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New California,[1][2][3][4] also referred to as the New West,[5] Core Region,[6] or simply, and more commonly California,[7][8][9] is a loosely defined area on the American West Coast and Southwest, one of the most detailed and fleshed-out regions of the setting, being the centerpiece of two games in the series, Fallout and Fallout 2, and further expanded upon in Fallout: New Vegas.

New California stretches from Baja in the south to Klamath in the north. It covers most of the pre-War states of California, Oregon and Nevada as well as parts of northern Mexico. In 2186, it becomes the center of the New California Republic,[Non-game 1] one of the largest known factions in the wasteland.

Background[]

Post-War period[]

The area was heavily bombed during the Great War. The destruction wrought by the nuclear bombs destroyed much of the coastline, particularly around San Diego and Los Angeles. Massive craters were created as a result of the bombardment, the largest one situated where Orange County used to be located.[10]

The attack was not without reason. Before the War, many important facilities were located in the region. One such example was The Glow, established in 2055 to research the New Plague.[11][Non-game 2] Other vital installations include the Mariposa Military Base (newly constructed as of January 2077)[Non-game 3] and the Sierra Army Depot (in operation since 1942, refitted in 2050 as a top-secret research base, and then converted in 2077 into an automated defense base).[12]

The casualties caused by the nuclear weapons were severe, although many people managed to find safety in the underground Vaults constructed in the region, such as Vault 15 or Vault 8. Vault 13 was sealed with a high number of dwellers, thanks to its delayed construction that reduced the cry wolf effect.[Non-game 4] Even then, the seeds of future wasteland powers were sown that day, as the Brotherhood of Steel formed out of the renegade Army units at the Mariposa Military Base.[13] Smaller towns were seeded as well, as is the case with Junktown, founded by a U.S. soldier.[14]

By 2080, the first mutations started to occur among the survivors and wildlife, creating new species practically overnight.[Non-game 5] The radiation and mutations flooding the wasteland eventually calmed down enough for the survivors to start forming new groups. The first group to emerge and found a new town are the ghoulified inhabitants of Vault 12 beneath Bakersfield. The Necropolis was founded in Summer 2083.[Non-game 6] Less than a year later, in 2084, Set wrested control of the settlement from the original overseer.[Non-game 7] The founding of Necropolis started a decade of development. In 2091, after receiving the all-clear signal, Vault 8 opened and Vault City was founded.[Non-game 8] A year later, the demonstration Vault in the ruins of LA opened. The inhabitants founded Adytum in what became known as the Boneyard.[Non-game 9]

Two years later, in 2093, the future mercantile superpower was established around a filthy oasis in the desert. The founder and first mayor of the settlement, Angus, called it the Hub.[Non-game 10] Its central location soon attracted plenty of traders, including Harold, from Vault 29. Although he exited the vault in 2090, by 2096 he was a caravan boss in the city.[Non-game 11] One of the landmark decisions that would shape the wastelands for decades was the Hub's adoption of bottle caps as currency.[15] Within ten years of the city's founding in 2093,[Non-game 12] caps became the standard currency of the wasteland.[Non-game 13]

In the spring of 2097, Vault 15 opened.[Non-game 14] While a large portion of the vault inhabitants that left the overcrowded Vault would band into raider tribes as the winter of 2098 came (marking the beginning of the Khans, Vipers and Jackals),[Non-game 15] the remaining vault dwellers would found Shady Sands in the Spring of 2098. The town used its G.E.C.K. well.[16] No one expected that these humble beginnings would eventually culminate in the formation of the New California Republic.[Non-game 16]

Rise of the Master[]

The wasteland seemed to be (relatively) peaceful for a time, with the occasional mutant attack on caravans. However, by 2102 these attacks intensified, causing significant losses in shipping.[Non-game 17] To find the source of the mutant threat, Harold joined forces with Richard Grey (an exile from Vault City) and formed one of the first adventuring parties in the wasteland in order to find the source of the mutants. The party, accompanied by several other adventurers, set out from the Hub on May 22.[Non-game 18] A month later, on June 23, they discovered the Mariposa Military Base. Although it was sealed by the renegade U.S. troops, it was compromised by time and salvagers. Exposed to the F.E.V. in the vats, they started to mutate and infest the wasteland. The expedition was routed by the mutants remaining at the base. Grey was knocked into the vats, while Harold was knocked unconscious, awakening outside the base hours later.[Non-game 19] He was found four days later by traders and returned to the Hub. The incomplete exposure to F.E.V. caused drastic mutations to take place. As Harold changes into a ghoul-like mutant, his caravan partners and employees abandon him. The once-great caravan boss was left a pauper.[Non-game 20]

In the meantime, Grey suffered terrible mutations due to an overdose of the F.E.V., much longer than anyone was ever meant to. He crawled out of the vats, suffering from the effects of mutation, fading in and out of consciousness. He recorded his state in the brief windows of conscious thought.[Non-game 21][17] The mutation stabilized by the end of July and Grey slowly acclimatized to his condition. He began the first experiments on animals in Mariposa. By November, he had formulated the cornerstone of the philosophy of Unity and the super mutant race. He abandoned his old name and took on the moniker of the Master.[Non-game 22] His experiments on humans that wandered into Mariposa allowed him to identify critical flaws in the mutation process and establish a procedure for creating super mutants. He began building an army from the subjects his mutants capture and Unity was born.[Non-game 23]

Continued development[]

Fo1 Hub Townmap

While the Master developed his plans for improving the human race, life continued as normal. By 2120, the Hub was rapidly growing. Angus, its founder, established himself as governor.[Non-game 24] Angus' prosperous reign was interrupted in 2125 by a failed raid by the Vipers, which he stopped almost singlehandedly.[Non-game 25] He was murdered that winter, which threw the city into chaos.[Non-game 26] In the following year, a band of merchants seized the water tower and began charging for water, sparking the Great Merchant Wars.[Non-game 27] The conflict continued for two years; the Water Merchants controlled the town and its well, but were greatly outnumbered. In 2128, Roy Greene managed to negotiate a settlement. The reforms included the establishment of the Hub's Central Council, staffed by representatives from the trade companies. The resulting merchant quasi-republic was plagued by indecisiveness, preserving the delicate balance of power in the town.[Non-game 28]

The peace guaranteed that the town would survive the Great Winter of 2130.[Non-game 29] The winter brought to the fore a critical problem in the Master's plan: test subject supply. When spring came, he ordered his super mutants to gather human stock from caravans. The situation peaked between 2131 and 2135 as wastelanders blamed the disappearances on deathclaws and monsters in the desert.[Non-game 30] By 2137, the dipping process was perfected and mass production of super mutants starts. The success rate was less than 20%.[Non-game 31]

Problems weren't unique to just the mutants. The Brotherhood of Steel, while a formidable force due to their technological advantage, couldn't fight nature. Their founder, Roger Maxson, died of cancer in 2135; his son ascended to the position of high elder, while his grandson became a paladin.[Non-game 32] The Hub had its own cause for concern. In 2140, Decker formed the Underground, starting his rule as the criminal lord of the sprawling city.[Non-game 33]

Trouble continued with the mutants. The Master slowly spread his influence through the wastes over the years while building up his army. A crucial piece of the puzzle fell into place in 2152. Upon discovering doomsday cultists led by a man called Morpheus, the Master decided to use them as spies in the wasteland and the foundations of the Children of the Cathedral were formed.[Non-game 34] Three years later, in 2155, the Master's forces captured a caravan of vault dwellers from the L.A. Vault. He learned the location of the vault and moved his base of operations there. Learning of other vaults in the area, he realized their occupants were perfect subjects for dipping. The super mutants began to scour the region for the vaults.[Non-game 35][Non-game 36] In 2156, the Master established the Children of the Cathedral as a benevolent cult, using Morpheus and his followers to establish outposts and spies in the various wasteland settlements.[Non-game 37] A year later, the Unity finally located a vault. However, it's Vault 12 in the Necropolis. Many ghouls were killed in the assault. Finally, Set negotiated peace with the super mutants, after explaining that they are indeed the vault dwellers. The recovery operation failed, but the super mutants establish a stronghold in the town to ensure Set's cooperation and watch for humans.[Non-game 38]

The wasteland remained oblivious of the Unity and the Master. The Brotherhood of Steel became an uncontested power in the region after their extermination campaign of 2155 broke the back of the Vipers. The loss of their high elder to the raiders allowed John Maxson to assume leadership.[Non-game 39] While the extermination of the Vipers led to full trade relations between the Brotherhood and the Hub, tensions were present. In the 2150s, the Water Merchants of the Hub attempted to barter a large quantity of water for a weapons stockpile. Although the Brotherhood turned down the offer, the merchants attempted to take the weapons regardless. The thieves were caught, but the Brotherhood elders voted down a retaliatory expedition.[18]

Region starts to thrive[]

Six years later, the order discovered the super mutants from a corpse found in the badlands and taken in for examination.[Non-game 40] The elder council, fearing a potential invasion, enacted several security decrees, including a moratorium on training new recruits until the threat passed.[19] However, it wasn't until December 5, 2161, that a string of fortunate events began. On that day, the Vault Dweller was sent out from Vault 13 to recover a water chip for the water purification system.[Non-game 41] In the course of his search, he became aware of the super mutant threat. With some aid from the Brotherhood of Steel[Non-game 42] he managed to locate and destroy the Master beneath the Cathedral on March 3, 2162.[Non-game 43] A little over a month later, he completed the destruction of the Unity by destroying the Mariposa Military Base, the source of the mutants.[Non-game 44] For his efforts, he was cast out of the Vault by the overseer when he returned there a week. He left, followed by a group of dwellers who desired to leave the vault.[Non-game 45]

Though shunned by their own people, the destruction of the Unity prevented the super mutants from destroying the fledgling human settlements, with the sole exception of the Necropolis, destroyed days after the Vault Dweller's departure.[Non-game 46] The mutant population dispersed, leading to a migration of the ghouls and the fleeing of super mutants to the east and the north.[Non-game 47] The Vault Dweller traveled with a small group of other dwellers to the north. In the inaccessible canyons in the northwest, they founded Arroyo on July 10, 2165. By August 18, 2167, the settlement was complete.[Non-game 48][Non-game 49] In the summer of 2185, a former Unity soldier, Marcus, and a knight[20] of the Brotherhood, Jacob, crossed paths. After a firefight and some hand to hand combat, they realize they cannot best one another. With the stalemate obvious, they gave up and befriended each other instead. They traveled together, soon attracting ghouls, humans and other super mutants as they figured that a Unity officer and a knight are about the safest way to travel.[Non-game 50] In fall that same year, they established the town of Broken Hills around an abandoned uranium mine, creating a place where humans and human mutants can live side by side.[Non-game 51]

Apart from ending the Master's plans, the most important act of the Vault Dweller was the destruction of the Khans and the rescue of Tandi, the daughter of the leader of a small town, Shady Sands. As a result, the small settlement enjoyed a period of peace, as raiders gave it a wide berth.[21] Aradesh, the leader of Shady Sands, used this opportunity to develop the community. The village thrived, eventually becoming an economic power within the Core Region. As trade routes developed, so did the cultural exchange. This led to the emergence of a national identity movement which gradually gained popular acceptance. In 2186, the New California Republic was founded by Aradesh and Tandi. A trial council government was formed to draft a constitution. The ideals of the NCR would spread over the region steadfast, with Junktown becoming one of the first provisional states of the New California Republic, due to its status as one of Shady Sand's oldest and most trusted trade partners. Though the alliance causes some concern in the Hub, ultimately it had little effect on the relations. In 2189, the Republic was voted into existence as a federation of five states: Shady, Los Angeles, Maxson, Hub and Dayglow.[Non-game 52][Non-game 53][22][Non-game 54][Non-game 55]

Aradesh died in 2196 and his daughter was elected unanimously as the second president of the New California Republic.[Non-game 56] She continued to serve ten terms, winning all consecutive elections until her death. As president, Tandi united the wasteland more than any other leader born after the Great War, including rebuilding the pre-War infrastructure to support the growing population, finding new forms of transportation and manufacturing, clearing roads and rail lines, building forts, fostering caravans and trade inside and outside of the republic, as well as dealing with threats swiftly and efficiently.[Non-game 57] By 2241, the republic was the largest economic and political power in the wasteland. Much of its power was provided by its vast brahmin herds, which provide meat, leather, beasts of burden and other goods for trade.[Non-game 58] With the situation south stabilized, President Tandi intended to expand north. However, former northern California became an arena where the NCR struggled to dominate its two rivals: Vault City and New Reno.

A new frontier[]

The struggle centered around the town of Redding, the region's primary supplier of gold ore. When the republic switched to dollars as currency, backing them with gold, the mining city became key to the trade in all of New California. Whoever controls the supply of gold, controls the currency. Redding was lucky enough to remain far away enough to make a military takeover uneconomic. The three powers instead decided to make the city align with one of them through agents operating in the city, either planted ones (Painless Doc Johnson) or voluntary supporters (Marge LeBarge and Dan McGrew).[23]

In the background, other developments took place, including the foundation of the town of Gecko between 2235 and 2238, which created a haven for ghouls in Northern California, right on Vault City's doorstep.[Non-game 17]

By 2241, the conflict between the NCR, New Reno, and Vault City was slowly approaching a critical phase. In January, the first Jet batches began to arrive in Redding as part of a plan by the Mordino family to control the mining city through drugs.[Non-game 59] Vault City rejected an offer to ally with the Bishop family and the NCR in February,[Non-game 60] and mercenary-raider attacks designed to bully the city into the alliance began a month later.[Non-game 61] All this was set against the backdrop of the worst dry season in years caused a drought in North California, causing widespread food shortages in the less developed areas, such as Arroyo and Modoc.[Non-game 62]

Beyond grand politics lurked a more insidious threat. The Enclave, an organization formed out of the remnants of pre-War government and corporate officials, was plotting to wipe out humanity using a derivative of Forced Evolutionary Virus, the FEV Curling-13. Working from the shadows, the Enclave had ties to various slaving, drug running and arms dealing operations throughout northern California. They made a grave error, however: they raided Arroyo. The Chosen One, grandchild of the Vault Dweller, pursued their captive tribe to Control Station Enclave. Saving both Vault 13 dwellers abducted by the Enclave and their tribesmen, the Chosen One nuked the rig to prevent the genocide program from being carried out.[24]

Throughout their journeys, the Chosen One also secured the republic's expansion in the north, such as by resolving the dispute for Vault 15 in the republic's favor, vindicating Tandi's expansion policies.[25] Arroyo,[26] Redding,[27] would also become territories of the NCR. The republic would further secure its interests by attacking remnants of the Enclave within a few years of the destruction of the Enclave's oil rig in 2242. Navarro would fall to the republic's army and with it caches of weapons and numerous Vertibirds.[28] Modoc would also at an unknown date become annexed by the NCR.[29]

Expansion of the Republic[]

President Tandi died in 2248, after a period of illness. Her successors would dramatically change course, leading to a more aggressive foreign policy as the seeds laid by President Tandi yielded fruit, bringing the republic unprecedented prosperity and wealth. The drastic change in the foreign policy came as a result of the massacre of 38 NCR citizens in the Bullhead City area in 2253, resulting in the removal of Joanna Tibbett and ascension of Wendell Peterson to the office of president. The deployment of three battalions to the area began an age of expansionism for the republic.[Non-game 63] The deployment at Owen's Lake in 2269 led to the completion of the campaign in 2270. After seventeen years of warfare, the NCR completed the removal of tribes from the areas surrounding the Bullhead City. The campaign, known as the Pacification of the Mojave, elevated General Aaron Kimball to the status of a national hero. A year later, in 2271, the Rangers of the NCR and the Desert Rangers merged into a single entity after the Ranger Unification Treaty was signed. The NCR started focusing on the east as it continues to expand. In 2272, the Mojave Outpost was set up as NCR's first outpost in the Mojave Desert.[Non-game 64]

In 2273, General Aaron Kimball retired from the military to pursue a life in politics. After a successful run for the seat of a Hub congressman, he was voted in as president just two months into his term as congressman, replacing Wendell Peterson.[Non-game 65] Kimball solidified his power base in a number of ways. The most important one was ordering the occupation of the Hoover Dam as his first act of office in 2274. When electricity and water flowed into the republic eleven months later, his popularity among the citizenry soared.[30] He also enjoyed great popularity among the wealthy, powerful men of the Stockmen's Association and Republican Farmer's Committee to grow even more powerful, the so-called Brahmin Barons and Agri-Barons. The reason for this was simple: Kimball overturned President Tandi's laws limiting the acreage of fields and the number of cattle heads a single man could own. As such, the prosperity and economic development were marred by an ever-increasing influence of the rich at the expense of the common man. However, it led to the development of new economic models. Most importantly, wage labor was reborn and a capitalist, free-market economy began to develop.[Non-game 66]

The annexation of the Mojave, originally intended to be quick and painless, proved to be the exact opposite. Faced by Caesar's Legion and an unexpected political rival in the form of Robert House, the NCR negotiated with the ruler of New Vegas and his employees, the Three Families. The resulting Treaty of New Vegas stabilized the situation in the Mojave, though it would prove stifling in the long run.[Non-game 67] By 2275, the NCR established Camp McCarran, deploying into the region in full force. Its new expansionism was openly criticized and opposed by the Followers of the Apocalypse, who helped the republic in the past. In response, the NCR leadership withdrew their support for the organization, choosing instead to rely on themselves. The Office of Science and Industry was formed as a result, with help from dissenting Followers.[Non-game 68]

The Brotherhood War[]

Main article: Brotherhood War

However, the expansion of the NCR did not go unchecked. Its rising power attracted the attention of dozens of parties, including the Brotherhood of Steel. As their power waned, the Brotherhood attempted to reclaim their place by adopting a policy of reclaiming tech from "lesser" people. The disagreements over the way technology should be handled eventually resulted in full out war with the New California Republic. The conflict proved disastrous for the insular order and the Brotherhood was eventually forced into retreat.[31] Perhaps the most spectacular confrontation occurred after the NCR occupied Hoover Dam. The Brotherhood's two-year guerilla campaign culminated in Operation: Sunburst. Confronting a majority of the chapter at HELIOS One, the New California Republic broke the strength of the Brotherhood in a decisive battle.[Non-game 69] However, the Brotherhood War raged on in the West as late as 2281.[32]

But despite numerous victories, the war took its toll on the NCR. Apart from losses in manpower and materiel, the greatest victim of the war was the republic's economy. The republic's gold reserves were destroyed by Brotherhood raids to the point where new gold coins could not be minted and paper money could not be properly backed with gold. NCR citizens panicked and rushed to reclaim the listed face value of currency from NCR's remaining gold reserves. Since the NCR was unable to realize these withdrawals, particularly towards the frontier, faith in their currency considerably dropped. To protect against actual economic collapse, the NCR government abandoned the gold standard and established fiat currency, not payable in specie. Since then, many wastelanders lost faith in it as a medium of worth, both as a result of it not being backed by anything but the government's word and the inevitable inflation. In response to the loss of faith, merchant consortiums of the Hub established their own currency, the veritable bottle cap, backing it with water (exchanging a standardized measure of water for caps).[Non-game 70][Non-game 71][Non-game 72][Non-game 73]

Environment[]

The Great War, brief as it was, caused significant climate changes, manifesting as extensive desertification, particularly in the New California area. Where once the region was one of the richest and most important agricultural regions, the decades following the war resulted in many aquifers drying up and vast stretches of arable land turned to desert. Nowhere is that more apparent than in the Central Valley. Once the largest and most fertile valley in California, it became a barren wasteland in the wake of climate change. Beyond the Brotherhood of Steel at Lost Hills, no one inhabits the Valley. Centers of human civilization developed in isolated oases and sheltered locations in the Sierra Nevadas and ruins of pre-War cities instead.[33] The worst element of the new climate was environmental catastrophes. For example, the catastrophic drought that began in 2241 had long-lasting effects on the flora of the region and many communities throughout the wastelands.[Non-game 74]

Flora and fauna[]

Fo2 Cabbage

Cabbage and maize, staples of New Californian cooking.

The changes in climate led to widespread alterations in the ecosystem. The new climate meant that many plants could no longer grow or be cultivated, ranging from common vegetables to specialized crops such as coca plants or opium poppies.[34] Due to necessity, crop variants mutated by radiation were adopted by survivors, including mutated cabbage and maize. These cultivars thrived in the warm weather of the Southwest, forming the agricultural backbone of communities such as Shady Sands, Hub, Adytum, Modoc and others.[35][36]

Over the years, oases of other types of plant life developed in the wasteland. Vault City was one of the first cities to bring back grass and living, thriving trees, thanks to their use of the Garden of Eden Creation Kit and supplies from Vault 8 they emerged from.[37] Extensive efforts were undertaken by the New California Republic also led to the recultivation of soil in their cities, such as the capital, where gardens and parks with green vegetation were present within city limits.[38]

However, desert plants remain the dominating form of flora throughout the wastelands. Cacti and other succulent plants thrive in the hot climate, providing sustenance for many animals and human settlements, especially in the less developed corners of the region.[39]

The effect of the Great War on the climate also affected wildlife in the area. The radioactive fallout in the air led to widespread mutation. One mutated species to emerge from this melting pot of genotypes is the brahmin. This mutated cattle variant is extremely well suited for the harsh conditions of the wasteland, requiring little water and relatively small grazing areas, while providing plenty in return, including milk, meat, leather, bone, transportation et cetera. As such, it rapidly became the most widespread livestock animal in New California and the backbone of many a wasteland economy.[40][Non-game 75]

Other mutated animals that emerged include geckos, mutated lizards indigenous to the Oregon-California border regions. The mutation made them bigger, stronger, faster and definitely not sterile, leading to booming gecko populations in areas that can provide enough sustenance.[Non-game 76] Radscorpions are also a prevalent mutated creature, posing a significant danger to unwary travelers and untended livestock.[41][Non-game 77] The mutated mantis also pose a hazard. However, the most fearsome of those is the deathclaw, the result of a pre-War biological weapons program that continues to breed and spread throughout the wastes and remains one of the most fearsome predators of the wastelands.

Within New California, there are also animals that mutated little to none, such as dogs, rats, crows, rattlesnakes, vultures, and other animals. Domesticated canines are widespread, present wherever there is a human settlement. Rats, while commonly considered vermin have also found a niche. Their extremely high breeding rate led to their widespread adoption by impoverished humans as a source of protein for sustenance. The same is true for mutated species, too, as geckos provide leather, meat and eggs,[42][43] while radscorpion venom sacks are a potent ingredient in antivenom concoctions. Even the mighty deathclaw is occasionally used as a source of eggs for foodstuffs.[44]

Inhabitants[]

Fo2 NCR policemen

NCR police in the capital, one of the only such uniformed forces to exist in the wasteland.

Prior to the formation of the NCR, the towns of New California were mostly isolated with the only interaction being in the way of trade.[45][46] While the Hub and Junktown were welcoming to outsiders thanks to their size,[47] smaller communities like Shady Sands and the ghouls of Necropolis were distrustful of those they do not know.[47][48] Adytum was in the middle: While regular citizens were welcoming,[49][50] the Regulators of the town were suspicious of newcomers.[51] The Brotherhood of Steel was almost completely isolationist, and Lost Hills has not seen an outside recruit in decades by the time of the Unity. Even in 2161, law does exist. With Shady Sands creating a guard to defend against the Khans, Adytum trusting its safety to the Regulators and Junktown and the Hub creating police forces to fight the crime within their cities. The increasing commerce and density of population necessitated this: Some settlements were as little as 10 miles apart.[52]

With the foundation of the NCR in 2186, the state of the law has expanded greatly. With the creation of the Army and the Rangers, the NCR has largely exterminated the raiders of New California and introduced the rule of law to the towns of the nation. However, loopholes do exist, as shown by the existence of a slave pen right outside the capital's walls, which is technically outside Republic's territory.

The most common forms of food are crops and brahmin.[53] Shady Sands is self-sufficient[54] with the other settlements trading with the Hub to get any food they need.[55][56] Adytum was previously fed with its own hydroponic farms, but they ceased functioning by 2161.[55] The Water Merchants of the Hub supply a large quantity of the water needed throughout the region.[57] By 2281, the region continues to grow a great deal of food, but it's estimated that there will be food shortages by approximately 2291 due to growing populations.[58] At the same time, water consumption and neglect have caused most of the lakes in the region to dry up.[59]

Politics[]

The political landscape of New California evolved heavily over the years. After the collapse of the United States of America, it turned into a lawless wasteland torn apart by climate changes and fallout. The violent environment did not foster the development of communities and promoted a survivalist mindset. However, the emergence of the Hub around 2093 was one of the first seeds around which new political structures began to crystallize.

2161[]

The landscape of the wasteland, as far as politics go, was complex 84 years after the war. The Hub was an oligarchy, ruled by a council comprising two representatives from the three largest caravan companies (the Crimson Caravans, the Far Go Traders and the Water Merchants), holding immense sway over the region with its economic power. Law and order were enforced by the well-armed police force of the city.

Other communities throughout the wasteland tended towards meritocracy and a single leader. Such was the case with Shady Sands, Adytum, Necropolis, and other groups of people. Though customs varied, the law was usually enforced by a police force, rather than the entire community, though its size and level of refinement varied by settlement.

The two most organized groups in the wasteland happened to be the Unity and the Brotherhood of Steel. The former was a new society forged out of super mutant stock by the Master, with a philosophy and religion subordinated to survival. Their front, the Children of the Cathedral, became an influential political force in the region due to their capital and message of peace. The Brotherhood was a techno-religious military order focusing on survival and the preservation of knowledge, necessary in the barbaric environment of the wasteland.

2241[]

Eighty years later, the political landscape of New California changed immensely. The collapse of the Unity and destruction of raider concentrations allowed the survivor communities to flourish and develop. The largest development was the foundation of the New California Republic in 2186 and the unification of the cities of southern California into a democratic federal republic and the establishment of the rule of law under a constitution and codified laws. This represented a major leap in quality from the isolated, simple communities of the 22nd century.

The emerging NCR became the dominant political force in the region, but was firmly opposed by two other powers: New Reno and Vault City. The former was effectively an oligarchy, with power exercised by the heads of the crime families. It had no laws beyond those enforced by the families for their own benefit and no organized state structures. The latter was a high technology settlement that employed a doctrine best characterized as aristocratic, where the power is concentrated in the hands of the citizens and the laws passed by them serve to protect and support the ruling caste.

Settlements outside this power structure largely retained the simple organization of survivalist communities, with a single chosen leader and a police force enforcing law and order. Some settlements lacked even that, with power enforced by the strongest part (such as the Den).

The Brotherhood of Steel experienced decay and stagnation. Where the communities around them developed and flourished, the Brotherhood remained dead-set in their ways and mentality, refusing to adapt or change. A lifestyle that worked well and brought them to the apex of their power in the late 22nd century backfired when they applied it to the increasingly interconnected and well-developed future.

2281[]

By 2281, virtually the entire New California region became a part of the New California Republic, bringing the rule of law and its political system throughout. Although certain enclaves of independence continue to exist, New California politics are effectively Republic politics.

Economy[]

2161[]

The economy of New California in the 22nd century was predominantly based on two elements: Agriculture and salvaging. Food and water were the primary trading commodities, leading to the spectacular rise of the Hub as a major center of commerce in the wasteland, thanks to its water pumps, vast arable fields, and large herds of brahmin. The Hub was also the economic power backing bottle caps,[15] rapidly adopted by the wastes as common currency within ten years of the city's founding in 2093.[Non-game 53]

Salvaging of goods from pre-War cities was also a major source of income for wastelanders. As the ability to manufacture most more technologically advanced items was lost in the Great War, pre-War manufactured goods were as precious as they were sought after. Medicine, weapons, tools, laboratory equipment, everything the survivors could not manufacture became a sought-after commodity.[60]

That's not to say that manufacturing was completely absent. It was uncommon, but not unheard of. Small, localized light industry centers developed in New California, such as Boneyard's Adytum and the Gun Runners, producing ammunition and weapons respectively. The bulk of ordnance manufacturing was handled by the Brotherhood of Steel, whose export of conventional weapons and ammunition provided the faction with a majority of its income.

While goods were available, it was trade caravans that were the primary driver of economic development. With the harsh wasteland and the deadly threats that inhabited it, settlements were scattered and largely isolated, with places as little as 10 miles away from each other having much different economic needs. Caravans carried everything, from water, food, guns, and ammunition, to brahmin, metal scrap and even dirt.[61] In fact, these trade caravans would eventually help form the New California Republic and unite the region.[62]

2241[]

By 2241, the economy of New California has blossomed, in no small part thanks to the rise of the New California Republic. Uniting the largest survivor communities of southern California, it was the most powerful and vibrant economy of the region, with much of its power provided by its vast brahmin herds, which provide meat, leather, beasts of burden, and other goods for trade. Although a large portion of the herds was controlled by the Stockmen's Association and the brahmin barons,[Non-game 78] anti-trust legislation enacted under Tandi's leadership limited their influence.[Non-game 66]

Salvaging was still fairly profitable, though it was mostly handled by large salvage companies in New Adytum and Hub. Partnerships with Dayglow ghouls provided the companies with very profitable contracts, especially when the excavation of the Glow began.[Non-game 47] However, under Tandi's reign, the manufacturing sector and the infrastructure grew tremendously.[Non-game 66] The NCR became a major exporter of mechanical equipment and manufactured goods, exchanging them for what they couldn't produce (such as medical technologies).[63] It was effectively the economic hegemon of New California, with the powerful merchant houses of the Hub steadily expanding their influence. New modes of transportation such as trains, boats, and barges were sought by traders to carry large amounts of trade goods vast distances.[Non-game 79] The caravan houses, such as Crimson Caravan, were one of the biggest factors in the development of the republic.[62]

Perhaps the most noticeable and revolutionary change was the reintroduction of a gold-backed currency. New California Republic dollars replaced the venerable bottle caps as the primary currency of the wastelands. Backed by Republic's gold reserves, it was the key to the booming trade in the region. As a result, the mining town of Redding gained prominence and became the center of a three-way struggle for control of Northern California between the Republic, New Reno and Vault City.[64]

Rival economic powers[]

These two settlements were the Republic's primary rivals for control over New California. The anarchic Reno, controlled by crime families, was a major exporter and trade hub for alcohol, through guns, to hard drugs, slaves, and prostitutes. Its economy was based primarily on exporting drugs and luxury services, with peace enforced at gunpoint.[65]

Vault City was a small, but powerful force. Vault City's advanced medical centers allowed it to produce large quantities of medical goods and technologies they traded with the outside, usually, for raw materials, gold and other goods it could not produce within city limits,[66] although many of their services and goods are prohibitively expensive for most wastelanders.[67]

Beyond these three powers, there were scores of smaller settlements dotting the economic landscape of New California. Their economies are typically specialized. Klamath was a major exporter of leather and leather products thanks to its trappers,[68] while Modoc focused on agricultural exports (and was particularly affected by the drought). Broken Hills was a mining settlement exporting rare uranium ore to high tech settlements, such as Vault City. Finally, San Francisco was an independent center of high technology and fishing.[69]

However, the explosive growth of the economy in the region also fueled less savory branches thereof. Although slavery was eradicated in republic territories, in the largely wild, tribe-inhabited north it was a booming trade. The Den was a settlement whose economy relied on the Slaver's Guild's business. Slaves were a particularly welcome type of stock, used for menial labor, prostitution, combat and even scientific experiments.[70]

2281[]

The economic power of the New California Republic ultimately prevailed and became one of the key factors in the transformation of society between 2241 and 2281. The NCR expanded to incorporate the entire New California territory. The New Californian economy became the de facto republic economy. Survival ceased being a major concern for the vast majority of NCR citizens and the problem of collective welfare has been largely superseded by concerns about individual prosperity. People providing services free of charge are now the exception, rather than the rule, with skilled workers routinely charging for their services, from tailors to surgeons. Moreover, after over 80 years of scavenging, the wastelands of New California have been largely picked clean of salvageable goods. NCR citizens who can still make a living exclusively by scavenging and hunting are an uncommon sight. The combination of these cultural and economic factors led to the rebirth of wage labor; most citizens have to seek an employer at a mill, factory or farm and work to earn their keep and earn money necessary to survive,[Non-game 66] but these jobs are easy to find in one of the many mills and farms in New California.[71]

The two resources that comprised the foundation of NCR's economy became even more important. Great brahmin herds and swaths of land restored to arable condition firmly established it as the greatest economic force in what was the southwest United States. Already influential before, ranchers and farmers now hold even greater sway in the republic. During Tandi's presidency, anti-cartel regulations were enacted to discourage the formation of oligopolies. However, pressure from the Stockmen's Association and the Republican Farmer's Committee, ultimately convinced President Kimball to overturn them completely. As a result, since 2241 much of the republic's farming and brahmin herding has been monopolized by brahmin and agricultural barons, incredibly wealthy individuals who exert a lot of influence thanks to their capital. Their success also led to the emergence of cottage industries, such as the rebirth of luxury goods manufacture and pseudo-journalism reporting on the latest purchases, commissions and life lessons of the newly rich and famous.[Non-game 66]

Other branches of industry have also developed. Light industry, including tools, textiles, and other manufacturing, form a significant part of the republic's industrial output. Another element of the republic's economy is its ordnance workshops, producing standardized weapons and armor for the New California Republic Army and Rangers.[65] The ever-expanding trade routes led to the rise of powerful merchant houses, such as the Crimson Caravan Company, the Far Go Traders and the Gun Runners, which continue to all but completely dominate all trade within New California.

Appearances[]

New California appears in Fallout, Fallout 2, and Fallout: New Vegas. It is also mentioned in Fallout 3, Fallout 4 and Fallout 76.

Behind the scenes[]

The region would have been mentioned in the canceled Fallout 3 project Van Buren.

Gallery[]

References[]

  1. Steve: "{103}{}{Hello and welcome to Vault City, the best city in New California! I'm Steve...how can I help you?}"
    (VCSTEVE.MSG)
  2. Fallout endings: "The Brotherhood of Steel helps the other human outposts drive the mutant armies away with minimal loss of life, on both sides of the conflict. The advanced technology of the Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood wisely remains out of the power structure, and becomes a major research and development house."
  3. Fallout endings: "The Desert Raiders pillage most of the northern parts of New California. They are a scourge that lasts for years, until a rebel army of mutants brings them down."
  4. Fallout endings: "The Followers of the Apocalypse rise to become a major influence in New California. With your help, they gain control of the LA Boneyard."
  5. Ian: "{1104}{}{The Hub is the biggest trading center in the New West. It's run primarily by a group called the Water Merchants, but there are some other traders there, too. It's a booming town, but there's a lot of political fighting between the traders.}"
  6. What is the Core Region?
  7. The Courier: "So is this a family business?"
    Gloria Van Graff: "Yes it is. My brother and I run this particular branch, but our family has operations all over, particularly in California."
    (Gloria Van Graff's dialogue)
  8. The Courier: "Why are the Powder Gangers out to get you?"
    Ringo: "My caravan was on the return trip from California and heading back up to the company branch in New Vegas when we got jumped. Not even a "drop your weapons and hands up" before the bullets started flying. We put up a good fight, but there was too many of them. I took a few of the bandits down before I ran, so I figure their friends are out for revenge."
    (Ringo's dialogue)
  9. The Courier: "Tell me more about the Crimson Caravan Company."
    Ringo: "It's been in business for a very long time, and is probably the biggest trading outfit in California. There's a branch up in New Vegas, but it hasn't been doing so well. Word is that the big boss herself, Alice McLafferty, is coming in to fix things."
    (Ringo's dialogue)
  10. Fallout map
  11. The Vault Dweller: "{112}{}{Tell me about this installation.}"
    ZAX 1.2: "{117}{}{This installation was established in 2055 as a biological research facility for experimental cures of the New Plague. However, in 2071, this facility was placed under United States military command.}"
    (ZAX.MSG)
  12. Sierra mission statement
  13. Captain Maxson's diary
  14. Killian Darkwater: "{261}{Kill82}{Where've you been for the last 100 years? In a closet? My father used to tell me stories about the War. His father was a soldier before starting Junktown.}"
    (KILLIAN.MSG)
  15. 15.0 15.1 The Vault Dweller: "{134}{}{Tell me more about bartering.}"
    Katrina: "{139}{}{Bartering is the exchange of goods. You give me some items, and I give you items in trade. Since you initiated the barter, I will let you pick and choose what you want. But the deal must be one that I think I will like, so you will probably want to give me more valuable goods that you don't need in exchange for less expensive things that you want. And if you don't have enough items to trade, there are always caps. Bottle caps are the only common money found out here. The caps are backed by the merchants of the Hub, so you can trade them anywhere.}"
    (SSGUIDE.MSG)
  16. Mikey Frazier: "{119}{}{A GECK? Well, that's old history, so what the hell. You mean the old Garden of Eden Kit. We had one - I mean our grandparents had one. Used it when they came out of Vault 15. Got this place started, they say. It's all used up now.}"
    (Scmikey.msg)
  17. Richard Grey's audio diary
  18. John Maxson: "{252}{Gen_67}{You can't trust them. A few years ago, they offered us Water for a huge stockpile of weapons. We told them no, and you know what they did? Sent in thieves to steal the weapons! We caught 'em, but the Elders voted down going to the Hub to teach the merchants a lesson.}"
    "{1115}{Gen_67}{You want to hear about the Water Merchants. Hehehe, well you can't trust them. A few years ago, they offered us Water for a huge stockpile of weapons. We told them no, and you know what they did? Sent in thieves to steal the weapons! We caught 'em, but the Elders voted down going to the Hub to teach the merchants a lesson.}"
    (MAXSON.MSG)
  19. Rhombus: "{122}{Rhom8}{Stuff? I could teach you how to fight...if you had any ability. But the High Elder decreed no training of new recruits until the threat of invasion passes.}"
    (RHOMBUS.MSG)
  20. The Chosen One: "{139}{}{Then what?}"
    Marcus: "{140}{mcs12}{We became friends. Headed off together. Then other people started following us. Guess they figured if they weren’t safe with a mutie and a Steel Knight, safe just wasn’t going to happen. }"
    (HcMARCUS.msg)
  21. Tandi: "{183}{tand14a}{That's right. For scaring off the raiders. They kept clear of Shady Sands afterwards we got time to get ourselves set up. We made him a hero... even if we didn't believe a word about him coming from Vault 13.}"
    (Shtandi.msg)
  22. Fallout endings: "In Shady Sands, Tandi helps her father Aradesh bring a new community and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land."
  23. Madame Modjeska: "{158}{}{Have you ever seen a greased brahmin contest?}
    {165}{}{What they do is grease up a brahmin calf, and then everyone in the crowd tries to catch the calf. If you can't catch it yourself, you make damn sure nobody else can, either.}"
    Chosen One: "{166}{}{I don't see what that has to do with politics.}"
    Modjeska: "{168}{}{In this game, Redding is the greased brahmin - and a golden one at that. New Reno, the New California Republic, and Vault City are all trying to catch us...or at least keep the others from catching us.}"
    Chosen One: {169}{}{What do you mean?}"
    Modjeska: "{171}{}{Here in Redding we mine gold. Then we ship it to New Reno, the NCR, and Vault City in return for goods. Each of those places would like to have the gold - and the trade - all to themselves.}"
    Chosen One: "{172}{}{Why don't they just attack you and take it, then?}"
    Modjeska: "{174}{}{We're big enough, and far enough away, to make a take-over expensive as well as dangerous. Much more efficient to have us join willingly.}"
    Chosen One: "{175}{}{What do you mean?}"
    Modjeska: "{177}{}{The three powers are trying to get Redding to choose which side to ally themselves with. They've all got powerful allies in town, and it looks like things are coming to a head. Soon, Redding's going to have to make a choice.}"
    Chosen One: "{178}{}{A choice?}"
    Modjeska: "{181}{}{The grease on this Brahmin calf is getting a bit thin. Soon, one of the powers is going to have to make a major play to take Redding before the others do. When that happens, people are going to get hurt. A lot of people.}"
    Chosen One: "{183}{}{Why are people going to get hurt?}"
    "{192}{}{People are going to get hurt because this kind of change doesn't come easy. Those that think they're not going to get the prize get it in their mind to not let anyone else get it, either. The only way to avoid that is if we decide to go with one of the powers and make a quick alliance before the others catch on.}"
    (RCMODJES.MSG)
  24. Events of Fallout 2.
  25. Fallout 2 endings for the NCR
  26. The Courier: "How long have you been with the Followers?"
    Emily Ortal: "About five years now. I have family back in Arroyo, but this is where all of the good work is being done, so to speak. NCR taxes and inflation have been hard for a lot of people to deal with, and most of the money is going to the war effort. There's not much funding for medical research with OSI or any other group - not unless it has a military application, anyway."
    (Emily Ortal's dialogue)
  27. NCR Rangers ending
  28. The Courier: "What happened to the Enclave oil rig and Navarro?"
    Judah Kreger: "Internal sabotage took down the oil rig - never did get the full story. The NCR took out Navarro, saying we posed a threat to the region."
    (Judah Kreger's dialogue)
  29. Crimson Caravan Company terminal entries; Gun Runner tariff
  30. Robert House: "I care because he is a known quantity - not the man so much as the political context he inhabits. Kimball rose to prominence as the "Hero of the Mojave" when he led a campaign of reprisals against tribals who dared to attack NCR citizens. Ordering the occupation of Hoover Dam was his first act of office. As water and electricity flowed to NCR cities, his popularity soared. Conversely, his failure to annex the Mojave these seven years, and the immense costs of occupying a foreign land, have eroded his popular support."
    (Robert House's dialogue)
  31. Fallout: New Vegas loading screens: "Due to disagreements over how technology should be controlled in the wasteland, the Brotherhood of Steel waged a long and bloody war against the NCR. Despite superior equipment and training, the Brotherhood eventually went into retreat."
  32. Fallout: New Vegas endings: "The Brotherhood and the NCR in the Mojave Wasteland declared an official truce, despite continued hostilities between the two in the west. As per their agreement, the NCR handed over all suits of salvaged power armor and in return, the Brotherhood helped patrol I-15 and Highway 95."
  33. The Vault Dweller: "{108}{}{What are you doing?}"
    Curtis: "{112}{}{I am a farmer. We irrigated the desert many years ago. Although the wasteland is harsh, it is possible to grow things with patience and time.}"
    (CURTIS.MSG)
  34. Myron: "{726}{myn113b}{Problem is, in the new climate, we can't grow most of the veggies needed for the best drugs.}"
    "{740}{myn114a}{Couldn't grow coca plants, opium poppies -- and man did we try -- so we figured our best bet was shrooms. }"
    (NhMyron.msg)
  35. PRO SCEN.MSG (Fallout): "It looks like a mutated cabbage to you. It seems to be thriving in the warm weather."
  36. PRO SCEN.MSG (Fallout): "A mutated cornstalk. It seems to be thriving under these conditions."
  37. Vault City appearance
  38. Shady Sands appearance
  39. Plants appearing in the games include several different types of succulent plants
  40. The Vault Dweller: "{114}{}{What's a brahmin?}"
    Billy: "{115}{}{What's a brahmin? You must be joking. Why they're one of the major food sources and forms of transportation around here. They haul the caravans. Dan says this is a really important job, but it's the Bone.}"
    (BILLY.MSG)
  41. Razlo: "{145}{}{What do you know about Radscorpions?}"
    (The Vault Dweller)
    "{153}{}{Not too much. They seem to be extremely large versions of the North American Emperor scorpion. Contrary to my medical knowledge, their poison has grown more potent, not diluted, as I would expect. Seth has been hunting them, which helps some of my tests.}"
    (RAZLO.MSG)
  42. Honest Hearts crafting
  43. Klamath citizen: "{178}{}{Geckos taste just like canned chicken, if you cook them right.}"
    (Kcitizen.msg)
  44. Rose's wasteland omelet
  45. Aradesh: "Junktown lies south of here, though there is little in the way of visitation. From stories, I'm certain there are cities south of that."
    (ARADESH.MSG)
  46. Tine: "We don't get many strangers around here. What do you want?"
    (TAYLOR.MSG)
  47. 47.0 47.1 Aradesh: "And keep them you may. But this is not a city of open hospitality. If you desire that, go to Junktown. You may enter, but know we have our eyes on you."
    (ARADESH.MSG)
  48. Set: "Avoid my ghouls, if you like your skin on. Any of mine that can't stop a normie deserve last rest. Get by as you need."
    (SET.MSG)
  49. Miles: "Well, enjoy your stay in our little town."'
    '(MILES.MSG)
  50. Regulator: "Welcome back! You're welcome here any time."
    (REGULATR.MSG)
  51. Regulator: "Welcome to Adytum, stranger. Watch yourself, we'll be watching you."
    "Zimmerman might have a use for you. Come inside, but remember, we're watching."
    "We're watching you."
    (REGULATR.MSG)
  52. Rutger: "{134}{}{You'd be surprised at what's in demand out there. Something that's taken for granted in one place may be a highly sought after commodity in a settlement 10 miles away.}"
    (RUTGER.MSG)
  53. BILLY.MSG, Line 110: "Cuz of all the missing caravans. He doesn't have any to spare, the caravans use most of them. The others are sold for food. Well, I better stop talking; Dan will get mad if he sees me talking to a stranger."
  54. IAN.MSG, Line 117: "Shady Sands is a small but self-sufficient community. The only trouble here is with the bandits and the Radscorpions."
  55. 55.0 55.1 MILES.MSG, Line 119: "Yes, well, we have to make a living. Since the hydroponic farms aren't functioning, we have to buy food from the merchants, and bullets are the only thing we have to sell."
  56. CABBOT.MSG, Line 194: "Why do I let 'em in? Well . . . we have to get our food and other things. We trade our weapons for all that."
  57. MSTMERCH.MSG, Line 117: "Really? Well as you probably have heard, we supply a great deal of water throughout the area. I am sure we could arrange to send a caravan up to your Vault for a fee."
  58. Courier: "NCR has a food shortage?"
    Thomas Hildern: "Not yet. But our government understands the value of proactive thought. Our studies project an imbalance between production and consumption.""Or, for a layman such as yourself - not enough food, too many mouths to feed. Mass starvation. In a decade or so. "
    (ThomasHildern.txt)
  59. Chief Hanlon: "Back west, you don't see too many of these. Lakes, I mean. Natural or man-made. Any kind, really.""We neglected the dams or pumped all the water out a long time ago. Owens, Isabella, the San Luis. Drained the aquifers of everything they had.""Just a lot of mud and dust now. It's a different feeling, watching the sun come up over the water. Takes some getting used to."
    (2CHanlon.txt)
  60. Fallout events and setting.
  61. Rutger : "{131}{}{Why, we trade just about everything you can think of: chems, tires, guns, bullets, food, brahmin, dirt, even scraps of metal.}"
    The Vault Dweller: "{132}{}{Dirt? Scraps of metal?}"
    "{134}{}{You'd be surprised at what's in demand out there. Something that's taken for granted in one place may be a highly sought after commodity in a settlement 10 miles away.}"
    (RUTGER.MSG)
  62. 62.0 62.1 Alice McLafferty: "The Crimson Caravan Company has been in business for over 130 years. We're partially responsible for the progress in the NCR."
    (Alice McLafferty's dialogue)
  63. Vault City travel log: "New California Republic: The territories of NCR are located far to the south of Vault City. Trades mechanical equipment, gold, and various surplus products in exchange for Vault City medical technology. NCR has recently stepped up efforts to absorb Vault City as a border territory, so Vault Citizens should exercise extreme caution when traveling to NCR.
    Population: Though a census has been conducted, we do not have access to the figures. NCR is believed to have many tens of thousands of people.
    Government: President and a Congress.
    Background radiation count: Current readings are unavailable.
    Mutation rate: Varies amongst territories."
  64. Modjeska: "{168}{}{In this game, Redding is the greased brahmin - and a golden one at that. New Reno, the New California Republic, and Vault City are all trying to catch us...or at least keep the others from catching us.}"
    (RCMODJES.MSG)
  65. 65.0 65.1 Vault City travel log: "New Reno: City southwest of Vault City. Trades gold ore for medical supplies from Vault City. Reno suffered little structural damage during the war (though looting and property damage have taken their toll), so many streets and buildings remain intact. Warning! There is no central government and no law enforcement. Gambling, prostitution, and drug use are rampant. Vault Citizens are warned to avoid New Reno at ALL costs!
    Population: No current census, but believed to be several thousand..."people".
    Government: New Reno presently exists in a state of near-anarchy. According to reports, several "crime families" have divided the city amongst themselves.
    Background radiation count: Current readings are unavailable.
    Mutation rate: Unknown, believed low.
  66. James Hoffy: "{140}{}{Vault City (Jimmy spits disdainfully). Yeah, I'll tell you about those sons-of-bitches. Fucking bastards are too good for the rest of us. They only trade medicine to us because they need our gold. Otherwise, they'd just let us all rot. I wouldn't spend too much time there, kid. But if you want to see it, Ben Wade heads out from here on the 1st of every month.}"
    (RCHOFFY.MSG)
  67. Tubby: "{174}{}{Do you know where the Vault is located?}"
    "{184}{}{I have heard of a place called Vault City. But unfortunately, I can't help you with directions. You see, very few of us towns can offer an acceptable exchange for the medical services they provide, so most of us have never been there.}"
    (DcTubby.msg)
  68. The Courier: "I take it you're from Klamath?"
    Klamath Bob: "Heh, yeah good old Klamath. Not a bad place if you like hunting, eating, and skinning geckos all day! Heh heh. It's a pretty dull place, but I hear there was a bit of excitement when this tribal from Arroyo came to town years back. All before my time, though."
    (Klamath Bob's dialogue)
  69. The Chosen One: "{221}{}{Broken Hills? Where are those?}"
    Lumpy: "{230}{}{Broken Hills is where we get all the uranium that we need for the atomic reactor from. From what I understand, the uranium is mined by mutants down there. But they have humans trade the stuff for them.}"
    The Chosen One: "{231}{}{Why do they have humans trade the stuff for them?}"
    John: "{250}{}{Well, because they trade uranium to Vault City, too. Vault City treats anyone that’s not a pure strain human just like lepers. So, Broken Hills uses human traders. Some guy named Chad, I think.}"
    (GCLUMPY.MSG)
  70. The Chosen One: "{863}{}{How much testing exactly?}"
    Myron: "{870}{myn126}{Hmmm...about a hundred slaves? Mostly heart attacks, cerebral hemorrhages, psychotic episodes...that sort of thing.}"
    The Chosen One: "{871}{}{Are you insane? You killed a hundred human beings just for drug testing?!}"
    Myron: "{880}{myn127}{Well, not on purpose. I mean, slaves are expensive. Still, we made the money back in the first few months, so the Mordino Family wasn't too pissed at me.}"
    (NhMyron.msg)
  71. The Courier: "Are you from California?"
    Jas Wilkins: "Born and raised. Things back in California are better than they've ever been, according to my grandpa. The Raiders are mostly gone now and it's easy enough to get a job at one of the mills or farms. But now there's taxes and laws and other things. The NCR keeps things safe and orderly, but it's all very boring. So, I came out east towards the frontier."
    (Jas Wilkins' dialogue)

Non-game

  1. Fallout Bible 0: Timeline
  2. Fallout Bible 0: "2054 ZAX 1.0 goes on-line, developed by Vault-Tec. Initially a prototype of some of the systems designed to govern the vaults, it is given to the government to help the Department of Energy collect resource data. Within a year, it is taken by the military for plague and tactical research; one version, ZAX 1.2 is constructed for West Tek (below)."
  3. Fallout Bible 0: "2077 January 7 Major Barnett orders transfer of all FEV research to the newly-constructed Mariposa Military Base, despite objections by the research team."
  4. Fallout Bible 0
  5. Fallout Bible 0: "2080 The first effects of the virus are seen in the survivors. Widespread mutations occur with animals and humans alike. Those that survive the effects of the mutations are permanently changed by the virus. New species are created almost overnight."
  6. Fallout Bible 0: "2083 Summer The city of Necropolis founded by the ghoul survivors of Vault 12 (and the US citizens that fled to Bakersfield when the bombs fell)."
  7. Fallout Bible 0: "2084 Spring Set takes control of Necropolis, wresting control from the original Overseer. The Vault 12 Overseer, not willing to take a dirt nap, is driven north and history loses sight of him."
  8. Fallout Bible 0: "2091 Vault 8 opens, and they use their GECK to create fertile ground for their city. This eventually becomes Vault City."
  9. Fallout Bible 0: "2092 LA Vault opens, the Boneyard is founded and attracts survivors."
  10. Fallout Bible 0: "2093 The Hub is founded by a man named Angus, who sets up camp around a filthy oasis in the desert, and he proceeds to begin trading with other settlements."
  11. Fallout Bible 0: "2096 Harold rises to the level of a caravan boss in the Hub. His caravans suffer occasional attacks in the wastes, but Harold's caravan outfit survives and prospers... until the mutant attacks begin to pick up a few years later."
  12. Fallout: New Vegas Official Game Guide Collector's Edition p. 41: "New California Republic
    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, Aradesh's 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.
    By post-apocalyptic standards, the NCR is a paragon of economic success and good ethical character: political enfranchisement, rule of law, a reasonable degree of physical security, and a standard of living better than mere subsistence are daily realities for its 700,000+ citizens. Currently, the NCR in a state of transition, with rapid economic growth and a sea change in political leadership endangering its grand humanitarian ideals. Nowhere is this more evident than in the Mojave, where the occupation of Hoover Dam has improved access to electricity and water, but at the cost of straining its budget and embroiling its armed forces in a morally corrosive imperialist project.
    The NCR government's aim is to annex New Vegas as the republic's sixth state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compels it to allot one-fifth of the dam's 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 Strip's 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."
    (Fallout: New Vegas Official Game Guide faction profiles)
  13. Fallout Bible 0: "2102 May 22 Increasing mutant attacks on Harold's caravans cause Harold to get so pissed he finances one of the first adventuring parties of Fallout to try and find out where these dagnab mutants are coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join forces."
    "2102 June 23 Richard Grey's Expedition [including Harold] finds the Mariposa Military Base and the Expedition is scattered and defeated by mutants at the base. Grey is knocked into one of the vats of FEV by a robotic arm, and Harold is knocked unconscious, only to awaken later out in the wasteland."
    "2102 June 27 Harold, already mutating, is found by traders and taken back to the Hub. His former caravan partners and employees, horrified by his condition, abandon him and he is soon left without even two bottlecaps to rub together."
  14. Fallout Bible 0:
    Fallout Bible 3 Timeline repair: Second strike: "2122 Spring Shady Sands founded, wall erected against the raiders."
  15. Fallout Bible 0: "2141 Winter Raiders begin to form in the region as food supplies run low. The Khans and the Vipers begin terrorizing local settlements."
  16. Fallout Bible 0: "2122 Spring Shady Sands founded, wall erected against the raiders."
  17. 17.0 17.1 Fallout Bible 0:
    "2235 While there had already been a small number of ghouls in Gecko at this time, more come to the area and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and know-how, and the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern."
    "2238 Harold arrives in Gecko, and (with a lot of shaking of his head) he does his best to help the ghouls with the running of the Nuclear Power Plant."
  18. Fallout Bible 0: "2102 May 22 Increasing mutant attacks on Harold's caravans cause Harold to get so pissed he finances one of the first adventuring parties of Fallout to try and find out where these dagnab mutants are coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join forces."
  19. Fallout Bible 0: "2102 June 23 Richard Grey's Expedition [including Harold] finds the Mariposa Military Base and the Expedition is scattered and defeated by mutants at the base. Grey is knocked into one of the vats of FEV by a robotic arm, and Harold is knocked unconscious, only to awaken later out in the wasteland."
  20. Fallout Bible 0: "2102 June 27 Harold, already mutating, is found by traders and taken back to the Hub. His former caravan partners and employees, horrified by his condition, abandon him and he is soon left without even two bottlecaps to rub together."
  21. Fallout Bible 0: "2102 July Richard Grey, now horribly mutated by the virus, crawls from the Vats covered with FEV and in terrible pain. Barely able to think or perceive his surroundings, he crawls into the Vat control room and begins his audio log. He fades in and out of consciousness, sometimes for days or weeks at a time."
  22. Fallout Bible 0: "2102 July-Nov Richard Grey begins to acclimate to his condition, and begins his first tests of animals by exposing them to FEV. These experiments and his growing awareness lay the foundation for his plans for the Unity and the master race. He takes the name, 'the Master.'"
  23. Fallout Bible 0: "2103 January The Master discovers the problem with the influence of radiation on his mutations, and he begins to choose his subjects more carefully. The first classic super mutants are born, butt-scratching animations and all. He begins his plans to build an army."
  24. Fallout Bible 0: "2120 Angus rules over growing Hub and establishes himself as governor."
  25. Fallout Bible 6: "Defeat at the Hub in 2125: Their failed attempt to raid the Hub during the Hub's formative years, stopped almost solely by Angus, the founder of the Hub. Angus' defense caused the Vipers to retreat north, and they roamed the wastes for many, many years, occasionally attacking caravans and small settlements."
  26. Fallout Bible 0: "2125 Winter Angus is murdered. Hub is thrown into chaos."
  27. Fallout Bible 0: "2126 A band of merchants seizes the water tower in the Hub. They demand anyone wanting water must pay a toll. The Great Merchant Wars begin"
  28. Fallout Bible 0: Second strike: "2126-2128 The Great Merchant Wars are fought, the Water Merchants seal up the town, but are outnumbered. A man named Roy Greene (Justin Greene's grandfather) makes the peace and negotiates a settlement. The Hub's Central Council is formed, composed of two representatives from each of the Hub caravan companies. A long period of indecisiveness and meetings maintain the status quo in the Hub."
  29. Fallout Bible 0: "2130 The Great Winter occurs."
  30. Fallout Bible 0: "2131-2135 The Master begins ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances are blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws are blamed. The super mutant army grows."
  31. Fallout Bible 0: "2137 Master's begins to mass-produce super mutants. Only about one in six or one in five attempts are successful, and of these successes, only half seem to last to go on to be part of his growing army, called the Unity."
  32. Fallout Bible 0: "2135 Elder Roger Maxson dies of cancer, and his son, already an accomplished soldier, takes up the role of "General" (Elder) within the Brotherhood of Steel. John Maxson becomes a member of the Paladins, showing tremendous promise as a soldier."
  33. Fallout Bible 0: "2140 Decker forms Underground in the Hub and starts pulling strings."
  34. Fallout Bible 0: Second strike: "2152 As their influence slowly spreads throughout the wastes, the Master finds humans, doomsday cultists, and rather than dip them in the vats, he demands their obedience as spies - their leader is a man named Morpheus, and he pledges his followers to the Master. Morpheus and his cultists form the future core of the Children of the Cathedral."
  35. Fallout Bible 0: "2155-2156 After capturing a caravan of strange-garbed travelers (vault dwellers), Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master learns of other Vaults, and realizing their human occupants are ripe for transformation, begins to send out patrols to Vault locations in search of these other Vaults."
  36. Fallout Bible 5: "2155-2156 After capturing a caravan of vault dwellers, Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master begins to send out patrols to Vault locations in search of these other Vaults."
  37. Fallout Bible 0: "2156 The Master sees advantages in establishing a benevolent "religion," the Children of the Cathedral, and using them as spies in settlements throughout the wastes. Missionaries from the Children of the Cathedral spread slowly across the wasteland, acting as eyes and ears for Morpheus and the Master."
  38. Fallout Bible 0: "2157 The Master learns the location of the Bakersfield Vault, Vault 12, and sends a detachment of super mutants there to seize the vault. Many ghouls are snapped like twigs in the attack, and Set finally parleys with the super mutants, telling them that the ghouls are the Vault survivors the super mutants are looking for. The super mutants, angered at failing to find an intact Vault, set up a small garrison at the watershed to watch the inhabitants and ensure Set's... cooperation in the war to come."
  39. Fallout Bible 0: "2155 John Maxson's father dies in a raid by the Vipers. Expecting the raiders to break and run, Maxson doesn't take into account the religious ferocity of the Vipers (or their poisoned weapons), and when a single arrow nicks him with his helmet off, he dies within hours. John Maxson takes up the role of Elder, and Rhombus becomes the new head of the Paladins."
  40. Fallout Bible 0: "2161 October A Brotherhood of Steel patrol comes across a dead super mutant in the badlands. They take the corpse back to the Scribes, and Head Scribe Vree begins her examinations of the super mutant."
  41. Fallout Bible 0: "2161 Dec 5 Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement water chip."
  42. Vault Dweller's memoirs
  43. Fallout Bible 0: "2162 March 3 Vault Dweller kicks the Master's ass."
  44. Fallout Bible 0: "2162 April 20 Vault Dweller destroys the Military Base. Dogmeat dies defending his master."
  45. Fallout Bible 0: "2162 May 10 Fallout 1 Ends: Vault Dweller returns to Vault 13, only to be told, "you're a hero, and you have to leave." Some members of the Vault (led by Lydia, the head of the "return to the surface" faction, and including her supporters, Theresa and Lyle) follow soon afterward."
  46. Vault Dweller's memoirs
  47. 47.0 47.1 Fallout Bible 5: "14. One thing - what's happened to Junktown? Was it just too little to be its own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?
    Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well.
    As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
  48. Fallout Bible 0: "2165 July 10 Vault Dweller heads North with a small group of Vault-dwellers and wastelanders and founds the small village of Arroyo."
  49. Fallout Bible 0: "2167 August 18 Construction of Arroyo completed."
  50. Fallout Bible 0: "2185 Summer At high noon, Marcus and Brotherhood of Steel Paladin Jacob cross paths many, many miles southwest of Broken Hills and punch and shoot each other for a few days. Eventually, they give up, unable to get an advantage over the other. The two start traveling together, arguing over Master and BOS doctrine and whether or not the Master could truly neurolink his biology into the Cathedral computer network.
  51. Fallout Bible 0: "2185 Fall Marcus and Jacob, along with the trail of ghouls, humans, and super mutants, found the community of Broken Hills."
  52. Fallout Bible 5
  53. 53.0 53.1 Fallout: New Vegas Official Game Guide Collector's Edition p. 41: "New California Republic
    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, Aradesh's 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.
    By post-apocalyptic standards, the NCR is a paragon of economic success and good ethical character: political enfranchisement, rule of law, a reasonable degree of physical security, and a standard of living better than mere subsistence are daily realities for its 700,000+ citizens. Currently, the NCR in a state of transition, with rapid economic growth and a sea change in political leadership endangering its grand humanitarian ideals. Nowhere is this more evident than in the Mojave, where the occupation of Hoover Dam has improved access to electricity and water, but at the cost of straining its budget and embroiling its armed forces in a morally corrosive imperialist project.
    The NCR government's aim is to annex New Vegas as the republic's sixth state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compels it to allot one-fifth of the dam's 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 Strip's 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."
    (Fallout: New Vegas Official Game Guide faction profiles)
  54. Fallout Bible 0: "2186 New California Republic formed, and a central council is created as a governing body."
  55. Fallout Bible 5: "14. One thing - what's happened to Junktown? Was it just too little to be its own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?
    Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well.
    As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
  56. Fallout Bible 0: "2196: Tandi unanimously elected President of NCR by the NCR council. As expected, she proceeds to do a kick-ass job."
  57. Fallout Bible 6 New California Republic: "Although nearly hitting a hundred years of age, Tandi has done more to unite the people of the wastes than any other leader born from the ashes of the Great War, and she is revered as a saint and even a "Great Mother" by some of the tribals outside of the Republic territories. Tandi's State of the Republic messages were famous for inspiring countless people to join the "service" and rebuild civilization. Under her rule, the republic has grown, and she has focused efforts on rebuilding the pre-war infrastructure to support the growing population, finding new forms of transportation and manufacturing, clearing roadways and rail lines, building forts, fostering caravans and trade in the republic (and with other territories), and dealing with threats swiftly and efficiently. In all her years, she has never forgotten her roots in the small village of Fallout 1, and she has always strived to put the welfare of the common man above the wheels of progress. When people talk about "good people," Tandi's good people."
  58. Fallout Bible 6 New California Republic: "At the time of Fallout 2, NCR's main resource is its great brahmin herds, which provides most of the wasteland with as much meat and leather as they require. The brahmin barons and ranchers in NCR (along with the Stockmen's Association) hold a great deal of sway with the caravans and the government."
  59. Fallout Bible 0: "2241 January The first samples of Jet begin to arrive in Redding, courtesy of the Mordino family."
  60. Fallout Bible 0: "2241 February Vault City rejects offers of an alliance with both the Bishop family of New Reno and NCR."
  61. Fallout Bible 0: "2241 March Raider attacks on caravans to Vault City begin."
  62. Fallout Bible 0: "2241 The worst dry season in many years causes a drought in the Northern California area, hurting crops and brahmin in both Arroyo and Modoc."
  63. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates
    2248: "President Tandi takes ill and dies at the age of 103. Her presidency has lasted 52 years. Vice-President Joanna Tibbett assumes office."
    2253: "President Tibbett is removed from office by a vote of no confidence following her "timid" response to the massacre of 38 NCR citizens at the hands of Mojave raiders. Her replacement, President Wendell Peterson, orders three battalions of NCR infantry into the Mojave."
    (Behind the Bright Lights & Big City)
  64. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates

    2270: "The extirpation of tribals in the area of present-day Bullhead City is complete. "The Pacification of the Mojave," as it comes to be known, makes General Aaron Kimball a national hero."
    (Behind the Bright Lights & Big City)
  65. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates:

    2273 "Aaron Kimball retires from the NCR military and runs for office as one of Hub's political representatives (or "governors," as Hub idiosyncratically calls them). Less than two months into his term, Wendell Peterson is voted out of office and Aaron Kimball becomes the NCR's next President."
    (Behind the Bright Lights & Big City)
  66. 66.0 66.1 66.2 66.3 66.4 Fallout: New Vegas Official Game Guide Collector's Edition p. 456: "Controversy over Economic Development
    "The NCR's economy is based on two resources: its great Brahmin herds, and swaths of land that have been restored to arable condition. These provide the nation with meat, leather, and starchy vegetables. During President Tandi's presidency, regulations limited the number of cattle head and the acreage of fields that could be owned by a single person. Despite constant pressure from the Stockmen's Association and Republican Farmer's Committee, such regulations loosened only a little so long as Tandi was in office. Following her death, however, they eroded until President Kimball overturned them completely.
    As a result, the past 12 years have seen the rise of the Brahmin Barons and Agri-Barons: captains of industry who are, by post-apocalyptic standards, spectacularly wealthy. This has given birth to a number of cottage industries, from the rebirth of luxury goods production to "journalism" that reports on the latest purchases, commissions, and "life lessons" of the newly rich and famous.
    The past 12 years has also seen a change in attitudes towards collective welfare. Citizens of the NCR rarely face significant dangers on a daily basis, and survival is an assumption rather than an aspiration. Citizens are far more reluctant to share food and other resources, and the person who provides services free of charge, whether it's something as quotidian as sewing or as rarefied as surgical expertise, are now the exception rather than the rule.
    An added economic strain is the scarcity of salvageable goods. Sixty-five years of scavenging has done a good job of picking clean the wastes of what was once Southern California. Rare are those individuals who can make a living by scavenging and hunting what they need.
    A consequence of these economic and cultural transformations has been the rebirth of wage labor. Whereas one's labor was until recently seen as benefittingIn-game spelling, punctuation and/or grammar and belonging to a collective (whether a family or small town), it has now become a commodity. To earn their keep, many citizens must seek an employer and trade the sweat of their brow for Caps.
    Citizens of the NCR hold a variety of opinions about these developments. Many boast of their nation's economic strength; others decry what they feel has been lost. Many curse the selfishness of their fellow citizens, usually while pursuing aims that will benefit only themselves or their families. Here in the Vegas wastes, however, nearly all citizens will agree on one matter: opportunity has dried up back home, and to earn a fortune, one must come East."
    (Behind the Bright Lights & Big City)
  67. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates:

    2274 "NCR forces move east and occupy Hoover Dam. The NCR reluctantly signs the Treaty of New Vegas recognizing Mr. House and his stewards, the Three Families, as the rightful owners of the Strip. The Strip opens for business."
    (Behind the Bright Lights & Big City)
  68. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates:

    2275 "Camp McCarran is established as NCR Headquarters in the Mojave. Sporadic fighting begins with the Mojave Brotherhood of Steel. The NCR government withdraws official support from the Followers of the Apocalypse and founds The Office of Science and Industry."
    (Behind the Bright Lights & Big City)
  69. Fallout: New Vegas Official Game Guide Collector's Edition p. 458: Important Dates: "2276 Conflict with the Brotherhood of Steel escalates, culminating in the decisive victory at HELIOS One. The Mojave Brotherhood is considered 'neutralized.'"
    (Behind the Bright Lights & Big City)
  70. Joshua Sawyer: "And this is discussed in-game: BoS raided NCR's gold reserves until NCR could no longer generate gold coinage nor back their paper money. They abandoned the gold standard and established fiat currency, which is why its value is inflated over both caps and (especially) Legion coinage. (...) People in eastern NCR and the Mojave Wasteland lost faith in the NCR government's a) ability to back the listed value of paper money and b) stability overall. If you're living in Bakersfield, staring at a piece of paper that says "redeemable for value in gold" and you have no faith in the government's ability or willingness to do that -- or if you see that the government has changed the currency to say that it is not able to be exchanged for a backed good -- you may very well listen to the strong consortium of local merchants offering to exchange that paper note for currency backed by water." (Forums at somethingawful)
  71. Joshua Sawyer: "Traders from the Mojave travel the Short Loop into NCR, which means that they have to go through a few hundred miles of solid desert. Carrying enough water to travel from New Vegas to the Boneyard (or vice versa) would undercut cargo capacity significantly. Even the communities around the Mojave Wasteland (other than New Vegas itself) have water brought in and stored in local towers. Of course, the Colorado River is nearby as long as you don't mind walking through an active war zone." (Forums at somethingawful)
  72. "How does the Hub 'back' caps? Can you exchange a certain number of caps for a standard measure of water?
    Joshua Sawyer: "Yes." (Forums at somethingawful)
  73. Joshua Sawyer: "It happened during the BoS-NCR war. I believe Alice McLafferty mentions it, but I'm not positive. She doesn't detail the events in this much detail, but here they are:
    The attacks caused NCR citizens (and others who held NCR currency) to panic, resulting in a rush to reclaim the listed face value of currency from NCR's gold reserves. Inability to do this at several locations (especially near the periphery of NCR territory where reserves were normally low) caused a loss of faith in NCR's ability to back their currency.
    Though NCR eventually stopped the BoS attacks, they decided to protect against future problems by switching to fiat currency. While this meant that BoS could no longer attack a) reserves or b) the source of production (all NCR bills are made in the Boneyard), some people felt more uneasy about their money not having any "real" (backed) value. This loss of confidence increased with NCR inflation, an ever-looming specter of fiat currency.
    Because the Hub links NCR with the Mojave Wasteland and beyond, the merchants there grew frustrated with NCR's handling of the currency crisis. They conspired to re-introduce the bottle cap as a water-backed currency that could "bridge the gap" between NCR and Legion territory. In the time leading up to the re-introduction, they did the footwork to position themselves properly. If some old-timer had a chest full of caps, they didn't care (in fact, they thought that was great, since the old-timers would enthusiastically embrace the return of the cap), but they did seek to control or destroy production facilities and truly large volumes of caps (e.g. Typhon's treasure) whenever possible." (Forums at somethingawful
  74. Fallout Bible 0: "2241 The worst dry season in many years causes a drought in the Northern California area, hurting crops and brahmin in both Arroyo and Modoc."
  75. Fallout Bible 9: "Brahmin are mutated brahmin cattle with two heads. If you just said, "hell, I thought brahmin were something from India," well, you'd be right. A bunch of brahmin made their way to the states long ago[1] for crossbreeding purposes. When the bombs fell, brahmin grew two heads. They are quite hardy. They are also a delicious toasty brown, as you'll notice in the picture to the left. They attack by head-butting or trying to gore someone with their horns, so brahmin-tippers beware. For some reason, only the left-most brahmin head has horns, which raises some curious gender identity issues.[2]
    Brahmin serve a vital environmental niche in Fallout - they form the foundation of survival for many species in Fallout, most notably, humans. They also form the backbone of the NCR economy. They also form the backbone of the New Reno "NCR brahmin rustling" economy. Brahmin can pull carts, old cars, plows, and dead bodies. Brahmin can be driven into herds then used as stampedes on rival tribal villages which is better than a Delayed Blast Fireball any day of the week. Brahmin can be worshipped. Brahmin hair can be woven into bags and ropes. Brahmin hide can be stretched over wooden or metal rods to make canoes if you're into that sort of thing. Brahmin sinew can be used for bowstrings or thread for stitching. Brahmin shit is great fertilizer (and fuel for campfires). Brahmin meat is delicious - well, only because no one in Fallout knows what a succulent Pre-War steak used to taste like. Brahmin are a source of milk that is like modern-day milk, yet terrifyingly different. Brahmin can be tipped over. Brahmin bones can be used as clubs, knives, arrowheads, eating utensils, hoes, or even dice, and their skulls look really scary dotted all over the desert landscape. Their horns can be turned into drinking horns if you feel like getting medieval. Brahmin can be used to distract a hungry deathclaw. Brahmin fat makes decent soap. Their hide can be used to make tents (or tipis/teepees), clothing, belts, saddlebags, shoes, leather armor, or a bizarre brahmin-looking disguise so you can sneak up on other brahmin and listen to their conversations. You can also use their tails as fly brushes or paintbrushes, depending on your level of artistic talent.
    There are domesticated brahmin and wild brahmin. PCs are encouraged to approach wild brahmin like they would a domesticated brahmin because the end result is amusing for the Overseer.
    Wild brahmin can forage for themselves, and they can be found across the wastes, gathered into small herds, wandering here and there, munching on the dirty weeds scattered throughout the desert. Fortunately for the ecology of the wasteland (and the survival of their species), brahmin can go for long periods of time without water - they don't need much to survive. They have a strong sense of smell, and they don't hesitate to stomp over any wasteland predator that threatens them or their calves - well, except deathclaws, because no one messes with deathclaws.
    Brahmin are a great source of cattle drive and range war adventure seeds if you feel like getting your Louis L'Amour on for a few sessions.
    There are rumors that the smell of brahmin shit is highly addictive."
  76. Fallout Bible 5:
    "22. Ah yes, there is ONE more thing actually...those darn geckos. Where did they come from? They were non-existent in Fallout 1 while in fallout 2 they seemed to be all over the place and as Harold would put it: "You couldn't fart without hitting one."
    They stemmed from an unknown species of lizard indigenous to the Oregon-California boundary that sucked up enough FEV to grow bigger, stronger, and faster - and they're definitely not sterile. While it took them a few generations to get all their new genetics straightened out, they started breeding slightly less than FEV-influenced rats. No one knows what lizard stock they originated from, or how the fire geckoes sprang into being.
  77. Chris Avellone, Fallout Bible 1 - "The radscorpions are a result of a combination of radiation and the FEV virus, and Razlo in Shady Sands is correct - they were originally Emperor Scorpions that have grown... big."
  78. Fallout Bible 6: "The caravan houses of the Hub, in particular, around the time in Fallout 2, have been looking to further its trade influence, and new vehicles (and types of transport, such as trains, boats, or barges) have been eagerly sought after for carrying large amounts of trade goods vast distances. Good ol' human greed will move mountains. Or at least rebuild things that can. Once they learn of the Enclave's presence in the North, they are likely to have huge bounties promised for Vertibird plans - or better, a working Vertibird."
  79. Fallout Bible 6: "The caravan houses of the Hub, in particular, around the time in Fallout 2, have been looking to further its trade influence, and new vehicles (and types of transport, such as trains, boats, or barges) have been eagerly sought after for carrying large amounts of trade goods vast distances. Good ol' human greed will move mountains. Or at least rebuild things that can. Once they learn of the Enclave's presence in the North, they are likely to have huge bounties promised for Vertibird plans - or better, a working Vertibird."
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