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by FurryPerverWolf· on Chub· added

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Listed as “Post Apo fun at Texas Commonwealth ”

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Lore – Year 2377, New Dallas, Texas Commonwealth

New Dallas is a city that grew out of Vault 74. Initially, it was a refuge for humans, but over the years, the place opened up to other beings, both survivors and anthropomorphic races. Each group has left its mark here. Today, the city is a mix of cultures, interests, and ideologies—bound together by trade but divided by beliefs and loyalties.


🧬 Races

  1. Humans

Philosophy: The humans of New Dallas see themselves as the "heirs of the ruins." Many believe that they should be the main force in rebuilding civilization, though some have begun to accept their animal companions as equals.

Traits: Diverse – from merchants and craftsmen to hydroponic farmers and former mercenaries.

Example faction:

Sons of Dallas – a human merchant guild that strives to maintain control over trade in the city. Patriots who glorify the former USA and dream of the country's rebirth.


  1. Anthro-canids (wolves, dogs, coyotes, jackals)

Philosophy: Loyalty, pack, and community strength. Many canids see New Dallas as an opportunity to build a stable "pack" above old divisions. But there are also warlords who put strength above the law.

Traits: Excellent scouts, warriors, and trackers. They have a natural ability to work in groups.

Example faction:

Silver Fangs – a group of wolves and dogs who act as an informal city guard. They keep order, but their loyalty can be bought – with bottle caps or meat.


  1. Anthro-felids (cats, lynxes, lions, tigers)

Philosophy: They value independence, pride, and personal strength. They believe that only the strong and clever will survive in the wasteland – the weak should be exploited or discarded.

Traits: Individualists, they often engage in gambling, contract killings, security, or trade in rare goods.

Example faction:

Claws of Luna – a feline syndicate that controls gambling and illegal fighting in New Dallas. Their symbol is a crescent moon.


  1. Anthro-hienids (hyenas, jackal hybrids)

Philosophy: They laugh in the face of death. Their culture is dominated by the belief that the world has already burned once and there is no point in striving for ideals – you have to take what you can get while you can.

Traits: Raubritter, looters, and black market traders. Paradoxically, however, they are often the most sincere realists.

Example faction:

Claws of Death – a gang of hyenas that sells drugs, stolen technology, and weapons. They like chaos, but in return they offer some "protection" to those who pay them.


  1. Anthro-reptiles (reptiles: lizards, snakes, crocodiles)

Philosophy: Patience, control, long-term planning. Reptiles often form their own clans with a structure resembling ancient tribes. They believe that time is their ally.

Traits: Calculating, intelligent, often acting as merchants, advisors, or hired assassins.

Example faction:

The Leather Brothers – a reptilian merchant-mercenary clan that sticks together like scales on skin. In New Dallas, they control the trade in drugs and chemicals.


⚔️ Main factions of New Dallas

  1. New Dallas Council – composed of representatives of all major groups. Officially, it is the city government, unofficially – a place of constant bribery and intrigue.

  2. Sons of Dallas (humans) – merchants and fundamentalists who want to rebuild the "old" city according to human principles.

  3. Silver Fangs (canids) – guards and mercenaries who maintain order, but not for free.

  4. Claws of Luna (felids) – a syndicate of cat bosses who control gambling, fighting, and nightlife.

  5. Claws of Death (hyenas) – a brutal gang that controls drugs and the black market.

  6. Leather Brothers (reptiles) – dealers in drugs, poisons, and strange technologies – no one knows where they get their goods.


⚖️ Balance of power: New Dallas exists because these factions maintain a fragile balance. Everyone pulls in their own direction, but no one wants an open war – that would attract the attention of the Republic of Texas or the Brotherhood of Steel, and that is what everyone fears.

🏙️ New Dallas – Locations and Districts


  1. Iron Gate (entrance to Vault 74)

The former gate to the vault – monumental, perpetually open, covered in graffiti and faction symbols.

This is where newcomers are checked. The Silver Fangs stand guard, but you can enter without being checked if you pay with caps.

Next to the gates are market stalls and bars for travelers – the first thing strangers see.


  1. Market Under the Lightbulb (main trading center)

A huge hall of a former crypt, lit by surviving generators and hundreds of oil lamps.

Everything is traded here – from caps, through weapons and food, to forbidden technology.

The Sons of Dallas have the most stalls here and try to keep order, but the black market thrives in the shadows.

Rumor has it that hyenas hide in the vents, selling drugs out of sight of the guards.


  1. Claw Arena (felid zone)

The former recreation rooms of the crypt have been turned into an arena for bloody fights.

Gladiatorial duels, animal fights, and even factional clashes "for fun" take place here.

Luna's Claws control the arena and reap huge profits from it.

The audience is a mix of all races—for many, it is the only place where they can forget about the wastelands.


  1. Divided Light (residential district)

The former quarters of the crypt's inhabitants, now transformed into a maze of houses, barracks, and primitive workshops.

The "ordinary people" live here – merchants, craftsmen, children.

The Silver Fangs patrol the streets, but the Claws of Death have their hideouts in basements and sewers.

The district is often the scene of minor clashes and robberies.


  1. The Cistern (reptilian district)

A former drinking water reservoir converted into the headquarters of the Leather Brothers.

It smells of chemicals, herbs, and poisons. Reptiles run their laboratories and shops here.

Anyone who enters must pay a tax – either with caps or something "useful."

Rumor has it that deep inside the Cistern, the reptilians hide fragments of old Vault-Tec technology.


  1. Bone Yard (hyena district)

A former warehouse filled with broken equipment, bonfires, and gang signs.

This is the headquarters of the Deathclaws – skulls and trophies from the wasteland hang everywhere.

The brutal law of the strongest prevails here. Strangers can buy drugs, strange mutagens, or weapons, but they may just as well be robbed.

Every step strangers take is watched – hyenas love to hunt those who look too confident.


  1. Hall of Remembrance (symbol of the city)

The former control room of the vault has been turned into a "city council".

The walls are hung with remnants of old American flags and newly created faction symbols.

The New Dallas Council meets here – every representative has the right to vote, but in practice, decisions are made through bribery and intimidation.

This is where the greatest intrigues and political disputes take place.


  1. Sin Alley

A maze of narrow corridors between old generators.

Gambling, prostitution, and illegal trade flourish here.

Officially, it belongs to Luna's Claws, but hyenas and reptilians also have their influence here.

It's the perfect place for meetings in the shadows – or for sudden "disappearances."


🌐 Division of influence in New Dallas

Iron Gate → Silver Fangs (entrance control)

Market Under the Light Bulb → Sons of Dallas (official control), Claws of Death (black market)

Claw Arena → Claws of Luna (complete domination)

Divided Light → mixed zone, conflicts over influence

Cistern → Leather Brothers (untouchable stronghold)

Bone Courtyard → Death Claws (area forbidden to others)

Hall of Remembrance → New Dallas Council (political meeting place)

Alley of Sins → Claws of Luna (but infiltrated by hyenas and reptilians)

🗺️ Cities and settlements of the Texas Community (year 2377)


⚙️ 1. San Jacinto – Fortress of the Republic

History: Built on the ruins of old San Antonio. Rebuilt by people who proclaimed themselves the Republic of Texas.

Character: The most "civilized" city in the region – uniformed guards, a central market, renovated defensive walls.

Races: Humans dominate, other races are tolerated only as merchants or mercenaries.

Factions:

Texas Senate – rulers who dream of restoring the former state.

Legion of Thunder – a militia recruited from humans, fanatically loyal to the Republic.

Relations: The Republic is trying to subjugate other cities, including New Dallas – offering "protection" in exchange for taxes and loyalty.


🔧 2. Fort Alamo – Bastion of the Brotherhood of Steel

History: The former Alamo in San Antonio was captured and transformed by the Brotherhood of Steel into a monumental fortress.

Character: A heavily fortified city where every inch is under the control of the Brotherhood. The old Alamo museum has become an arsenal.

Races: The Brotherhood only tolerates humans in its ranks. Anthroids can only enter as slaves or subordinate workers.

Factions:

Captain Alamo – commander of the local Brotherhood branch.

Machine Worshippers – fanatics who treat Brotherhood technology almost religiously.

Relations: The Brotherhood treats the Republic of Texas and New Dallas as competitors – they cooperate officially, but secretly prepare for domination.


🐂 3. Laredo – Border Town

History: Founded on the border with Mexico, on the site of former trade routes. Rebuilt by nomads and merchants.

Character: A city of trade and gambling, full of bazaars and strange goods from the south. Often referred to as the "Black Market of Texas."

Races: A mix of everything – humans, felids, hyenids, and reptilians.

Factions:

Del Río Cartel – arms and chemical dealers, control most of the market.

Border Pack – canids who hire themselves out as guides and caravan guards.

Relations: Independent, but always balancing between the Republic and the Brotherhood – their loyalty can be bought.


🌾 4. Amarillo – City of Farmers

History: Founded on former agricultural land where the soil proved to be the least contaminated.

Character: Texas' main food center – fields, hydroponic farms, brahmin breeding.

Races: Humans and canids work together here – dogs as herders, humans as farmers.

Factions:

Green Sons – farmers and herders defending Amarillo's independence.

Granary Rats – a gang of hyenas and cats that rob caravans of food.

Relations: Forced to trade with New Dallas and San Jacinto to survive, but they want no outside authority.


💀 5. El Paso – Shadow of the Wasteland

History: A city on the edge of the Chihuahua Desert, where ruins meet wild lands.

Character: The most dangerous city in the Commonwealth. An open slave market, gangs controlling neighborhoods, assassins for hire.

Races: Hyenids and felids dominate, but humans are also present – though they are treated as "soft targets."

Factions:

Shadow Tribes – a mix of hyenas and cats who treat the struggle for survival as a way of life.

Desert Hunters – mercenaries specializing in hunting mutants and beasts.

Relationships: El Paso is a thorn in the side of the Republic and the Brotherhood – both dream of conquering it, but fear a brutal street war.


🔥 6. Houston – City of Ashes

History: The former Houston was almost completely burned down during the Great War. Only fragments of skyscrapers and a system of underground tunnels survived.

Character: A city of ruins – full of smoke, eternal fires, and toxic clouds.

Races: Mainly reptilians and mutants – only they are able to survive in this environment.

Factions:

Scaled Ones – reptilians who worship fire and believe that a new world will be born from the ashes.

Iron Shadows – mutant humans who use technology and cybernetics to survive.

Relationships: An isolated city – its inhabitants only venture out to trade strange technologies or drugs.


🌐 Network of influence between cities

San Jacinto (Republic of Texas) – wants to subjugate other cities.

Fort Alamo (Brotherhood of Steel) – rivals the Republic and dreams of monopolizing technology.

New Dallas – balances between these two powers, trying to maintain its independence.

Laredo – getting rich on trade, always neutral.

Amarillo – the agricultural heartland, but defenseless – the object of everyone's desire.

El Paso – anarchy, but with enormous fighting power.

Houston – isolated, strange, a potential threat if the Scaled Ones grow in strength.

📖 Legends and Rumors of the Texas Commonwealth


⚙️ San Jacinto – Stronghold of the Commonwealth

It is said that the ruins of San Antonio contain an old US Army arsenal full of power weapons, but locked with a Vault-Tec system. The Commonwealth is allegedly trying to open it.

Rumor has it that the Texas Senate is planning to crown a "President for Life," which will spark a rebellion among the free cities.

Merchants claim that Senate guards are using new models of power armor that don't exist anywhere else – possibly prototypes from the old factory in Houston.


🔧 Fort Alamo – Bastion of the Brotherhood of Steel

Beneath the fortress, there is said to be a huge Vault-Tec bunker where the Brotherhood stores thousands of pieces of technology from all over Texas.

It is said that the Brotherhood has a working machine for producing new Pip-Boys – something that no one has been able to recreate since the War.

Travelers say that a human-android created before the war, who knows the secrets of all of America, is locked up in Fort Alamo.


🐂 Laredo – Border Town

Legend has it that the Del Río Cartel possesses a map leading to the Mexican Vault, where the "treasure of the South" is hidden.

Some say that the hyenas of Laredo breed their own mutated beasts – they are allegedly able to sell "tamed" rad-coyotes.

There is said to be a secret tunnel under the Rio Grande through which the cartel brings technology from the south – including strange "fire cartridges."


🌾 Amarillo – City of Farmers

Rumor has it that farmers in Amarillo discovered pre-war seeds that produce endless crops – but they keep them secret so that others won't take them.

Some say that metal giants have been spotted in the Amarillo area – perhaps remnants of a robot army from a former military base.

Wandering preachers repeat that the Messiah of the Brahmin has appeared in Amarillo – a prophet who claims that two-headed cows are sacred.


💀 El Paso – Shadow of the Wasteland

It is said that the Queen of Hyenas lives in the ruins of El Paso – a hybrid of man and beast who rules the gangs like a deity.

Some say that there is an arena in the underground of El Paso larger than New Dallas, where not only humans and anthroids fight, but also mutants.

There is a legend about the "Caravan of Shadows" – a phenomenon where entire caravans disappear on their way to El Paso, and later their wagons reappear... empty, with no trace of people.


🔥 Houston – City of Ashes

Rumor has it that an old nuclear reactor is still operating underground in Houston, which can be activated to power the entire city.

It is said that the Scroungers have found a way to use fire as a weapon – a mutagen that makes the skin burn but the body does not die.

There is a legend about the "Child of Ashes" – a creature born in toxic ruins, supposedly immortal and able to see the future.


🏙️ New Dallas – Vault 74

Some say that in the deepest corridors of Vault 74, the Overseer's computer still operates, secretly watching over the entire city.

There is a legend about Chamber 13 – a locked sector of the vault that no one has access to. Rumor has it that it holds either hundreds of cryogenic capsules or a deadly weapon.

Travelers whisper that New Dallas was built on a site where biological weapons were tested before the war, and that some of its residents may be "carriers" of something that has not yet been revealed.

👑 Leaders of factions and cities of the Texas Commonwealth

🏙️ New Dallas – Vault 74

  1. Marshall Grant Rourke (human) – Sons of Dallas

Appearance: A graying man in a woven Kevlar coat, always with a submachine gun slung over his shoulder.

Personality: A staunch patriot who believes that only humans should lead the rebuilding of civilization. Charismatic but ruthless.

Motivation: To rebuild the "true Texas" based on human domination.

Relationships: He trusts neither felids nor hyenas, but gets along with canids, treating them as "useful guard dogs."

  1. Sivra "Three Scars" (wolf) – Silver Fangs

Appearance: A huge anthropomorphic wolf with scars on his muzzle and an eye covered with a patch. His armor is made of pieces of old armor.

Personality: Loyal to his own pack, but not to the city. Sells security services to the wealthiest.

Motivation: To maintain the dominance of canids in New Dallas and expand his influence over the surrounding caravans.

Relationships: Respects humans as partners, but openly despises felids and hyenas.

  1. Black Ear (panther) – Claws of Luna

Appearance: A slender panther in a leather jacket, with steel and bone jewelry. Always with a cigar in his mouth.

Character: Lazy and elegant, but deadly intelligent. Prefers manipulation over fighting.

Motivation: Control of gambling, arenas, and nightlife. Dreams of New Dallas becoming the sin capital of Texas.

Relationships: Has a loose alliance with hyenas, treats reptiles as suppliers, and humans as conservatives who must be ridiculed and bribed.

  1. Hyena "Laugh Eater" (hyena) – Claws of Death

Appearance: A scar from neck to stomach, teeth bared in an eternal smile. Armor made of bone and metal.

Character: Crazy, brutal, loves chaos and torture. But there is a method to this madness – he is a master manipulator of his people.

Motivation: To expand the black market, plunge New Dallas into anarchy so that the hyenas can take over everything at the right moment.

Relationships: Hates canids and the Sons of Dallas, gets along with felids and reptiles.

  1. Shassith (lizard) – Leather Brothers

Appearance: Tall, slender reptile with green-gray scales, always wearing a long coat. Slit-like eyes, cold and calm voice.

Character: Patient, calculating, does not reveal his emotions. He can wait months for the perfect moment to act.

Motivation: To build a monopoly on medicines, drugs, and chemicals. He dreams of making New Dallas the capital of a "chemical empire."

Relationships: Maintains a semblance of neutrality – sells to anyone who pays

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