water to sell from the WM. As such, this company became very wealthy, very fast, at the cost of developing some serious enemies, among them Decker of the Hub underground.
Compared to other companies, the caravan guards get the worst pay check (only 200 caps each way) although they are less likely to run into fierce opposition, and leave often, every five days. Additionally, a shipment of water can be bought to send it to Vault 13 and extend the time limit for finding the water chip by 100 days. In the Vault Dweller's memoirs he mentions organizing water to be sent back to Vault 13, admitting in hindsight it was probably a mistake, but put his mind at ease. In the unpatched version, this also lowered the Vault 13 invasion time limit by 100 days.
Source:
Fallout Wiki
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