Ashes of Columbia OOCSign-up Thread 1

Post » Thu Sep 11, 2014 6:27 pm

OOC/Sign Up Thread:

Faction Listing:

Reserved Factions

Point Lookout- Andronicus

Talon Company- Casey

Olney- Colonel Martr

The Enclave- GhostlySentinel

The Institute- Aldin Kris

The Regulators- Jonasvault101

Brotherhood of Steel- Tiberius67

Paradise Falls- Glitzytomb

The Wasteland (general RP'er)- tundrafrog

Evergreen Mills - Fisheye

Rivet City- LoneRanger

Open Factions:

The Pitt

Canterbury Commons

Megaton

Arefu

Tenpenny Tower

Girdershade

Grayditch

The Family

(and others/new factions)

Faction Sheet Template:

Spoiler

Name:

Population:

Location:

Economy (exports and imports):

Culture:

Government:

Military:

Views on mutation:

Views on slavery:

History:

Faction Sheets:

Point Lookout

Spoiler

Name: Point Lookout/ The Blackhall Family

Population: 300

Location: Blackhall Manor, Pilgrim’s Landing, Ark and Dove Cathedral, Duchess Gambit Dock in the Capital Wasteland

History: Before the war, Point Lookout, Maryland was a place with a past as murky as the swamps in which it resided. The area had at various times been used as a internment camp for civil war soldiers, Chinese POWS during the Sino-American War, and a location for secret government research. Its rural backwoods nature and isolated location created a culture of xenophobia and extreme clan loyalty amongst the swamp residents, who rarely interacted with outsiders, instead keeping to themselves. Aside from the residents of the swamp, a few more ‘noble’ denizens of Point Lookout included the esteemed Calvert Family and the equally powerful Blackhall Family. Members of both families had been in competition for power and land since the earliest days of the region’s settlement in the 1600s. For the most part, the Calvert’s political and financial influence was greater than that of the Blackhall’s , whose family members rarely seemed to leave their swampland home. Unlike the Claverts, the Blackhall family didn’t have Senators or esteemed professors in its history, but they made their money tending their large planation. Much of the Blackhall families wealth and power went into decline following the civil war however, but the family lingered on cherishing better days before the war and dreams of their lost wealth.

Much of that changed however, in the year 2058, when the Isla Negra land development corporate bought a stretch of beachfront property along the shore of Point Lookout. Secretly, the Blackhall family had a hand in arranging the deal, in exchange for a cut of the profits. Isla Negra began developing what amounted to a tourist attraction, building what would become Pilgrim’s Landing. The quiet and relative isolation of Point Lookout had been shattered by the introduction of noisy outsiders and the glow of lights on the beach. The swampfolk residents of the region became even more resentful and xenophobic as a result.

Seeing an opportunity to capitalize on these deep seeded emotions, Constance Blackhall, the matriarch of the Blackhall family at the time began to use religion to control and manipulate the swampfolk. Constance had always had a fascination with the occult, and she used the newfound wealth of the family to acquire obscure and antiquated texts dealing with the supernatural and magic. One such book she uncovered was the Krivbekneh, a rather monstrous tome with a seemingly untraceable past. Constance used the incantations and dark words of the book to form a cult, which worshiped an eldritch otherwordly being known as http://fallout.gamepedia.com/Ug-Qualtoth. Gathering a small circle of worshipers and styling herself as a “high priestess”, she spread her religion to the swampfolk, who took it up readily as a way to perhaps rid themselves of the outsiders and newcomers to the region. Stories began circulating of disappearing tourists and over-eager explorers who ventured too far into the swamps, along with rumors of ghastly sacrificial rituals and secret underground meeting places for occult practices. These stories furthered added to the supernatural legends of the region and brought even more attention to the region.

When the Great War finally broke out on October 23, 2077, Point Lookout’s isolated location spared it the brunt of the holocaust. Tourists in Pilgrim’s landing were stranded however, and those that survived the fallout took shelter in the town, attempting to wait out the war. However, the swampfolk had other plans however, and in a deep underground sanctuary where most of them had taken shelter, Constance Blackhall whipped them into a religious frenzy, and the swampfolk stormed out of the swamp in the dead of night. They poured into Pilgrim’s landing and massacred the people there. Many were killed on the spot, but most were dragged back into the swamps to be ritualistically slaughtered to appease the swamp folks new god: their corpses dumped into the swamps as an offering.

After this horrific slaughter, the Blackhall family continued to lead the Swampfolk in Point Lookout for many more years, using the dark religion they had created to keep the swampfolk in check. At some point in the decades following the war though, the Blackhall family lost the Krivbekneh, causing them to lose authority and power amongst the swampfolk. Without the book, the Blackhall family slowly began to fall into obscurity again, until by the time of 2277, all that remained were two last decedents: Obadiah Blackhall and his grandson, Zachariah Blackhall: who resided in the decrepit Blackhall Manor, in the point lookout swamp: a lone monument to the fallen families forgotten empire.

Obadiah was hell-bent on resurrect the family legacy however, and spent the last of the families fortune on locating the infamous Krivbekneh, and then hiring mercenaries in order to retrieve it from deep in the swamps. With the ancient tome in hand, Obadiah set about resurrecting the family legacy, and grooming his grandson to take the reigns of the new family empire. Like his ancestor Constance, Obadiah began using the Krivbekneh to control and manipulate the now beastly swampfolk through religion: gaining a measure of control over them. He then set about using the swampfolk to take control of the rest of Point Lookout.

Professor Calvert of the Calvert family had similar designs, having used science to survive the Great War and the 200 years since. A disembodied brain in a jar: Calvert use psychic powers to begin using a tribal faction to do his bidding, in an attempt to hold ‘complete psychic domination over the Maryland region’. Obadiah however, intended to stop his families old rival once and for all, and used the swampfolk to destroy Calverts tribals in a bloody battle at the Ark and Dove Cathedral. Obadiah then sent the swampfolk after Calvert himself, but Calvert sealed himself away in the underground lab in the Lighthouse, thus escaping total destruction.

With Calvert’s tribals routed, Obadiah had reestablished the Blackhall family legacy, and taken control of much of Point Lookout. The Swampfolk had been reigned in and Calvert destroyed. This done, Obadiah took Pilgrim’s Landing and began developing it into a true town. Inviting more civilized swampfolk to settle there. Largely because of the Punga trade, Pilgrim’s landing soon began to boom into a port town, with traders and settlers from both the Capital Wasteland, Point Lookout, and other towns along the coast settling there. All under the Blackhall families control. The Krivbekneh and the religion of the swamp allowed Obadiah to keep the swampfolk content in their swamp, and away from Pilgrim’s Landing.

Pilgrim’s Landing has now established itself as a bustling trading and merchant town for the region, and a place for explorers to try and make their fortune in Point Lookout. The swamps however, remain as wild and untamed as they did before, although the swampfolk now regularly trade and send large quantities of Punga, meats, and other produce to Pilgrim’s Landing. Outsiders though, are not welcome, and anyone wishing to enter into the swamp would need to speak to the Blackhall family for permission. Or brave the swamps and its denizens.

Economy (exports and imports): Point Lookout’s climate and relatively fertile soil make it an excellent place for food production. While the swamp lands remain difficult to cultivate with traditional crops, the native Punga fruit grows readily in the soil of the swamp and makes up a large portion of the Swampfolks diet. Punga fruit is usually sold by the pounds to traders and merchants in the Capital Wasteland and in areas surrounding Point Lookout. The fruit is of surprising nutritional benefit and has a sweet taste, making it a kind of delicacy and a much sought after source of food in the vegetation sparse wastelands. Punga is not the only crop which can grow in the nutrient rich soil of Point Lookout however, and the more ‘civilized’ denizens of Pilgrims Landing tend to a number of different crops. Including corn, wheat, barley, potatoes, and even some tobacco.

Aside from food production, Point Lookout is renowned for moonshine as well, as the Swampfolk have honed their brewing talents over many generations. Homebrewed moonshine is usually flavored with pungra fruit, giving it a unique taste.

Stories also abound about hidden treasures in Point Lookout which draws smugglers and adventures to the area, and considering how preserved many pre-war artifacts in the region are, these stories may have some truth to them.

Culture: Point Lookout can largely be dived into two distinct parts: the swamp and Pilgrim’s landing. Pilgrim’s Landing is much like other wasteland boom towns, with a bustling trade market and a culture of mercantile enterprise. For the most part, the citizens of Pilgrim’s Landing are pretty normal, and simply wish to conduct their affairs in peace. They will readily welcome travelers or explorers.

The swampfolk however, are another matter entirely. Residing deep in the swamp in their shacks and old houses, they keep a watchful eye on their territory. Any intruders who don’t bear the ‘markings’ or who lack the approval of the Blackhall family are killed, or dragged into dark places to be sacrificed. The swampfolk are highly religious and xenophobic, and only ever leave their swamp to take their Punga to Pilgrim’s landing.

Part of the challenge of the Blackhall family is to straddle these two worlds and attempt to keep them amicable to each other: no easy task to be sure.

Government: Pilgrim’s Landing is almost entirely controlled by the Blackhall Family, who has a stake in most of the businesses there.

While the swampfolk don’t really owe loyalty to anyone, for the most part, they listen and heed the commands of the Blackhalls by virtue of their religious cult.

Military: Point Lookout doesn’t have a military per-sey. Pilgrim’s Landing maintains a small militia force that can be called up if needbe, but they are hardly an army, and are usually armed with whatever they have available (typically double barrel shotguns and backwoods rifles). Aside from that, law enforcement is handled by a sheriff and a couple deputies.

The Blackhall family however, occasionally hires mercenary smugglers to do their dirty work and in cases where real military muscle is needed. These mercenary thugs are usually armored in combat armor, and typically carry more military grade weapons, such as assault rifles. They aren’t typically large in number however.

In desperate times, the Blackhall family could use the power of religious fever to manipulate the Swampfolk into fighting for them. While not exactly an army or a disciplined force by any means, they know their swampland home better than anyone, and any invading force attempting to penetrate the swamps would quickly find themselves facing a gun-barrel behind every blade of grass.

Views on mutation: Super-mutants are unheard of in the region, but there are both feral ghouls in the swamps and non-feral ghouls in Pilgrim’s landing. The residents of Pilgrim’s landing are typically not hostile or prejudice towards ghouls, as long as they obey the town's laws like everybody else.

The swampfolk will shoot basically anyone who isn’t one of them.

Views on slavery: Slavery is readily used in Point Lookout, and many of the residents of Pilgrim’s Landing either own household slaves, or use slaves to work their fields. The Blackhall family owns the largest number. These slaves are either captured by entrepreneurial slavers in Pilgrim’s Landing who may raid coastal villages in the Maryland area, or may be bought from slavers in the Capital Wasteland or beyond.

The swampfolk are usually not know to keep slaves of any form, but that’s only because they typically sacrifice anyone they capture on bloodstained altars.

Free City of Evergreen

Spoiler

Name: The Free City of Evergreen

Population: Usually 140 in the valley at one time, with another 190 out and about (total 330).

Location: Based in Evergreen Mills, though Raiders from Evergreen can be seen many miles away from the complex.

History: Before the Great War, the Evergreen Mill was a relatively large integrated steel mill with immediate railroad access and a relatively large workforce. Built in a deep valley to give it access to the railway more easily, the Mill survived the catastrophic event that was the Great War quite handily, with little to no structural damage done to it. Despite this fact, the Evergreen Mill was largely left alone by looters and squatters for decades, it's equipment rusting in solitude. Eventually, the area around the valley started to see sparse traffic by caravans trading goods between the Capital Wasteland and northern Virginia. Seeing the opportunity for consistent plunder, a small group of Raiders from the southern Capital Wasteland moved into Evergreen Mills, setting up shop in the well-preserved hidden valley with the intention of robbing the caravans.

After some time, the Raider band in Evergreen Mills became one of the most prosperous in the wastes, and had built up so much loot that they had no use for half of it. In light of this, they started calling on other bands of Raiders, who came to the valley to trade their goods not only with the Mills Raiders, but with all of the other southern Capital Wasteland Raiders as well. After years of this, the valley started to grow in population, and Evergreen Mills became the single most important centre of trade between the Raider bands and tribes. It's location was kept more-or-less secret, with few outside of the Raider bands knowing it's exact location. Leadership in the trading town was usually nonexistent, and when a chief actually 'gained control' of Evergreen Mills, few had any reason to listen to him, and he was quickly usurped by another.

Gradually, the valley became more habitable, as more and more Raiders started to use Evergreen Mills as a trading post and rest stop. During renovations within the mill itself, a misplaced explosive charge set by a drug-addled Raider blew a hole into the floor, exposing a whole new section of Evergreen Mills. The hole in the floor gave way to a massive cave system, which stretched on father than one would imagine. It was soon discovered that the cave system was quite habitable, and even possessed mostly unirradiated water and the odd type of cave fungus which can be found in other Capital Wasteland caves. Before long, Raiders started to live in the cave system- first temporarily as they rested and traded, and then permanently as a formal bar, general goods shop, diner, brothel and a few other business started to form. The caves (which would come to be known as the bazaar) started to turn into a more permanent settlement which catered to the coming and going Raiders above ground.

By 2278, Evergreen Mills was by far the most prosperous and populous Raider settlement, and had become a sort of de facto capital to most Raider bands in the Capital Wasteland. It had become a legend of sorts, and was a stronghold of both cruelty and prosperity simultaneously. Then, in the late fall of that year, a group of Raiders all the way from central Virginia arrived at Evergreen Mills, hoping to spend the winter there to restock and recuperate before continuing their journey up north to find better lands to pillage. However the Raider band, who was entirely nameless, was much better armed and more hardened than the resident bands of the valley. It's leader, a young man named Harrison Wilcott, saw this, along the the prosperity of the small settlement, and decided to take power.

The change in power from the old leader, Jack, to the new one, Harrison, was quick and brutal. Within forty minutes, Harrison's band of Raiders seized power and eliminated all opposition, enlisting the aid of some local Raiders through promises and bribes. The shift in power happened with almost no pretext, and despite Harrison Wilcott being a stranger to most in the valley, few bat an eye at the action. Raiders were used to such things, power struggles without an explanation, and saw the chief in Evergreen Mills as a powerless position anyway. Before long, though, Harrison and his gang proved to be of a different breed. Laws prohibiting violence, theft, and other such crimes in Evergreen Mills were drafted, and a full-time, well-armed policing force was established to enforce these laws. Raider leaders were made to pledge fealty to Harrison, with the alternative being a life-long ban from Evergreen Mills. Nay-sayers were hung or fed to the Titan, and challengers were defeated. Harrison meant to truly lead the Raiders.

In addition to the new laws, Harrison also started to allow traders to pass through the area around the Mills, provided they could show the proper papers, which cost a pretty penny. Working alongside contacts from down south, certain caravans which traded coal, cotton, tobacco, and a few other goods were even allowed to travel into the hidden Raider stronghold, where they traded with the same people who previously had lived only to kill them and take their goods by force. Raiders who attacked licenced caravans were fed alive to the Titan of Evergreen, which quickly encouraged complete compliance. The increased commerce led to taxes on all goods traded within Evergreen, along with sales taxes on the shops of the bazaar. With aid from an advisor who he had brought in from down south, Harrison quickly got to work restoring the Evergreen Mill itself, turning a portion of it into a minimill, and another part of it into a textile and clothing factory. The former took metal scrap from around the wastes and made it into weaponry, tools, munitions, houseware, fortifications, and the like, while the second used cotton from traders down south, made it into various textiles, and subsequently traded it with licensed caravans, who brought it up north. Both, of course, ran mostly on slave-labour, which led to slaves becoming more valuable and therefore being taken rather than mutilated (usually).

Through force and his introduction of more wealth, Harrison has managed to stay in power without too much of an issue so far, and now lords over most of the Capital Wasteland Raiders east of the Potomac. To most, it is quite evident that Harrison Wittbray is trying to guide the Raiders towards a more organized an civilized existence, a fact which has been met with much resistance. Along things considered, times are good for Evergreen, though one cannot help but feel the air of pent-up frustration among the Raiders towards their relatively new leader.

Economy: While an outsider may not identify it as such, the Town of Evergreen is and always has been a very important centre of trade in the southern Capital Wasteland. Being the only settlement which openly allows Raider trade, Evergreen sees a surprising amount of traffic, with various bands of Raiders bringing in their hauls and exchanging their plunder with one-another. An endlessly varied array of goods grace the Evergreen bazaar every week, brought in from all over the wastes, and taxes on their sale helps fund Harrison's government. As far as domestic industry goes, the centerpiece of Evergreen's economy (aside from trade) is the Evergreen Mill itself. Sectioned off into two different factories, the Mill dominates the valley with its intimidating bulk (Note: It's scaled up from what we see in-game, and looks like an actual integrated mill). The first section of the old Mill is an actual minimill and foundry, which uses melted-down metal scrap and recycles it into various steel products (particularly munitions, to fuel raids). The second section of the factory has been dedicated to textile manufacturing, making cotton from the southern caravans into various fabric-based goods.

While a few gardens dot the surface of the valley, they offer up a rather low yield, and are generally for native consumption, rather than trade. Brahmin ranching is a relatively prosperous industry, with a few ranches being situated in the back of the valley. The vital Brahmin provide Evergreen with meat, milk, hides, and dung, all of which are used without waste. The milk is either drank by valley residents or made into cheese, which is traded to the various Raider bands. Meanwhile, the meat is either bought up by the food services in the bazaar or salted and sent off with the Raiders. Hides are tanned and made into clothing or armor, while dung is used both as a main ingredient in the chem industry and as fuel for the generators. The chem trade is alive and well in Evergreen, with Jet, Psycho, and Breeze all being made on the surface in large batches, where they are readily consumed by Raiders and traded to the rest of the wasteland.

Beneath the bazaar, deep in the caves, clean water, cave fish, and cave fungus are all gathered. When raiding times are bad the caves, along with the Brahmin and the topside gardens, supply the Raiders which nourishment. Meanwhile, above these deep caves, the settled cave bazaar area holds most of the permanent residents of Evergreen, and hold various shops and stalls. Down here, higher-quality taxed living space is provided, and a visitor may not even identify it as a Raider settlement if they saw it with their own eyes. As far as imports go, Evergreen mostly depends on loot from raids, but does trade with caravans out of central Virginia for cotton, coal, tobacco, and other goods which are sparse in the Capital wasteland. Traders are not harmed by Raiders if they hold a proper (and expensive) license, and pay the proper toll if they move through Evergreen territory (which, in their eyes, is just about everywhere). A few licensed Capital Wasteland caravans trade away Evergreen's goods without telling their buyers where they came from.

Culture: As one may expect from a Raider-based settlement, Evergreen has a rather rough-and-tumble culture which is generally considered 'uncivilized' by the common man. While overt violence, murder, sixual assault, theft, arson, and various other (nearly) universal crimes have been outlawed in the settlement itself, Evergreen Raiders still act like most Raiders when out and about. Alcoholism, drug-use, profanity, and light violence are still an important cultural staple within the valley. Life in Evergreen has been getting gradually more 'normal' every year, with most who live in the bazaar being similar to a common villager in their temperament and mannerisms. Most of the Raiders and settlers cannot read or write, and speak relatively poor English. In general, the settlement is full of naturally wild and drug-addled warriors being held back by Harrison's formidable leash, the Guard. Given any excused, it would likely tear itself apart and forfeit years of progress.

Government: Being a settlement catering to and made up entirely of Raiders, it shouldn't surprise anyone that Evergreen's government isn't too complex or democratic. Harrison Wilcott rules as the paramount figure in Evergreen politics, filling the position of head of state, head of government, and leader of the Executive, Judiciary, and Legislative branches, and officially uses the title 'Director'. The hierarchy within Evergreen is rather straightforward, though it can sometimes become blurred. Beneath Harrison, the various leaders of the Raider bands pledging fealty to Evergreen answer directly to the Director and his laws, though they retain nearly complete autonomy. Chiefs repeated rise and fall from their positions as head of their bands, doing so with very little official process. The result is a largely muddled chain of command, which can complicate things greatly in some situations.

Laws however, are enforced with a surprising amount of discipline. Evergreen itself is meant to be a place of peace within the Raider community, and Harrison's highly-elite Guard maintains this ideal with unmatched vigilance. The Captain of the Guard, Hannibal, serves as Harrison Wilcott's right-hand man (or beast, rather), and will usually take charge when Harrison is absent or incapable, ruling through threats and intimidation, rather than smiles and order, like Harrison. Meanwhile, Benjamin Frey handles all things number-oriented for the Director, and has a handful of bright men beneath him who generally keep Evergreen as orderly and efficient as possible. In its current state, the only way to dethrone an incumbent Director is through brute force, an act which likely won't happen, considering the balance of martial power at the moment.

Military: The pure martial prowess and zeal in combat possessed by the Raiders who have pledged fealty to Evergreen is certainly nothing to be scoffed at. Despite this, the mass of veteran warriors is severely hampered by a overwhelmingly lack of organization. Raiders are organized into bands and led by chiefs (or something akin to that title), but aside from that have no experience fighting in a coordinated fashion. While they fight well with other members of their bands, joint forces of bands are never nearly as effective as they should be. A hierarchy of military command is not present in any form beyond the chiefs of bands, and when multiple bands need to fight cooperatively a leader is usually appointed on the spot or picked from the Guard. Still, as individuals or small squads, the Raiders are formidable combatants with no fear and years of experience.

As far as equipment goes, the Raider bands are surprisingly well-off. Usually adorned with light armor meant to be more intimidating than functional, the Raiders from Evergreen emphasizes speed, brute force, and surprise over stealth, caution and organization. They are equipped with a wide array of weaponry, chiefly bolt-action rifles, assault rifles, shotguns, and revolvers. Very few laser weapons are in circulation within the Evergreen Raider circles, and no artillery is currently used. Ammunition is plentiful thanks to the Mill, and gun parts are readily available for similar reasons. Explosives are widely used to set ambushes and to destroy cover, and a few miniguns and missile launchers are used by certain Raider bands. A few pieces of combat armor, along with full suits of leather armor, are sprinkled throughout the populace. The one article of clothing that set Evergreen-loyal Raiders apart from independent Raiders is a distinctive green bandana, made of southern cotton and usually worn as an arm band, necktie, or headwrap. Overall, the Raiders are relatively well equipped and supplied but their gear is anything but standard issue.

The exception to all aforementioned statements, however, is the plainly-named 'Guard', sometimes called the Boogeymen or Judges by the other unimaginative Raiders. Made up of Harrison Wilcott's most trusted associates and only the most battle-hardened Raiders, the Guard is a necessary hybrid between a heavily-armed police force, squad of bodyguards, and elite soldiers. Much more level-headed, seasoned, and soiled than the rest of their brethren, the small force of 18 is the closest thing to a special forces unit that Evergreen can muster up. Led by the rather intimidating once-man Hannibal, the Guard is a feared force even among the Raiders. Armed with high-quality weaponry (chiefly Marksman Carbines and Type 93's) with plenty of ammunition to accompany them, they can certainly deal out some considerable damage. In addition, combat armor is standard for all Guardsmen, and is generally kept rather pristine. Able to quell both law-breaking Raiders and foes alike with ease, the Guard is certainly not a force to be underestimated.

Views on mutation: There are no formal laws which single-out mutation of mutated beings in Evergreen. In general, Ghouls are discriminated against, though not necessarily killed or enslaved outright. Meanwhile, Super Mutants are deeply hated by the Raiders, as they have been warring with one-another over territory and spoils for decades. It should be noted however that Hannibal, the second-in-command within Evergreen, is the product of partial mutation, and at least appears to be stuck in a limbo between Super Mutant and man.

Views on slavery: Ever since Harrison opened up the Evergreen Mill and set up a textile factory and minimill within it, victims of raids have started to be enslaved, rather than mutilated on the spot (usually). Slaves are readily used and encouraged by Harrison Wilcott, who has been using them as one of the driving forces of Evergreen's economic progress.

The Enclave

Spoiler

Name: The Enclave of the United States of America

Population: Approximately 75

Location: Cliffside Caverns

Economy: When necessary, they peddle their medical and technological knowledge to the wasteland through proxies. However, many of the civilians work and live in the cities, in groups of ten or so. These people send a percentage of the money they make back to HQ, and use the rest to live on. Their presence serves another purpose as well; information collecting.

Culture: Fiercely proud, haughty and patriotic, these people where once the greatest of the wasteland. Now, though, they're a shadow of their former selves. Even those such as the merchants and janitors are proud of their ability and willingness to provide essential services to the people.


Government: A military hierarchy. General Mathias Graves leads them absolutely, and has earned the trust and loyalty of his people.

Military: There are forty nine fighting men in the Army. At their disposal are fifteen sentry bots, fifty functional sets of Advanced Power Armor and a complement of laser and plasma weaponry. Raven Rock also has automated defenses.

Views on mutation: Almost all of them hate and fear mutants, though they do not officially have anti mutant policies.

Views on slavery: Neutral. They are not proponents of the trade, but no one cares enough to risk stepping out and doing something about it.

History:

The war with the Brotherhood left the Enclave Smashed in nearly every way imaginable. The Raven Rock facility was heavily damaged, the military was slaughtered and the people lost. It was the end of an era.

The power vacuum was filled by a young man named Colonel Mathias Graves. An exceptional man, he worked his way through the Enclave's ranks quickly and at the time of the war had already earned a position of great leadership and responsibility. When things took a turn for the worse, it fell to him to get the Enclave people to (relative safety.) The bare few survivors wouldn't be happy moving from a nice, clean environment to a glorified hole in the ground, but when Graves told his scouts to find a place where no one would look for them, the old cave system looked like a good enough choice. In a rush job, a small group of soldiers was sent to clear, clean and fortify the Cliffside Caverns, and with nowhere else to go, the people came along quietly.

For a very long time, internal strife was the name of the game. The people and soldiers where unhappy and considered their new environment a place only fit for animals. Of course, as months turned into years they became used to it. After all, the civilians were few and the soldiers too disciplined to grumble openly. So, they exist in stasis. They don't grow, or shrink. They've been absolutely silent until now, as a round of eyebots hover out across the wasteland. These don't sing propaganda though, no. They only listen, and watch.

Talon Company

Spoiler

Name: Talon Company

Population: 400

Location: Fort Bannister as the main headquarters of the Talon Company. They also occupy multiple outposts throughout the wastes.

Economy (exports and imports): In the start Mr. Talon created the company as a Mercenary branch, taking on jobs throughout the wastes to hunt people down. In recent years however, Mr. Talon realized that being a mercenary group only would end in a lack of jobs and his entire Company crashing down and failing. So after heavy decision making, Mr. Talon expanded his reach on the Capital Wasteland and attempted to takeover the monopoly trading Caravans had on the Capital Wasteland. He started his own branch of heavily armed convoys to deter raiders and sent them throughout the wastes to start trade. And once they became larger, and the profits continued to rush in, Mr. Talon found himself and his company having a large monopoly on the Capital wasteland.

Culture: They have little culture as a company however they each and every person in the company has a right to religion of their choice.

Government: They operate under a mix of both business rankings aswell as military rankings. However the entire Company is lead under the esteemed CEO, Mr. Talon.

Military: Every Talon company personnel must know how to fire a gun and defend themselves. However, the Military is made up of the guards of the caravans and the mercenary. Both operating under two completely different branches of the Company. They are heavily armed and wear black combat armor with the Talon Company logo painted on it, they are armed with a variety of different weaponry depending on the situation.

Views on mutation: Mutation, as long as non-hostile are treated fairly as possible customers.

Views on slavery: They don’t care in the slightest about Slavery as long as none of the enslaved are employees.

History: Mr. Talon started the company within the early stages of his life. When he was 30 to be exact. He had a knack for adventure and while adventuring occasionally brought profit it never truly gave him enough money to live a decent life. From there he recruited a few others to work for him. He accepted jobs in any manner and eventually him and his team became widely known. From there he began rescieving requests from others to join his Mercenary group. Which began to bring up ideas in Mr. Talons head, he realized that he could turn this small mercenary group into a full on Company in order to sky rocket profits and expand.

He then quit the Mercenary trade and became it’s leader, he organized all income and statistics for the Company rather then being on the front lines.

From there, Talon Company rose to power in the Mercenary trade, aswell as in the Caravan Trade aswell.

Olney

Spoiler

Name: Olney (Official name is the Township of Olney, used only for formal things such as the sign over the city or for documents.) and the United States Federal Government (Though they proclaim the title, they do little outside their sliver of the Wasteland and seem to have little if any interest in expanding outward.

Population: 200 civilian, 30 Police Officers, 75 military (50 in D.C., 25 stationed at Turtledove)

Economy: Vegetables, Brahmin meat and hides, Pre-War knowledge and salvage they don't want.

Culture: Emulation of the Pre-War culture, with a radio station that broadcasts Pre-War music to Olney and its immediate vicinity.

Government: Officially a democracy, ran as an Autocracy.

Military: US Army Combat Armour and uniforms salvaged from Fort Constantine, R91 Assault Rifles or Combat Shotguns make the bulk of their infantry weapons, N99 10mm Pistol as their sidearm, a Trench Knife in reserve should a soldier lose his weapon in combat. Sniper Rifles man the watch towers around Olney along with Automatic Rifles that are used as the main defenses on the towers in Olney and Turtledove.

Views on mutation: Indifferent so long as the mutant is non-hostile.

Views on Slavery: Adamantly opposed, don't actively fight it outside their region.

History: Olney was founded by Justin Westford, a power loving leader who's ego got in the way and resulted in him kidnapping Enclave personnel nearby after Eden's death. This was met with seemingly no resistance until one night a Vertibird flew over and a shot rang out, with Westford being left a bullethole in his head. None were willing to take on Westford's mantles and were looking to General Chang when Calvin Grant, a well respected merchant who was very prosperous took on the task. The people came to embrace his leadership as he drove Olney into a massive state of progress. They mostly ignored the world outside them while turning their city into a place that shone at night with electricity from the Pre-War powerplant somewhere under the ruins of Olney and Fission Batteries. They walled off everything from the Town Hall, a pre-war Bank, to the entrance of Vault 92, to which President Grant named Fort Sousa. The walls Westford had placed, which were scrap and just piled rubble, were replaced with a collection of miscellaneous bricks and slabs carved from the rubble that Westford had simply piled in the parking lot north of their former boundries. Most people have left Olney alone, seeming them as either reclusive eccentrics or snobs (Due to their preference for Pre-War clothes).

Point Lookout- Point Lookout is home to one of President Grant's biggest boons....and also one of his darkest secrets. Turtledove Detention Camp, once used to lock up Chinese, was now the outpost for the United States Army and a secure sight for Olney's most valuable resources scavenged in Point Lookout until it's time to be sent back to D.C. However, they also import mysterious black crates. No one outside their army knows what they're for and often assumed as military goods. The truth is those black crates are those drugged the entire ride to Point Lookout who are deemed as 'Undesirable' by President Grant. Officially it's where hostile Swamp Folks, terrorists and criminals of the worst kind are sent to reform or die under labour. The truth is that many of them are politically minded citizens who spoke up too harshly about Grant's autocratic ways one to many a time near a Loyalist's ears and they were whisked away to Turtledove. Given that no citizen is permitted outside the walls without notifying the authorities to keep track of them if they go missing, no one is any the wiser as they always either moved on to another settlement or went out exploring down south and never come back. No one is allowed near Turtledove without clearance from the checkpoint one mile down the road. Officially this is to prevent Smuggler raids or sabotage, unofficially it's a method to deter any risk of people seeing just what else besides valuables is kept at Turtledove. Scrap has been welded to the fences as well to prevent anyone who manages to evade forest patrols from looking in. It's very difficult to escape as sentry bots and Mister Gutsys patrol the parameter and spotlights watch both the inside and outside of the camps. Trespassers within the one mile radius are given one warning shot and a verbal warning, there is no second warnings for stragglers or those who test their luck.

The Brotherhood of Steel

Spoiler

Name: Eastern Brotherhood of Steel

Population: 450 + POWs. 300 effective fighters (200 [140 Knights/Paladins, 60 Scribes] in Virginia Chapter, 100 [70 Knights/Paladins, 30 Scribes] in Maryland Chapter), appx 150 dependents (children, infirm, civilian workers, fugitive ex-slaves, ect), 84 Enclave POWs [mostly civilians] held in a POW camp at Adams AFB.

Location: Headquarters: The Citadel (Virginia Chapter), Adams AFB (Maryland Chapter). The Brotherhood also holds the Jefferson (Project Purity) and Washington Memorials, Fort Independence, the VSS Facility, Arlington Library, and provides a security detachment for Galaxy News Radio.

Economy (exports and imports): While the Brotherhood is not a profit making enterprise, it does engage in commerce to support and fund it’s operations. The Brotherhood exports finished goods produced by its [limited] light industrial base, agricultural produce (it maintains farms around Adams AFB, outside of the contaminated areas around the Washington ruins), and even operates a small bank. It also offers primary and vocational education to Wastelanders (fee based on ability of the student to pay, normally for work in kind), and technical expertise. It imports raw and scrap metal, agricultural products that cannot be grown locally, and technological artifacts.

Culture: The Brotherhood of Steel is loosely modeled on the Catholic Military Orders of the Medieval period. It is not a religious Order, though it’s members enjoy freedom of religion, but is instead dedicated to preserving the technology and knowledge of the past, as well as preventing the sort of weapons that destroyed the Old World from ever being used again. While in many aspects life in the Brotherhood resembles the monastic life of Catholic monks, it’s members are not held by a vow of celibacy…to the contrary, celibacy is socially frowned upon… and are encouraged to marry and raise children. While it was traditional in the Western chapters to isolate themselves from the outside world, the Eastern Chapters have taken upon themselves the additional mission of assisting the Wastelanders around them in the hope that a new civilization will take root in the ashes of the Capitol Wasteland. As the Codex expressly forbids six discrimination (along with race and age discrimination, ect), women can be found at all levels of the Brotherhood and can and do fight alongside the men.

Government: The Eastern Brotherhood is governed by a Council of Elders, initially appointed by the Grand Council in Lost Hills. The Council currently numbers three, High Elder Eowyn Lyons, Elder Danielle Cross of the Virginia Chapter of the Brotherhood of Steel, and Elder Henry Casdin of the Maryland Chapter. Lyons wields great power, but it is not absolute as the Codex grants the Chapter Elder ultimate day to day authority over his or her Chapter. Currently, the Great Codex as maintained by the Western Brotherhood is used as the basis for Brotherhood Law, but a new Codex better suited for the Eastern Brotherhood’s more activist role has been authorized by Lost Hills and is currently being written by a committee appointed by the Council.

Military: All able-bodied members of the Brotherhood are expected to be ready to defend their Order and the innocents around them, and to that end receive thorough and ongoing military training. For those born into the Brotherhood, that training began by the age of five, so even Scribes are formidable adversaries in armed and unarmed combat, and veterans who made the trip East from Lost Hills are dangerous indeed. The Brotherhood also welcomes recruits from the Wasteland, their skill is largely dependent on how long they have been with the Brotherhood…though by the time they are promoted to Knight they are competent soldiers.


Views on mutation: The Eastern Brotherhood has cool, if civil, relations with ghouls…having absorbed to a degree the prejudices towards ghouls held by many of the Wastelanders they have come into contact with in the Capital Wasteland. They will still help them, though, even if they are less than gracious about it. Interaction with Super-Mutants are tense, but they are aware not all Super-Mutants are hostile.

Views on slavery: The Codex strictly forbids the practice of slavery by its members, but does not oblige Brethren to take action when it is practiced by Outsiders…though a escaped slave who reaches a Brotherhood outpost or patrol will not be handed over to a putative owner as a matter of principle. Voluntary Indentures are allowed for purposes like apprenticeships, but strictly regulated and restricted to a period of no more than five years. Rumors that the New Codex will have a distinctively Abolitionist bent…and that the Brotherhood is already covertly backing Abolitionist groups like the Temple of the Union, have been denied by Brotherhood spokesmen.

History: In Progress

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