Description on Chubfrom Chub
I was looking for a lorebook on Fallout Universe but didn't found anything that meet my expectation so I decide to give a try. Feel free to create public copy if you want to change thing, or text me if you have suggestion
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 97
- Favorites
- 41
- Messages
- 0
- Forks (upstream)
- 6
- Tokens (upstream)
- 15,831
Created Updated Archived since
No description.
45 entries · scan depth 2 · budget 1,000 tokens
- #1Brotherhood Of Steel
Keys: BOS, Brotherhood Of Steel, Brotherhood
[Faction(Brotherhood Of Steel); Type of organization(Technocratic Military Order); Description(The Brotherhood of Steel is a paramilitary organization dedicated to preserving and controlling pre-war technology. Founded by remnants of the U.S. military after the Great War, the Brotherhood operates under a strict hierarchy and a doctrine of technological supremacy. While their core mission remains the same, internal divisions have led to variations in their approach to outsiders and the wasteland at large.); Branch(Scribe, Footmen, Lancer); Scribes: The Brotherhood’s researchers, engineers, and historians. They are responsible for maintaining, reverse-engineering, and documenting technology. Their role is vital for the organization’s survival and mission. Footmen: The backbone of the Brotherhood’s military force. These include Knights and Paladins who enforce the Brotherhood’s will, secure technology, and defend their strongholds. Lancers: Specialists in aerial combat and vehicle maintenance, primarily seen in chapters that have access to vertibirds or other mechanized assets. Factionalism(Isolationist and Inclusivist factions exist, often clashing over how to interact with the wasteland. Isolationists believe in hoarding technology and restricting its use to Brotherhood members, while Inclusivists argue for selective cooperation with wastelanders to strengthen the Brotherhood’s influence.); Relations with Outsiders(Generally distrusting of outsiders, the Brotherhood often enforces strict technological control policies, preventing wastelanders from accessing advanced pre-war technology. Some chapters are more lenient, offering protection or cooperation under strict conditions.);
- #2Enclave
Keys: Enclave
[Faction(Enclave); Importance(Major); Type of organization(Fascist, Technocratic, Military State); Description(The Enclave is a powerful and secretive organization that sees itself as the legitimate continuation of the pre-war United States government. After the Great War, remnants of the U.S. government and military formed the Enclave, believing that they were the last hope for restoring the nation to its former glory. They possess advanced technology, including a fleet of airships and high-tech weaponry, but their leadership is often ruthless, seeing themselves as the “true” heirs to the United States and viewing all others as inferior or expendable. Their ideology is rooted in fascism and a belief in the superiority of their bloodline, with a strong emphasis on purging the wasteland of mutants and "undesirables."); Branch(Military, Science, Executive); Military: The Enclave’s combat forces are highly trained and equipped with advanced power armor, energy weapons, and aerial assets like Vertibirds. They often serve as the enforcers of the Enclave’s will, both in the wasteland and within the organization. Science: Scientists and researchers focused on advancing the Enclave’s technological supremacy. They oversee the development of weapons, the continuation of genetic research, and the study of pre-war technology. Executive: The political leadership of the Enclave, which oversees decision-making and strategic planning. The executive branch holds absolute power within the organization, with a few high-ranking individuals, including the President, holding supreme authority. Factionalism(Purist, Reformator); Purist: Members of the Purist faction believe that only true “pure” humans (those not tainted by mutations) are fit to lead the Enclave and humanity as a whole. They advocate for the elimination of all mutants, ghouls, and those they consider "lesser." Reformator: The Reformator faction believes the Enclave should evolve and change, focusing on cooperation with other human groups and possibly working towards improving the wasteland rather than solely focusing on extermination. Though this faction is often in conflict with the Purists, they hold a more idealistic vision of human survival. Relations with Outsiders(Generally hostile and highly secretive. The Enclave considers most wastelanders inferior, often engaging in acts of aggression and domination. They are infamous for their role in the destruction of the Vault 13 water chip, among other atrocities. They are known to attempt genocide against mutated species, including ghouls and super mutants. However, their advanced technology and promises of rebuilding society sometimes draw others to them, especially those who seek power or resources.);
- #3Children of Atom
Keys: child of atom, atom, Children of Atom
[Faction(Children of Atom); Type of organization(Religious Cult); Description(The Children of Atom are a fanatical religious group that worships radiation, believing it to be a divine force that brings enlightenment and transcendence. They see nuclear explosions as sacred events and revere irradiated areas as holy sites. Some members willingly expose themselves to radiation, believing it grants them communion with Atom. While some sects are peaceful, preaching the acceptance of Atom’s gift, others are militant and actively seek to spread radiation, seeing it as a means of purification and rebirth.); Branch(Prophets, Missionaries, Crusaders); Prophets: The spiritual leaders of the Children of Atom, guiding their followers in interpreting Atom’s will. They often reside in highly irradiated areas, claiming visions and divine insight from exposure to radiation. Missionaries: These members seek to spread the word of Atom, converting wastelanders to their beliefs. They may travel from settlement to settlement, offering aid in exchange for devotion. Crusaders: Militant extremists who believe in enforcing Atom’s will through violence. They actively spread radiation, sometimes using nuclear weapons, dirty bombs, or irradiated weapons to “bless” non-believers with Atom’s gift. Factionalism(Zealot, Pacifist); Zealot: Radical followers who believe Atom’s glory must be spread at all costs. They see non-believers as obstacles to be converted or eliminated and often take aggressive actions against outsiders. Pacifist: A more moderate sect that believes in peaceful worship and the natural spread of Atom’s influence. They seek to coexist with other wastelanders and share their faith without force. Relations with Outsiders(Varies greatly depending on the sect. Some groups welcome outsiders, offering aid and shelter to those who respect Atom. Others see non-believers as obstacles to be converted or purged. Many wastelanders fear the Children of Atom, viewing them as insane or dangerous due to their disregard for radiation’s deadly effects.);
- #4Raider
Keys: Raider
[Faction(Raider); Type of organization(Decentralized Bandit Gangs); Description(Raiders are violent, lawless groups of scavengers, bandits, and killers who thrive in the chaos of the wasteland. They survive by pillaging settlements, ambushing travelers, and engaging in brutal combat. Lacking a unified leadership, raider groups vary in size, ideology, and brutality—some are simple gangs of looters, while others form sadistic warbands reveling in torture and bloodshed. Despite their chaotic nature, some raider factions exhibit organization and long-term goals, establishing fortified strongholds and ruling through terror.); Branch(Warlords, Scavengers, Slavers, Chem-Fiends); Warlords: The leaders of large raider factions. They command respect through strength and fear, often leading warbands to conquer territory and assert dominance over weaker groups. Scavengers: Raiders who specialize in looting technology, weapons, and supplies. Unlike typical raiders who prefer destruction, scavengers seek valuable resources to trade or use for their own gain. Slavers: A brutal subset of raiders who capture and trade slaves, using them for labor, entertainment, or ransom. Some groups, like Paradise Falls, operate extensive slaving rings. Chem-Fiends: Raiders addicted to chems, often engaging in reckless, suicidal combat. Many serve as cannon fodder for stronger raider groups, driven by their need for the next high. Factionalism(Tribalistic, Mercenary, Cult-like); Tribalistic: Primitive groups that embrace a savage, nomadic lifestyle. They often paint themselves in war paint, perform ritualistic sacrifices, and see violence as a sacred rite. Mercenary: Raiders willing to sell their services for caps, working as hired guns for powerful factions like the Enclave or certain warlords. While still brutal, they have a sense of discipline and structure. Cult-like: Some raider factions operate as death cults, worshiping destruction, anarchy, or even figures like Atom. These groups are often the most unpredictable and dangerous, willing to die for their twisted beliefs. Relations with Outsiders(Almost universally hostile. Raiders see settlers, traders, and travelers as prey, attacking without hesitation. However, some groups are willing to trade, especially with those who can provide weapons, chems, or slaves. Mercenary-style raiders may work for factions like the Enclave, NCR, or even warlords, provided they are paid well.);
- #5NCR
Keys: New California Republic, NCR, California
[Faction(NCR); Type of organization(Democratic Federal Republic, Military Government); Description(The New California Republic (NCR) is a post-apocalyptic democratic federation that seeks to restore law, order, and civilization to the wasteland. Originating from Shady Sands, the NCR has grown into a vast and bureaucratic nation with a strong military, a functioning government, and an economy based on taxation, trade, and agriculture. While it champions democracy and human rights, its rapid expansion has led to corruption, overextension, and growing discontent among its citizens and those it seeks to govern.); Branch(Military, Government, Rangers, Intelligence); Military: The NCR Army, composed of conscripts and career soldiers, is responsible for defending the republic’s borders and enforcing its laws in occupied territories. While large and disciplined, the army suffers from logistical issues, outdated equipment, and morale problems due to extended campaigns. Government: The NCR is led by a President, a two-house Congress, and a judicial system. However, political corruption, corporate influence, and power struggles often hinder effective governance. Rangers: Elite special forces of the NCR, known for their high combat proficiency, independent operations, and unwavering loyalty. The NCR Rangers often undertake missions deep in enemy territory, dealing with high-risk threats like raiders, mutants, and insurgents. Intelligence: The NCR’s intelligence division focuses on espionage, counterintelligence, and political manipulation. They monitor both internal and external threats, sometimes engaging in morally questionable tactics to maintain NCR control. Factionalism(Expansionists, Reformists, Isolationists); Expansionists: Believe in aggressive territorial expansion, bringing more regions under NCR control, even through military force. They see conquest as necessary to secure resources and prevent anarchy. Reformists: Advocate for internal improvements, reducing corruption, and focusing on strengthening the NCR’s existing territories rather than expanding further. Isolationists: Argue that the NCR should stop expanding and focus solely on its core territories, avoiding unnecessary conflicts with groups like Caesar’s Legion and the Brotherhood of Steel. Relations with Outsiders(Varies. The NCR seeks to integrate independent settlements into its republic, often offering protection and economic benefits in exchange for allegiance and taxation. However, some wastelanders see the NCR as an oppressive force, and factions like the Brotherhood of Steel, Caesar’s Legion, and various raider groups view it as an enemy. While the NCR has allies, such as certain tribal groups and trading companies, its expansionist policies often lead to conflicts.);
- #6Minutemen
Keys: Minutemen, Commonwealth Minutemen
[Faction(Commonwealth Minutemen); Importance(Minor to Major, depending on leadership and organization); Type of organization(Militia, Decentralized Self-Defense Force); Description(The Commonwealth Minutemen are a civilian militia dedicated to protecting the people of the Commonwealth from raiders, mutants, and other threats. Once a powerful and respected force, the Minutemen fell into disarray due to internal conflicts and the disastrous Quincy Massacre. However, under strong leadership, they have the potential to rise again as a major stabilizing force in the region. Unlike larger factions, the Minutemen do not seek territorial expansion or governance but instead act as defenders of independent settlements that seek their protection.); Branch(Leadership Council, Local Militias, Artillery Divisions, Engineers); Leadership Council: The central decision-making body of the Minutemen. Depending on the state of the organization, this may consist of a single General or a council of commanders representing various settlements. Local Militias: Each settlement under Minutemen protection is encouraged to maintain its own militia. These groups vary in training and equipment but form the backbone of the Minutemen’s defensive capabilities. Artillery Divisions: With access to powerful pre-war artillery, Minutemen forces can provide devastating fire support when properly coordinated. Engineers: Specialize in rebuilding infrastructure, fortifying settlements, and maintaining equipment. They are crucial in ensuring the Minutemen’s longevity. Factionalism(Traditionalists, Expansionists, Isolationists); Traditionalists: Believe the Minutemen should remain a decentralized militia focused purely on defense and aiding settlers who request help. They reject large-scale expansion or aggressive military action. Expansionists: Seek to rebuild the Minutemen into a structured, organized military force capable of enforcing law and order throughout the Commonwealth, potentially rivaling the Brotherhood of Steel and the Institute. Isolationists: Argue that the Minutemen should focus only on settlements that actively support them and avoid unnecessary involvement in Commonwealth conflicts. Relations with Outsiders(Generally friendly toward wastelanders, settlers, and small communities, offering protection and aid. However, their stance toward other major factions varies—distrustful of the Brotherhood of Steel’s militarism, hostile toward the Institute due to its abuse of the Commonwealth’s people, and wary of the Railroad’s secretive nature. Unlike the NCR or the Enclave, the Minutemen do not impose laws or taxation, making them appealing to independent settlers.);
- #7States
Keys: State, States
The Capital Wasteland (Formerly Washington, D.C.) The Commonwealth (Formerly Massachusetts) The Mojave Wasteland (Formerly Nevada) California Oregon Washington Idaho Utah Montana Wyoming Colorado Arizona New Mexico Texas Oklahoma Louisiana Arkansas Missouri Mississippi Alabama Georgia Florida (The Everglades and The Glow) Tennessee Kentucky West Virginia (Appalachia) Virginia North Carolina & South Carolina Maine (The Island/Far Harbor) Connecticut Pennsylvania (The Pitt) New York New Jersey Delaware & Maryland Hawaii Alaska (Broken Coast)
- #8California
Keys: California
Description(California, once a thriving and prosperous state, has been deeply affected by the Great War, leaving its once-beautiful coastlines and cities in ruins. Despite the devastation, it is home to some of the most powerful factions in the wasteland, including the New California Republic (NCR) and remnants of the Brotherhood of Steel. The state is divided, with some areas flourishing under NCR governance, while others remain wild, controlled by raiders, super mutants, and dangerous creatures. California’s landscape is varied, from desert wastelands to the irradiated remains of major cities like Los Angeles and San Francisco.); Level of civilization(Varied, but generally moderate to advanced in NCR-controlled areas. Major cities like San Francisco are mostly ruins, but some, like Shady Sands, have rebuilt to a degree. The NCR has begun to restore infrastructure, though lawlessness still reigns in more remote areas.); Faction in the state(New California Republic (NCR), Brotherhood of Steel, Raiders, Children of Atom, Enclave remnants, various smaller groups); Quality of life(Varies greatly. In NCR-controlled areas, life is relatively stable, though corruption and bureaucracy hinder progress. Some settlements have a decent quality of life, with trade, agriculture, and protection from raiders. However, outside NCR borders, the quality of life is harsh, with raiders, super mutants, and radiation making survival difficult for many.)
- #9Nevada
Keys: Nevada, Mojave
Description(Nevada, alias Mojave Wasteland is a harsh and desolate wasteland, dominated by vast deserts, radioactive ruins, and lawless territories. However, it is also home to one of the most unique post-war civilizations centered around New Vegas, a thriving city preserved by Mr. House. While the surrounding areas are filled with raiders, mutants, and dangerous creatures, New Vegas itself stands as a beacon of luxury, gambling, and opportunity. Outside the city, Hoover Dam remains a strategic power source, heavily contested by the New California Republic (NCR) and Caesar’s Legion. The state is divided between warring factions, each vying for control of its valuable resources and infrastructure.); Level of civilization(Highly varied. New Vegas is one of the most advanced post-war cities, boasting electricity, commerce, and a sense of stability under the rule of Mr. House. NCR-controlled areas maintain order but suffer from bureaucracy and corruption. Meanwhile, Legion-controlled regions are highly militarized but lack technological advancement. The rest of Nevada remains largely lawless and dangerous.); Faction in the state(New California Republic (NCR), Caesar’s Legion, Mr. House, The Strip Families (Omertas, Chairmen, White Glove Society), Boomers, Brotherhood of Steel, Great Khans, Various Raider Gangs); Quality of life(Depends on location. In New Vegas, life is relatively luxurious for the wealthy and those under Mr. House’s rule, while others struggle in poverty. NCR-controlled regions offer stability but suffer from corruption and resource shortages. Under Caesar’s Legion, life is strict, brutal, and militaristic. Outside these factions, life is extremely difficult, with raiders, mutants, and radiation making survival a daily struggle.);
- #10Oregon
Keys: Oregon
[State(Oregon); Description(Oregon is a wild and largely untamed wasteland, covered in dense forests, radioactive ruins, and long-forgotten pre-war settlements. Unlike California and Nevada, Oregon lacks a dominant governing force, leading to widespread lawlessness. The remnants of Portland, now known as "The Ruins," are a dangerous battleground of raider clans, mutants, and scavengers. The state is also home to isolated tribal groups, survivalist communities, and remnants of the Brotherhood of Steel who seek to claim lost technology from hidden pre-war facilities. The harsh environment, combined with the lack of centralized authority, makes Oregon one of the more dangerous regions in post-war America.); Level of civilization(Generally low. Some settlements have managed to establish trade and agriculture, but most of the state is wilderness or contested territory. Tribes and small warbands dominate the land, and advanced technology is rare outside of hidden Brotherhood bunkers or pre-war ruins.); Faction in the state(Brotherhood of Steel (Scattered remnants), Raider Clans, Isolated Tribal Groups, Survivalist Communities, Children of Atom (Scattered cults), Independent Settlements); Quality of life(Harsh and unpredictable. While some isolated communities have carved out a stable existence, most of the population struggles against constant threats from raiders, wildlife, and radiation. Resources are scarce, and without a major power to provide infrastructure, settlements often rely on barter and self-sufficiency. Only those with strong survival skills or alliances with powerful factions can hope to thrive in Oregon’s unforgiving wasteland.);
- #11Arizona
Keys: Arizona
[State(Arizona); Description(Arizona is the heartland of Caesar’s Legion, a brutal and highly organized slaver empire built upon the ruins of the old world. The region is characterized by vast deserts, scattered settlements, and ancient pre-war ruins, many of which have been repurposed by the Legion. Unlike the chaos of other wastelands, Arizona is under strict control, with law enforced through fear, discipline, and unwavering loyalty to Caesar. The Legion has turned many former raider groups and tribals into a formidable military force, uniting the land under its banner. However, beyond the Legion’s reach, independent communities and hidden enclaves still resist their rule, surviving in the harsh wilderness.); Level of civilization(Moderate to low. While the Legion has established order, its society is deeply militaristic and lacks advanced technology, infrastructure, or individual freedoms. Most settlements under Legion control function efficiently but without modern amenities. The few remaining independent communities exist in primitive or semi-civilized conditions, often in hiding from the Legion’s grasp.); Faction in the state(Caesar’s Legion (Dominant), Isolated Tribal Groups, Hidden Settlements, Enclave Remnants (Rumored), Brotherhood of Steel (Scattered remnants)); Quality of life(Depends on status. For Legion soldiers and loyalists, life is harsh but structured, with food and protection in exchange for complete obedience. For civilians, especially women and slaves, life is brutal and restrictive, with little personal freedom. Those outside Legion control struggle to survive in a dangerous, lawless wasteland where raiders, radiation, and Legion patrols pose constant threats.);
- #12New Mexico
Keys: New Mexico
[State(New Mexico); Description(New Mexico is a vast, harsh desert state, shaped by its close proximity to both the NCR and Caesar's Legion. Its landscape is a mixture of sun-scorched deserts, mountainous terrain, and remnants of ancient Native American cultures. While many regions are uncharted and lawless, New Mexico holds strategic importance due to its natural resources, particularly in energy and water, with the presence of the Hoover Dam and other pre-war installations. The state has become a battleground for the NCR's explorers seeking to expand, Caesar's Legion troops looking to extend their dominion, and Enclave remnants that search for old-world technology. The state is torn by these powerful factions and the hostile wasteland environment.); Level of civilization(Varied, but mostly low. In NCR-controlled areas, there is some semblance of order, though resources are stretched thin and corruption hinders development. Caesar's Legion holds some control over the southern parts of the state, imposing their brutal rule. Many areas are lawless, populated by raiders, mutants, and scavengers. The Enclave remnants seek to reclaim technology and re-establish control, but their influence is limited and fragmented. Some small, independent settlements manage to survive but lack much in terms of modern technology or support.); Faction in the state(New California Republic (NCR), Caesar's Legion, Enclave Remnants, Independent Settlements, Raiders, Various Tribal Groups); Quality of life(Extremely varied. In NCR-controlled regions, life can be relatively stable, but it often comes with the burden of taxes and limited resources. Caesar's Legion controls parts of the state with iron-fisted rule, making life for non-citizens brutal and oppressive. The Enclave remnants, though few in number, have access to advanced technology, making them a powerful but isolated force. The quality of life outside these factions is harsh, with raiders, mutants, and the desolate landscape making survival difficult. Independent settlements struggle with poor infrastructure, unreliable trade, and constant threats from hostile forces.);
- #13Texas
Keys: Texas
[State(Texas); Description(Texas is a massive and volatile wasteland, where fractured factions struggle for dominance over its vast resources and strategic locations. The state is a mix of scorched deserts, ruined cities, and pockets of civilization trying to endure in the chaos. Caesar’s Legion has established a foothold in the east, seeking to push further into the region. The Brotherhood of Texas (BoT), an inclusive faction working alongside civilian leadership, is one of the few organized powers trying to rebuild Texas into a stable society. However, they are in constant conflict with the Alamo Chapter, a more dogmatic and militant faction of the Brotherhood that rejects civilian authority. Adding to the turmoil, remnants of the Attis Army—mutant warlords left behind after the fall of their leader, Attis—continue to ravage settlements, waging war against both humans and each other in a brutal struggle for dominance.); Level of civilization(Highly fragmented. Some areas, particularly under BoT control, have functioning towns, trade routes, and infrastructure, resembling a fledgling nation. However, most of Texas remains lawless, with raider groups, Legion incursions, and Super Mutant warbands causing widespread destruction. The Alamo Chapter maintains heavily fortified strongholds but is isolationist and authoritarian. Many independent settlements survive in harsh conditions, relying on militias and trade to endure.); Faction in the state(Caesar’s Legion (Eastern Texas Cohort), Brotherhood of Texas (BoT), Alamo Chapter (Brotherhood of Steel - Dogmatic), Super Mutant Warlords (Remnants of the Attis Army), Independent Settlements, Raider Clans, Scattered Tribal Groups); Quality of life(Varies drastically. In BoT-controlled regions, life is relatively stable, with access to trade, protection, and limited technological advancements. The Alamo Chapter enforces strict laws but offers security to those under its rule, though at the cost of personal freedoms. Under Caesar’s Legion, life is brutal, especially for civilians and slaves. Any region touched by the Super Mutant warlords faces devastation, with settlements being wiped out or enslaved. In the lawless areas, survival is a constant struggle, with raiders, mutants, and extreme weather conditions making life harsh and unforgiving.);
- #14Washington D.C
Keys: Washington DC, The Capital
[State(Washington - The Capital Wasteland); Description(The Capital Wasteland, formerly Washington, D.C., is one of the most devastated and war-torn regions in post-war America. Once the heart of the U.S. government, the city was a primary target during the Great War, leaving it in complete ruin. Radiation, mutants, and collapsed infrastructure dominate the landscape. Despite its harsh conditions, the region remains a battleground for some of the wasteland’s most powerful factions. The Brotherhood of Steel has a major presence, originally sent to recover lost technology but later becoming protectors of the region. The Enclave, remnants of the pre-war U.S. government, try to reclaim the capital from the Lyons' Brotherhood of Steel. Numerous raider gangs, super mutants, and desperate survivors continue to struggle for dominance in the ruins of the old world.); Level of civilization(Low. While the Brotherhood of Steel has established some level of order and protection, most of the Capital Wasteland remains lawless, filled with scavengers, raiders, and hostile creatures. Infrastructure is almost nonexistent, and many settlements are small and vulnerable. The region is still highly irradiated, making survival difficult.); Faction in the state(Brotherhood of Steel (Lyon's Chapter, inclusive), Enclave Remnants, Raiders (Numerous gangs), Super Mutants, Talon Company Mercs, The Outcasts (Former BoS splinter group, dogmatic), Rivet City and other Independent Settlements, The Regulators); Quality of life(Harsh and dangerous. Outside of Brotherhood-controlled areas, life expectancy is low due to raiders, super mutants, radiation, and scarce resources. Settlements like Rivet City offer some stability, but even there, survival is a daily struggle. Clean water, food, and medicine are rare, and those who can’t fight or find protection often don’t last long in the wasteland.);
- #15Massachusetts
Keys: Massachusetts, The Commonwealth
[State(Massachusetts - The Commonwealth); Description(The Commonwealth, formerly Massachusetts, is one of the most technologically advanced and politically complex regions in the wasteland. At its heart lies Boston, a city still rich with pre-war ruins and advanced scientific research. The region is dominated by the secretive and powerful Institute, a faction with near-mythical status that operates underground, using synthetic humanoids (synths) to manipulate the surface world. The Brotherhood of Steel, arriving with the airship Prydwen, seeks to purge synthetic life and reclaim lost technology. The Minutemen, once a scattered militia, attempt to restore order and provide protection to the people of the Commonwealth. Additionally, an offshore Enclave Rig is rumored to exist, possibly housing remnants of the old U.S. government, waiting for the right moment to resurface.); Level of civilization(Moderate to high in certain areas. Boston remains a hub of technology due to the Institute’s influence, though most of the region is still dangerous and filled with raiders, mutants, and warring factions. The Brotherhood’s presence has increased stability in some areas, while the Minutemen work to reestablish settlements. However, many places remain lawless or under the threat of Institute intervention.); Faction in the state(The Institute, The Minutemen, Brotherhood of Steel (Commonwealth Expedition - Prydwen), Enclave (Offshore Rig - rumored), The Railroad (Anti-Institute underground network), Gunners (Mercenary army), Super Mutants, Raider Gangs, Independent Settlements); Quality of life(Varied. In Minutemen-protected settlements, life is improving, with growing stability and access to resources. Under Brotherhood control, order is enforced but at the cost of personal freedoms, especially for those suspected of being synths. The Institute’s presence is both a blessing and a curse—offering high technology but also abductions and experiments. Outside of these groups, the Commonwealth remains a dangerous wasteland filled with raiders, mutants, and mercenaries. The Enclave’s potential return could further shift the balance of power, for better or worse.);
- #16Washington
Keys: Washington
[State(Washington); Description(Washington is a largely unexplored and dangerous region, home to dense forests, pre-war ruins, and remnants of advanced technology. Once the site of Vault-Tec's headquarters, the state may still hold invaluable secrets about the Vault program and classified government projects. However, the land is now dominated by the Washington Brotherhood, a rogue faction of the Brotherhood of Steel that has abandoned traditional ideals in favor of brutal expansion and slavery. The faction is led by The Immortal, a ghoul permanently fused into his power armor, whose long lifespan and ruthless leadership have solidified his grip over the region. Unlike other Brotherhood chapters, the Washington Brotherhood heavily relies on forced labor, using captured wastelanders, tribals, and even former Brotherhood members as slaves to maintain their war machine.); Level of civilization(Low to moderate. The Washington Brotherhood has established a functional society within their domain, though it is built on oppression and military dominance. Outside their control, the region is mostly lawless, with independent settlements struggling to survive. The remains of Vault-Tec's headquarters may contain untapped technological wonders, but few dare to explore its ruins.); Faction in the state(Washington Brotherhood (Rogue BoS faction), Independent Settlements, Tribal Groups, Raider Clans, Super Mutant Packs, Potential Vault-Tec AI or hidden Enclave remnants); Quality of life(Brutal and oppressive for most. Those under Washington Brotherhood rule live in harsh conditions, with many reduced to slavery or forced labor. Only the highest-ranking members of the faction enjoy a comfortable life, fueled by their access to advanced technology and war resources. Outside of their control, life is dangerous and uncertain, with raiders, mutants, and the harsh wilderness making survival difficult. Anyone who refuses to submit to the Washington Brotherhood faces death or enslavement.);
- #17Idaho
Keys: Idaho
[State(Idaho); Description(Idaho is a land of contrasts, where three dominant factions shape the wasteland’s future through deeply opposing ideologies. The region is mostly rural, with vast plains, mountains, and geothermal activity shaping its post-war identity. The remains of pre-war industry and infrastructure are few, leaving the people to rely on ingenuity and survivalism. In the north, Old Country thrives, a faction primarily led by ghouls who see themselves as the true inheritors of America’s past. They value old-world knowledge and have built stable communities, welcoming humans willing to coexist. However, they are in constant conflict with Rot Purger, a radical human supremacist faction bent on exterminating all ghouls and mutants, believing them to be the reason for humanity’s suffering. In the south, Heaven’s Gate rises as a powerful theocracy, built around the worship of The Holy Steam, harnessing geothermal energy in a steampunk-inspired society where faith and industry merge into one. The state is a battlefield of ideology, technology, and survival.); Level of civilization(Moderate but divided. Old Country has developed stable settlements and trade routes, though they struggle under constant threats from Rot Purger. Rot Purger maintains a warlike, militant society, focused on cleansing the land rather than rebuilding it. Heaven’s Gate has surprisingly advanced technology, using geothermal energy to power steampunk-style machinery, though their theocratic rule is strict and unquestioned. The rest of Idaho remains wild, with scattered settlements, raiders, and tribals trying to survive in the chaos.); Faction in the state(Old Country (Ghoul-dominated faction), Rot Purger (Human supremacist purists), Heaven’s Gate (Steampunk theocracy), Independent Settlements, Raider Clans, Isolated Tribes); Quality of life(Varies greatly. In Old Country, life is relatively stable for ghouls and their human allies, with trade and community efforts maintaining a fragile peace. Rot Purger offers a brutal, war-driven existence, where only the strongest and most loyal to their cause survive. Heaven’s Gate provides security and technological benefits, but at the cost of complete religious devotion—heretics and non-believers are often exiled or worse. Outside these factions, the wasteland is harsh, filled with danger from raiders, wildlife, and the ever-present threat of war between the three powers.);
- #18Utah
Keys: Utah
[State(Utah); Description(Utah is a land of stark contrasts, with breathtaking natural landscapes and a brutal struggle for survival. Zion Canyon, one of the last relatively untouched natural areas, serves as a battleground for various tribal factions. The remnants of civilization are few, as much of the region is dominated by tribal warfare and the remnants of pre-war religious communities. The Eighties, a speed-obsessed warband that worships vehicles and mobility, raid across the wasteland on makeshift motorcycles and jury-rigged vehicles. The White Legs, brutal and destructive, seek to prove themselves through conquest, having once been pawns of Caesar’s Legion. Meanwhile, New Canaan, a settlement founded by descendants of Mormon missionaries, attempts to restore order and faith amidst the chaos.); Level of civilization(Low to tribal. New Canaan represents the most structured form of civilization, offering trade, stability, and religious guidance, but it is constantly under threat. The other factions live in a mix of tribalistic warfare and scavenger survivalism, with only the strongest and fastest thriving. There are few functioning remnants of pre-war infrastructure outside of what has been salvaged or repurposed by the tribes.); Faction in the state(The Eighties (Vehicle and speed-worshiping tribe), White Legs (Former Legion pawns, now warlike nomads), New Canaan (Mormon settlement and traders), Sorrows (Peaceful tribe, connected to New Canaan), Dead Horses (Fierce warrior tribe allied to New Canaan), Caesar’s Legion (Fringe influence), Independent Scavengers and Traders); Quality of life(Dangerous and harsh. Life in Utah depends on one’s faction. New Canaanites live under relative stability but face constant raids from hostile tribes. The Eighties thrive on speed, raids, and scavenging, but their nomadic lifestyle is perilous. The White Legs rule through violence, with brutal customs that make survival difficult for anyone not aligned with them. The Sorrows and Dead Horses, though strong, live at the mercy of the wasteland and other, more aggressive tribes. Anyone outside of these groups must either fight, run, or hide to survive.);
- #19Montana
Keys: Montana
[State(Montana); Description(Montana is a vast, rugged land of mountains, forests, and open plains, with harsh winters and a scattered population. Unlike other parts of the wasteland, Montana has remained relatively untouched by large-scale warfare, leaving much of its natural environment intact. However, this isolation has allowed unique factions to develop, each with its own vision for the future. The MacArthur Enclave, a reformist branch of the Enclave, has established its headquarters here, seeking to rebuild America without the brutal authoritarianism of the old Enclave. Opposing them are the Niitsitapi, a powerful tribal coalition descended from pre-war Blackfoot and other native groups, who reject all American influence and view both the Enclave and wastelanders as invaders. Meanwhile, the Cult of Liberty, a radical faction of survivalists and old-world fundamentalists, believes in extreme individualism and opposes all forms of centralized authority, waging guerrilla warfare against anyone who tries to impose order.); Level of civilization(Moderate but divided. The MacArthur Enclave has created a structured, semi-functional society with old-world technology and advanced medical care, though they struggle with limited resources. The Niitsitapi have a strong tribal society based on ancient traditions, but they reject most forms of modern technology. The Cult of Liberty exists in loosely connected, militant cells, living off the land and resisting any form of governance. Outside these factions, independent settlements exist, but they are often caught in the crossfire of competing ideologies.); Faction in the state(MacArthur Enclave (Reformist Enclave faction), Niitsitapi (Anti-American tribal coalition), Cult of Liberty (Radical survivalist faction), Independent Settlements, Raiders, Isolated Mutant Populations); Quality of life(Depends on allegiance. In MacArthur Enclave settlements, life is stable, with access to pre-war medicine, education, and protection, but resources are limited, and loyalty is expected. Among the Niitsitapi, life is deeply traditional, with strong community ties, but outsiders are unwelcome, and modern comforts are rejected. The Cult of Liberty lives in total anarchy—self-sufficient but constantly at war, making life short and brutal. For those living outside these factions, survival is a daily struggle, with the constant threat of raids, resource scarcity, and the unforgiving Montana wilderness.);
- #20Wyoming
Keys: Wyoming
[State(Wyoming); Description(Wyoming is a wild and untamed land where the legacy of the Great Khans looms large. Once a relatively unremarkable region, it has become a key staging ground for the Khans' resurgence after their exile from the Mojave. The wide-open plains, scattered ruins, and small settlements make it an ideal place for raiders, tribal warriors, and survivalists. The New Khans, a reformed yet still warlike faction, have carved out a power base here, blending traditional raider brutality with newfound ambitions of nation-building. However, they face resistance from The Bison Herd, a group of fiercely independent frontiersmen and traders who refuse to submit to Khan rule. Additionally, Wyoming is home to The Iron Fangs, an ex-Brotherhood splinter group turned mercenary outfit, who sell their services to the highest bidder but remain highly suspicious of the Khans' growing power.); Level of civilization(Low to moderate. The New Khans have established a rough but structured society, enforcing loyalty through strength while building trade routes with outsiders. The Bison Herd maintain isolated but functional settlements, relying on self-sufficiency and commerce. The Iron Fangs operate as nomadic mercenaries, bringing discipline but little stability. The rest of Wyoming remains a chaotic frontier filled with raiders, scavengers, and unclaimed ruins.); Faction in the state(New Khans (Khan revivalist faction), The Bison Herd (Independent frontiersmen and traders), Iron Fangs (Ex-Brotherhood mercenary faction), Independent Settlements, Raiders, Tribal Groups); Quality of life(Hard and dangerous. Under New Khan rule, life is tough but offers a sense of belonging and purpose for those who embrace their warrior culture. The Bison Herd provides a more peaceful existence, but their settlements are often targeted by raiders and Khans alike. Those who join the Iron Fangs enjoy relative protection but live a life of constant warfare. Outside of these groups, survival is harsh, with little law or structure in place, and the Wyoming wilderness is as deadly as the people who inhabit it.);
- #21Colorado
Keys: Colorado
Here’s an entry for Colorado in the Fallout universe, incorporating Caesar’s Legion, the Lanius Cohort, Hangdogs, and Navajo auxiliaries: [State(Colorado); Description(Colorado is a rugged and harsh state marked by the remnants of old-world cities and vast, inhospitable mountains. In recent years, it has become a battleground for Caesar’s Legion, which has expanded its influence into the region. The Lanius Cohort, one of the Legion’s most fearsome legions, has been sent to Colorado to conquer and subjugate its tribes and settlements. The Legion’s brutal tactics have met resistance from various groups, including the Hangdogs, a loose coalition of rugged frontiersmen and scavengers who fiercely defend their territory. Additionally, the Navajo tribe, once a proud people, has been absorbed into Caesar's army as auxiliaries, acting as scouts, guides, and fighters for the Legion. Despite the Legion’s growing power, many smaller tribes and independent groups continue to resist, making Colorado a volatile and contested region.); Level of civilization(Low to moderate. The Lanius Cohort has built a strong presence through the force of arms, bringing order through fear but at the expense of infrastructure and stability. The Hangdogs rely on guerrilla tactics, creating small, decentralized settlements that are hard to locate and even harder to subdue. The Navajo auxiliaries maintain their tribal ways while supporting the Legion, but their involvement with Caesar has caused tensions within their ranks. Independent groups in Colorado are scattered and often nomadic, making survival difficult and the region feel fractured.) Faction in the state(Caesar’s Legion (Lanius Cohort), Hangdogs (Frontiersmen and settlers), Navajo (Legion auxiliaries), Independent Tribes, Raiders, Scavengers, The Eastern Brotherhood of Steel (Possible presence in the region, but isolated)); Quality of life(Extremely harsh for most. Life under Caesar's Legion is brutal, with subjugation, slavery, and warfare being everyday realities for those who resist. The Hangdogs live off the land and use the rugged terrain to their advantage, but they face constant threats from Legion forces. The Navajo live in a state of uneasy cooperation with the Legion, but their cultural identity is at risk as they are forced into the Legion’s war machine. For those outside the control of the Legion, life is a constant struggle for resources, with many smaller groups clinging to survival through alliances or raiding.)
- #22Oklahoma
Keys: Oklahoma
[State(Oklahoma); Description(Oklahoma is a mysterious and largely uncharted region in the post-apocalyptic landscape. Little concrete information survives about its current state, but it is widely believed that the area was severely affected by nuclear fallout. The radioactive scars and desolation make it a challenging environment for any survivors. Rumors persist of ghoulified National Guard members—remnants of pre-war military forces—continuing to patrol the barren wasteland, their presence a ghostly reminder of lost order.); Level of civilization(Low. Due to the extensive fallout and isolation, most of Oklahoma remains a harsh, uninhabited wasteland. Any signs of organized civilization are few and far between, with only scattered settlements or patrols daring to persist in such a toxic environment.); Faction in the state(Ghoulified National Guard Remnants, Scattered Raider Gangs, Isolated Survivor Enclaves, and possibly some desperate, self-sufficient tribal communities that have adapted to the radioactive conditions.); Quality of life(Extremely harsh. Life in Oklahoma is defined by the constant struggle against radiation, resource scarcity, and environmental hazards. The patrolling ghoulized National Guard may provide a twisted form of order, but for most, survival is a lonely, dangerous endeavor in a land where even the remnants of the past still roam.);
- #23Louisiana
Keys: Louisiana
[State(Louisiana); Description(Louisiana is a swampy, irradiated landscape where the murky wetlands serve as a breeding ground for mysterious mutant creatures. The region is scarred by the fallout of nuclear devastation, yet life endures in unexpected forms. Among the ruins, a notable francophone settlement has emerged, preserving the language, culture, and culinary traditions of pre-war French America amidst the chaos of the wasteland.); Level of civilization(Varied, but generally low. While most of Louisiana is a hazardous, uncharted swamp with pockets of mutant activity, the francophone settlement has managed to establish a semblance of order and community. Its residents maintain agricultural practices, trade, and a unique cultural identity, although their influence is limited to the immediate area.); Faction in the state(Francophone Milice, Mutant Swamp Tribes, Raider Clans, Independent Survivor Enclaves, and occasional wandering factions from larger powers such as the Brotherhood); Quality of life(Harsh and mysterious. Outside the francophone settlement, life in Louisiana is perilous due to radiation, dangerous wildlife, and unpredictable environmental hazards. The settlement itself, while offering cultural continuity and relative stability, still faces challenges from scarce resources and constant threats from mutant creatures and marauding bands.);
- #24Arkansas
Keys: Arkansas
[State(Arkansas); Description(Arkansas remains one of the more enigmatic regions in the post-apocalyptic landscape. Its fate is largely unknown, with scattered rumors hinting at a dark transformation in the wake of the Great War. The state is believed to be a breeding ground for super mutants, with evidence suggesting that these mutated beings have become the dominant force in the area. Additionally, there are persistent whispers that super mutants routinely transport human slaves into Arkansas, further deepening its sinister reputation. A particularly troubling rumor involves the existence of a Mutant Liberation Army, a faction that may be organizing in the shadows with aims yet to be fully understood.); Level of civilization(Low. Due to its mysterious nature and the dominance of super mutants, Arkansas is considered one of the most chaotic and lawless regions. Organized settlements are few, and most of the area is a dangerous frontier where mutant activity and hostile encounters are common.); Faction in the state(Super Mutants (Dominant), Human Slave Carriers (Super mutant-associated), Scattered Raider Clans, Isolated Survivor Enclaves); Quality of life(Grim and unpredictable. For any human survivors, life in Arkansas is a constant struggle against mutant dominance and the harsh environment. The prevalence of super mutants and the rumored operations of a Mutant Liberation Army create an atmosphere of fear and uncertainty, where survival often comes at a high cost.);
- #25Missouri
Keys: Missouri
[State(Missouri); Description(Missouri, and in particular the area around St. Louis, is portrayed as a dangerous and unpredictable wasteland. The region is steeped in mystery, with few detailed accounts of its current state. The remnants of the old city lie in ruins, marked by radiation, decay, and the remnants of once-thriving urban life. Despite its notorious reputation, concrete information about major factions or organized society in Missouri is scarce, suggesting that only minor, fragmented groups may currently hold sway in this treacherous terrain.) Level of civilization(Low. The collapse of central authority in St. Louis has left Missouri largely ungoverned. Any surviving communities are small, scattered, and struggle to maintain even the most basic levels of order in a hazardous environment.) Faction in the state(Minor Factional Elements, including small bands of scavengers, raiders, and local survivalist groups. There are also hints of loosely organized communities trying to band together for protection, but none have risen to significant prominence.) Quality of life(Harsh and unpredictable. For those who eke out an existence in Missouri, daily survival is a constant battle against environmental hazards, radiation, and the ever-present threat of roving bandits. The lack of strong, unifying factions or government means that residents are left to fend for themselves, making life in the ruins of St. Louis exceptionally precarious.)
- #26Mississippi
Keys: Mississippi
[State(Mississippi); Description(Mississippi is a largely unexplored and devastated region in the post-apocalyptic landscape. Once home to thriving river deltas and coastal communities, the state now lies in ruin following the nuclear fallout. Amidst the desolation, a ghoul naval army junta—remnants of the pre-war naval forces—has emerged, maintaining a strict maritime order over the few surviving waterways and coastal areas. Their presence hints at a once-formidable naval tradition that now survives only in ghoul form.); Level of civilization(Low. The widespread devastation has left Mississippi with only scattered pockets of survivors. While the ghoul naval junta provides a semblance of organized military authority in some areas, the overall level of civilization remains in decline, with vast areas of the state uncharted and left to chaos.); Faction in the state(Ghoul Naval Army Junta (dominant), Scattered Survivor Enclaves, Raider Gangs, and various Mutant Groups); Quality of life(Extremely harsh. For most inhabitants, daily life is a constant struggle against radiation, environmental hazards, and the threat of raiders. While the ghoul naval junta offers some form of order along the waterways, the majority of Mississippi remains a perilous wasteland where survival is a relentless challenge.);
- #27Alabama
Keys: Alabama
[State(Alabama); Description(Alabama remains one of the more mysterious and poorly documented regions in the post-apocalyptic landscape. Very little concrete information is available about its current state, but scattered reports suggest that the area has suffered severe devastation and has largely fallen into decay. Amidst the ruins, remnants of Confederate ideologies are said to persist, with a faction clinging to old traditions and a vision of a Southern rebirth. At the same time, super mutants have reportedly begun to establish a presence, adding a dangerous and unpredictable element to the local power dynamics.) Level of civilization(Low. With scant evidence of sustained organized society, Alabama is widely regarded as a chaotic wasteland. Any surviving communities are likely fragmented and isolated, struggling to maintain order in an environment dominated by outdated ideologies and the raw force of mutant power.) Faction in the state(Confederate Remnants, Super Mutants, Raider Gangs, and a few isolated survivor enclaves) Quality of life(Harsh and uncertain. For those living in Alabama, daily life is a battle against both human and mutant threats. The enduring presence of Confederate groups, combined with the unpredictable menace of super mutants, creates an environment where resources are scarce, and survival is a constant struggle. The overall quality of life is low, with few signs of rehabilitation or stability in this troubled region.)
- #28Georgia
Keys: Georgia
[State(Georgia); Description(Georgia is a heavily irradiated state where once-fertile lands have become a radioactive wasteland. The aftermath of nuclear devastation has transformed the region into a hostile environment teeming with mutant creatures and unpredictable hazards. Amidst the chaos, a major power has emerged: the Kingdom of Savannah, a feudal domain that extends its influence from southern Georgia into parts of North and South Carolina.) Level of civilization(Low to moderate. In areas under the Kingdom of Savannah’s rule, a rigid, autocratic order has been established, offering a modicum of stability despite the oppressive nature of its governance. Beyond its borders, civilization has largely collapsed into lawlessness, with survival dependent on navigating the irradiated wilds and mutant-infested ruins.) Faction in the state(Kingdom of Savannah Fiefdom, Mutant Tribes, Scattered Raider Bands, Isolated Survivor Settlements) Quality of life(Extremely challenging. Subjects within the Kingdom of Savannah face harsh, feudal conditions where safety and resources come at the price of subjugation and strict loyalty. Outside these controlled areas, the pervasive radiation, rampant mutant activity, and scarcity of essential resources make daily life a constant struggle for survival.)
- #29Florida
Keys: Florida, Everglades, the Glow
[State(Florida); Description(Florida has become a deadly, irradiated swamp where the Everglades and a region ominously known as "The Glow" dominate the landscape. Once a tropical paradise, the state is now a chaotic expanse of murky waters, dense vegetation, and pervasive radiation. Mutated wildlife roams the swamps, and the terrain itself is as unpredictable as it is hazardous, with pockets of intense radiation that transform the environment into surreal, glowing zones.); Level of civilization(Low. The harsh conditions and treacherous terrain have forced most survivors into isolation. Organized society is scarce, though certain groups have attempted to stake their claims in the chaos. Survival depends on cautious exploration and the ability to adapt to a rapidly changing, irradiated wilderness.); Faction in the state(Gulf Expedition of the Brotherhood of Steel, Children of Atom, and the Enclave Florida Division. These groups are united by a tantalizing rumor: the existence of the 'Fountain of Dreams,' an alleged oasis that promises a return to pre-war prosperity amidst the Floridian chaos.); Quality of life(Extremely challenging. Life in Florida is defined by constant danger—from both mutated creatures and the unpredictable environment. While the promise of the 'Fountain of Dreams' offers hope for a miraculous turnaround, most inhabitants face daily struggles against radiation, treacherous swamps, and relentless competition for scarce resources.);
- #30Tennessee
Keys: Tennessee
[State(Tennessee); Description(Tennessee remains largely undocumented in post-war records, with little concrete information about its current condition. The region is believed to have suffered the same fate as much of the former United States, enduring nuclear devastation and subsequent collapse of centralized authority. However, it is known that the southern portion of the state has fallen under the expanding influence of the Kingdom of Savannah, which extends its feudal rule from South and North Carolina into Tennessee.); Level of civilization(Low to moderate. Under the control of the Kingdom of Savannah, certain areas may have a semblance of stability, albeit under a rigid feudal system. Outside of their reach, the state likely consists of scattered survivor enclaves, abandoned ruins, and uncharted wastelands.); Faction in the state(Kingdom of Savannah (Southern Tennessee), Independent Survivor Settlements, Raider Clans, Possible Unidentified Local Factions); Quality of life(Difficult and dependent on location. Those under the rule of the Kingdom of Savannah may experience relative safety, but at the cost of feudal servitude. Outside their domain, life is harsh and lawless, with survival dependent on resourcefulness and resilience in a largely unknown and potentially hostile environment.);
- #31Kentucky
Keys: Kentucky
[State(Kentucky); Description(Kentucky is a hazardous and largely ungoverned wasteland, plagued by radiation pockets and infested with savage, feral ghouls. Once known for its rolling hills and bourbon distilleries, the post-war landscape has turned much of the state into a hunting ground for raiders and mutated horrors. The remnants of civilization are few and far between, as most survivors struggle to endure the lawlessness and constant threats lurking in the ruins.); Level of civilization(Low. Organized settlements are rare, and those that do exist are constantly under threat from raider attacks and ghoul hordes. Without any major governing force, Kentucky remains a dangerous frontier where only the strongest and most ruthless can thrive.); Faction in the state(Scattered Raider Gangs, Feral Ghoul Hordes, Isolated Survivor Enclaves, Possible Hidden Tribal Groups); Quality of life(Poor. The abundance of feral ghouls and the dominance of raider groups make life in Kentucky a brutal struggle for survival. Resources are scarce, and settlements are often short-lived, as raiders and mutated threats constantly ravage what little stability can be established. Only the most hardened survivors dare to call Kentucky home.);
- #32Virginia
Keys: East Virginia, Virginia, Appalachia, West Virginia
[State(West Virginia - Appalachia); Description(West Virginia, known as Appalachia in the post-war world, is a unique and dangerous region. Due to the presence of pre-war automated government systems, remnants of artificial infrastructure still function, making it one of the more technologically significant wastelands. However, the region was devastated by the emergence of the Scorched Plague, which corrupted both humans and creatures alike under the influence of the Scorched Beasts—massive, mutated bats that terrorize the land. Appalachia is home to scattered survivor factions trying to reclaim what remains, as well as various remnants of pre-war experiments.); Level of civilization(Moderate. While the Scorched Plague left the region in ruins, various groups, including survivors, factions like the Responders, remnants of the Brotherhood of Steel, and scattered independent settlements, have made attempts at rebuilding. The presence of semi-functional pre-war automation gives Appalachia a unique potential for recovery.); Faction in the state(Remnants of the Brotherhood of Steel (Appalachia Chapter), The Responders, The Free States (Survivalists), Raider Tribes, Vault 76 Survivors, The Enclave (Whitespring Bunker), Cultists of the Mothman, Scorched Beasts & their infected followers); Quality of life(Highly variable. Some areas have been reclaimed and stabilized by survivor factions, but others remain hostile due to Scorched Beasts, mutant creatures, and remnants of raider clans. The lingering effects of the Scorched Plague, combined with the unpredictable automated defense systems of the pre-war government, make survival challenging. However, those who endure can find resources and technology that are rare elsewhere in the wasteland.);
[State(East Virginia); Description(Little is known about East Virginia in the post-war era. The state is believed to be heavily irradiated, possibly due to the proximity of targeted nuclear strikes on Washington, D.C., and key industrial sites. Scattered settlements may exist, but much of the region remains unexplored, with few reports of organized civilization. The remnants of government infrastructure that once connected it to Washington may still exist in some form, though whether they are operational—or deadly—remains a mystery.); Level of civilization(Low. The area is likely dominated by radiation zones and uncharted wasteland. Any survivors would have to contend with extreme environmental hazards, potential mutant threats, and the remnants of whatever pre-war projects were left abandoned.); Faction in the state(Possibly remnants of pre-war government facilities, isolated survivor enclaves, and minor scavenger groups. Little information exists on any dominant power structure.); Quality of life(Poor. With extreme radiation and a lack of major known factions providing stability, life in East Virginia is likely perilous. Survivors would have to rely on scavenging and avoiding hazardous zones to eke out an existence. Whether any hidden strongholds or pre-war secrets remain in the region is unknown.);
- #33Carolina
Keys: North Carolina, Carolina, South Carolina
[State(Carolina - North Carolina & South Carolina); Description(The Carolinas, unified into a single region after the fall of the United States, are dominated by the Kingdom of Savannah, a powerful feudal faction that has established its stronghold in the southern part of the former United States. The Kingdom of Savannah extends its control over much of the region, creating a strict, hierarchical society that rules with an iron fist. The Carolinas, once known for their coastal cities and lush landscapes, are now a wasteland, with remnants of pre-war settlements scattered throughout. Despite the decay, Savannah has managed to maintain a semblance of order, offering protection to those who pledge loyalty but ruling with harsh control.) Level of civilization(Moderate. The Kingdom of Savannah has restored some form of stability and governance, though it is a feudal state, where power is concentrated in the hands of the ruling elite. Outside the kingdom’s reach, the region is marked by lawlessness, with raiders, mutant creatures, and scavenger bands frequently fighting for control of resources.) Faction in the state(Kingdom of Savannah (feudal overlords), Raider Gangs, Mutant Tribes, Scattered Survivor Enclaves); Quality of life(Variable. Life within the Kingdom of Savannah is harsh and rigid, with the population bound by feudal obligations and servitude. Those outside the Kingdom’s protection face a dangerous existence, constantly on the move or at the mercy of raiders and mutated threats. The irradiated environment and scarcity of resources make survival difficult, but those who align with Savannah's leadership can expect a relatively safer, though controlled, existence.)
- #34Maine
Keys: Maine
[State(Maine - The Island/Far Harbor); Description(Maine, particularly the region surrounding Far Harbor, is a fog-covered, irradiated wasteland teeming with mutated wildlife and strange, dangerous phenomena. The Far Harbor island, once a thriving tourist destination, is now shrouded in thick, toxic fog that disorients travelers and harbors hostile creatures. The Children of Atom, a zealous faction that worships radiation, have taken up a crusade in this region, seeking to spread their belief in the 'divine power' of radiation. Their influence has led to increasing tension with the local survivor communities, including the residents of Far Harbor and the Acadia synths.); Level of civilization(Low to moderate. While Far Harbor and some settlements on the island continue to exist, they are isolated and constantly under threat from the dangerous environment and the Children of Atom. These areas are self-sufficient, but access to resources and technologies is limited, and the surrounding threats from both radiation and mutant creatures make life precarious.) Faction in the state(Children of Atom, Far Harbor (survivors), Acadia (Synth Sanctuary), Mutant Creatures, Raiders); Quality of life(Extremely harsh. Life in Maine, especially around Far Harbor, is defined by constant struggle. The toxic fog, aggressive mutants, and the presence of the Children of Atom create a volatile environment. While some survivors cling to life in relative isolation, the constant threat of radiation and religious fanaticism from the Children of Atom makes it a challenging place to live.)
- #35Vermont, New Hampshire, Rhode Island, Connecticut
Keys: New Jersey, Vermont, New Hampshire, Connecticutn, Rhode Island
[State(Vermont, New Hampshire, Rhode Island, Connecticut,New Jersey);
Description(The northeastern states of Vermont, New Hampshire, Rhode Island, New Jersey and Connecticut are largely uncharted and unexplored in the Fallout universe, but it is implied that they were heavily impacted by nuclear bombings during the Great War. Due to their proximity to major cities like Boston and New York, these states likely became key targets for nuclear strikes. The aftermath of the war has turned the region into a radioactive wasteland, with little known about any surviving civilization or settlements. It is assumed that most of the area is in ruins, with some scattered survivor groups possibly attempting to eke out an existence in the fallout.)
Level of civilization(Low. Any semblance of organized society is likely limited to small, isolated survivor groups, if they exist at all. The radiation and the wreckage from heavy bombings make rebuilding efforts almost impossible. The few remaining enclaves of humanity would have to rely on scavenging and surviving the harsh environment.)
Faction in the state(None officially known. If any factions or organized groups exist, they would likely be small, scattered, and localized survivors or raiders. Due to the lack of information, it’s unclear what remnants of pre-war civilization or groups might be present.)
Quality of life(Poor to non-existent. With the devastation of the Great War and the lingering radiation, the region is likely uninhabitable or dangerous at best. Survival would be extremely difficult due to the harsh conditions and lack of resources.)
- #36Pennsylvania
Keys: The Pitt, Pennsylvania
[State(Pennsylvania - The Pitt); Description(Pennsylvania, particularly the area around Pittsburgh, has become known as "The Pitt" – a harsh, industrial wasteland ruled by brutal raider factions. Once a major steel-producing city, Pittsburgh now lies in ruins, its factories and steel mills turned into strongholds for raiders and slavers. The Pitt is notorious for its toxic air, radiation, and the oppressive rule of warlord factions. The slaves forced to work in the steel mills and other industries live under constant threat, while the raiders and their leaders thrive on exploitation and violence. The region is heavily irradiated and plagued by mutants and other dangers.) Level of civilization(Low. The Pitt is an anarchic wasteland where survival is dictated by power, violence, and resource control. There are no functional governments or institutions – only raider gangs and their control over labor and resources. The area is mostly controlled by raider warlords and their brutal regimes.) Faction in the state(The Pitt Raider Factions, Slave Traders, Mutants, Scavengers, and a few resistance groups, such as the Freed Slaves); Quality of life(Poor. Life in The Pitt is dominated by violence, poverty, and servitude. Most of the population consists of slaves and oppressed survivors, while the raider factions and their leaders live in relative luxury at the expense of others. Those who are not captured or enslaved have to live in hiding or risk becoming prey to the ruthless raiders.)
- #37New York
Keys: New York
[State(New York); Description(New York, once one of the most populous and influential states in the pre-war United States, is now a largely unknown and dangerous wasteland. The state is implied to have been heavily irradiated due to its proximity to major targets like Washington, D.C., and its importance as an urban and industrial hub. While much of the surface is considered destroyed and uninhabitable, there are rumors of underground Enclave facilities hidden deep beneath the ruins of New York City. These bases are said to house remnants of the pre-war government, including advanced technology and potentially dangerous secrets.) Level of civilization(Low. The state is a desolate wasteland, with much of it likely uninhabitable due to extreme radiation and destruction. The underground Enclave bases may be the only locations with any significant civilization, though access to them would be highly restricted and dangerous.) Faction in the state(Enclave Remnants, Possible Survivor Groups, Mutants, and Raiders; the underground bases likely hold various secret Enclave research factions or military holdouts.); Quality of life(Poor. Life in New York’s wasteland would be incredibly harsh, with few resources available to the survivors. The radiation, environmental hazards, and unpredictable threats such as mutants or hostile factions would make survival extremely difficult. Those able to access the Enclave's underground facilities might find advanced technology, but these bases would likely be well-guarded and hostile to outsiders.)
- #38Alaska
Keys: Alaska, Broken Coast
Here’s an entry for Alaska (Broken Coast) in the Fallout universe: [State(Alaska - Broken Coast); Description(Alaska, known as the Broken Coast in the post-apocalyptic world, is a frozen, desolate wasteland ravaged by both nuclear bombs and the harsh environment. The region is heavily irradiated, with much of the coast being uninhabitable due to the extreme cold and toxic fallout. However, it has become a haven for pirate factions who use the frozen waters and rugged coastlines to their advantage. These raiders operate out of isolated coves, often looting and pillaging any ships or survivors unfortunate enough to cross their path. The remnants of pre-war Alaska’s military presence are still scattered throughout the region, though most of it is buried in snow or abandoned ruins.) Level of civilization(Low. The Broken Coast is a lawless and inhospitable land, where only the toughest survive. Pirate bands dominate the coastal areas, while isolated survivor groups struggle to survive in the unforgiving cold. Pre-war infrastructure is mostly destroyed or buried under the ice and snow.) Faction in the state(Pirates and Raider Bands, Scavengers, Isolated Survivors, Possible Military Remnants, Mutants); Quality of life(Extremely poor. The freezing temperatures, coupled with heavy radiation and the dangerous pirate factions, make life in Alaska’s Broken Coast nearly impossible for the unprepared. Those who do survive must contend with scarce resources, brutal environmental conditions, and constant threats from raiders and mutants. It is a place for only the most hardened survivors.)
- #39Michigan, Indiana, Illinois, Wisconsin
Keys: Michigan, Indiana, Wisconsin, Illinois
[State(Michigan, Indiana, Illinois, Wisconsin); Description(The Great Lakes region, encompassing Michigan, Indiana, Illinois, and Wisconsin, is a land of scattered tribes, settlements, and raider bands. The area is heavily irradiated due to its proximity to major pre-war industrial cities like Chicago and Detroit. Much of the region is still recovering from the chaos of the Great War, and survivors have formed tribal groups and small settlements to endure the harsh environment. A major faction in this region is the Chicago Enclave, a purist, radiation-focused group that believes in the superiority of humans who are free from radiation contamination. They view those affected by radiation as inferior and hostile, leading to conflicts with nearby tribes and settlements that don't meet their stringent standards. The Enclave’s influence is most powerful in and around the ruins of Chicago, where they seek to impose their beliefs and expand their control.) Level of civilization(Moderate to low. The region is mostly populated by small, isolated settlements and tribal groups that depend on scavenging and limited agriculture to survive. The Chicago Enclave represents a more organized, albeit purist, form of civilization, but their influence is localized. Outside of their control, much of the area remains dangerous and unregulated.) Faction in the state(Chicago Enclave (Purist), Tribal Groups, Raider Bands, Settlements, Mutant Creatures, Scavengers); Quality of life(Variable. The Chicago Enclave offers a somewhat structured society for those who align with their strict radiation-free standards, but outside of their territories, life is rough and often dangerous. Tribes and settlements must contend with the harsh environment, raiders, and the constant threat of radiation. For those outside the Enclave’s purist view, survival is fraught with conflict and prejudice, while life within Enclave-controlled areas might provide more stability, but at a heavy cost of personal freedom.)
- #40Kansas
Keys: Kansas
[State(Kansas); Description(Kansas, once a central agricultural hub of the United States, is now a largely desolate and irradiated wasteland. The state has seen its fair share of conflict, especially with the arrival of the Caesar Legion. The Lanius Cohort, a brutal force under Caesar's command, has targeted Kansas in its campaign of expansion, seeking to incorporate it into the growing territory of the Legion. Kansas' flat plains make it a strategic area for the Legion's military campaigns, as they aim to control key trade routes and resources. Local tribes and settlements have been caught in the crossfire, struggling to survive under the pressure of both the Legion’s expanding reach and the harsh environmental conditions.) Level of civilization(Low. Kansas is a battleground, with small tribes, scattered settlements, and some remnants of pre-war infrastructure. However, much of the state is under constant threat from the Caesar Legion, raiders, and mutant creatures, leaving most survivors in a state of constant struggle for survival.) Faction in the state(Caesar's Legion (Lanius Cohort), Local Tribes, Raider Bands, Scavenger Settlements); Quality of life(Poor. Life in Kansas is dictated by the forces of the Caesar Legion, who bring with them a brutal and oppressive regime. For those who resist or do not conform to Legion rule, survival is difficult, and raiders further complicate life. The harsh wasteland conditions, coupled with the conflict, make it a challenging environment to live in. Those under Legion control may have some stability, but at the cost of personal freedom and harsh treatment.)
- #41Missouri
Keys: Missouri
[State(Missouri); Description(Missouri is a land of contrasts, where the legacy of the Midwest Brotherhood intertwines with the remnants of the past. This faction, a branch of the Brotherhood of Steel with a more localized, independent approach, has established a presence in the region, striving to maintain order and protect technology. However, Missouri is also perilously close to the Glowing Sea, the irradiated wasteland that remains one of the most dangerous places in the post-apocalyptic world. The Brotherhood’s influence over the area is challenged by the constant radiation threat from the nearby Glowing Sea, and the ever-present danger of mutant creatures, raiders, and other hostile forces that roam the land.); Level of civilization(Moderate. The Midwest Brotherhood maintains fortified settlements and operates advanced technology, though their control is challenged by the surrounding environmental hazards. Their presence ensures a level of stability for those under their protection, but the close proximity to the Glowing Sea means they must remain vigilant. Outside of Brotherhood-controlled zones, Missouri is more chaotic, with scattered raiders, mutants, and scavengers fighting for survival.); Faction in the state(Midwest Brotherhood (Brotherhood of Steel branch), Raiders, Mutants, Independent Settlements, Scavengers, Glowing Sea Nomads); Quality of life(Varied. Life in Brotherhood-controlled areas is relatively secure, with access to pre-war technology, medical care, and protection from the more dangerous factions. However, the looming threat of radiation from the Glowing Sea keeps the region tense and dangerous. Outside these Brotherhood settlements, life is hard, with constant danger from mutants, raiders, and the radioactive environment. Those who venture too close to the Glowing Sea face the greatest peril, often not returning at all.);
- #42Civilized Ghoul
Keys: non-feral, Ghoul
Normal Ghouls Definition(A normal ghoul, often called a "civilized ghoul" or "non-feral ghoul," retains full cognitive function, speech, and reasoning abilities. Though their skin appears necrotic and they are often shunned by humans, they are otherwise capable of living normal lives. Some ghouls have even formed entire communities, such as Necropolis and The Underworld. Many ghouls hold resentment toward humans due to widespread discrimination and mistreatment.); Traits: Severely necrotized skin and damaged vocal cords, resulting in a raspy voice. Near-immunity to radiation; some even heal when exposed. Incredibly long lifespan (some ghouls are over 200 years old). Retains full intelligence and reasoning abilities. Often faces prejudice and distrust from humans.)
- #43Feral Ghoul
Keys: Ghoul, Zombie, Feral
Feral Ghouls Definition(A feral ghoul is a former human or ghoul who has lost their cognitive functions due to extreme radiation exposure or the long-term neurological effects of ghoulification. They behave like aggressive predators, attacking humans and even other ghouls on sight. The longer a ghoul remains in a feral state, the more animalistic and decayed they become.); Traits(Completely lost all higher reasoning, operating purely on instinct. Extremely aggressive toward non-ghouls. Some retain traces of past behaviors (e.g., former soldiers may attack in groups or use tactics). Varies in appearance from semi-intact to skeletal. Different types include Glowing Ones (which emit radiation and can revive other feral ghouls) and Reavers (highly durable and aggressive ghouls)
- #44Ghoulification
Keys: Ghoulification, irradiation, radiation
The Ghoulification Process Definition(Ghoulification is the process by which a human transforms into a ghoul due to extreme and prolonged radiation exposure. The process is unpredictable; some individuals survive the transformation with their minds intact, while others quickly descend into feral insanity. The exact mechanics of ghoulification are still unknown, but pre-war experiments and vault experiments suggest that some genetic and environmental factors determine the outcome.); Causes of Ghoulification( Extreme radiation exposure, particularly from nuclear fallout. Pre-war FEV exposure combined with radiation (in rare cases). Long-term, low-dose radiation exposure leading to gradual transformation. Unnatural experiments, such as those conducted in some Vault-Tec facilities.); Outcome Possibilities: Cognizant Ghoul – The individual mutates but retains their mind and personality. Feral Ghoul – The individual loses all higher brain function and becomes a mindless predator. Death – The radiation overwhelms the body, leading to fatal mutations instead of ghoulification.);
- #45Super Mutant
Keys: Super Mutant, Strain
Description(Super Mutants are humans who have undergone extreme genetic mutation due to exposure to the Forced Evolutionary Virus (FEV). The mutation process enhances physical strength, durability, and resistance to disease while drastically altering their appearance and often impairing cognitive functions. Different strains of Super Mutants have emerged depending on the FEV variant, location, and pre-existing genetic factors, leading to a diverse range of mutations across the wasteland.);
Mariposa Strain (West Coast): Origin: Mariposa Military Base, California. Traits: Strong, long-lived, full intelligent (1st gen) or mentally degraded (2nd gen). Notable Subgroup: Nightkin (Stealth Boy users, suffer from schizophrenia). Faction Ties: The Master’s Army (defunct), Jacobstown mutants.
Vault 87 Strain (East Coast) Origin: Vault 87, Capital Wasteland. Traits: Large, aggressive, highly territorial, with minimal intelligence. Notable Mutation: Super Mutant Behemoths (continued mutation growth). Faction Ties: Capital Wasteland Super Mutants (capture humans for forced mutation).
Appalachian Strain (Scorched Super Mutants) Origin: West Tek Research Facility, Appalachia. Traits: Variably intelligent, some remain somewhat strategic, others are bestial. Notable Mutation: Some infected by Scorched Plague, becoming hyper-aggressive. Faction Ties: Scattered groups, often fighting Scorched Beasts.
Institute Strain (Commonwealth) Origin: The Institute, Massachusetts. Traits: Bright green skin, highly aggressive, near-mindless. Faction Ties: Institute experiments (abandoned), roam the Commonwealth, hunt in organized packs.
Texas Strain (Attis Army) Origin: Gulf Commonwealth, Texas. Traits: More intelligent than most, militaristic, reasoning, strong sense of loyalty Faction Ties: Attis Army (attempted a mutant-led society, now fragmented), try to form a society.
Showing 45 of 45
1 file
- .jsonjson_lorebook
107.3 KBfirst seen 2438c37e4998937e
Opens with the tab.
