Columbia OOC 10

Post » Wed Jan 08, 2014 4:42 pm

The year is 2082, it has been five years since the Lone Wanderer crawled from Vault 101 and set in course a series of events that changed the wasteland forever.The Brotherhood with the support of the Lone Wanderer assaulted destroyed Raven Rock, dealing a damaging blow to the Enclave. Yet in the light of the attack, the Enclave launched a counter assault upon Citadel, the Brotherhood barely managed to hold the Citadel, many Brotherhood members were lost including the Lone Wanderer struck down in battle with the Enclave leader. Furious at the death of their compatriots and the damage done by Vertibird bombing runs the Brotherhood assaulted the Enclave post at Project Purity. Though the battle was long and costly they managed to prevail and forced the Enclave into a full scale retreat. The few Enclave posts within the wastes were left to fend for themselves until the Enclave mounted a rescue mission. Though the Brotherhood claims victory in the war, the loss of life and destruction wrought prevents either side from truly claiming victory.
In the next five years numerous city states have risen to power. Megaton has grown larger absorbing Spring Vale in the process, while the Outcasts are readying for an attack on the weakened Lyons Brotherhood over its long doctrinal differences. Tenpenny Tower grew to absorbing the Warrington Train complex becoming a regional power while Girdershade has grown into powerful trading hub for incoming Wastern traders, and similarly Canterbury Commons has become a hub for all Capital Wasteland trade. Pitt raids and Paradise Falls slaving runs keep the North in fear, while Talon Co. patrols are seen as far East as the river. Rumors of a Creed of spies occupying The National Archives and a league of ghouls living in the metro are heard through out the wastes, while travelers and traders sail North from the mysterious land of Point Lookout.

Rules

Spoiler
1. No godmooding or one upping. Most RPers should know about this.

2. Romance is acceptable as its part of RP but don’t post anything with actual six. Take that in your or the person your RPing with to messaging.
3. Lore is very important in this. So no advance death rays or nuclear battleships. (You guys get the idea).

Mechanics

Spoiler
Mechanics
1. When battling against another faction, each side presents their tactics In context, when a battle occurs we will take a vote OOC and decide upon the victor.
2. On economics, buy what you need in scarcity and sell what you have in surplus.

Map http://img545.imageshack.us/img545/2052/l4si.jpg

Faction Sheet and Character Sheet
You can RP as a faction along with its character. Or simly if you dont have time for RPing a faction, you can RP as a character from one of the factions.

FS

Spoiler
Name:
History:

Location:

Population (300 Max)

Location:

Economy:

Culture:

Government:

Military:

Views on mutation:

CS

Spoiler
Name:
History:

six:

Appearance:

Personality:

Skills:

Weapons and Armor:

Occupation:

Faction Allegiance:

Open Factions

Spoiler
-Arefu this was raided right?
-Underworld

-Girdershade

-Republic of Dave Destroyed

-Bigtown

-Talon Co.

-Regulators

-Your own faction

GolradirTheHighElf

-- Nova Byzantium(Formerly Talon Company)

Spoiler
Name:Nova Byzantium(Formerly Talon Company)

History: Under the former leadership Talon Company was led into an unnecessary war. This war waged for a short period of time yet seemed to decimate the Talon Company's forces. As such their leader perished in a fire fight and Talon Company was forced to sign a peace treaty as their central leadership was dead. This divided Talon Company as more than one person wanted to take charge. Though a man named Cameron took charge at Fort Bannister, but was unable to secure the other stronghold of Evergreen Mills held by the other Talon Company faction under a man named Sergei Jackmijov. A civil war Raged back and forth, Cameron attempted to take down Jackmiyov and take Evergreen Mills but failed. In turn Jackmiyov attempted to take Bannister and failed. Leaving the two factions in a deadlock. Cameron quickly lost support among the men with the halt of caps flowing and the numerous dead failing to take Evergreen Mills. Cameron simply lost the loyalty of his men. Thus he saw the begining of his end and needed a way out.

That is when a man by the name of Daniel Anton appeared one day requesting to meet Cameron in his office. Anton offered Cameron a way out by paying him a set number of caps for the leadership. As Cameron was about to be overthrown by his own men any day now. Cameron left and that is when he met with Jessica and Mr.Birch in the wastes. Offering to restore the Moriarty family to it's proper place in the wastes as a power. In return he got temporary command of her slave soldiers that were given to her by Collin Moriarty(the ones originally purchased from Paradise Falls) and Mr.Birch. Jessica was going to sell them and keep Mr.Birch around but decided this was a better investment.

After command was officially transferred to Mr.Anton a group of disgruntled Talon Company men who wanted command for themselves tried to take down Anton and Mr.Birch. The result was the subjugation of the Talon Company soldiers who saw it was either live under Anton or be killed. Mr.Anton thought that the first order of business was to change the face of Talon Company. First was changing the name to Nova Byzantium in honour of an ancient great city. The second was to open up trade and give out contracts to get the caps flowing again. This gain loyalty among the men and as a result solidified Mr.Anton's leadership. The main problem was that Evergreen Mills was still under Sergei Jackmiyov. This problem Mr.Anton will solve like many others.

Location:Fort Bannister is the main base, but some pockets of Talon Company are spread throughout the wastes.

Population (300 Max): 260 in total, split between those under the command of Mr.Anton in Bannister and Mr.Jackmiyov in Evergreen Mills

Economy: Formerly a mercenary based organization. Though it will attempt to generally try and attract trade. It still gives out contracts for the time being in order to keep a cash flow going.

Culture: Survival of the fittest based culture where primarily might makes right and where killing is not frowned upon but instead looked at as a sport. Money is also the main driving force as it always was. But there is an attempt to civilize Nova Byzantium under Marshall Daniel who promised Jessica he would do so. In order to picture the situation imagine the vikings transforming into a christian nation.

Government: Currently under a military like structure. With Mr.Anton as the commander in chief and Mr.Birch as the second in command.

Military: Pretty much all of the Talon Company is male except for a dozen or so females. As it was a male dominated organization.

Views on mutation: If they visit or live within Nova Byzantium land they are required to stay in a slum and stay segregated from the productive community.

-- Jessica Tudor. Real name Jessica Moriarty

Spoiler
Name: Jessica Moriarty (Though officially known as Jessica Tudor)

History:Jessica Moriarty was born in Canterbury Commons. There she was the daughter of a well off couple who made a living as a weapon's repair company. Though as she grew up she became more and more bored. She decided to follow a caravan around as a merchant to make her fortune, at the hesitation of her parents. She travelled all around the wastes trying to make it as a merchant. Her wares proved to be worthless and nobody ended up buying them. Though she knew how to scam people here and there to keep from going capless.

Eventually Jessica ended up where all of the people who ran out of luck end up,Megaton. She worked as a Bar tender at Moriarty's Saloon while it was under the senior Moriarty. She had to persuade him to hire her, something she never minded doing. Eventually she could tell Junior was up to something and came to the conclusion he was going to try something and succeed. She decided to advance on him and befriend him. Right before the feast in which Junior took the Town she became his fiancee.

Though Junior knew it was best to keep their marriage a secret so he decided to marry secretly unknown to others. So that she would be protected. Though both knew that the only thing Junior wanted was to have kids in order to further the Moriarty name. When Junior saw the writting on the wall, he knew something would happen. So he decided to send Jessica away(who was now pregnant) with Mr.Birch and all the caps they could carry. Which included the town Treasury and the Moriarty family's personal funds.

Age:19

six:Female

Appearance: Long blond hair,blue eyes,slim build, can be simply described as elegant.

Personality: She seems to be a fairly innocent and troubled person on the outside. She is friendly and helpful. Though on the inside she is tough as nails and her cunning puts Moriarty to shame.

Skills: Her life had been lies based on lies based on manipulation until she managed to get to the top. She has managed how to talk and manipulate people. As her parents were weapons repair folk she knows her way around repairing weaponry. But not so much using them.

Weapons and Armour: No weapons, And an elegant Dress.

Occupation:N/A

Faction Allegiance: N/A


-- Peter Stark

Spoiler
Name:Peter Stark

Faction:Himself

Personality: Peter Stark is a hardcoe individualist, he believes in the fact that one man can change a lot. Peter is also a man who takes great joy in disrupting the established order and ensuring chaos. Peter can be considered an intellectual who grasps many philosophical concepts. He is also very technologically minded. Though he sees himself as a philosophical warrior who is bringing the wasteland to it's proper form. Though everyone sees a nice mature intelligent young man with no faults other than too uptight. Underneath he can be considered pure evil by anyone elses standards.

Alignment:Chaotic Evil

Appearance: Tall,stocky,round head,brown hair,clean cut,brown eyes,and has an aura of intelligence.

History: Peter Stark was born in Megaton, as a child Peter excelled in school and at the same time was a fellow delinquent who spent a lot of time with Collin Moriarty Junior. Peter read many books on philosophy and poetry, spending his entire allowances from his parents on books from traders. He also used to practice martial arts through both reading about it and practising it, he was the childhood enforcer of Junior. The pay was good and allowed him more money to buy books. Peter would also hang around the shop of Moira Brown everyday and watched/observed her working. As such Peter took up a lot of scientific and mechanical knowledge. His parents during the expansion. It was when Megaton took Springvale elementary from the raiders to claim it for Megaton. Though the entire town succeed, it cost the lives of his parents.

Finding himself unable to make ends meet he decided to enlist in Lucas Simms' newly created security detail. Working many years he payed great interest in the events between Junior and Conelly. Peter developed a very nihilistic viewpoint on life and began to take a dangerously philosophical viewpoint on it. He began harbour more and more thoughts on destruction and death,as became more and more exposed to the wasteland as a security officer.

Eventually he was offered a secret proposal by Junior, unknown to anyone else. Peter would use his mechanical skills to install incendiary bombs inside of Springvale Elementary. Peter leaped at this opportunity, he installed the bombs and defected to Junior's faction before the battle of Megaton. Feeling accomplished at the destruction of the old guard. He decided it was his time to leave, as he believed Junior might accomplish dying by himself. Peter sold his home for a very good price and left for the wastes.

Age:17

Equipment: A trench coat with a bullet proof vest underneath and a fedora.

Weapon: Hunting rifle

-- Mr.Birch

Spoiler
Name: John Birch. Mainly known as simply Mr.Birch

History: Mr.Birchs mother was the son of a very drunk and abusive mother. They had lived in Rivet City, Mr.Birch always got himself in trouble and he hated his mother. More and more he felt the need to fight other kids,steal, and just generally get into trouble, even going so far as to insult advlts. But one day, a lone wanderer came into town, and Mr.Birch can never forget what he said to him. Mr.Birch ran out of Rivet city and found himself lost in DC.

Afraid for his life he was on the verge of death out in the wastes north of the river. He was laying on the ground dehydrated and starving with sunstroke. He was rescued by Collin Moriarty Senior. He was returning from a business trip from some merchant place. Collin decided to take pity on the boy and gave him food and water. Throwing him on top of his Brahmin. When they returned to Megaton Collin thought of something brilliant. He had the idea to raise a bodyguard, he would teach this child nothing but the act of following orders and killing/fighting. Collin Moriarty would rename the child John Birch

It took many years to shape Mr.Birch into what he would become. Mr.Birch lived in one of the rooms in the saloon. Mr.Birch was very thankful to Collin Moriarty. He did beat him some times, but it was done for a reason unlike his mother. Collin paid for him to be trained in melee weaponry along with energy weapons. And on his 21st birthday, Collin Moriarty purchased a lazer rifle for him along with a super sledge. Mr.Birch would remain loyal to Collin Moriarty Senior up until his death when Mr.Birch was aged 25. When he found that his lifelong boss and father figure was dead. He still decided to serve the family of Moriarty under Junior. After proving himself in Megaton civil war, and the fact all of Junior's other commanding officers were either dead or left Megaton. Junior made Mr.Birch his second in command.

six: Male

Apperance: Mr.Birch stands at around 6'7, he is very muscular. He has blond hair and always wears his power armour.

Personality:Mr.Birch can be described as very loyal,he is willing to serve Collin Moriarty Junior to his last breath and follows him without question. He sees it as not only the best thing for self preservation, but for the good of Megaton as a whole. The Moriartys made this town and will continue to make it great. Though Mr.Birch is not very smart, he makes up for it in fighting. Mr.Birch can be described as a very

Skills: Mr.Birch is quite skilled at close combat, preferably his super sledge, though he also quite good at using his lazer weapon. He is not very intelligent,probably Mr.Birch has under average intelligence. Though he is a trained killer.

Weapons and Armor: A while back Mr.Birch purchased used BoS power armour from a Merchant. Though capable of being used in it's proper form, Mr.Birch lacks the training, so it is just really strong and heavy metal armour. Mr.Birch carries a super sledge for close combat and is quite good at it. However, Mr.Birch has a lazer rifle as a gift a few years ago when he served as a bouncer in the saloon back in the days of Collin Moriarty Senior.

Occupation: Secound in Command of Megaton

Allegiance: Collin Moriarty Junior

VATROU

-- Rivet City

Spoiler
Name: Rivet City

Leader Basilio Favale

Age 44

Appearance Standing at 5'8" he has a beard that wraps around his face extending from ear to ear about seven inches at the chin, his mustache covers his upper lip and has relatively short brown/gray hair his eyes are an emerald green, and his build is a rather large still muscular build with fat gathering in his gut, although he's not as fit as he was in his company days he still retains the body that came with the intense training, but he gains more weight every year and age has begun to take its toll.

Armor/clothing a gray suit with a brown vest with a holster on his right leg for his sawn-off shotgun

Personal Weapons A sawn-off shoutgun

Personality A rather rational man, who rarely lets his emotions take hold of him in his decisions. Always Calm and collected. Although this was not always so in his youth he was rash and short-tempered. He has learned many things over the years to calm and sharpen his mind.

Population (300 Max) 201 56 guards the rest are civilians.

Economy: Firearms manufacturing, Ever since Basilio rebuilt the fallen sections of the ship, It's pre-war workshop and Ammo presses are in working order again, Rivet City intends to be the wastelands main supplier of Firearms. Rivet City frequently sends various fliers out to settlements stating of it firearm manufacturing capabilities. To increase public knowledge of its wares and the contracts that allow factions to arm themselves with higher grade munitions and firearms that would be harder to obtain otherwise, this requires a down payment up front but guarantees the availability of these weapons.

Manufactured fire arms: Chinese assault rifles I call them AKs, hunting shotguns, and hunting rifles, and they sell in order at 500 caps 700 caps and 850 caps then a sniper rifle would sell for 1200 caps and 45 smgs would sell for 3000 caps.
Culture: The people of Rivet City are mostly traders, willing to barter with any who come peacefully, though Basilio has increased security and turned them into a more militaristic guard force , most citizens will shoot trouble makers on sight.

I honestly never thought this far but now that I have the units are The Guardsmen these are the security guards they have no special training in any certain weapon, they carry smgs 9 mm 10 mm and rarely 45 smgs these 45 smgs are only awarded to those who have impressed their peers. Only a handful of Guardsmen posses 45 smgs about six of them.

The Guardians similar to the Guardsmen the major difference is they defend the borders of Rivet City they posses larger caliber guns, they specialize in heavy weaponry like mini guns, missile launchers, flame throwers, and explosives. unless mobilized they act as normal guards.

The Tracking unit they posses skills in stealth and long range engagement they use sniper rifles the common are scoped hunting rifles, sniper rifles as well as equiped with a stealth boy or two.

The infantry unit they assist the various units with suppressive fire from AKs, and various grenades.

All units act as normal guards and are outfitted as such they would't carry mini guns or anything like that unless mobilized.

All weapons are numbered and strictly controlled and the units only differ in terms of training they essentially act the same. The units act as regular guards until mobilized, and all the guns belong to Rivet City unless someone were to attack Rivet City no guard would have access to any high caliber weapon at most two or three guards would have a 45 smg every guard would be equipped with 9 mm or 10 mm smgs or whatever they chose to provide for themselves. For the Mini guns there are only four of them belonging to Rivet City and two Missile launchers, eight flame throwers, but every high end gun is locked away until needed.


Laws: Must be made known before any enter the city.

The Free Slave Law: which states, Within the walls of Rivet City all slaves are to be demanded their freedom, any who do not comply will be shot. This only applies within the walls of Rivet City.

Government: Rivet City is ruled by Basilio and Harkness his second in command.

Military: Rivet City guards are heavily militarized Basilio a former Talon mercenary retrained every guard himself, they cannot blow their noses without permission.

Views on mutation: They despise Super mutants with the exception of the one seen in the Lone Wanderers company, as long as that one behaves, it may be welcome, other than that Ghouls are often frowned upon but usually allowed to live and trade in the City.

Areas around Rivet City: the training area is the place where the Super Mutants had an ambush camp where they would attack any who came through, it has been cleared out and leveled with explosives, to make a flat area of land the building next to it on the right facing the camp was also leveled and cleared for scrap.

Anacostia Crossing the entrance to the metro was blown up during the events when Basilio drove the Super Mutants away from Rivet City although the escalators are buried under rubble the area is inhabited by various traders and travelers who don't have permanent housing in Rivet City, the area is full of tents and brahmin.
Bio When Basilio or simply Basil was young, the prospects for a man were few, it was either a scavenger, a mercenary, or a trader. None of these were what he wanted, but he had no choice. At age 14 he began scavenging old-world ruins at great peril to himself, after too many close calls he signed on as a mercenary for a caravan, as the years began to pass and his skills were getting better, he took on more dangerous jobs. Till by the age 21 he sought out the mercenary group Talon company.

They tested his will and morals, but he persisted in this profession till he led a small company of his own under the command of his superiors.Basilio begin to realize he wanted more than what the Talon could offer. And at age 35 Basilio left the Talon for a better life a more peaceful life, a more meaningful life. This happened long before the Assassination of Commander Jabsco.

As Basilio wandered he came about a Rivet City with its ineffective council, a shopkeeper who was implicated in blackmail, a scientist far more concerned with the purifier and the BOS, all that remained to properly guide Rivet City was the Rivet City security chief Harkness. As Basilio was now older and more well read he made genuine and valid points for being elected to the council, and being a man who once ordered his own outfit of Talon mercenaries he knew how security and organization worked.

At the age of 37 he was elected to the Council, and not long after he began to make changes, more security and organized efforts into rebuilding the City and its weapons. It was a smart move as the less intelligent super mutants still plagued their City and not long after attempted to use a behemoth against them, but thanks to Rivet City's new fire power and reinforced walls they had little to fear from them for now. With Basilios efforts and judgement, Rivet City drove the Mutants back through the subway tunnels, exploding charges inside thus cutting them off from Rivet City. This cemented Basilio as a local hero and he became the first Mayor of the town, and with the Mutant threat currently dealt with, Basilio focused on the complete rebuilding of the City.

The City through tearing down the other Cannons have one functional Oerlikon 20mm cannon. It has limited ammunition the City lacks the required resources to maintain a large ammo supply.

-- Ranger William

Spoiler
Name: Ranger William. Note he's not actually a Ranger It's just what people call him because of the strange armor and badge.

History: William was born a little more than thirty years ago his family moved with the caravans some went to different cities, one caravan moved things between states. Long before William was born they moved from what was Kentucky, although they have roots in Texas, Williams family lived a nomadic lifestyle often working as caravan guards moving occasionally through pre-war states every five or so years. Over three generations lived this way until they reached the Capitol Wasteland until William was born. William grew up in and around caravans his family operated a rather well off one called Lone-Star Merchants that is until William was in his twenties a group of mercs crossed paths with the caravans and decided they wanted to impose a heavy tax, and if they didn't pay they'd be shot, needless to say they massacred every caravan they came across regardless.

William was outraged his parents slaughtered, their caravan in ruins, of the few things that his family kept was an old Desert Ranger armor, it was in terrible condition with bullet holes and burns throughout the armor, all he knew of the old heirloom was that one of his great-great-great grandfathers was something called a Desert Ranger, while the armor didn't have the protection it used to have it was still better than any reinforced leather available. He took up arms against the mercenaries that plagued the area using his single action 45 revolver, he and others who lost valuables to them mounted a defense at Megaton, together William and the townspeople killed enough to drive off the remaining few as they scattered about the wastes.

Present day. William lives as a wanderer and caravan guard to Rivet Citys many weapon shipments.

six: Male

Age: 33

Appearance: Standing at 6'1" he towers above average wastelands, he possesses an average build with a fit body, He has long crimson red hair that stops just before his shoulders. His light blue eyes contrast his red hair.

Personality: William tends to have a strong sense of justice, as his own family was murdered, however he will not go out of his way to right wrongs. William often has a short temper that he tries to keep in check.

Skills: William is a capable guard and sharpshooter growing up escorting caravans.

Weapons and Armor: A single action 45 revolver a reproduction of the Colt Walker he found on a trip going through the museum once before that wing collapsed. And an old Desert Ranger armor that has just more protection than the standard reinforced leather armor since it's so old and damaged. The armor lacks the helmet, William uses a pre-war hat and sunglasses instead.

Occupation: Caravan guard

Faction Allegiance: Rivet City

By the way if some of the character's appearance sounds familiar it's because it is, as I'm trying to create a ancestry of sorts albeit loosely between characters.

GhostlySentinel

-- Joana Smith working under Eddy with the New 12th.

Spoiler
Name: Joana Smith

History: Born into a farm family, she had a violent upbringing. Her home under near constant attacks by raiders, and she learned a lot about guns, hiding and medicine from that, her family's luck held until she was nineteen, but then it broke, and she was the only survivor. Having experience with firearms and a vendetta, she joined the Regulators and fought for ten years, until she grew tired of roaming and tried to settle down again. It barely lasted a year, until the raiders came again and took everything. So, she went back to the hunt. The Regulators wouldn't take her back, doubting her motivations for returning, so she went solo until super mutants captured her. Mule's Gang rescued her from their cage, though the group was in it's infancy at this point, she stuck with it, rising through the ranks and gaining a reputation as the most skilled gunman in the gang.
six: Female

Appearance: Tall and dark skinned, she would be incredibly beautiful if not for the scars that laced her body.

Personality: Loyal and friendly, she is always popular among her comrades.

Skills: She is proficient with long range firearms, field medicine and sneaking around.

Weapons and Armor: Mule's Gang standard apparel, rough wasteland clothes with a red facewrap. She carries a pristine R91 assault rifle, with 30 round magazines and selective fire. She prefers semi to full automatic fire, subject to change.

Occupation: Survivor

Faction Allegiance: Mule's Gang, subject to change.

-- Jess the courier

Spoiler
Name: Jess the Best, Note Ghostly asked that I make a few edits on Appearance

History: Most of her past is unknown. She washed up on shore in Poiny Lookout three years ago with no memory of how she got there. Her only memories were the name Jess, and a picture of a great decayed monolith. She was young, healthy and very quick, and had little problem surviving in Point Lookout, but eventually she was telling her story to a ferryman who recognized the monolith in her memory as the Washington Monument. So, she went to the Capital Wasteland. Seeing the monument brought back memories, but the were more confusing that enlightening. She remembered murder, the feeling of slitting a man's throat as he slept, and she remembered belonging to a group. But no details.

So, she went to Rivet City and began to drink herself into a stupor, and that's when she met Mule, who was drowning his own sorrows when a fight broke out in the bar. That was the first time her hand to hand teqnique really shone, and she joined Mule's group when they were the last ones standing.

At the time of the destruction of Mule's gang, she was on a mission to get Brotherhood support, when she was wounded by a raider and then drug to Rivet City by a mutant bear.

six: Female

Appearance: She's tiny, standing 5'4, with wiry muscles. Her hair is black, and she keeps it long. Her face is homely more than beautiful, though not unnattractive.

Race: Asian
Personality: Fiery and stubborn, she has trouble controlling herself at times, often causing diplomatic problems. However, she is extremely charismatic at other times.

Skills: She has unheard of amounts of stamina, able to run or fight for absurd amounts time, and her agility makes her the best at both of those. She's a terrible shot, but is proficient to the extreme with small knives, or her bare hands.

Weapons and Armor: She came to nearly naked in the Rivet City hospital, her clothes destroyed from being dragged across the ground for so long.

Occupation:N/A

Faction Allegiance: Formerly Mule's Gang

Gingy

-- Kyle is out of the picture, this is the CS for his successor. Hayley Patterson

Spoiler
Name: Hayley Patterson

History: Hayley was born in the radioactive ruin that was once Vermont, where she was raised her father in a group of scientists and researchers who had taken control of a pre-war research center. The holotapes and books inside the facility's library were the objects of her childhood. She did not receive a vault-quality education, but from her father's teachings and the many books she read about literature, history, and science, she received a much higher than average eudcation. Vermont was dark, ruined, and dangerous, and thus, for much of her young life, she was confined to this facility and its courtyard. On Hayley's nineteenth birthday, her father was killed by a horrific scientific accident. The scientists buried him and tried to move on with their research, and Hayley could not stand their apathy. She fled the facility and headed southward, leading her to stumble across the Capital Wasteland. Of course, being a newcomer, she did not know what laid in store inside D.C. itself. However, she discovered the dangerous of the city quickly, and wound up living inside Underworld for several months. She grew discontent with the dullness of the Capital Wasteland and headed south, all the way to North Carolina, to try to put as much ground between her and Vermont as possible. She settled down in a small town called Bay Forest until, once again, she was forced from her home and returned to the Capital Wasteland.
six: Female

Age: 27

Appearance: She is around medium height at 5’6”. She is thin but has at least a somewhat measurable amount of muscle in her biceps. Her body is not very remarkable. Hayley’s skin is quite pale, which makes sense, because her long, curly hair is a vibrant and noticeable shade of red. A subtle bunch of freckles line her arms and cheeks. However, the most noticeable thing about Hayley is her face. She has a very kind and pretty face, which alone makes her a rather attractive individual.

Personality: Hayley is not in any means bipolar, but describing her personality is quite difficult. She is a complicated individual, to be sure. As a person, in the normal, bustling life of Georgetown, Hayley is a kind, patient, and considerate person. She doesn’t seem to care that the world around her is a radioactive ruin. However, in a professional setting, her personality turns into an unpredictable spiral which is the greatest and worst thing about her. She is pragmatic, and is not afraid to use methods that would be considered “evil” or “immoral” if she feels as if the outcome will be positive and beneficial. She hardly shows sympathy toward those who have crossed Georgetown, and will often be cold in the face of making an important decision.

Skills: The intangibles would be the fact that she is cunning, subtle, unpredictable, and very creative. She is not a grunt; she does not have extensive use with heavy weapons, and thus, her weapon of choice has been a pistol. Over years of using it in effort to stay alive, she has become masterful at using the weapon. She compares to and contrasts her predecessor Kyle Labhart in several ways. One way in which she is similar to him is that she is very quiet and able to move from place to place without making as much as a sound. Her biggest contrast to him is the fact that she is very patient. Overall, she is not a talented killer, but rather, a deceptive one who waits for the perfect time to strike and is effective.

Weapons and Armor: She wears a set of leather armor that she has crafted herself (which mimics the “Leather Rebel” from Fallout 3), and when she is in the norm of Georgetown, she will usually wear something from the collection of pre-war dresses that she has accumulated over the years. Her weapon of choice is a scoped .44 magnum, which she has modified and personalized.

Occupation: “Matron of Wolves.” She is the benevolent dictator (“autocrat” is a more kind word) of Georgetown.

Faction Allegiance: Georgetown

-- The Wolves of Georgetown

Spoiler
Name: The Wolves

History: Kyle Wallace Labhart (known to some as simply "Wallace" or "Kyle"), a former Enclave soldier who deserted his cause for an undisclosed reason, maintained his fondness for the old world flag even after he fled his cause for a new life as a simple mercenary. However, through his travels, he encountered Georgetown, and every corner of it (barring the rubble and destruction that resembles the rest of Washington DC) reminded him of the taled towns of old. Labhart knew that he would not be able to simply establish a new town on his own, but he knew that if he voluntarily became a caravan guard, he could make connections and at least get a settlement started inside of Georgetown. His assumptions were correct. As he made connections, he quite often befriended many of the caravan vendors and guards. After a near-eternity of preaching about the promises of a city where one could erase his-or-her past and start anew, he gained enough support to be able to start a small, warlike community inside of Georgetown. Not many settlers or scavengers would dare to venture into the heart of Washington DC, and thus, the nearby supplies that were left behind by the city's pre-war inhabitants were ripe for the taking. A well-supplied, well trained community gained fame as one of the safest settlements east of the Potomac. Many residents from different settlements, including ghouls from Underworld, a few men and women from Rivet City, and several others from different corners of the wasteland, or those without a place to stay who desired a new life, flocked to Georgetown and the city effectively grew over the years following the Battle for Project Purity. In fact, it grew enough to become not only a powerful military force, but a town of citizens behind it who lived under the flag of old as if the Great War had never actually happened. Kyle, in the early days of Georgetown when the town's population was lower than ten, taught his soldiers to use a distinct signaling howl to terrify their enemies and give the other soldiers an idea of their vicinity. The population of the Capital Wasteland that witnessed them in action took to jokingly calling them "The Wolves". However, Kyle quite liked the title, and thus, the settlers of Georgetown became known as "The Wolves".

Location: Georgetown, Washington D.C.

Population (300 Max): 122

Economy: Georgetown's emergence as a safe, independent power inside of Washington DC (which at the time was completely unheard of, barring the reclusive settlement of Underworld) granted the caravans of the Capital Wasteland an opportunity to trade inside of D.C. The town has now become a major caravan hub, where travelling merchants and scavengers in the area could keep their heads down and rest. The Wolves have thrived from the merchant traffic. In addition, due to the fact that most of Washington DC is dangerous and swarming with super mutants and feral ghouls, Georgetown has been able to capitalize off of an influx of supplies, ripe for the taking, in the heart of Washington DC. The Wolves have an official scavenging team, manned by citizens and soldiers, which sweep several miles outside of the town twice a month.

Culture: Georgetown almost contains two different societies in one; the soldiers and the citizens. The soldiers live a rough, demanding day-to-day life, as they are constantly called to defend the town, man scavenging teams, or fight under Kyle Labhart's leadership. The citizens of the town live normal and almost carefree daily lives, as they work to educate themselves, further work on the town's development, or simply raise their families. The two different sides of the Wolves often intertwine, but largely, Georgetown heralds two contrasting ways of life. However, the similarity between the two is the fondness of their town and their ruler, both of which have sparked an integration of old world values into the lives of eachother.

Government: The Wolves are ruled by a council of four members; one representative would represent each portion of Georgetown life. The four members are Kyle Labhart, Tyler Hall, Richard Kennedy, and Ben Carson. Hall is the respresentative of the town's economy, which gives him duties as a treasurer and one who organizes caravan trade. Kennedy is the representative of the scavenging team, who determines the routes and 'check lists' of the scavenge endeavors. Carson heads the law and law enforcement, and essentially is in charge of legal matters and domestic protection for the town. Labhart rules the military as, basically, a supreme-commander of sorts. It is under his direct control, and the Wolves' soldiers are fiercely loyal to him. As a result of the military being a large portion of the Georgetown population, this has caused Kyle Labhart to essentially become the leader of the Wolves, hence his popular title and name; "The Father of Wolves". These representatives meet and discuss all important matters pertaining to the town and vote on pressing issues. However, Kyle has maintained the popular support of his council for years, and thus he has the entire town under his grasp in an unofficial autocracy.

Military: Of Georgetown's 122 residents, 81 are soldiers. Kyle Labhart's extensive military experience has placed him in a position to be able to train his troops very well before pressing them into service. This tactic, over the years following the Battle for Project Purity, has forged the Wolves' initial 10 man military into an army of 81 skilled and determined soldiers. The standard issue is a set of combat armor with a matching helmet, painted gray, with an upper-body set of cloth which conceals the face and arms. In addition, the eyes are concealed by a pair of military goggles. A white, engraved sketch of a howling wolf head has been drawn on most of the helmets, and the symbol of the old world lies on the right shoulder. In terms of weapons, the Wolves operate like a normal military, relying on all-purpose assault rifles and a sidearm. The most common rifles you will see inside of the Wolves are laser rifles and ak-47s, depending on user preference. However, there are a small batch of soldiers that can operate from a distance, and thus, they are awarded sniper rifles.

Views on mutation: Georgetown is home to almost twenty ghouls, who are welcomed in the town with open arms (as long as they behave). Kyle Labhart holds no prejudice toward those who have been touched by radiation and often despises those who are prejudiced.

Mini Faction Regulators

Spoiler
Name: Regulators
Population (less than 300): Roughly 272 Regulators working, while they also have 15 off duty informants around the Capitol Wasteland working
Location: After a large growth in the Population the Regulator HQ was no longer large enough to sustain a group as large as they had become, after a dispatch team located a building known as the National Guard Depot, after much discussion it was decided to be taken in the name of the regulators to serve as the new HQ, the regulators gathered together and easily took over the Depot, claiming it as there own, They then got it up to working condition, re-established electricity, fixed the roofing and walls and used it as there base of operations, they also created stone walls in the front and established security in the front.
They also keep small outposts around the wasteland in order to ensure their scavengers and dispactch teams have a place to stay no matter where they are
National Guard Depot:
Economy: As known in the past the Regulators gain money by serving as bounty hunters, they also are known to trade through there dispatch teams
Culture: The Regulators have taken up the role of Bounty Hunter and consider themselves the soldiers of the wastes, due to this they’ve taken up the ranks of the national guard as well, the Higher ranks tend to be richer while the lower ranks tend to be more poor, however everyone in the Regulators is given food to survive just for working their in order to keep there population up.
Government: There government is almost completely military based, the Higher ranks are in charge while the lower ranks do have some rights
Military: Everyone that is in the regulators is considered military personal. The military of the Regulators tends to be extremely strong and a large force in the capitol wasteland due to their military weaponry and armor, the armor they wear is the usual Green duster however it's been extremely upgraded, underneath the duster is bullet proof padding that is designed to fit underneath the Regulator duster, the armor upgrade has been a huge advancement in the Regulators force as they used to wear little protection
The Regulator teams around the wastes consist of 3-5 men in a squad, this is almost always the case unless at war (If so a different amount of people may apply)
Weapons: The Regulator armory consists of a multitude of weapons, most regulators stick to the conventional use of assault rifles and shotguns, while the higher up officers are given higher grade weaponry such as laser rifles and plasma rifles while recon regulators are for solo missions and have snipers
Upgraded armor:
Views on mutation: Though mutation is not loved by everyone in the Regulators, they are treated with the same respect as humans, however feral ghouls and mutants are killed on sight
History: In the early years the Regulators were started in order to bring law back to the Capitol Wasteland,

The organization flourished attracting attention all over the capitol, the Regulators tripled in size as they became a powerful force in the wastes
they started to become more of an amy and started claiming territory

Soon after that they started to become more lethal, they started losing the Humane side of them, they hunted every bounty whether the person had done something wrong or if they had simply had a high bounty that the Regulators wanted. They lost track of the whole reason they started the Regulators
They had become ruthless, and corrupt

The only thing that they ended up wanting in the end was Money and power

They had become a Ruthless army
Leader: Commanding the Regulators is Ulysses S. Grants:
He's been described as the George Washington of the New world, he leads his fights with passion
Every strategy he makes is known to be unique, he's gained the loyalty of every Regulator

tundrafrog1124

-- POINT LOOKOUT

Spoiler
Name: Point Lookout

History: Even before the atomic war of 2077 Point Lookout was a backwater area of the country; hidden as it was within the swamp its hostile locals called home. When atomic fire rained from the sky Point Lookout was spared from direct bombing, but it did not emerge unscathed. In pre-war times Point Lookout was the sight of a break out of the New Plague and the efforts taken to contain it were halted by the uncooperative locals. This disease lingered in the swamp and when it combined with the radioactive fallout from the Great War the population suffered greatly. Horrific mutations become the norm for those who did not succumb to radiation poisoning. So horribly disfigured the locals were forced to revert to inbreeding to keep from falling into extinction. For decades Point Lookout remained isolated, its xenophobic locals becoming more violent and dangerous with the passing of years; yet even with such dangers Point Lookout could not remain untouched for long.

Treasure hunters and scavengers seeking pre-war relics came to the haunted swamp land. The locals found their beloved homeland being drained of its valuables by violent outsiders; conflict grew between the swampfolk and the intruders. Yet still they came and many of them were brought to the foggy swamp by way of the Duchess Gambit. Tobar was the captain of the riverboat, a veteran sailor for many years he sailed the entire East coast on a trade route but halted after finding Point Lookout. The mystery and rustic nature of Point Lookout wasn’t what prompted Tobar to quit sailing but what was inside Point Lookout, Punga fruit. A unique plant native to Point Lookout punga fruit grows in abundance and has several properties that make it highly prized among post-war America. Due to a genetic mutation the punga fruit has what is known as “sticky” isotope compound. This isotope attracts other isotopes to itself before being moved through the host’s digestive tract taking the harmful isotopes with it. While this has the unfortunate effect of turning one’s waste a bizarre glowing green, it remains a natural way to protect oneself from radiation poisoning.

Tobar took this miracle of nature and began to sell it at high prices to the people of the Capital wasteland and beyond. For several years Tobar continued this until he met resistance from a young man named Henry Eckhart. Henry was a native to Point Lookout and though he did not have the “Look” of the locals he was still accepted due to the fact his family had lived in Point Lookout for generations before the Great War even began. Henry was furious from a childhood of seeing his people’s land pillaged by invaders, when Henry was in his early twenties he made a pact with his brothers, sisters and friends that they would reclaim Point Lookout from the greedy and self-serving invaders. First Henry took his war band to blows against the tribals that squatted in the Ark and Dove Cathedral. Henry saw them as the worst of the invaders; they were heretics that worshipped false deities; as were all who did not worship Ug Qualtoth and the other great ones. The siege did not last long, the tribals were outnumbered and despite their best attempts the old church doors could not hold assault and soon gave way. The tribals that fought were killed while those that surrendered were enslaved.

Many of these slaves were sacrificed in order to ordain the church into a temple of the true gods, so that the worship of Ug Qualtoth and the true eldritch gods may no longer be forced to be done in secret. Of the few lucky tribals that avoided the post-battle sacrifice and abuse one stood out from the rest. She had short cut red-hair and spoke with a foreign accent, her name was Nadine and she would provide the answers that Henry wanted. It did not take long before Nadine broke and revealed Tobar as the one behind the tribe; using this new information Henry ordered his war-band to Pilgrim’s landing to finish the fight for freedom. Upon arriving at Pilgrim’s landing Henry found that the few remaining tribals had banded together with Tobar and a few treasure hunters in a last ditch attempt to push back Henry’s war host. Henry ordered his men into the settlement saying that any one of his soldiers that did not draw the enemies’ blood would be sacrificed to the gods. Fanatical zealotry and rage drove his war band forward as they crashed against the settlement’s defense. The actual fighting took only twenty minutes as the tribals and their allies did not have the adequate supplies or training to withstand a siege; few tribals were offered the gift of a safe surrender and even then they were taken and abused before being sacrificed. Tobar himself suffered a grisly fate that is unknown to all but Henry, rumors persist that Henry threw him into a pit of feral ghouls while others insist Henry burned Tobar alive; what is known is that Tobar has not been seen since and Henry now controls the Duchess Gambit.

With the invaders beaten Henry turned his attention to forming a small empire for himself. He claimed Calvert Manor as his own estate and set about outfitting it to suit his needs. Henry then for the next five years set about putting Point Lookout on the map, though at first unpopular with the locals Henry convinced them once he set about recreating Tobar’s punga industry and Henry’s own drug business. Point Lookout very much remains an isolated and backwater area, though Pilgrim’s Landing is growing the rest of the swamp remains full of mystery and danger.
Location: The whole of Point Lookout and a small collection of shacks and stands at the riverboat landing.

Population: 245 (Exact number of swampfolk is unknown)

Economy: Point Lookout’s economy is almost entirely based on three things, Punga fruit, drugs and moonshine. Punga fruit is sold as food and medicine to any willing to buy it. Yet to prevent buyers from growing their own fruit and putting Henry out of business the seeds to all punga fruit sold are removed before sale. These seeds are then ground up and left to dry before being sold as drugs to anyone willing to snort or consume the dusty powder; this powder known by its street name “Pow-pow” gives the user powerful hallucinations. The petals of the flower of punga fruit are also taken and sold as another form of drug that gives the user a sense of euphoria and a craving for food. Moonshine is another popular product exported from Point Lookout, a powerful grain based alcohol moonshine when consumed by a novice or light drinker can be lethal.

Culture: Point Lookout’s culture is a mixture of occult, xenophobic and family beliefs. History and ancestry is very important within the culture of the locals, even the most inbred swampfolk can name their forefathers and mothers for at least five generations back. Secrets and esoteric are common throughout the swampy land, the locals’ occult and pagan religion only supporting the use of secrets; in some cases family secrets have been kept out of shame since before the Great War even began. Rumors run rampant and for every even there are thousands of different versions, the truth having either been twisted or lost in the mist. One cultural trait is very important to know if one were to travel to Point Lookout, and that is to mind one’s own business and stay out of the business of others.
Due to Point Lookout’s location along the Chesapeake Bay fishing and ocean is very present within the local culture, every morning one could see fishermen descend into small paddle boats and drift out into the foggy bay to fish. Old fishermen tales around told around corner cafes and pubs, one such tales is very common and well known; the tale of beast of the bay. Whispered tales of something big within the bay, something no fishermen has been able to catch. Such rumors are common and are mostly nothing but superstitious nonsense but the similarities that persist throughout the many iterations of this tale give the legend of the beast some grounding within reality.
Point Lookout has remained for the most part what it always was, a sleepy seaside town. The increase of the people, especially outsiders, has done nothing to remove the ever present silence that encompasses the misty swamp. Almost as if the land itself is a living entity intent on keeping Point Lookout as secluded as possible.

Government: No true government exists within in Point Lookout; the general attitude is one of community and shared work. Henry exerts great influence and some would even say control over the region but is in no way a leader.

Military: Henry’s army stand at about 75 men and women strong, the entirety of them are natives of Point Lookout though not all have the “look”. Each solider is tasked with arming themselves, because of this shotguns, rifles, pistols and melee weapons are more common than automatic weapons or anything that involves the firing of energy. Typically the soldiers make an attempt to armor themselves but more often than not they are dressed in everyday clothes with maybe a few shoulder and knee pads stitched on. Though do not judge such warriors on their appearance for each are deadly killers; what they lack in training and arms they make up for in raw experience. Each solider has grown up in hostile Point Lookout having to contend with smuggler raids, mirelurk infestations and pirate attacks; because of this each solider has learned that even with the most rudimentary supplies a good warrior can still fight and win. Driven by xenophobic rage and zealotry Henry’s soldiers are notoriously brutal and savage fighters.

Views on mutation: With swampfolk and ghouls making up a large portion of the population mutants are allowed equal access and in some cases being an unmarked human can lead to discrimination.

-- Henry Eckhart

Spoiler
Name: Henry Eckhart

Age: 30

six: Male

Basic physical appearance and attributes: Henry is fairly tall standing just above six feet tall; he has a well-built frame due to the rigors of swamp life and his occupation. Henry is fortunate that he is not as “marked” as many of his ilk, while Henry does sport an odd discoloration of his skin on his back and torso (birthmarks) he suffers from little physical markings. A large scar stretches from his right pectoral muscle down to his abdominals, a wound he suffered while hunting mirelurks. Henry has unkempt hair as is common with those in the swamp; he sports dark brown hair just past his ears in length. From beneath thick eyebrows Henry has dark brown eyes that are slightly lighter in shade then his hair. Henry’s face is completed with a few small scars and a dusting of facial hair.

Weapons and armor: A worn and used pair of khaki slacks pants held up with dark brown leather suspenders. On his chest he wears a battered white tank top, over which he wears a white button up. When the weather demands it Henry wears an old bomber jacket that used to belong to his great-great-great grandfather. In a clear example of his devotion Henry sports two occult necklaces that hang lossly form his neck. Well used and broken in black boots complete Henry’s outfit. For weapons he carries a Mauser ‘broom handle’ pistol that he usually keeps tucked in the font of his pants. Henry also uses his trusty double barrel shotgun that used to belong to his great uncle.

Personality: Henry is an odd fellow, as are most of his kin, being from Point Lookout Henry’s view of the world is very narrow and he often categorizes people to fit into his world. From Henry’s point of view, outsiders are to be watched, friends and family loved and infidels killed. To his kin Henry is kind if eccentric and bombastic at times, but always ready to help a friend in need. Henry is known for his wild partying and is particularly fond of drugs and moonshine. Though to those he doesn’t know and who make the mistake of being his enemy Henry is brutal, cruel man; capable of barbaric and almost subhuman acts. Such acts are either done in rage or in celebration of the gods he worships reverently.

Occupation: Leader/Boss

Faction; Point Lookout

Backstory: Born and raised in Point Lookout Maryland, Henry was the sixth of twelve children. Six boys, six girls, together with their parents, two uncles, three aunts, both grandparents a large amount of cousins and seven dogs with twelve cats in a large Mansion; he Eckhart Manor to be exact built in 1735 by Duke Eckhart the manor is a massive building several stories tall complete with a basemant and catacombs. Before the war the current Eckhart’s had built a bunker in the catacombs to protect form the bombs. This was how they survived at first before returning to the surface.
While the Eckharts bear no resemblance to any of the swampfolk that inhabit Point Lookout they are still accepted as such. They share the same, land and beliefs with the xenophobic hicks, the Eckhart’s lived a little north of Pilgrim’s landing and in a small community of relatively ‘unmarked’ people. Henry’s childhood was an adventurous one to say the least. The days were spent fishing, exploring and more often than not running from a mirelurk or crazed ghoul. Henry lived a life of relative comfort until his late teens when treasure hunters and smugglers began to loot his precious homeland. Furious at such an insult to him and his people Henry gathered together a band of friends and relatives and fought back to reclaim Point Lookout for its rightful heirs.
Henry was successful in his task to rid Point lookout of unwelcome foreigners. In the wake of his victory Pilgrim’s landing has grown as a small settlement, the Ark and Dove cathedral is now a temple to the true eldritch gods and Henry is the sole owner of the punga fruit and punga drug trade, making him a soon to be very wealthy man.

-- JED I believe he's the character for Lt. Andronicus PM me if I'm wrong Tundra

Spoiler
Name: Jedidiah “Jed” Blackwood

History: Jedidiah was born as a “good n’ proper” local of Point Lookout. Like many of the residents of the region, his family genealogy is rather….intertwined, as a result.

Jedidiah was born in the same three room shack he now lives in located deep within the swamps of Point Lookout (not far from the ol’ trash heap): his parents having passed away many years ago. He lives a fairly sparse existence in the swamps, but is known throughout the area for his family’s moonshine, which he himself still continues the tradition of making. It’s widely considered some of the best and hardest liqueur to find in the swamplands of Point Lookout, and his neighbors in the swamps stop by regularly to trade for it. Usually they give him Punga fruit, ammunition, food, or other odds and ends he might need.

six: Male

Appearance: While not nearly as mutated as some of the other swamp-people, Jedidiah clearly does have some deformities present on his body: likely the result of generations of inbreeding. These include a rather tumorous looking growth on his left arm as well as an extra digit on his left hand. While normally covered up by his shoes, his toes likewise have a few growths. Luckily though, in the Point Lookout swamps its fortunate to have “the marks” (i.e. mutations), otherwise you might be branded an outsider and cast out, ironically perhaps, like a leper.

Aside from that, Jedidiah’s appearance is generally unkempt, dirty, and messy. He also sports a long untrimmed beard.

Personality: Friendly and hearty, Jedidiah is a typical “local yokel” of the swamps. He’s usually known as a good man to have a beer with and go fishing and takes part in such activities regularly with his neighbors and friends. In addition, he loves to take part in the usual campfire revelries of the swamp: to which he usually provides the ‘shine.

Like his parents though (and most in the swamps), he’s a “gods fearing” man, and a devout follower of the local occult religion of Point Lookout. He can always be found in the pews on the usual sacrificial worship days.

Skills: Expert fisher, hunter, and a damn good moonshiner. He also knows his way around the swamps and is no stranger to a fight if needbe.

Weapons and Armor: Jed lacks any sort of armor: instead he wears an old pair of over-alls and boots, and sometimes an old hat along with it.

For his weapons, he owns a double barrel shotgun, a lever-action hunting rifle, a couple of very old pre-war revolvers passed down in his family, an axe, and a large number of hunting and cooking knives.

Occupation: Moonshiner

Faction Allegiance: Point Lookout

-- Atlas Tundra's Slaver Character

Spoiler
Name: Atlas


History: Atlas doesn't talk much about his past, but rumors persist that he used to be a mercenary from the North while others claim he is a tribal from the West. All people know for sure is that he showed up around the same time as the Crow and Atlas is one of his enforcers among the ranks of slavers. Atlas isn't liked very much by the other slavers due to his job, a unique one but one that was given to him by the Crow himself, protecting the slaves. Rather than keeping them from escaping Atlas keeps other slavers and buyers from abusing the slaves before they are bought and is also in charge of enacting punishment on slavers that disobey orders or fail to perform to the level desired. It has been rumored that in his five years working at Paradise Falls he has killed more than eight slavers after they attacked a slave or failed the Crow.

six: Male

Appearance: Atlas is large and imposing, standing about 6’2” and weighing in over two hundred pounds Atlas is a physically terrifying individual. His skin is somewhat pale and riddled with scars; Atlas has long blonde hair that hangs unkempt around his shoulders. Bright blue eyes draw attention away from his crooked and angular nose which has clearly been broken several times. A firm jaw line and a lack of facial hair complement his somewhat chiseled features. A few tattoos dot Atlas’ muscular body, one of which is a grouping of tally marks on his right pectoral muscle displaying how many people he has killed.

Personality: Atlas doesn't talk much; he doesn't see the need to. He speaks more often with the slaves than he does with his fellow slavers which causes some to believe he may be working with an underground railroad of sorts to free slaves. Atlas is one of the handful of people under Crow’s command that can interrupt any sale depending on the buyer and slave in question. Atlas has also been known on several occasions to kill a prospective buyer for no apparent reasons. A severe rift exists between Atlas and Ymir, the two have been in several fights over the years one of which was so bad the Crow himself needed to break it up.

Skills: Atlas can hurt people; he is very adept at hurting people.

Weapons and Armor: Atlas wears brown leather pants with some extra padding to serve as rudimentary armor and a wears a stylized version of version of the wastehound helmet with only one tuft of hair in the shape of a Mohawk running vertically down his head. Atlas has a wide variety of weapons at his disposal, a leather bull whip he keeps on his waist at all times with his butchers hook, Atlas also chooses whether to use his automatic rifle or fire ax before combat.

Occupation: Guard/Enforcer for Paradise Falls

Faction Allegiance: Paradise Falls/The Crow

TheLoneRanger

-- The Clan

Spoiler
Name: The Clan

History: What would become simply known as the Clan, lacking any inclination to bother with a bombastic name, originated in the ruins of Detroit. Once the largest city in the former state of Michigan, it had been hammered in the nuclear exchanges of the Great War. Immolated by atomic bombs, it became a nightmarish hellhole, fit only for beasts and those unfortunate enough to live there were subjected to all the horrors of the wasteland. The two hundred years since the War hadn't brought any change, the helpless were slaughtered for fun by ruthless thugs and terrorized by mutated horrors, such as Ghouls and other irradiated abominations. The weak were constantly trampled underfoot and did not survive. Radioactive clouds pervaded the perimeter of the city, despite the war occurring centuries prior, and bred demonic monsters of all shapes and sizes. Food was precious, nearly impossible to find free of contamination. Even then, contaminated food was rare, and became the only thing some people ate. Fresh water was only possible if one could reach a lake, such as Lake St. Clair or Lake Erie, nigh on a Herculean feat. Life consisted of desperation, fear, despair, pain, and hopelessness.

Out of this environment, the Clan was bred. Initially, the group was a simple gathering of a few terrified commoners, hiding out inside an abandoned gas-station. Here, they hid from a roving band of wildmen, that scoured the nearby ruins for them until finally, the group was forced into combat when the wildmen stumbled into the station. After a short battle, the group managed to drive off the wildmen, back into the hellish pit of the city, only by the skin of their teeth and pure will to live. The group of wastelanders then found their way across part of the city into the massive industrial workshop. There, they took refuge. The group of men and women, just barely alive, hid. They fortified the workshop, making it at least somewhat defensible, and made it their home. There, they slowly familiarized themselves with mechanics, taking cues from their surroundings and old tattered manuals, some members even had some experience with machinery. The shop was unassuming, having been looted long before, and therefore nobody bothered them. Small scavenging parties began to be sent out, gathering what meager supplies there were to be found, and divvying them up amongst the group. Time passed, people started to wander into the workshop and join the original group, thus the numbers of the warehouse grew. Eventually, a settlement came of the people, expanding out into the surrounding area, managing to hold back the tide for a time. The people became adept at fashioning something from nothing and generally living from scraps, doing their best.

One day, a husk of an abandoned Humvee, a rare leftover from the War. It'd most likely been used in pacification efforts, in tandem with T-51b Power Armor. Once alerted to its presence, a large group of the survivors were sent to drag the corpse back to the shop for tinkering. If the group could retrofit the husk and bring it to some semblance of function, they would have nothing to fear. They would have a great defense against the mutant horrors that surrounded them. So the survivors lugged the old machine back to the shop and set about fixing it. Upon closer inspection, some of the mechanics found that it was in better condition that originally thought, though it would take a good deal of work. The group made the old Humvee their priority and after a long while, they brought the old beast back to the world of living and hid it away until they needed it. Fixed with a jury-rigged fission battery, it was a marvel for the gathering of survivors.

It was seeming to look up, until one night, wildmen and mutants swarmed the small settlement, cutting many down and leaving another group to flee. Led by a man called Kent, they fled into the night, ducking and dodging, hoping against all odds that they wouldn't be captured. After a harrowing escape the group found the Humvee and made their way out of the city as quick as they could, after managing a way out of the city itself and beginning their traveling, the skills they'd learned in the old settlement were invaluable as they made survival their creed. Fallen on hard times and apathetic to the plights of others, the people under Kent overtook other travelers. They killed others they found and took their supplies, feeding their own with pilfered foodstuffs and clothing them in others' clothes. All in the name of survival. The only people they cared for, were their own. They'd come into weapons, rifles, pistols, and as they wandered, they came upon derelict police stations and old military outposts. In these places they came across riot armor, used to help pacify before the War, and bulletproof vests along with gasmasks and real firepower such as assault rifles and submachine guns. With these things, they patched together armor. Some garbed in only a vest, others with a full outfit. Yet another tool to ensure their survival. A strong bond of fellowship formed between the group, though few were related by blood, even though they killed others and took their belongings. Despite even this grim work, Kent's people became a brotherhood of sorts, strong ties forming.

At the same time, Kent led them as de facto leader of the group. As time went by though, he became weak and the burgeoning beliefs of his people led a challenger to face him for leadership. This man, a strong, bold man by the name of Graves was one of the group's most experienced warriors. He engaged Kent in battle, each armed with only a simple trench knife scavenged from a military depot. Kent fared better than any had anticipated but in the end, Graves' youth and determination won the day, ending with Kent slain in honorable combat. The group, at this time having come into the name of the Clan by travelers, came under Graves' flag and he led them, sanctioning the killing of others to sustain the Clan itself. The people wandered East, scavenging and living off the land, making due. By wasteland standards, they were well-off, they had food, water, clothes and armor, weapons and what ammunition they could carry. What they had in all, was what they could carry in the Humvee. The Humvee itself required a steady care and supply. Overall, they were successful in that they were surviving. Graves led more like a warchief than Kent, a man that had simply tried to make his people better. Graves encouraged the philosophy that only the strong survive and that the group must do anything to live on. He also began the tradition of each night at camp, after a day of travel, that groups of the Clansmen would split up and be taught the ways of improvised weaponry and ad-hoc medical care.

Graves began molding the Clan further, into a more cohesive unit. He introduced the bow and arrow to his people and hey took to it, quickly gaining skill in the operation of the weapon, thus conserving conventional ammunition. Arrows were fashioned from the wood of dead trees and as compound bows were found in cities along the way, some metal arrows came into the arsenal of the Clan. As weapons became more scarce, some automatic rifles were cobbled together, resulting in a semi-auto burst gun, called the ' Pop Gun ' and became a specialty weapon amongst the more skilled marksmen. Heavier armor came too, as well as gas-masks and riot helmets. Graves encouraged the taking of anything that could be used to attack or defend, and implemented the Humvee into their regimens, while a few of the less hotheaded Clansmen took medical supplies and books on the matter of healing and treating various wounds. The Clan was doing well and had gathered many useful supplies, along with a small supply of books about the old world. Some members gained more technical know-how and managed to repair a few Protectrons that ended up being scrapped some way or the other.

After a year of trekking, the Clan happened upon the outlying area of DC. Long ago, they'd began their march and they ended up in the dead centerpiece of the land where freedom and democracy had once reigned. The group, with a cautious Graves, entered into the wasteland. Not long after they arrived, they were ambushed by Super Mutants. Fighting back ferociously, the Clan's warriors, with Graves at the helm, destroyed the group of mutants. They pried the weapons from the corpses of the monsters and continued, being accosted at each turn by raiders or other marauders until they reached the ruins of a place called Shalebridge. Here, the group set themselves down, parked the Humvee, and came to a summit called by Graves. Graves wanted to move on, go north, there were more people there and certainly more to be had. As the leader, he determined their fate, as had been the doctrine since Kent's fall. However, one of the more solitary warriors made himself known. His name was Baker, a bearded man with dark brown hair in his physical prime thanks to the lifestyle of members of the Clan. A scar over his left eye, that barely spared the eye, showed that he had a place to speak. Baker spoke out against Graves, saying that they'd survived by luck and that luck would run out if they traveled further. That a nomadic lifestyle couldn't sustain them and that they had to make a home, this Shalebridge perfect for the job. Graves took the man's words as insolence and began threatening him, when Baker cut him off, issuing a formal challenge. Graves accepted with a sneer and so, they did fierce battle.

Baker overtook Graves by sheer force and eventually, thanks to his will and his devotion to protecting his kin, he slew the warmonger called Graves and became leader of the Clan. He took to calling himself the Battlemaster, as the Clan prided itself on its survivalist ways and placed importance upon its warriors. He ordered the immediate fortification of Shalebridge, small houses were built and barriers of wood and metal put in place. A scouting party discovered a fort of old cars, these corpses were dragged to the Shalebridge settlement and turned into barricades. These dilapidated cars made the backbone of the barrier-system, just as well, a group of trucks were found as well. The Humvee was revved up and used to tow the old husks back to the settlement, forming the outer perimeter. A town, renamed Fairview, came about and was made safe. A sedentary lifestyle suited the Clan and they soon adjusted to their new home. Catwalks were constructed along the walls and finally, Baker had his fortifications and a town for his people to call home. In the years after, he claimed a rather large area but kept his Clan under the radar. With the Capital Wasteland becoming increasingly more riled, Baker has decided that the time is now to finally see what the commotion is and to assure that his people see it through.

Location: Shalebridge ( now called Fairview ) as a primary stronghold, the Clan exercises authority over the land from the bridge of the Abandoned Car Fort, down to Broadcast Tower KT8 , Rockbreaker's Last Gas, and Five Axles Rest Stop.

Population: 231 - 20 of which are children. The rest are experienced survivalists, men and women, none reach a very old age.

Culture: The Clan's ideology is survival. Plain and simple. Anything can ensure it. Under Baker, it has been shifted more unto preservation of their home and the importance of kinship has been reinforced. The Clan is somewhat xenophobic, but will trade with most anyone if they have something the Battlemaster deems important. Culture resembles a tribe, where bonds are important and only the strong lead and survive.

Government: Mason Baker, the Battlemaster, is the current leader of the Clan after his slaying the former leader. Each leader must kill the previous one in order to assume power. The Battlemaster's word is final and is considered the best counsel on matters of the Clan's survival. Aside from him, there is little else in the way of government. He oversees the matters of the Clan directly but can take on advisors as he sees fit.

Military: Each person in the Clan is apart of the military, in a sense. Every man and woman is skilled in the field of combat, thanks to the survivalist aspect of their people. However, warriors and soldiers take the place of a true military. Though the Clan has been made much less warlike than it had been under Graves, it is still a potent force and is maintained to make certain that no harm comes to the people. They are dressed in bulletproof/ballistic vests, riot gear, and other patchwork assortments of protective equipment. With the more effective gear in short supply. Each soldier or warrior wears a unique outfit, as there is no standard issue. As for weapons the arsenal ranges from 9mm pistols to assault rifles, along with shotguns, submachine guns, hunting rifles and the Clan's own Pop Gun. A small, elite group of warriors carry heavy weapons such as Flamers and BAR's, simply referred to as heavy troopers, garbed in attire similar to bomb-squad armor.

Some armor resembles http://static4.wikia.nocookie.net/__cb20130622100061/thelastofus/images/a/a6/BmUploads_2013-06-03_3299_Fireflies_TLOU_MP.jpg.

The most potent weapon the Clan possesses is the retrofitted, jury-rigged Humvee mounted with a .50cal machine gun with limited ammunition for the weapon itself. It acts as a postwar tank, troop transport and heavy support fire, and can be used to break through defenses.

Views on mutation: Given their history, the Clan greatly distrusts mutants. Ghouls especially, given their presence in Detroit, and Super Mutants for their attacks on the group as they came to the wasteland.

-- The Pitt, I think it'll be a NPC faction under Ranger's control

Spoiler
Name: The Pitt

History: The Pitt was carved from the festering cesspit of depravity and evil once known as Pittsburgh, Pennsylvania. The great atomic war of 2077 did not destroy Pittsburgh directly, but instead, the extremely-irradiated waters of the rivers around it eventually brought untold suffering and mayhem to the dying city. For over a hundred years this passed until a group shown itself upon the hill and came crashing down with a vengeance and purged the city of its disease, if only for a time. The group, a detachment of techno-religious zealots called the Brotherhood of Steel, suffered but one casualty with their powered armor and advanced weaponry. A single man was unaccounted for, presumed dead after he was buried in rubble following an explosion. The Brotherhood expedition left him there to rot and made no effort to reclaim their fallen comrade. This man, clinging to life, had a very different path ahead of him. His name: Ishmael Ashur. He would see great change, being a man with unparalleled conviction and ambition.

Ashur, dragged from the rubble, found himself to be revered as a god. Using this newfound power, be began to shape the dead city into the most powerful industrial force in the East. He wrestled power from the local raider leaders and took their soldiers as his own, eventually forming his own league of cutthroat raiders. His power grew to unseen heights and he cemented his place as the most powerful man in the city. Ashur's legions of slaves and ruthless raider army made him a fearsome presence, reviving the Pitt and making it his own. The furnaces roared to life and the smokestacks chugged out their thick, black smog. The slaves were set to work with the promise that freedom could indeed be theirs. Years passed and in 2277, tales and reports poured into the Pitt of a war raging in the not-so-far-off ruins of Washington DC, by way of the Train Tunnel camp. Those tales surfaced and with them came the most tumultuous time in the Pitt since the Scourge, the second coup of the traitor called Wernher. Once Ashur's second-in-command, the disgraced turncoat returned to the city, inciting a rebellion amongst the slaves and forcing Ashur into a war of his own, his raiders cutting down the workers he'd promised freedom to.

The fighting lasted days and finally, the slaves were put down once more, culled to obedience in a sea of their dead. Ashur's raiders had taken significant casualties but stability returned. Wernher had found Ashur in his palace, in Haven, and engaged him in a duel. Ashur, Lord of the Pitt, was nigh overpowered but when the chance arose, he crippled Wernher and proceeded to brutally dismantle his former subordinate. Once he'd had his fill, Ashur ordered Wernher dragged to the Bridge, blood trailing, and set him to hang. A celebration was held and Ashur was finally poised to have his wish, to see his greatest enemy hang over the churning green waters of the Pitt's river. Wernher hung from the top of the Bridge and was left to rot. Once the celebration ended, Ashur set about his business once more and ordered the Train Tunnel on the ourskirts of the ruins of DC to be fully-manned. It would become the staging point for the Pitt's slave-trade, the best way to replace the many raiders lost in the Night of Blood. With the recommendation by Krenshaw, Ashur gave control of the camp to ' Chainsaw ' Ramsey. Ramsey, a veteran raider and experienced raider-boss, quickly accepted the position and made his way to the camp, setting himself up and assuming complete control. The future of the Pitt's operation in the Capital Wasteland depended on him.

His complete intolerance of failure assured that only the best men staffed his camp and that all slaves were kept in line. Ramsey, having dealt with the slave business, ran a smooth, profitable operation, securing deals with small rings around the wasteland. All the while caps poured in from the constant raids staged from the Train Tunnel. The small camp grew into a veritable fortress, slaves hauling heavy metal sheets and placing steel pillars to form a roof over the open space. This area came to be exclusively for the slaves and the outer areas became the barrier against the outside, sturdy makeshift walls reinforced with steel from the Pitt were erected and catwalks built atop them. The camp had become its own compound while Ramsey continued to rake in both slaves and caps. His men were equipped with equipment superior to that of their city-comrades with the rationale that their place on the front-lines ensure their priority, gaining Ramsey's men the ire of their peers, at the same time a grudging respect. The men under his command were quickly being distinguished as some of the best. Ramsey even brought discipline to his men, a rare thing amongst raiders, in addition to their camaraderie, his men were oddly loyal. Ramsey delivered and Ashur gifted him, granting him even more power and resources. Not long after, a raid of Ramsey's caught wind of the Paradise Falls slave-trade and a meeting was arranged. The two met and without delay, the two began a sure exchange, Ramsey purchasing slaves in bulk from the slavers of the Falls.

And so years came and went, now, in 2282, Ramsey has been a great benefit, a blessing to the Pitt and has been charged with feeding the ranks of Ashur's slave-force and finding new meat for raider-hood. Along with medicine and books for Marie and the cure, he must acquire these things for the Lord of the Pitt. Ramsey has also been tasked with expansion of the Pitt's hold in the DC wastes and all the resources that come with it.

Location: The Train Tunnel, the Radio Tower, areas between, and surrounding lands

Population: 300 - 250 raiders, 50 slaves

Economy: The Pitt specializes in the trade of steel and weaponry for slaves and whatever else Ashur may order of Ramsey. Recently, the Chainsaw has been tasked with medicine and books on the subject of medical practice to aid in perfecting the cure to the Trog Plague.

Culture: Raider. Everything about the Pitt itself and the Train Tunnel camp screams raider. Complete with drug-addled rampage, booze-induced fits and stupors, death and pillage, profanity, excessive violence and all, the Pitt fully embodies all traits of the raider lifestyle. From drinking after a bloody and brutal fight to beating the slaves for the fun of it. Even Ramsey's men fall under these words. The raiders are in it for the money and they'll do almost anything to get their hands on it, or at least, survive the wrath of their boss.

Government: The Pitt is ultimately ruled over its supreme lord, Ashur and all must obey his word. In the case of the operations in the DC Wasteland however, Ramsey has full control over them, reporting to Lord Ashur through messengers. He is authorized to do what he likes at his discretion with jurisdiction over all Pitt raiders in the Capital Wasteland. In line with the waning-yet-present worker theme, Ramsey's official title is Supervisor by Ashur, but his men simply call him ' Boss '.
Military: The Pitt's military is much larger than is represented at the camp but all in all, Ramsey has 250 raiders at his command. They patrol in their controlled territory, or stand stationed at the Train Tunnel camp or the Radio Tower. The raiders are doggedly tenacious and viciously brutal, garbed in anything from leather and raider apparel such as the ' Commando ' and ' Iconoclast ', to heavier sorts and metal variants. No armor is standard-issue and quite often is a mismatch of different suits, with assorted helmets and the like as well, Welder's Masks and Supervisor Helmets being prevalent. However, the R91 Assault Rifle is the workhorse of the Pitt's forces, along with the frequently un-silenced Infiltrator. Shotguns, Chinese Assault Rifles, and rifles are worked in as well as sidearms including 9mm's and magnums.

Views on mutation: Pitt raiders treat Super Mutants as threats and target practice due to their incessant hostility. Feral ghouls are shot on sight but regular, sane ghouls have a somewhat better standing. Sentient ghouls can be taken as slaves and can prove their worth as raiders, albeit quite rarely. Overall, the raiders do not like them and often treat them poorly, like all others.

-- " Chainsaw " Ramsey

Spoiler
Name: " Chainsaw " Ramsey
Age: 37
Gender: Male

History: Born by another name entirely, likely something such as Jack or John, the man called Ramsey originated from the streets of the Pitt, the post-apocalyptic ruins of Pittsburgh. With a scumbag for a father and a careless mother, he was never given the love and appreciation expected for kids before the bombs. He was either foraging for food for himself, hiding it, and then receiving beatings for being a worthless scavenger, or being beaten just for the fun of it. His mother was rarely home in their hovel, located in an abandoned apartment, and his father fared similarly, being tossed through the window more than once by local thugs. Because of this, Ramsey became fiercely independent early in his life, relying solely on himself and growing to despise and loathe his parents. He went on this way until his preteen years, managing to pick up a few friends, ones that didn't last long in the harsh ruins, and learned to fend for himself completely. Ramsey gathered his own food and avoided the gangs that ran rampant, until one night, something happened.

A young Ramsey, his given name lost to time, awoke to gunshots and screaming, then thuds upon the dusty floors. He ran from his room into what could've been called the den, to see his father dying in a pool of blood, moaning and shaking. His mother was in the hands of a thuggish man, a brute, greasy and dirty, a gang-leader. He grinned savagely, his thick black hair matching his soot-like complexion, he held a gun to Ramsey's mother's head. " What'll it be, kid? Play hero, or let mommy die? " The leader questioned, grin still in-place.
The young boy gave her one look and turned in disgust, not giving an answer, nor moving. The gang-leader's smirk widened and he pulled the trigger, sending bits of skull flying, covering himself in gore. The gunshot rang out and she fell, dead, as her lover, Ramsey's father, was silenced with a blade to his throat. The young Ramsey gave the leader a nod, and the dark man held the same look, motioning with his head toward the door, as the other men of his gang filtered out.

And so Ramsey joined the man and his crew, becoming their youngest member, their errand-boy, the group treated him as a younger brother. They took to him quickly, enjoying his sense of dark humor and just his attitude, a rough and tumble lad. The leader's name, the young boy learned, was Razor, or so he called himself. He kept a combat knife, old and rusty, in his boot at all times and taught the boy of how to survive in the Pitt. The others gave him scavenging duties, as he'd become quite proficient and helped to instruct him in the art of combat. Razor kept a watchful eye over the boy, becoming a father-figure, showing an affection that was never open, he cared for the boy, a rare occurrence in raider gang. After a short while, the boy was given the name Ramsey for his stubbornness, as a sign of acceptance among the gang, he became one of them. Eventually, the group fell in with a man called Ashur who had started a campaign, waging war to dominate the Pitt, they joined the army of raiders that Ashur commanded, fighting for him out of respect and the chance at riches under his rule. Ramsey joined the fighting, being old enough, and made a name for himself, being a brutal combatant. He slew any man that stood before him with prejudice and gained even more respect among his original group, even earning himself the nickname " Chainsaw " for his tendencies to maim and overwhelm. Razor and Ramsey rose among Ashur's favored and once he claimed utter control of the Pitt, they were both rewarded with prestige and tasks in the self-styled Lord of the Pitt's regime.

Years passed once more and eventually, Razor became a top lieutenant, behind Wernher then Krenshaw, and Ramsey became one of the most highly-regarded raiders in the Pitt. Then came the first coup, in which Ramsey wounded and drove Wernher from the city, almost killing him. Ashur rewarded the effort with yet more prestige and revere. Razor aged and eventually became more of an overseer, an old wardog. Ramsey continued to serve and aided in the second coup, putting down slaves alongside Razor one last time. Ashur eventually awarded Ramsey with the post in the Capital Wasteland, entrusting a part the future of the Pitt, to the experienced raider.

Appearance: Ramsey is an imposing figure at a towering 6'3, covered in a thick, coarse muscle, gained by his rough lifestyle. Scars streak across his body, yet another mark of his past, slashing across his back and arms. A medium-length head of midnight black hair covers his head, as a thick, bushy black beard grows upon his face, stark against his tanned skin.

Personality: The Chainsaw possesses a rather lively sense of humor, though it is usually dark and morbid thanks to his past. He shares the sense of camaraderie with his men and does care a deal more than raider-leaders tend to. One of his most prolific traits however, is his complete intolerance for failure, he will not hesitate to kill a man for failing, costing time and resources. He revels in the thrill of the fight. Combat in all its forms is welcomed and even more-so, he enjoys the rush of hunting a slave down, or slapping a collar around the weaklings he captures for the good of the Pitt, for Ashur's honor. Ramsey lives by the ideal that only the strong survive and thus shows no empathy toward slaves or any others and has formed few emotional attachments. He enjoys torturing, he enjoys all the depravity raiders engage in, yet retains a sort of civility that some do not, which translates to many of his men. Ramsey is exceptionally businesslike when it comes to his sort of business, maintaining a professional manner and commands respect from those he leads. A born leader, he inspires his men to Ashur's cause to great effect.

Skills: He is skilled in combat, both unarmed and with most any conventional firearm, along with the ability to lead effectively. He is quite handy with repairs, thanks to his early life, and is a shrewd businessman.

Weapons and Armor: ( Will be added later )

Occupation: Supervisor under Ashur's command, Boss, leader of the Pitt camps in DC and the Train Tunnel compound.

Faction Allegiance: The Pitt

paladian lewis

-- Merchant Union aka Canterbury Commons

Spoiler
Name: The Merchant Union

History:
In the 2277 the Lone wander invested in several of the larger caravan’s in order to get better goods to buy, this invest encouraged many traders to move to Canterbury and within a year Canterbury had become the trade hub for DC but even with the many more traders in town it was still rather disorganised, with ever trader caravan doing their own thing, with many of the small ones getting attacked by raiders or suffering other problems and not making the most profit that they could.

In 2280 James Wilson arrived in Canterbury and under his leadership the caravan finally started to work together at first this was soon just one large caravan but with its increased protection & profit more caravan traders and now shop owners wanted to join.

So in 2281 as a great battle raged across the county the merchant union was formed, fully organised, protected and under wise leadership the MU is the largest supplier in the DC wasteland supping goods to almost anyone in the wasteland

As it stands right now there are three large caravans regularly running from Canterbury, offering a wide range of goods to those with the caps. Likewise there are many shops in Canterbury selling items too risky to take on the caravan.

Location: Canterbury commons but with representatives/trade outposts in most towns.

Population: roughly 101 total with 35 town members (people who basically stay in town) , 4 couriers, 15 caravan traders, 43 caravan/town guards and one super mutant Brahmin breeder.

Economy: Canterbury commons is the trade capital of the DC wasteland with them making most of their money from the high-end shops in town or trading caravans. Canterbury also has its own Brahmin ranch that specialises in pack Brahmins and repair shop.

Culture: A town of traders, willing to barter with any who come peacefully… Anyone who attacks or enslaves their members is cut off with a trade embargo placed on them and attacked/kidnapped onsite until reputations are paid.

Government: Canterbury commons the town is ruled by Mayor Joe porter who handles the day to day running of town. The Merchant Union ruled by a council made up of four representatives from the shops owners, caravan traders, investors and guards.

Military: Whilst most people know how to use a gun, the union has 43 well armed and (mostly) well trained full time guards equipment is varied depending on choice, income and rank but most made up of classical weapons (assault rifles, shotguns, sniper rifles) along with a few laser rifles and three plasma rifles used by the High value caravans guards.

Armour on the other hand is mostly made up of reinforced leather armour with a dozen sets of combat armour for HV guards. The head guard however wears a unique set of power armour “prototype medic” that was sold to one of the merchants, crow before the union was founded.

The union also has access to two dozen robots from the robot repair station but most are used for town defences.

Views on mutation: varies depending on trader but Ghouls are accepted by most, with several working for the union, Super mutants are generally avoided but it is notable that one friendly mutant, Uncle Leo works at Canterbury Brahmin ranch

-- James Wilson

Spoiler
Name: James Wilson

six: Male

History: James was born in Texas and owns a V10 Pipboy suggesting he came or was descended from vault dwellers but for some unknown reason to do with the Mexican cartel and a drug deal gone very, very wrong James left Texas in his early 20’s to explore the wasteland….

Spending the good part of the next 12 years exploring the south eastern states of American James eventually arrived in DC shortly after the enclave showed up and due to his leadership and charisma was quickly elected leader before going on to form the merchant union.

Appearance: Speaks with a southern accent James 6’1 with short brown hair, five o'clock shadow beard, and bright blue eyes with a medium build. 35 years old.

Personality: James is a rather cheerful, up-beat man who looks for the “good” aka way to make a profit from in any given situation. Very charismatic and surprisingly intelligent despite his accent and appearance James has been able to turn a group of ransack traders into the biggest trader hub in DC.

Whilst willing to deal with slavers and other “evil” groups of the waste who will likely destroy the union or enslave them all in the future James has no tolerance rule against those who attack his person/caravans….

Skills: James is a Master trader (barter), Expert negotiator (speech), skilled repairman (repair) and is fair good shot.

Weapons and Armour: James wears an old grey trench coat that he wears over a light blue shirt with a red tie, a pair of faded blue jeans tucked into cowboy boots and sunglasses.

For weapons James uses a Scoped 44. Magnum and carries a Bowie knife when in need he may also use a double barrelled shotgun or a Chinese assault rifle.
Occupation: Head trader/Caravan master

Faction Allegiance: The merchant Union

bosmight342

-- The Ambrosian Order of New England

Spoiler
The Ambrosian Order of New England

Motto

God is our Light

History

After the Great War, Vault 100 in New England held a large number of devout Catholics all across from America of all ethnicity. On 2121, the Vault failed under per orders from the Vault experimentation which was to test the effect of the expulsion of devout Catholics into the Post War wastes.

When the Vault failed, the Vault Security leader, Michael Carnwrath led expedition of the displaced people of Vault 100 to the ruins of Providence where they resettled. During a night in is bed, he said he was contacted by God to form a new order in America. Devoted to spreading beliefs of Christianity, and bringing back civilization in a devastated land. Carnwrath later that day brought together the priest and bishops and formed the Abbey of the Road. As time went, a change in beliefs and growing influence over New England made the Abbey form into the Order of Ambrosia of New England or the Ambrosian Order of New England.

Yet right now, the Order is unstable due to several other chapters along the coast forming their own beliefs and questioning the power of the Order old beliefs.

During the 2200s, the Ambrosian Order founded several chapters throughout East Coast. The Order has 6 chapters. Saint John Chapter of New Brunswick, Halifax Chapter of New Scotland, Belfast Chapter of Maine, Dover Chapter of Delaware York Chapter of York City, and the Columbia Chapter of Virginia, the newest addition.

(Columbia Chapter) of the Ambrosian Order of New England or the Holy Democratic Republic of (Saint Catherine)

Motto

Let there be light across the land!

History

The Columbia chapter was formed on 2079 under orders of the Patriarchy back at Providence to assist the people, help bring people civilization back into the wastes, find surviving books/holodisk or pre-war artifacts and put them into safekeeping, and retake control of the Washington National Church and spread the Catholic faith. Veronica Belmont a Missionary and Michael Ashcroft of the Templar Order with other members from Providence sailed down to the Potomac River and landed at the ruins of Stafford just south of the Capital. Days later they arrived at the Capital Wasteland.

The group under Belmont and Ashcroft arrived at Jury Street Metro. They saw the place as a perfect position for establishing the Columbia Chapter due to them being safe in the Metros and good position for trade to stop at. Ashcroft Knights cleared the Metro out of raiders with ease and the group settled in.

The Columbia Chapter grew in 3 years from a small Catholic outpost to a city state. Walls were built all around the Jury Street Metro and settlers moved in from Providence. As of 2082, Saint Catherine is a midsized city. The Columbia Chapter efforts of spreading basic knowledge, providing medical aid, and teaching people all walks of life on reading and writing has gained the Columbia Chapter a significant reputation among the Cap Wastes as humanitarians. The Columbia Chapter eventually renamed their settle into Saint Catherine in virgin and doctor of the church and became the Holy Democratic Republic of Saint Catherine. Though the people of the wasteland only see them as Humanitarians and in reality, this is another step for the Order’s growing hegemonic, known by Belmont and Ashcroft. Though while they are humanitarians, many find it ironic they use slaves. Though the Saint Catherine justify's under the eternal law of servitude

Population (300 Max)

242 in total. 100 Templar Knights, 20 Missionaries, 6 doctors, 6 nurses, 30 other kinds of religious staff members, 20 providentian settlers, and 30 settlers from the Capital wastes. 2 Teaching doctors and 2 teaching Nurses. 30 slaves

Location

Jury Street Metro (Saint Catherine), 2 missionaries helping out Father Clifford in church services at Rivet City.

Saint Catherine is a midsized city surround by scrap walls with sentry towers.

Government

The Columbia Chapter runs the entire city. Though unlike other four chapters, Columbia laws are much less overbearing and not entirely theocratic. Alcohol and Tobacco is allowed into moderation while drugs such as psycho, jet are prohibited. The city is governed by a council from the Chapter and are voted democratically in direct elections.

The Law of Eternal Servitude is a law that allows Templar soldiers to capture people who display the disposition of evil such as Raiders into a life of Servitude. The law states that "For any human that has committed many acts of sin will have to pay its debt to society." Slaves in Saint Catherine are employed clearing out the tunnels or other hard work.

Economy

The city runs under a free market system.

The Columbia Chapter levy taxes to maintain the city.

The Columbians have the best medical personnel in the East. Many were taught in Providence Medical College which has old world medical knowledge and people from the wastes flock to Saint Catherine for medical aid which is provided for free. The Columbia chapter holds a small school for those wishing to become doctors or nurses was in one must pay a fee to become a doctor, medical researcher or nurse. The Chapter gains huge amounts of profit by just teaching waste landers on Medicine.

Saint Catherine has a company ran by a weapon smith who moved from Providence. It is known as the Catherinian Arms Company and sells arms in the wastes and supply the Columbian Knights. It is known for its quality bladed weapons.

While the city does hold slaves, they do not engage in the sale of them, but citizens are allowed to buy slaves. Though the families buy enslaved children under the divine right of saving them from the pens and love them as family.

Culture

The Order culture is very religious. Nuns, missionaries, and etc live with few luxurious items but only have the most basic needs to survive. Civilians are also religious but engage in moderation of alcohol and drugs.

As Saint Catherine grew, the settlers of the town had a small feeling they were American, religiously in a sense that the United States was predominantly Christian. The people living in Saint Catherine dress in old American attire and even sing the anthem of the city which is styled on the old American pledge of allegiance. Chapter officials didnt expect this change but simply go along with it, as spreading the word of god was important though has also been affecting chapter officials into making them feel more American.

I pledge allegiance to to the Democratic Republic of Saint Catherine, for which it stands; One city, under God, indivisible, for the Order of Ambrose and the Lord for all."

Slaves are held, but these slaves are not ones plucked innocently from the wastes. Instead they are raiders captured in battle or criminals forced to repent. Raiders who became slaves must do holy time for killing innocents of the waste and spreading violence. While it may seem all are raiders or criminals, some were actually innocents plucked by corrupted Templars looking to gain extra profit. Slaves are then indoctrinated into obeying their overlords and masters.

Military

The military of Saint Catherine is a detachment from the Templars known as the Columbian Knights. The Knights were their own signature armor reminiscent of Knights. Knights wear leather armor as the underdressing and on top of it metal armor (Not like the one you see with spikes, more knightly for the Order). Being far from Providence metal works Knights weld additional pieces of metal upon their armor for fixing their armor and hope for monthly shipments from Providence.

Templar are best known for their prowess in the melee arts and wield medieval like swords. They train almost daily in melee arts. Though they are known also as good shots.

Weaponry that Knights have is a Chinese Assault Rifle, and a 10mm pistol and a melee weapon of their preference. Some specialize in Sniping and others weld shotguns in close combat situation.

The Paladins are one step ahead of the Knights. They are 25 in number. They wield energy weapons bought with their own money are tougher.

Other members of the Chapter who did not join the Templar order are also trained to fight but only in defense. Nuns, priest and missionaries and etc wear leather armor behind their robes to protect themselves. Most are armed with 10mm pistols and a combat knife.

Views on mutation

The Order has no view on mutations. Mutants such as Feral are put down while Sentient Ghouls and mutants are allowed into the Order. Though racism is prevalent at Providence and some of the chapters. Columbia does not have racism against any and treat all mutants as god’s creatures.

-- Veronica Belmont, Grandmaster of the Chapter and the city of Saint Catherine

Spoiler
Name: Veronica Belmont

History: Veronica Belmont is a Missionary of Saint Catherine. She studied at the Providence Medical College becoming a Doctor. She joined the Templar Order and is a veteran of the Northern Crusade and the failed Northeastern Expedition. She then switched her occupation for various reasons and became a Missionary instead. Her missionary work earned her the spot to lead the Columbia Chapter.

six: Female

Appearance: Belmont has long black hair. She stands at 5’4 and is quite pretty without makeup. She has gray eyes.

Personality: Belmont while on the outside is much like your average god-preaching missionary. In reality, Belmont is much more moderate when it comes to preaching the word of god. She is quiet at times but is caring. Due to years of negotiating with various factions on her missionary work as made her intuitive, calculating and patient.

Skills: Belmont is an expert negotiator and Doctor. She is skilled in small guns such as assault rifles and pistols.

Weapons and Armor: On the top layer are her simple Missionary robed clothes but under it is Metal Armor she specifically made to be discreet and protective.
She wields the Templar Assault Rifle a and reproduction of the Chinese Assault rifle made in the weapon shops of Providence, a 10mm pistol and combat knife.

Occupation: Grandmastress of the Columba Chapter

Faction Allegiance: Chapter of Columbia, the Ambrosian Order though has been waning for some time. She admires the BOS Outcast for the collection of technology.

-- David Ashcroft, Arch-Paladin of the Knights

Spoiler
Name: David Ashcroft

History: David Ashcroft is Lord Grandmaster of the Columbian Knights. He joined the Templar Order and is a veteran of the Northern Crusade. He distinguished himself through this and years later, he became the Grandmaster of the Columbian Knights.

six: Male

Appearance: Ashcroft hair is a smooth wave and is muscular. He has blue eyes and stands at 5’10.

Personality: Ashcroft is a very confident and commander and is well respected by the people of Saint Catherine.

Skills: Small Guns, Big, Guns, Melee Weapons

Weapons and Armor: Reinforced Metal Armor, Templar Assault Rifle, and a super sledge he bought in New England, a .44 Magnum, and a combat knife.

Occupation: Arch-Paladin of the Columbian Knights. While he is the leader of the Knights, he rules alongside with Belmont.

Faction Allegiance: Columbia Chapter, Ambrosian Order though his allegiance has been waning. He also admires the Outcast for their collection of technology.

Mini Faction Colony of King Eadwine's Land

Spoiler
Name: Colony of King Eadwine's Land

History: Forever a land of political turmoil, Europe has descended again into violence and anarchy; the Kingdom of Great Brytain has been fighting a long and brutal war against rebels and "pretender" kings in former-Scotland and ambitious French noblemen. Ever enterprising, the King Eadwine has deigned to send an expeditionary mission to North America in an attempt to find any remaining civilisations, particularly ones that can be traded with to supplant the Brytish treasury; after-all in the days of the old Empire, wars were waged over who controlled what would later become common condiments.

The warship, HMS Excalibur, is 400ft long and armed with a pair of dual 12-inch naval gun turrets on the deck with a dozen smaller 3-inch naval guns around the ship. Pictorial representation.

Location: Point Lookout

Population: 54 civil and military

Culture: The Brytish themselves have little culture, they merely practice what their fathers practiced and often this involves excessive alcohol consumption, brawling, the occasional foray into substance-use; most nights after work are spent at the public house, a free-for-all of booze and song.

Government: As a military garrison, Lieutenant Harold Twynam, has command of his post and all military, and attached civilian, personnel there-of.

Military: Of the 53 personnel, 27 are military forming a standard British platoon; most are armed with the L70e3, .303, rifle though they also have a mortar and a pair of light-machine guns. The soldiers themselves wear thigh-length red tunics with various white adornments and belts with dark coloured trousers and boots.

Views on mutation: Mutants are seldom tolerated in Brytish lower-class society, they're likely to be shunned though not out-right killed.

-- Oswald Godwine

Spoiler
Name: Oswald Godwine

History: A young Brytish nobleman who has served the King admirably at functions in Jutland and Iberia, Godwine was an obvious choice for this mission. As the fourth son he is unlikely to inherit any property of value or indeed be amongst his father's favourite by birth and strives to make his own place.

six: Male

Appearance: Inconspicuous in appearance and of medium height, doesn't appear physical adept in any fashion. Short, neat brown hair with mutton-chops that join a moustache.

Personality: Calm and collected when possible, though lacking as I have just made him up on the spot and would sooner devise through game-play.

Weapons and Armour: A long, brown, overcoat in the Ulster style worn over a cravat shirt and waistcoat with tight-fitting trousers.

Occupation: Diplomat

Faction Allegiance: Kingdom of Great Brytain

SharpRock

-- Novus Natio

Spoiler
Name: Novus Natio

History: Novus Natio is said to have been inspired from several pre-war terrorist groups that inspired popular uprisings in the last days of society, such as the IRA or Hamas. The current leader of this group is a man under the name of James Blackwood, a crude businessman who deals in nothing more than death and destruction. Although not many know him, he has a fearsome reputation in the underworld, and uses his troops to stake his claims in the Capital Wasteland. It seems as though the leader believes this is what he is doing, but in reality, wastelanders interpret it as mindless violence.

The ideology, though simple, has apparently convinced the warriors of the organization to go to extreme means for the pleasure of their highers, possibly meaning they are rewarded for their violent actions. Either way, the troops are heartless and bloodthirsty, and are willing to die in the name of their cause...one of Anarchy and hatred.

How the masses of raiders for this faction were recruited is uncertain, although many people believe they were captured from destroyed settlements and conditioned to be ruthless thugs. Others are sure they have ascended from Hell, and are doing nothing more than the work of the Devil. One thing is certain; as long as Novus Natio exists, the wasteland is likely to remain a violent place.

Location: All across the Capital Wasteland; the headquarters is located deep within the scarred backwoods outside of Germantown...a fortress forged from wrecked buildings and makeshift huts.

Population (300 Max) 200 (I figure this would be a suitable population due to the amount of raiders in the wasteland, though it can be negotiated.)

Economy: None. The men and women of Novus Natio pillage and loot to survive, and occasionally hire themselves out to confidential buyers for hits and other sordid tasks of that liking.

Culture: Novus Natio prides itself on being a society of warriors, fighting to adapt in the new world in a kill-or-be-killed environment. They consider anyone outside of their population to be mere targets (with the exception of the occasional client). Caravans, weak settlements, and lone travelers are often the prey for this group of wasteland thugs, providing them with a virtually inexhaustible supply of things to crush in the Wasteland.

Although Novus Natio comes across as being nothing more than a ruthless group of killers, they consider themselves to be a tight-knit fraternity of new world warriors, willed forth by the struggle to stay alive in such a cruel world. In reality, many of these thugs came from nothing, and have simply been forced to fight for their lives since their very upbringing.

Government: The only thing that comes close to the government in Novus Natio is the Council, the ruling body of the outfit that ensures all codes within the society of killers are upheld (What little there are.). They are also the ones to divide troops into varying divisions, and later decide on routes to attack and follow into certain areas deemed fit for a good pillaging. There are no known members of this council, although it is clear it exists due to the incredible distance at which they can cover within a span of a couple days.

Military: The entirety of Novus Natio are warriors, and are expected to be willing to fight and die for the cause. They are large in number, but sparsely armed and clothed. Most of the time, however, they are armed with a variation of rifles such as hunting rifles, R91 assault rifles, Chinese AK-47's, etc. In addition, their ability to pack up and move at a coordinated pace across the wasteland gives them an edge over anyone wishing to track or intercept them, although their size (in spite of their divisions) still remain large, and so they are quite loud and easy to spot.

Views on mutation: Novus Natio overall is neutral with mutation, but will usually try to kill any variation of mutant they may come across, whether ghoul or super mutant.

Dalek

-- The De Burgo Faction

Spoiler
Name: The De Burgo Faction
History: The De Burgo faction was one born out of the deluded mind of the mysterious Mister Burke, a cold-hearted business man who ascended to power under the leadership of the charismatic Alistair Tenpenny. Holding a strange relationship with the old man, Mister Burke had bent to his every whim, vowing to destroy Megaton in his honor. The apex of Mister Burke's career had arrived upon meeting the Lone Wander, whom he hired to detonate the bomb for which Megaton was named. When he refused, Mister Burke had gone into an odd state of depression, secluding himself in his suite, and growing bitter as the Lone Wanderer won the favor of the Tenpenny residents. As relations between the Lone Wanderer and Alistair Tenpenny had grown more apparent, Burke was struck with jealousy, so much so that he had turned to Roy Phillips and his ghoulish gang. This was out of character for Mister Burke to do, but with the growing sense of replacement and hatred caused by the Lone Wanderer's presence, he felt the need to begin again, and hired Roy Phillips to exterminate the residents of Tenpenny Tower; using their hatred for one another to carry out the murders, promising to the ghouls the whole of Tenpenny Tower to live in as exchange. Once the murders were carried out, Mister Burke made a last request, to have the body of Alistair Tenpenny for himself.

Mister Burke had then vanished for nearly a year, leaving the ghouls to live in luxury but for only a limited time. Soon, Burke had returned with a small armada of mercenaries, who he paid off to execute and enslave the new ghoul residents of the Tower. They did, and he kept Roy Phillips as his prize. The mercenaries moved in as the faction's new armed security, and Mister Burke had assumed a new identity, Alistair de Burgo.

Location: The Tenpenny Towers region, encompassing the Dunwich Building, the RobCo Facility, as well as the Warrington Station; now referred to as the De Burgo compound.

Population: 150; With 50 of those men working as security, policing the boundaries regularly, and the other 100 working as luxury tenants, merchants, engineers, etc. Most of the residents of the De Burgo compound live within Tenpenny Tower, but a few of them live in the refurbished buildings by the train yard.

Economy: The De Burgo compound has an internal network of selling scavenged goods, as well as repairing them. Everyone has a taste for luxury, and deal heavily in old world trinkets. The RobCo Facility is in the process of becoming the region's technological powerhouse, being restored and expected to become a huge technological trade center, as Mister De Burgo hopes. Mister De Burgo has also enslaved Roy Phillips and the local ghoul population, using them for hard labor around the compound, and also regularly trading them off for goods with passing caravans. The economy however, comprises mostly of domestic products as of now.

Culture: The people of the De Burgo compound follow heavily in the footsteps of Mister De Burgo, fostering a hatred for ghouls and mutants of all kinds. Everyone in the compound has a love for luxury, and are all people of post-war class and refinement. It is a very relaxed lifestyle within the De Burgo compound, and many of the residents have never held a gun. No residents ever choose to leave the compound, and many have never seen the world outside of its boundaries. Because of this, many De Burgo residents have a certain wanderlust, wishing to see the world, but understanding the dangers. The people of the De Burgo compound also carry a hatred for the people of Megaton, being told by Mister De Burgo that they were nothing but radroaches, which must be shot.

Government: The De Burgo compound is ruled entirely by Mister De Burgo, communing with no one but Alistair Tenpenny himself. It is an odd ritual, but Mister De Burgo consults Tenpenny's corpse, which he keeps preserved in embalming fluids within his suite.

Military: 50 armed and well-trained mercenaries, who are armed heavily in classical weapons such as assault rifles, pistols, revolvers, and snipers. Only a few of the mercenaries carry laser weapons, which are hard to come by, but increasingly easier to produce as the RobCo Facility unravels its secrets.

Views on Mutation: Absolutely disgusted. Any ghouls are either shot on sight, or enslaved.

Casey

-- The Creed

Spoiler
Name: The Creed


History: Before the bombs dropped the Creed was a group of people hidden from the world while hiding in plain sight, they were a group mostly created around technology and the preservation of technology. Their goal was the collection of any technology that was being created or any schematics.
When the bombs dropped the members gathered together in vaults, when they left, it was a new start for the creed a world where technology was ripe for their picking.
Starting off in Ohio they made their way east, staying under the radar where ever they went, yet picking up technology along the way. They were a myth to survivors.
When they finally reached a place now known as the Capitol Wasteland they settled within, it was the capital of the old world and no doubt held technology that they wanted. Thus they stayed, collecting as much technology as possible

The Members of the Creed are as close to pure human as possible due to the fact they are all descendents of vault dwellers,
Much of their history from beforehand remains buried with the rubble that the bombs had brought

Location: The National Archives and scouts all across the wasteland
Population (300 Max): 94 trained scouts, 27 scientists

Economy: Their mostly tech based, meaning they sell most things that don’t involve technology to others in order to make a profit.
Culture: They follow their own developed religion that involves the preservation of earth, they occasionally pray to a god that they believe help them through everything and survive
Government: The Creed is run by an elected pathfinder; every 2 years they can either elect the same pathfinder or choose a different one, the pathfinder will be replaced earlier if killed

Military: They don’t have much of a military in the sense yet individual soldiers, these soldiers are sent across the wastes to collect technology while also keeping notes on the technology levels of others. The only location that is actually represented with a team based military is at the National Archives and they only serve as guards
The soldiers operate alone, they tend to face threats from extremely long distances or attempt to surprise the enemies
Assassin: They are equipped with stealth boys and their custom armor:
http://static2.nexusmods.com/15/mods/120/images/2654-1-1272119881.jpg
Their weapons are either a assault carbine, sniper, or pistol all equipped with silencers and laser pointers, few are armed with laser weaponry aswell. Their breathing piece lets them breath underwater and in areas of radiation. Their night vision goggles let them see in up to 30 feet in pitch darkness.

Scientists: They wear the traditional scientist outfit and are equipped with laser pistols

Views on mutation: Mutation is not considered the same as humans yet they are treated with non hostility as long as the mutants do as well, the Creed usually lets them do what they wish as long as they stay away from the archives. Since the Mutants live so close in the mall they are usually warned and killed off before they come to close. They are also studied fairly often in order to try and figure out their way of thinking.

Lt. Andronicus

-- Paradise Falls

Spoiler
Name: Paradise Falls Slavers

Population: 150 total (roughly) with a normal average of 40 or so slaves in pens. (Might lower or raise this depending on everyone's average. But I think Paradise Falls is one of the larger "settlements" in the region for sure)

Location: Paradise Falls Shopping Center in the North East section of the Capital Wasteland. Paradise Falls is a decent sized pre-war shopping mall which has been fortified by the slavers into a well-protected compound containing large slave pens, barracks for the slavers, a bar owned by one of the slavers, and other assorted buildings used by the group: including a clinic run by the doctor "Cutter" and a weapons-shop owned by Pronto.

Economy: As would be expected, Paradise Falls is primarily based on the capturing and selling of slaves to various buyers. Currently the Pitt is one of their largest customers, but they are known to sell to any and all willing buyers and various groups and individuals from both inside and outside the Capital Wasteland region visit Paradise Falls in order to “browse” the merchandise.

Culture: The culture of Paradise Falls is really only a step up from the various raiders of the Capital Wasteland in terms of the civility they display. In that the slavers are generally well-behaved enough in order to treat potential buyers with respect, and in understanding that unnecessary cruelty to the slaves ruins the product. Aside from that, the slavers are on average cruel and sadistic and have been known to enact terrible punishments on disobedient or would-be escapees.

The slavers are known to be friendly with one another, but that camaraderie only extends so far. Very few would be willing to put their lives on the line for another slaver unless there was !@#$%^&* good caps involved in it: or they were risking the displeasure of the leader of Paradise Falls.

Government: Paradise Falls lacks what one might consider a true government of any sort. They are after all essentially just a group of raiders who specializing in one particular type of raiding. However, they do have a command structure not unlike a Mafia or gang organization. Whoever leads the Paradise Falls slavers is the one in complete control of the group, and he or she delegates command to various underbosses (men like Forty) who oversee day to day "administration" of Paradise Falls and who conduct sales with potential buyers. Under them are crew leaders, and each crew leader commands a small squad of slavers (10 to 15 usually) and leads it when “on the hunt” for new meat.

Military: The Paradise Falls slavers are decently well armed with a variety of small guns, larger weapons such as a few mini-guns, and even some energy weapons here and there. A lot of their armament comes from whatever they managed to pick off the slaves they capture, and they are known to buy weapons from caravans willing to deal with them. Typically hunting rifles and assault rifles (Chinese Assault rifles in particular) are the weapons of choice for the slavers however. Similarly, their armor varies from slaver to slaver as well. Some may have combat armor or leather armor, while others wear run of the mill merc outfits.

As a “regular military” they aren’t exactly well trained or even particularly well disciplined, but they are experienced fighters, and certainly know how to shoot and kill. They have to in their line of work and most of them have killed their fair share.

Normally they are organized into squads, and this is how they operate when sent out into the Capital Wasteland on slaving missions. As of yet, they haven’t had need of grouping the squads together to form a single “army” of slavers. Although if they would suddenly find the need to, it wouldn’t be out of the question for such a thing to occur.

Aside from the slavers, Paradise Falls also has a good number of war-dogs which are used to hunt and capture slaves: and who are vicious canines which have been trained by their masters to kill. Usually one or two might accompany a slaver squad in the wastes, but otherwise they are penned up in Paradise Falls.

Views on mutation: The slavers of Paradise Falls are an “equal opportunity employer”…..and enslaver. Like humans, ghouls are just as likely to be captured as slaves as they might be slavers themselves, and certainly a few are.

Super-mutants are usually shot on sight, but that is normally because most of the super-mutants in the Capital Wastes are hostile, and they’ve had essentially no contact with any sort of friendly mutant.

While some prejudices against ghouls might exist within the slavers as in any other group, its obviously not doctrine. Provided you can prove yourself a tough son of a [censored], a ghoul could easily earn the respect of his fellow slavers.

History: No one really knows when Paradise Falls became a den of slavers, but as far back as anyone in the Capital Wastes can remember, the area has been a hot-bed of slaver activity. The slavers themselves obviously don’t keep detailed records of any historical sort, aside from some business transaction ledgers that a few of the smarter slavers maintain, and as far as they know Paradise Falls has always been slaver territory.

In truth, Paradise Falls began as a slave-trading hub not long after the Great War itself. Thirty years after the atomic fires rained down in 2077, a group of raiders took over the abandoned shopping mall and transformed it into their base of operations. While they began with the same tactics they had been used to: namely raiding nearby settlements and wastelanders, they soon found that they could have a much more lucrative business if they kept their raid victims alive and sold them to more malicious minded individuals seeking human slaves for various reasons.

Over the years, the slavers of Paradise Falls continued to inhabit the shopping mall, and went through generations of leaders and slavers. Largely, they owed their continued existence to the completely lawless state of the Capital Wasteland region, and the lack of any sort of arising organized nation which grew up like in the West. In addition, the walled in compound and surprisingly defensible position at Paradise meant that if any settlement or town did work up the nerve to attempt to rid themselves of the slavers, they never made it much farther than the main gate.

When the Brotherhood arrived recently in the Capital Wasteland, the slavers were far enough away from the D.C. area proper that they were never bothered by them. Although the Brotherhood was well aware of their existence, the super-mutants simply posed a far greater threat. Rarely however, they’ve encountered Brotherhood patrols, and even engaged one in open combat at one point. While they managed to kill or capture the entire patrol, they lost enough slavers in the process that it was deemed best if they steered clear of any future contact if it could be avoided.

Recently, there have been a string of leaders of Paradise Falls of note. Some of which people in the Capital Wastes might still remember. Penelope Chase, the infamous “Black Widow of Paradise Falls” was the earliest leader in recent memory, and she was followed by the crazed cannibal Harmon Juley, who was known to kill and eat any slaves he couldn’t sell. Juley was followed by Eulogy Jones, who was known for wearing a pre-war zoot-suit and for his two dress wearing female bodyguards: Crimson and Clover.

When Eulogy Jones was killed in his sleep in a jealous rage by his bodyguard Crimson after he told her his plans to sell her to a potential buyer, a new leader of Paradise stepped forward to take the reins of the slavers. Known as “The Crow” due to the black pre-war business suit he wears, he’s considered a far more dangerous and ambitious leader than Eulogy was: and commands the slavers of Paradise with their complete obedience. While Eulogy occasionally allowed back-talk, “the Crow” has been known to put disobedient slaves and slavers alike into cages and hang them to die atop the roofs of the shopping center. To his slavers, he goes by the name “Alistair Crowley,” or “Mr. Crowley” however its unknown if that is his real name or simply a name he chose for himself.

With the recent events in the Capital Wasteland, and the growing strength of the Brotherhood, Crowley is well aware of the threats to the slave trade in the region, and he means to ensure his trade’s future protection. As far as he’s concerned, he will not go down in history as the last leader of the Paradise Falls slavers.

-- Crowley

Spoiler
Name: (or alias rather) "Mr. Crowley" or "The Crow" (real name unknown)

Occupation: Leader of Paradise Falls

History: Crowley was a recent addition to the Paradise Falls slaver group and its presumed that he came from somewhere East: although he's never revealed where exactly he originated from. He approached Paradise Falls wearing a pre-war suit and carrying a pistol sidearm along with a briefcase. After he was taken to see Mr. Eulogy Jones, he was immediately allowed to join the Paradise Falls crew after having a private discussion with him.

He quickly showed an aptitude for leadership and his obvious intelligence allowed him to rise to the position of an under boss within a fortnight. When Eulogy was eventually killed by Crimson, Crowley took command of the Paradise Falls slavers after he orchestrated the murder of the other potential claimants.

As the leader of Paradise Falls, he his known as "the Crow:" and his fearsome reputation has earned the respect, and fearful obedience of those under his command. In the Northern Capital wastes, his name is spoken in fearful whispers by many wastelanders, and mothers often use him as a "boogeyman" to scare their children to bed.

With his slaver gangs crawling all over the Capital wasteland however, sometimes that becomes an all too terrifying reality.

six: Male.

Appearance: Slick black hair with a clean shaven appearance, and somewhat pale skin. He has an average build and stands at just around 6ft tall.

Personality: Cold and calculating, with a demeanor that makes it clear that slavery is simply another form of business to him: one he means to run efficiently. While normally appearing quite calm and collected, his temper is legendary amongst the slaves and slaves, and he's been known to exact terrible punishments when roused to fury.

Skills: He has a gift for speech and persuasion, is unusually intelligent for a slaver, and keeps excellent financial records for Paradise Falls: far more than Eulogy Jones did anyway. He's experienced in most pistol weapons (energy and conventional weaponry alike) and can usually be found carrying either a 10mm pistol or a laser rifle.

Weapons and Armor: In addition to his characteristic black business suit, he usually wears a pair of sunglasses and occasionally wears a pre-war hat and overcoat to match his suit as well.

Faction Allegiance: Paradise Falls slavers.

PlayerFormallyKnownAsEddy

-- The New 12th

Spoiler
Name: The New 12th

History: The accepted history of The New 12th is that the founders were Marines in the 12th Battalion, Eighth Marines and were on a field-op in northern Canada at the time of the bomb. After the bombs fell, the officer in charge (commonly believed to be Major Finnigan) led those who didn't desert south to their home base, 29 Palms. It took several months to march there and when they arrived, they found it had been hit by several atomic warheads, destroying nearly all life. Those who didn't leave decided it would be smart to set up a camp in nearby caves that had been created when the tectonic plates shifted. After several years and a nuclear winter of living off fungus and spring-water, they ventured out into the ruins of 29 Palms. There they found schematics for their standard issue R78 Distant Target Eliminator, along with schematics for it's ammo. The Major decided they would make the caves their permanent home and took the name The New 12th in honor of their old battalion. Few disagreed and left, bringing the total number lower. They lived in the caves for one hundred and sixty years, expanding to become more of a town then a large tribe.

They were forced to leave because of confrontations with the Enclave that lessened their numbers, many of whom were experienced ghouls from before the bombs. The third Major, Major O'Higgs decided it would be safest to leave the caves. Those who were to old to leave decided that they would remain in the caves and distract the Enclave, allowing Major O'Higgs and the rest of The New 12th time to leave unscathed. Major O'Higgs took them crossing across the continent, visiting important landmarks and other locations, gathering weapons and armor to improve the nomadic group's might.

Major O'Higgs received a bullet wound to the chest during an ambush outside Quebec City and died shorty after from an infection. At their camp, after the burial ceremony, they voted Sargent Ranggoer to take his place. The newly elected Major Rangoer decided it would be appropriate to establish a new, permanent,home in the old Washington D.C. Marine Barracks. They turned and marched south to the Capital Wasteland, where they made a camp in Broadcast Tower KB5 as they scout the area in preparation to secure the Barracks.

Population (300 Max): The total population is 147. 79 males and 68 females. There is a total of 8 kids.

Location: Broadcast Tower, and immediately surrounding area.

Economy: Due to many generations of gunsmiths and armorers, a few have chosen to become master gunsmiths or master armorer. Even the Gun Runners can't make as high quality weapons as the gunsmiths. But because most of the weapons and armors are made by hand, it takes a while to craft even a few weapons or amors. They can also provide basic assistance (such as weapon maintenance, education, medical aid) for a fee to cover extra expenses that occur. On occasion they will fight as mercenaries for the right reasons and enough money.

Due to their nomadic lifestyle, they are experienced foragers and scavengers. They can make lots of medicine from the local plants. The cooks believe that their skills are exceptionally skilled, believing that they could making anything good, or at least edible. Any excess medicine or preserved food that they make is sold to keep weight down.

Culture: They consider themselves Post-War Marines, though many have never been on a boat and most can hardly tread water. Many rules of the pre-war Marine Corp have been tossed aside or forgotten, but a few remain. They are to instill the ideas of a honorable warrior, they call the rules The Creed and all children and recruits are to memorize them if they wish to remain.

-I represent The New 12th, I will not run from battles I can win, I will not yield to enemies I can fight.
-I will not kill those who cower and those who flee.
-I will kill those who fight with such vigor that god himself cries for mercy.
-I shall always be polite to those who cower, not mater the circumstance.
-I will never give my weapon to an outsider, no matter the reason.

While simple to others, they have important meaning to The New 12th.

The are raised to have an aggressive tone and attitude when talked to by outsiders, but they always are polite. The lower ranks don't talk with outsiders, being very general and always informing them that should talk to a higher up when addressed.

They refer to themselves as various names, only using The New 12th as political name for the whole group. It is disrespectful for an outsider to call them anything else, and members take offense to it.

Government: The The New 12th is led by a Major, who is elected by all members, even recruits and children. The Major is essentially the king, the Major has final say in all things. Under the Major is an Arm Captain and a Leg Captain. The Arm Captain is in charge of military related activities, such as raids, attacks, setting up defensive positions, ect. The Leg Captain is in charge of all logistics and non-military activities, such as marches, setting up camp, distributing supplies, ect. Both Captains are appointed by the Major, and hold equal rank. Under the two Captains, they have Half-Captains. They are assistants to the Captains and have no real power, although they are just very experienced in line of work. Many consider what the Half-Captains say as orders and follow them to the letter, out of respect. Other then that, they all follow a simplified rank structure, N.C.O. ranks only denounce experience in combat and are only prevalent in combat. They fly both the Pre-War Marine Corps flag and the Pre-War U.S. Flag over their camp.

Military: Everyone who can hold a rifle is a combatant, first and foremost. They are very aggressive in battle and often push into overwhelming numbers to throw the enemy off balance and force a retreat, or at least close the distance. A combat ready soldiers wears a tan and green combat armor with a green combat helmet. Sometimes it's augmented with a type seven gas mask to protect from potential environmental threats. Their primary weapon is a R78, a weapon that is very similar to the R91 Assault Rifle. Through modifications, the R78 features a larger magazine (30 bullets), uses 7.62mm rounds, and is more powerful and fires faster. Many members decorate their R78 and customize it to fit their personal wishes and preferences. They carry ten magazines, less depending on the mission. They also carry two melee weapons, a very high quality sword, used as a last resort, and a combat knife that can be attached to their R78 as a bayonet. Some choose to carry a side arm, although that is a personal choice. Each member carries at least four frag grenades and two frag mines. If stab comes to punch, most have all been trained lethal hand to hand combat.

The New 12th is very mobile, so they lack many heavy weapons. What heavy weapons they do have are often stored in the base unless the mission dictates the use of them. Ammo for the heavy weapons is rare so most have little experience with them. They have five suits of T-45d power armor locked away, only to be used in special missions and emergencies. Only a few people have training in power armor.

During marches each member carries their own gear. Their packs consists of a bed roll, food, water, ammo, meds, and other supplies need to survive on their own. They always wear their armor when outside their tent, no matter the situation. It's very rare to see someone not wearing it outside their sleeping quarters. Members are expected to do everything in it, be it train, work, or march. The only ones that don't are the wounded or the old. All non-essential equipment is carried by brahmin. This is in case of an ambush and that they have to scatter, they wont be out of their supplies.

Views on mutation: They are tolerant of mutants. Ghouls that were alive before the Great War are often treated with heightened respect, in hopes of learning about Pre-War life. Anything that looks hostile is shot.

Bigotry is not tolerated when spoken outside the individuals tent. If someone is a bigot, they're expected to keep it under wraps.

Author's note:
I don't know how well I wrote up the faction I have in my mind, so just so I can know I'm being clear, I included a little summary.

The idea behind The New 12th is that they are more of a tribe that has stemmed from a pre-war U.S. Marine Corps unit. Lot's of the training of the training and some of the attitude has been handed down, which is why they are raised (in some cases, taught) to be very aggressive in battle. The attitude to constantly be on the offensive, always taunting the fighting enemy, and to put the attacker on the run, or at on the defense, has created specialized training doctrines for close quarter combat. Due to this specialization, their skill in long distance combat as suffered, especially in open ground (boom, just gave you all a weakness). While the taunts and such may imply a lack of disciple, that is the contrary. They take every order seriously, and follow them to the letter. They will never surrender by choice, nor will they leave a man or women behind, even if they are dead.

-- Harry Ranggoer

Spoiler
Name: Harry Ranggoer (Ran-Go-Er), referred to as Major Ranggoer.

Age: 28

History: His parents were both members of The New 12th. He grew up to be an exceptional soldier, earning many citations and rapidly becoming a Sargent by 19. He fought in lots of battles, surviving many wounds that would kill others. When he was elected to the position of Major, he was the youngest to date at 27.

six: Male

Appearance: He is tall, standing at six feet. His hair is a buzz-cut, with no facial hair. He tries to remain clean, bathing when ever clean water is around. He is muscular, but it's not obvious. His arms and legs have multiple scars, left overs from battles and firefights. Rumor says he lost his testicles from stomping on a supposedly deactivated land mine, though, that's just a rumor.

Personality: He enjoys talking and helping people, often joking in attempts to soften the mood. Although he is blunt and rude when he feels he needs to. With other members of The New 12th, he often trys to expand his image, make him appear larger then life. He also tries to set an example for everyone to follow, he hardly ever swears, keeps himself well groomed, and bathes often. Durring battle, he always trys to be in the front, leading his warriors.

Skills: As all the members are, he is highly skilled in the use of bullet based weapons, specifically the R78, first aid, weapon maintenance, melee weapons, unarmed combat, and explosives. Unlike many members, he is trained in the use of power armor and energy weapons, although there are no energy weapons in camp.

Weapons and Armor: He wears the traditional armor of The New 12th, only he wears a tan trench coat over it to announce his rank of Major. On the back of his helmet, there is a single white star painted on, also to announce his rank. Like all members of the New 12th, the only form of identification on his apparel is his rank. His name is not written anywhere on his armor. His R78 has a shortened barrel, pre-war red dot sight, howled out stock, and has seventeen ticks on his barrel to show his confirmed kills (this common among Battalion members). His knife and sword are very clean, he keeps very good care of them and can often be seen cleaning it them during the rare quiet time. He carries a .44 M29 revolver in holster around his hip, to imitate cowboys from old movies.

Occupation: He is the leader of The New 12th.

Faction Allegiance: The New 12th

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Post » Wed Jan 08, 2014 12:16 pm

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ezra
 
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Post » Wed Jan 08, 2014 10:28 pm

New Character, unsure when I'll introduce him. However, if it takes a while, don't be a dike and start RPing 'LULZ I BLEW UP DAH STAETSMAN CUZ MUAHAHAHAHA EVIL!', I'd like that to be his home.

Spoiler
Name: Micheal Harmon

History: Micheal was born in New York City in 2037 in the Brooklyn borough. Born into a poor family and living into a big city, he fell in with the life of crime. Initially he was a low rent stick-up man in his youth. He later ran into a small group of professional thieves who launched subtle and not so subtle heists. His crew was responsible for the 2065 'Vegas Switch' heist of two Ultra-Luxe rented armoured cars, getting away with over twenty million dollars in cash. The heist was still dreamt of by those who imagined those 'suave casino heist' stories due to the genius of it all. The trucks managed to be stolen without a loss of life or detection until the trucks got to the bank with no money inside. Fast forward to October of 2077, Micheal's team had planned a less subtle and much more risky heist for a good part of the year. On the night of October 23, 2077, Micheal and two other team members had jumped from their plane high above three armoured cars in a convoy carrying high value cargo. The team parachuted on top of the trucks and during the shock of the security team, they managed to get the convoy stopped. Unfortunately, the heist went awry when Car #2's back doors burst open, a small squad of heavily armed security attempted to take them down. In the end all the back up security were dead and pooling in their own blood, three of the drivers were dead and two of Micheal's team were down. With no time to mourn, they blew the backs of car #3 and found it filled with cash boxes. When it came time to blow Car #1, they were blown away themselves. Inside were 20 bars of gold, which, according to their inscriptions on the face of the bricks, were roughly valued in the six or seven million dollar range. Not long after loading the cash into Car #1, a bright flash of lights like thunder lit up the night sky. Micheal's heart sank, his fortunes he'd amassed for so long had suddenly become worthless.

six: Male

Appearance: Wears his black oiled hair in a neat part on the left side of his head (Pre-War, Post-War he uses a black wig he trimmed to make look like his hair), usually wears suits and other Pre-War clothes. As he's aged over the years, he also uses Reading Glasses to read his stockpile of Pre-War newspapers and books.

Personality: Cocky in his skill set but careful. He's a bit jumpy when he's 'in the moment', but he can handle himself in a firefight and isn't afraid of putting himself at risk in the name of a massive payoff, be it food, water, caps or any other valuable resource. Smart, cautious and always ready with sarcastic quips.

Skills: Lockpicking, Small Guns, Explosives, Barter

Weapons and Armor: 10mm Pistol with detachable silencer, 10mm SMG with detachable silencer and a combat knife for back up in close situations. Uses black spray painted long-sleeved combat armour when on a job

Occupation: Before the War- Bank Robber, Thief. Post-War- Retired in comfort but does odd little salvage jobs to add some extra revenue to his hoarde of caps.

Faction Allegiance: Whoever pays

Any questions/complaints?

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