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Fallout: New Vegas Information Guide
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Fallout: New Vegas Information GuidePosted:

TwinAtlantic
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Status: Offline
Joined: Jul 15, 201013Year Member
Posts: 994
Reputation Power: 51

PLEASE NOTICE!!!

This post is still under MAJOR constrution, it is about 20% done I will be continuing to work on it all the time, I will be adding everything I can that's in the Fallout: New Vegas Story line! I have only done around 45% of the faction section so far, I will add a Update board on what I have updated and added throughout this topic! I will be adding a fair bit hopefully every night for the next few weeks until 100% finished then starting a Fallout 3 Version if this one is liked enough

CHANGELOG


STILL TO ADD

Factions (Major & Minor) (21/11/13 2:33am)
Strip Factions (21/11/13 2:32pm)
Other Factions (21/11/13 2:44pm) (still to add towns & Others)
Endings
Quests
Perks
Traits
Skills
Crafting
Radio Stations
Downloadable Content
Snow Globes
Achievements
Companions
Patches



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Information Board





Factions (BASE GAME ONLY)

There is 30 factions in game of Fallout: New Vegas, (4 Major Factions, 5 Minor Factions, 3 Strip Factions, 18 Other Factions (Merchants, Gangs, Towns, Others)) All of them have an aspect on you, as the player. Throughout the game you will meet all these various factions and do quests for them. Which will earn the Player numerous rewards. On the other hand, Some Factions have a rivalry against each other, (eg, NCR & Caesar's Legion) Later in the story you will side with one of the major factions. Which will be explained later in the topic.




MAJOR FACTIONS





New California Republic (NCR)
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The New California Republic (NCR) is a democratic federation based in California, with holdings in Nevada, Oregon, Mexico (Baja) and along the Colorado River. The NCR emphasizes many old world values, such as democracy, liberty, and the rule of law. It also strives to restore order and progress in the wasteland, though it has faced difficulty living up to those standards.

About the NCR (Background Information, VERY BIG)
The New California Republic was born from the remnants of the survivors of Vault 15 and the small walled community they founded, Shady Sands. Under the leadership of Aradesh, and with the assistance of the Vault Dweller (who saved Tandi, Aradeshs daughter and a future president of the NCR), the community prospered. Trade routes with other settlements allowed cultural exchange, and a movement to form a national entity gradually took root and won popular acceptance. In 2186, the town of Shady Sands changed its name to New California Republic and formed a trial council government to draft a constitution. Four more settlements joined the council, and in 2189 the NCR was voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, Hub, and Dayglow.


The NCR governments aim is to annex New Vegas as the republics newest state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compels it to allot 5% of the dams electrical and water production to local use free of charge. Adding injury to insult, the NCR is locked into protecting New Vegas from invasion by Caesar's Legion even as it receives not one cap in tax revenue from the Strips highly lucrative resort operations. NCR citizens in the Mojave have largely come here for economic reasons, whether as paid citizen soldiers or as prospectors and fortune-seekers.

The NCR's military is composed of several Divisions, including special cavalry and mechanized units. In addition, many of their major cities are protected and patrolled by heavily armed police officers. One of their Special Forces units consists of the New California Rangers, a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old. The Rangers are said to have numerous safehouses throughout the wastes, and they use these to strike at slavers outside of NCR territory (usually in the North). As expected, the two groups hate each other with a passion. NCR was also in the habit of establishing marshals in the major population centers in their territories, responsible for enforcing the laws of NCR throughout the Republic. Ghouls, super mutants, and humans were all known to serve in the NCR armed forces. The NCR gained access to a limited number of Vertibirds from their battle with the Enclave over Navarro, along with the Brotherhood of Steel.
Although diverse, the NCR military is mostly composed of their regular troopers who are characterized by their tan uniform, wide-brimmed helmet, goggles and armed with a standard service rifle. These soldiers are the image often associated with the NCR and are commonly seen in both pro and anti NCR propaganda.






Caesar's Legion
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Caesar's Legion is an autocratic, ultra-reactionary, utilitarian slaver society, founded in 2247 by Edward Sallow (also known as Caesar) and Joshua Graham and based on the ancient Roman Empire. Its legionaries are a well organized, culturally insular fighting force that mainly operate east of the Colorado River and the Grand Canyon, in the former state of Arizona. Ever pushing east, their capital is the city of Flagstaff.
Caesar's Legion is comprised mostly of reconditioned tribes and their descendants. The Legion's symbol is a golden bull on a red field, which is derived from Julius Caesar's standard for the Tenth Twin Legion.

About Caesar's Legion (Background Information, VERY BIG)
In the year 2246, the Followers of the Apocalypse sent a group of nine members to the Arizona wastelands to study the regions tribal languages. The group included Follower Edward Sallow, who met with the New Canaanite missionary Joshua Graham, a specialist in tribal dialects. Not long into their travels, the group was captured by the Blackfoot tribe and held for ransom.
At the time, the tribe warred against seven other tribes, and suffered from a lack of skill in warfare. Against his companions wishes, Sallow aided the Blackfoots to save him and his companions from their captors enemies, giving them knowledge in gun maintenance, small unit tactics, explosive improvisation, and military strategy. The tribals admired Sallow so much that they made him their leader. With that, Sallow took the name Caesar, and began reorganizing the tribals he commanded into the Legion.

Caesar established warfare policies in the Legion based on the concepts of divide and conquer and total war. The Legion defeated the regions seven tribes from weakest to strongest, and completely dominated each factions land and people. The people conquered in campaigns were conscripted, enslaved, or killed. Caesar saw the tribes playing at war, and tribals viewed his tactics as foreign, as their warfare consisted of skirmishes that never escalated into major conflicts.

With the combined leadership of Caesar and Graham, declared the Malpais Legate, the Legion led campaigns against more tribes, forming a fanatically loyal army with their captives. Eighty-six tribes had been conquered by the year 2271, and the territory Caesar led formed the most powerful society east of the Colorado River. The Legion expanded west into the Mojave, and established Fortification Hill on the Colorado River in 2277. The advancing forces eventually made contact with the NCR near New Vegas, and began a campaign to take the region.

The entire Legion military army is led by a Legate, who answers only to the Caesar. In addition to this, the Legion's forces have two special branches, the Frumentarii, who are tasked with infiltration and subterfuge, and the Praetorians, whose sole role is safeguarding the Caesar. A few are also assigned to protect the Legate. According to Ranger Andy, the Legion also uses child soldiers.
Unlike the NCR Army, Legionaries are not organized by rank but by direct combat experience. The most inexperienced of them, recruits (equivalent to pre-Marian Hastati or post-Marian auxiliary skirmishers), wear the simplest of garments and are usually marched in the front line. Survivors of multiple skirmishes can expect to be recognized as prime legionaries and considered for decanus status, or may simply be marched in the middle of the ranks (equivalent to the pre-Marian Principes).

The most experienced of Legionaries, veterans (equivalent to pre-Marian Triarii), make up the rear guard and join battle only if recruits and prime legionaries fail to meet their objectives. This practice is not a matter of rewarding elite soldiers for their service. Instead allowing the Legion to hold the best warriors in reserve, the practice forces an enemy weakened by previous waves to engage the fiercest Legionaries.






Robert House
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Robert Edwin House is the self-styled President, CEO, and sole proprietor of the New Vegas Strip in the Mojave Wasteland in the year 2281. House is foremost responsible for the founding of RobCo Industries, the creation of Mr. New Vegas, and civilizing the New Vegas casino tribes.

About Robert House (Background Information, VERY BIG)
Born on June 25, 2020 (261 years old) to a wealthy Nevada tool magnate, Robert Edwin House was orphaned at an early age when his parents died in a freak accident involving an auto gyro and a lightning strike. Cheated of his inheritance by his half-brother, Anthony, he nevertheless attended the Massachusetts Institute of Technology, and later went on to found RobCo Industries in his hometown of Las Vegas at the age of just 22. It would soon become one of the most profitable corporations in the world, owing mostly to House's considerable technical genius and business acumen. He used the wealth and power to gain controlling interests in a myriad of other businesses. These included REPCONN Aerospace, the Lucky 38 Hotel & Casino on Las Vegas Boulevard, and perhaps, most personally, the H&H Tool Company - the family business usurped by his greedy half-brother (A staunch pragmatist by nature, Mr. House would regularly design and run mathematical paradigms based on global political and socio-economic conditions in an effort to predict future events. By 2065, these projections led him to the inexorable conclusion that the world would be engulfed in a nuclear war within fifteen years. Worse still, his contacts within the military informed him that seventy-seven Chinese warheads were aimed at his beloved Las Vegas. Armed with this knowledge and his projections, House went to work on a secret plan to ensure the city would survive this apocalypse and that he would live to see the world after the war. He programmed multiple mainframes with satellite links meant to disable the vast majority of the Chinese missiles while in flight, then designed an array of high powered laser cannons, which he had installed on the roof of the Lucky 38, to deal with any missile his program had missed. To preserve himself, he took equally drastic steps: his body was permanently connected to an extremely sophisticated life support device to take care of his physiological needs, while his brain was wired directly into his vast information network via an enormous supercomputer. Essentially, he became a one-of-a-kind humanoid brain bot, with the Lucky 38 and an army of securitrons serving as his "body".

An integral element of his plan was the platinum chip, which in reality was a combination access card and high capacity data storage device, containing a massive OS upgrade for his Securitrons and the laser defense network. The chip was to be delivered in the afternoon of October 23, 2077. Unfortunately, about 20 hours before delivery, the Great War began. The chip was lost and was rediscovered over 200 years later in Sunnyvale by some of the multiple scavengers hired by House. Forced to work with an inferior version of the OS, he has suffered numerous system crashes and was even forced into a coma by one of the failures before being able to reboot an earlier, stable versionalthough curiously, the factory on the outskirts of Vegas was still under his brother's control in 2077).

A staunch pragmatist by nature, Mr. House would regularly design and run mathematical paradigms based on global political and socio-economic conditions in an effort to predict future events. By 2065, these projections led him to the inexorable conclusion that the world would be engulfed in a nuclear war within fifteen years. Worse still, his contacts within the military informed him that seventy-seven Chinese warheads were aimed at his beloved Las Vegas. Armed with this knowledge and his projections, House went to work on a secret plan to ensure the city would survive this apocalypse and that he would live to see the world after the war. He programmed multiple mainframes with satellite links meant to disable the vast majority of the Chinese missiles while in flight, then designed an array of high powered laser cannons, which he had installed on the roof of the Lucky 38, to deal with any missile his program had missed. To preserve himself, he took equally drastic steps: his body was permanently connected to an extremely sophisticated life support device to take care of his physiological needs, while his brain was wired directly into his vast information network via an enormous supercomputer. Essentially, he became a one-of-a-kind humanoid brain bot, with the Lucky 38 and an army of securitrons serving as his "body".

An integral element of his plan was the platinum chip, which in reality was a combination access card and high capacity data storage device, containing a massive OS upgrade for his Securitrons and the laser defense network. The chip was to be delivered in the afternoon of October 23, 2077. Unfortunately, about 20 hours before delivery, the Great War began. The chip was lost and was rediscovered over 200 years later in Sunnyvale by some of the multiple scavengers hired by House. Forced to work with an inferior version of the OS, he has suffered numerous system crashes and was even forced into a coma by one of the failures before being able to reboot an earlier, stable version.

House regained consciousness in 2138.[1] Biding his time, he entered the world stage once again in 2274, when Securitrons under his command emerged from the Lucky 38. This action was prompted by the arrival of New California Republic scouts at Hoover Dam. In order to establish his rule, he enlisted the help of tribes living in Vegas (later known as the Three Families) and rebuilt the city just in time to welcome the arrival of the New California Republic army's advance forces. In exchange for help with Hoover Dam and permission to use the McCarran Airport as its headquarters, House signed the New Vegas treaty, ensuring cooperation from NCR and, for a time, protecting The Strip from annexation.







Yes Man
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Yes Man is an AI program that serves as Benny's assistant in 2281, and it is an integral part of Benny's scheme to take control of New Vegas. Yes Man appears to be a modified Securitron. More specifically, his personality program has been put into a PDQ-88b Securitron; although he may later assist the Courier in the "independent" New Vegas options for the game's ending as the Lucky 38's mainframe.

About Yes Man (Background Information, VERY BIG)
Yes Man was originally a generic Securitron robot programmed to work for Mr. House like all the other Securitrons found on The Strip. He was recovered by Benny and several of the Chairmen after being damaged by a pulse grenade. Following this incident, Followers of the Apocalypse member Emily Ortal examined the Securitron in order to learn Mr. House's secrets in exchange for reprogramming him for Benny's personal use.
The reprogramming was extensive and resulted in Yes Man being designed to do exactly as he is told; thus, Yes Man is not just the Robot's name, it's also its job description. The plan was to dispose of Mr. House and install Yes Man's A.I. onto the Lucky 38 mainframe, putting Yes Man (and by extension, Benny) in control of all the Securitrons on the Strip. The next step was to take the Platinum chip to The Fort, take control of the great weapon he suspected Mr. House of having hidden away (as he did not know exactly what was stored there), and use this "weapon" to assume control of New Vegas and Hoover Dam.

Yes Man is initially located in Benny's suite in The Tops casino. To gain access to Yes Man, the Courier must either kill Benny in the casino, sleep with him (needs Black Widow perk), or confront him and force him to flee to The Fort.




MINOR FACTIONS





Boomers
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The Boomers are a tribe in the Mojave Wasteland in 2281.

About the Boomers (Background Information, VERY BIG)
At the beginning of the war, Nellis Air Force Base scrambled an enormous number of fighters and bombers to respond to the missile launch. None of those planes ever returned. Additionally, despite the best efforts of a man named Mr. House, some of the missiles that struck the greater Las Vegas area impacted Nellis. As a result, the area was not an attractive site for salvagers for over a hundred years after the war.
Fifty years ago, a group of Vault 34s dissidents struck out on their own and started using Nellis as a base. Over a long period of time, they eventually decided to call Nellis their home. They learned a great deal of information from the records at Nellis and used the information to open the weapons storehouses at (unknown locations called) Area 2 and the Hawthorne Army Depot. The result of their efforts was an enormous stockpile of heavy ordnance, artillery, and small nuclear weapons.

Due to the tribes paranoia, hostility, and excessive reverence for explosives, the New Vegas locals started calling them Boomers. The Boomers didnt mind the name as long as it meant people kept their distance. No matter who approaches them (Mr. House, the Vegas families, NCR, or Caesar), the Boomers have the same response: artillery. While the Boomers attitude has kept away trouble, all of the major players around New Vegas want to get on the tribes good side. The Boomers have a clean water supply from Lake Mead, power from solar panels inside the base, and thriving farms that theyve learned to develop the hard way over the decades theyve been in the base. Once, the NCR attempted to shut off the Boomers water supply. The Boomers response was to shell sections of the NCRs water pipeline in eastern New Vegas. The NCR promptly restored the flow.

In the months that followed that experiment, no one has tried to approach the Boomers, which is just how they like it.

Having left Vault 34 and finding the Nellis Air Force Base, the Boomers had to find new clothes that reflected their independence. They found old military jackets in the base and used them over their vault jumpsuits. Each jacket sports several military medals for decoration, and embroidered on the back is the number "34", as to never forget where they came from.






The Brotherhood of Steel (BoS)
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The Brotherhood of Steel is a quasi-religious organization operating across the ruins of post-war North America, with its roots stemming from the American military and the government-sponsored scientific community from before the Great War.

About the Brotherhood of Steel (Background Information, VERY BIG)
The Brotherhood of Steel is a militant organization devoted to the preservation of pre-war technology and human knowledge. Their professed mission is to preserve pre-war technology and human knowledge for the benefit of future generations. In practice, its definition of technology is strangely selective, ignoring basic but potentially useful technologies (genetic modification of crops and civil engineering, for example) in favor of combat technology such as energy weapons and power armor; and even now, nearly two centuries after the Great War, the Brotherhood zealously restricts the use and knowledge of such technologies to its own membership.
The Mojave Brotherhood operated freely amid the Vegas wastes for several years, carrying out many reclamation missions without serious opposition. Elder Elijah began to show much interest in HELIOS One, and despite the paladins attempts to convince him that the site was impossible to defend, the Elder decided the vast potential of the site was worth the risk. HELIOS One was a solar energy plant the Brotherhood had been refurbishing for several months with the goals of bringing it back online and activating its hidden offensive capabilities, namely the ARCHIMEDES II death ray. The balance of power shifted in 2253, when a large contingent of NCR troops entered the region and occupied Hoover Dam. Declaring that HELIOS One would become the chapter's main base, the rest of the Brotherhood had no choice but to follow. Unfortunately for the Brotherhood, the New California Republic had, by 2273, and taken Hoover Dam and signed the New Vegas treaty. In 2274, the NCR had officially set up a base at McCarran International Airport. From there, the NCR soon set its sights on the HELIOS One solar plant. Elijah, still believing that the plant contained an unprecedented military advantage, refused to leave the plant, and forced the Paladins to continue defending it.

Although the Mojave chapter, unlike the Brotherhood in the Core Region, had refrained from making themselves known in the NCR-Brotherhood War, conflict was now inevitable. Despite this it began nearly one year later in 2275. Over a year of guerrilla skirmishes culminated in a pitched battle at HELIOS One in 2276 in Operation: Sunburst. Outnumbered 20 to 1 by NCR soldiers, constant skirmishing arose. Despite the Brotherhood being in control of far superior equipment, such as energy weapons and power armor, the Brotherhood had no reinforcements, and lost more and more soldiers after each fight. Paladins continued to urge the Elder that they should retreat back to the bunker, but Elijah ignored them, obsessed with the potential of HELIOS. Eventually, when the casualties reached too high, Elijah fled without warning; Veronica Santangelo was the only person with any contact. The disastrous battle resulted in more than half the chapter's paladins and knights being killed. The Brotherhood was driven from the facility, which suffered extensive damage.

With no leader, Head Paladin McNamara took the title of Elder for the chapter. Leading a counter-strike, the remaining Paladins and Scribes fought their way out of the facility and back to the bunker, where they would reside for years. Against the wishes of most of the inhabitants, McNamara declared an official lock-down on the bunker; no members were allowed out, and those already outside weren't allowed back in.

Since that defeat, the chapters leader, Elder McNamara, has restricted activity outside the bunker to occasional reconnaissance missions and high-value raids. All operations take place at night, and engagement of NCR forces is strictly forbidden. Though the Brotherhoods ascetic lifestyle has prepared its members for a sequestered existence better than most, the passivity of their current situation has proved highly stressful






Followers of the Apocalypse
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The Followers of the Apocalypse, or simply the Followers, are a faction based in the Core Region, and have established their presence in the Mojave Wasteland. Their goal is to tend to the inhabitants of the wasteland, as well as to ensure that the horrors of the Great War are never to be repeated. To that end, they serve as keepers of knowledge, a position which provides them with the skills they need to carry out their mission.

About the Followers of the Apocalypse (Background Information, VERY BIG)
The origins of the Followers can be traced back to the settlement known as Dayglow, located in the ashes of what was once the city of San Diego. Due to their proximity to the Glow, locals found themselves falling to illness at an alarming rate, either due to their exposure to high levels of radiation or some other, unknown cause. Eventually, they were forced to relocate, and began a mass migration to the north. Among their number was a young girl by the name of Nicole, who would later become founder and leader of the Followers.
The migrants were exposed to countless hardships. Many died from environmental causes or otherwise. After the deaths of her parents at the hands of marauders, Nicole had enough: she founded The Followers of the Apocalypse, dedicated to lessening the suffering of others, as well as to ensure that humanity would not repeat the mistakes that led to the Great War. The newly-christened organization continued traveling to the north and settled in the Boneyard, establishing their headquarters in the former Los Angeles Public Library. The library's books and databases provided them extensive access to a wide array of subjects, such as agriculture and history. Aside from supporting their humanitarian efforts, this access to information would also firmly establish the Followers as keepers of knowledge.

Around 2161, the Followers of the Apocalypse were one of the few groups to suspect that the Children of the Cathedral have ulterior motives. Despite their claims of having peaceful intentions, the emergence of the Children coincided with a sudden surge of unexplained disappearances, especially of those who objected to their cause. Talius, a ghoul-like mutant partially exposed to FEV by the Master's forces, found refuge among the Followers, and helped them understand the true nature of the Children and the "Dark God" they served. Although pacifists by nature, the Followers were determined to stop the Master's plans by any means necessary, even if it meant resorting to armed conflict. They began secretly gathering intelligence on the organization that could prove useful in the upcoming showdown, using one of their members to infiltrate the organization and spy on them. They also provided informational and material support to those who sought the destruction of the Master and the Cathedral, such as the Vault Dweller.

After the death of the Master, the Boneyard became one of the states of the New California Republic, and the Followers became both a major influence in the newly-founded NCR and the controlling organization in the Boneyard. Growing in power, the Followers begin to organize expeditions abroad. One of their most important expeditions was to the Mojave Wasteland where, with the help of the NCR, they traveled into New Vegas, setting up their base of operations in Freeside's Old Mormon Fort, tending to those in desperate need of humanitarian support. Around this time, a number of Followers left the organization to pursue their own agenda. Some, like Vidya, sought to escape politics at home and perpetuate the foundation's humanitarian mission elsewhere. Others discarded their idealistic creed and used their teachings to satisfy their own personal goals.






The Khans (The Great Khans)
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The Khans are a tribe of brutally vicious and semi-organized raiders with a culture based around the basic tenets of Social Darwinism. They are one of the more formidable of the four groups (Khans, Vipers, Jackals, and the community of Shady Sands) that originated in Vault 15. Most wastelanders view the Khans as the founders of the chem trade. They are also known to make jet, psycho and many other addictive chems. Their main base in 2161 was located southeast of Shady Sands. At least twice, the Khans have suffered a brutal near-defeat, but, "like a Phoenix", the group has always managed to rise again from its ashes.

About the Khans, New Khans, The Great Khans (Background Information, VERY BIG)
The Khans
During the spring of 2141, four groups left Vault 15 to brave the Wasteland. In the winter of the same year, three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans.[1] The Khans were founded and lead by the father of Garl Death-Hand (known as "The Death-Hand") who led them on regular pillage raids. Their primary victims were the village of Shady Sands, a community created by the last of the four groups that left Vault 15. Sometime before 2161, Garl Death-Hand killed his father[2] and became the leader of the Khans. After that, they set up camp in and around an open house to the southeast of Shady Sands, with tents surrounding the main building as basic dwellings and workstations for subordinate and lower ranked members.
Garl continued the work of his father, preying on the towns of Shady Sands and Junk Town, and others they could get themselves upon who they considered easy pray. After a hard day's work thieving, killing, and pillaging the average traders at times, Garl and his fellow Khans would sometimes go to Junktown to "relax" with its lady's afterward. [3] In 2161, Garl was ultimately killed when the Vault Dweller came to rescue Tandi, who had been kidnapped by the Khans. The Vault Dweller also saves two other slaves owned by Garl, and killed all other Khans in the Khan camp, except for one young man named Darion who was ether away or hiding. Despite the menacing attitude they portrayed, Ian, a original Fallout companion who is also in Fallout 2, described them as "Abunch of low-life's with bad attitudes."

New Khans
Darion became paranoid and obsessed with revenge against the Vault Dweller and Tandi, who later became President of the New California Republic. He was riddled with survivor guilt because he alone had lived, while the rest of his gang had been slaughtered. Since the Vault Dweller wiped out the Khans, he formed a second generation of Khans, the New Khans. Since 2161 Darion spent most of is time either gaining as many New Khans as he could, or out leading his new band of khans on a raid. By 2241 However, Darion is an old man, and led his tribe to Vault 15, the same vault from which the original Khans came. Darion made a deal with the squatters to provide them with food and water by raiding the caravans, particularly the NCR. In return the squatters would conceal the fact that the dangerous band's true headquarters was right below them. As a result, the newly organized tribe once again lived the lifestyle of the mongol warriors. In an ironic twist of fate, Darion, now an old man, was killed in 2241 by the Chosen One, the grandchild of the Vault Dweller who had killed his companions 80 years earlier.

Great Khans
Following their near-extinction in California, Papa Khan rallied the surviving New Khans and led them out of NCR territory. By 2267, they had made their home in the Mojave Wasteland and had renamed themselves the Great Khans. They prospered in the ruins of Las Vegas for several years, until they were forcibly driven out by Mr. House's Securitrons and his tribal allies. The Great Khans resettled at Bitter Springs, where they carried on as before, raiding nearby communities and travellers.
Around 2274, the NCR was starting to make its presence felt in the area. The discovery of Hoover Dam and the remarkably well-preserved city of Las Vegas (now renamed New Vegas) led to a sudden influx of NCR settlers and tourists in the area and an expansion of NCR influence into Nevada. Seeing them as intruders upon their territory, the Great Khans took to assaulting NCR civilians and outposts. In response, NCR forces began systematically tracking down Khan raiding parties in an effort to eliminate them, culminating in the siege at Bitter Springs. Unbeknownst to the NCR Army and the 1st Recon soldiers participating in the operation, the majority of the Great Khans had managed to slip away beforehand, leaving behind those who were unable to escape the encirclement, namely mothers and their children, as well as the elderly. Accounts may vary on other details, but the NCR mistakenly believed the settlement to be a raiding camp, with disastrous results: the events leading to the slaughter of over a dozen innocents have been since known as the Bitter Springs Massacre.

The surviving Great Khans were forced to retreat to Red Rock Canyon, eking out a precarious existence in a barren and inhospitable region. After the massacre at Bitter Springs, the Followers of the Apocalypse offered their assistance to the beleaguered war band. They also taught the Great Khans how to make their own medicine; however, the Khans used this knowledge to make chems instead, eventually becoming the leading distributor of illegal and highly addictive chems in the Mojave. Disgusted at this perversion of their knowledge, the Followers ceased providing assistance and left.

To this day, the Great Khan leader, Papa Khan, blames their situation on the NCR. However, he seems to be the only Great Khan higher-up that keeps an ongoing grudge against the NCR, and won't even consider the possibility that the massacre at Bitter Springs happened due to a communication mishap. Because of this, in 2281 he is deliberating on whether the Great Khans should ally themselves with Caesar's Legion, the NCR's main adversary in the Mojave Wasteland.






Enclave Remnants
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The Enclave remnants are a faction in the Mojave Wasteland in 2281.

About the Enclave Remnants (Background Information, VERY BIG)
The Enclave Remnants are what remains of the now defunct West Coast Enclave, which was nearly destroyed due to the destruction of the Enclave Oil Rig by the Chosen One in 2242. While others went east to Chicago, the Capital Wasteland, and other places according to Arcade Gannon, there were a few that chose to stay and they soon earned their namesake of Enclave Remnants. The few known survivors all reside in the Mojave Wasteland.





STRIP FACTIONS





Chairmen
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The Chairmen are a faction in the Mojave Wasteland in 2281.

About the Chairmen (Background Information, VERY BIG)
The Chairmen and their casino, The Tops, embody an ancient cool aesthetic of Vegas, plucked from Mr. Houses historical data banks. Before The Strips renovation in 2274, the Chairmen were a warrior tribe, and their traditions of honor continue to inform how they select their leadership and interact with each other and outsiders. Unbeknownst to the rest of the tribe, its current chief, Benny, has for months been scheming to seize control of Mr. Houses technology and The Strip itself, violating the tribes deeply-held values against duplicity and treachery.






Omertas
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The Omertas are a faction in the Mojave Wasteland in 2281.

About the Omertas (Background Information, VERY BIG)
A highly organized and deadly group of mobsters, the Omertas control the Gomorrah casino, a sleazy vice den on a grand scale, and as such embodies the ruthless exploitation beneath the glitz and glamour of the Strip's neon signs. They also control all prostitution that goes on around the casino. Male residents at The Tops remark that 'the broads over at the Gomorrah look better'.
While by outside appearances the Omertas seem content with their lot, the familys penchant for treachery and murder is alive and well, and the tribes leadership is collaborating with Caesars Legion to bring about the Strips downfall.

Prior to being recruited by Mr. House, the Omertas were a wasteland tribe known as the Slither Kin. A tribe known for the practice of luring unsuspecting travelers into their camps before drugging them, then murdering or enslaving them, sometimes holing up in a stronghold for years, other times leading a nomadic existence in restless pursuit of their next big score. The Omertas have just one rule: never betray the family. Everything else is permitted. Apparently the viciousness of the Slither Kin appealed to Mr. House by reminding him of certain criminal elements that once operated in pre-War Las Vegas.






White Glove Society
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The White Glove Society is a faction in Fallout: New Vegas.

About the White Glove Society (Background Information, VERY BIG)
The Ultra-Luxe is an establishment of incredible refinement that delicately conceals its operators terrible past; a past which the tribe has been at pains to remove from public record or knowledge to the point of fanaticism. Run by the White Glove Society, the Ultra-Luxe pampers its clients and provides the Strips most elite casino experience. A dress code is strictly enforced. All of the staff and family members are well-dressed, well-spoken, and well-behaved. The casinos prime attractions are its meat-oriented restaurant, The Gourmand, its cocktail lounge, Top Shelf, and its art gallery. Roulette and blackjack are the only games offered. But the real draw to the place are the steaks. Succulent and delicious, a variety of meat treats are available, but only to the most discerning (and sponsored) Society member.





OTHER FACTIONS





MERCHANT COMPANIES

Crimson Caravans
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Crimson Caravan is the largest caravan outfit in the Core Region, and quite probably the entire Wasteland. The Crimson Caravan Company is the largest supplier to the NCR of military-grade weaponry, and an assortment of provisions and other equipment types.

About the Crimson Caravans (Background Information, VERY BIG)
A well-known trading company with a number of Caravaneers in their employ, the Crimson Caravan Company originally plied their wares in the Hub, historically famous for plying their trade across the most inhospitable areas, the Crimson Caravans now contract out much of their deliveries to wandering merchants across the Mojave. Recently, the Company has been hit hard by the instability along their trading routes. Deathclaw incursions at Quarry Junction have impeded trade south of New Vegas, and three sub-contractors have had their Caravans destroyed; possibly by Raiders, although Ash Piles at the scene of the massacre suggests otherwise. A hard-nosed, no-nonsense Alice McLafferty has been recently drafted in to aid in the recovery of the Company, to look for any openings in trade or rival companies to undercut, and to keep the trade flowing with the NCR and other favored clients.






The Van Graffs
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The Van Graffs are a major family-based organized crime syndicate operating in the Core Region and the Mojave Wasteland in 2281.


About the Van Graffs (Background Information, VERY BIG)
The Van Graff family has a history of ruthless behavior when it comes to rivals muscling in on their territory, and it seems old habits die hard; two of the Van Graffs have set up shop in a bedraggled old casino called the Silver Rush, where they specialize in Energy Weapons, and the maximizing of profits. Run by Gloria Van Graff and her elder half-brother Jean-Baptiste Cutting, their stronghold is heavily defended with their Thugs armed with the latest in weapons technology. Gloria is in charge of general operations at the Silver Rush. She is the person responsible for the New Vegas Van Graffs general strategy, including possible under-the-counter deals to wipe out the competition. The muscle of the Van Graff operation, Jean-Baptiste personally handles all of Glorias dirty work. Despite the familys tendency to deal in energy weapons, Jean-Baptiste is a connoisseur of big guns and explosives. He threatens people for looking at him the wrong way and is far from all talk; he will go from zero-to-murder in the twitch of an eye.






Gun Runners
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The Gun Runners are a weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. By 2281, they have branches in many areas, including one near The Strip in the Mojave Wasteland. The Gun Runners supply only the finest hardware to the most discerning of customers, including the NCR.

About the Gun Runners (Background Information, VERY BIG)
A loosely-knit band of Boneyard dwellers, the Gun Runners have had a long past in the business that bears their name. They take pride in constructing only the finest, and highest-quality weapons. After historic trade disputes between the Gun Runners and other groups were settled, many of the gunsmiths decided to move north, expanding their operations to a location where both Caps and supplies are plentiful. Their informal leader, Isaac, sees himself as part of a collective with no established hierarchy. Theyre just hard-working, meticulous craftsmen and women working to deliver armaments of the highest quality. Arriving in New Vegas, the Gun Runners established a base of operations that takes advantage of The Strips outer wall defenses, as well as the high traffic of traders, explorers, and NCR passing to and from Freeside. All business is conducted from outside their highly-fortified stronghold.






RAIDER GANGS




Fiends
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The Fiends are a faction in the Mojave Wasteland in 2281.


About the Fiends (Background Information, VERY BIG)
Vault 3 was once an ordinary, happy vault. Unfortunately, itand the entire southwestern part of the New Vegas conurbationhas been taken over by a large force of raiders calling themselves the Fiends. They are unexceptional in every way, but there are a slew of them. The vault itself is wide-open, practically being a feral den for the Fiends and their huge packs of dogs. Whether it is murder, rape, or shooting innocents for sport, the Fiends are more than happy to bring their anarchy to this area, which has become a source of growing concern for the NCR. The Fiends are erratic and dangerous; their mental stability isnt helped by the fact that they are almost constantly high on chems, most of which are provided by the Great Khans.






Jackals
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The Jackals are a band of raider-tribals with a profoundly savage and cannibalistic nature. They originated from Vault 15 with two other raider groups (Khans and Vipers). They are mentioned in Fallout but finally only appeared in-game in Fallout: New Vegas in 2281.


About the Jackals (Background Information, VERY BIG)
The Jackals are a typical group of raiders but more savage and with a cannibalistic nature. They file their teeth to sharp points and generally wear their hair long. They became savage and cannibalistic after a winter storm trapped them, forcing them to eat each other for survival. Some even resort to feigning death or running away from fights, only to return later and claim the corpses from each side. Generally they despise all mutants, and refuse to eat them because of an apparent bad taste.
Nothing concerns them but survival. They typically use ambushes and group tactics to overpower their victims. They are considered cowards though, and will not attack unless they know they can win. Otherwise they will band together in their hideaways and fight over spoils. Normally small family groups, they sometimes join forces against bigger targets. They will even bring women and children along to further augment their advantage in size. They generally use unarmed and melee weapons, but occasionally use firearms.






Vipers
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The Vipers are a band of quasi-religious raider-tribals with a profound shamanistic nature. They originated from Vault 15 with two other raider groups (Khans and Jackals). From Killian Darkwater's dialogue, their main base is called The Shrine in 2161, and was located north from Junktown but was cut from the final version of the game. Consequently, they only appeared in-game in Fallout: New Vegas in 2281.

About the Vipers (Background Information, VERY BIG)
They are mysterious followers of an ancient religion. They usually only come out at night to hunt for food or to conduct raids. They are very ruthless when it comes to combat. They prefer stealth to strength. They formerly carry bone knives and bone spears dipped in pit viper venom (this poison, when in the bloodstream, paralyzes the victim) and dressed in bone armor with a red sash. This armor, as the name implies, is made from strips of bone bundled around the body with strips of leather. Most victims captured with their poison are taken back to their hideout.
The leaders of the Vipers conducts their ceremonies and administration duties. The members of the Viper will follow his orders even if it means death. The Great Snakekeeper was usually in the same type of bone armor as the others, save he wears a snake skull as a helmet adorned with feathers and snakeskin as a cape. Formerly, all viper members have crude tattoos all over their bodies (exotic piercings are not uncommon) and their elite warriors were called the Crimson Tongue.

Once a month, the Vipers fall into a deep trance through a dangerous mixture of alcohol and snake venom. Anyone who doesn't wake is considered to have been found unworthy by the Great Snake. When the Vipers reach manhood, they are given a special mixture of the pit viper venom. Those who die (or are in a coma for more than seven nights) are given as sacrifices to the Children (the snakes in the pit are officially called the Children of the Great Snake). Those who survive the week-long delirium become Warriors of the Snake (also called Chosen Ones).

There is also a monthly ritual, where the Venom is taken by the High Priests and Priestesses of the tribe in small quantities, which causes bizarre dreams. This is called the Time of the Summoning, because many claim to see the Great Snake come to them in their dreams. When it is time for a captured prisoner to be sacrificed, he is typically hurled into a pit at midnight.






Scorpions
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The Scorpions are a band of raiders in the Mojave Wasteland in 2281.

About the Scorpions (Background Information, VERY BIG)
The Scorpions are a small group of raiders primarily found outside the borders of Westside. Their main headquarters is the Monte Carlo Suites.
Scorpion gangers are usually armed with guns such as 10mm pistols, sawed-off shotguns, or 10mm submachine guns. They hold weak melee weapons such as a switchblades or lead pipes. At least one of them in the suites will be wielding a Ripper. They almost always wear merc cruiser outfits.




Last edited by TwinAtlantic ; edited 3 times in total

The following 2 users thanked TwinAtlantic for this useful post:

Frog (11-24-2013), BossHaug (11-20-2013)
#2. Posted:
BossHaug
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Nice, detailed post, can't wait to see it completed.

Also glad to see TTG brought back the fallout section.
#3. Posted:
TwinAtlantic
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Joined: Jul 15, 201013Year Member
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Haug wrote Nice, detailed post, can't wait to see it completed.

Also glad to see TTG brought back the fallout section.



Thanks Haug! I just LOVE Fallout, best game series ever, despite the bugs and glitches its a wonderful game!
#4. Posted:
Frog
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Although all of the information is copied and pasted, this topic looks incredible. I can't wait to see it finished and when it is, I really think it will deserve a sticky.
Keep up the work and don't leave it uncompleted

Do Gun Runners really count as a faction...?
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