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Dead Horses

    Follows-Chalk 
https://static.tvtropes.org/pmwiki/pub/images/follows_chalk.png
"There can't really be a place where people go into big buildings and give away all their money just to watch someone flip paper squares on a table..."
Voiced by: Christian Lanz
"So I finally get to explore all those taboo places without the other scouts yelling at me? Can't wait!"

A scout-in-training for the Dead Horses with a wanderlust for life outside of Zion. He is the first friendly character to meet you in Zion Canyon, and is your first companion.


  • Badass Native: Or as close to native as the post-apocalyptic Fallout universe can get.
  • Double Tap: He knows to make sure that White Leg he kills when you first meet him stays dead.
  • Eskimos Aren't Real: He doesn't believe in casinos. Though given that he lacks an understanding of gambling, he does make them sound peculiar.
  • Handgun: Uses a .45 Auto Pistol as his main weapon, like many other Dead Horse warriors.note 
  • Hero-Worshipper: He idolizes Graham as a mighty warrior who protects his tribe. Graham, however, finds this disturbing; for obvious reasons, he believes himself a very poor role model.
  • Manchild: While he's obviously quite young (possibly the youngest person currently in Zion), he's an adult that certainly has a childish side. He looks up to Graham as a role model and his comments while travelling with the Courier make him sound like an excited kid eager to explore his own backyard. (Which Zion kinda is...) Dialogue with Graham suggests that Follows-Chalk has trouble making decisions without his guidance and approval. His random chatter also indicates he has a very naive understanding of "civilization": he is baffled by the idea that the Legion and "Ennseearr" tribes would fight over something as insignificant as a river dam, or that people would give away their money just to see someone flip over paper squares. At the same time, he's curious about a world where someone (referring to the Lonesome Drifter, a wandering guitarist he once met) can make a living just from playing music without having to hunt and work.
  • Nice Guy: He doesn't seem to have a malicious bone in his body.
  • Uncertain Doom: If the Courier approves of his desire to see the world outside of Zion, his ending narration will state that he eventually left the tribe for good, and is never seen again. Whether this means he was never seen again by anyone, or if he just never returned to the tribe is unclear.
  • Walking the Earth: If you convince him to do this, he'll leave his family and explore the wastelands, never to be seen again. Implied to be a bad ending by the tone of the narration.
  • Walking Shirtless Scene: He has some clothing, but nothing that comes close to actually being a shirt.

Sorrows

    Waking Cloud 
https://static.tvtropes.org/pmwiki/pub/images/waking_cloud.jpg
Voiced by: Misi Lecube
"Waking Cloud is my name. I am midwife to the Sorrows. It sounds ill-omened, no? 'Midwife to sorrows.'"

A midwife for the Sorrows worried about her husband. She is the second companion to accompany you throughout Zion Canyon.


  • Berserk Button: She hates Salt-Upon-Wounds, as several bits of ambient dialogue will illustrate.
  • Combat Medic: Not in the same vein as Arcade. She's the tribe's midwife.
  • Good Old Fisticuffs: Trained in hand-to-hand combat and uses a Yao-Guai gauntlet as her main weapon.
  • Mama Bear: Again, the tribe midwife, but she also has three children of her own. She has volunteered to be part of the tribals who will help fend off the White Legs.
  • Stay in the Kitchen: Gender inversion: If you decide to tell her about her husband's death, then according to her epilogue she'll be able to eventually get over it and take a new one. At her beckoning, he stays home.
  • What the Hell, Hero?: Not towards you, but rather Daniel. If you tell her about her husband's death she becomes absolutely furious at Daniel and initially accuses him of being no friend to the Sorrows. While she does forgive him, she says that when the White Legs are dealt with she's going to have a "very long talk" with him.

    White Bird 
Voiced by: Alejandro Furth
"Drink. Tea is strong. Tea is bitter. Wisdom is strong. Wisdom is bitter. You see?"

A shaman of the Sorrows tribe living in the Narrows.


  • Maybe Magic, Maybe Mundane: Through a side quest given by him, the Courier has to drink a tea made from sacred datura plants that will give them "the wisdom" needed to confront the Ghost of She, which turns out to be a massive flaming yao guai. As in, a literal constantly on-fire mutated bear. Even after killing it, the tea's "wisdom" state doesn't end until you return with the beast's severed paw for him to make into a weapon, leaving it up in the air if you really killed a bear possessed by a dead girl's soul or just a really pissed off one that you only imagined was on fire.

    Randall Dean Clark 
https://static.tvtropes.org/pmwiki/pub/images/Randall_Dean_Clark_1398.jpg
"It wasn't choice. I chose to die again and again. Just never did. Body had its own drive."

A Pre-War soldier-turned-Crazy Survivalist who sheltered in Zion National Park to escape the nuclear apocalypse. Despite having died more than a century ago, he has a lot more to do with the current state of affairs in Zion than you may think.


  • Ace Custom:
    • The Survivalist's Rifle, his custom AR-15/Service Rifle chambered in 12.7mm in a manner similar to real-life .50 Beowulf rifles. Easily one of the better unique guns in the game, right up there with This Machine. Unfortunately suffers from bugs in that your enemies and allies can pick it up. Should you complete the DLC without getting it from them, it's Permanently Missed. The Desert Ranger Combat Armor he found and used has the same Damage Threshold the Elite Riot Gear you find in Lonesome Road.
    • His extremely-durable Desert Ranger Combat Armor is a subversion... because it was someone else's Ace Custom. According to design director Josh Sawyer in a social media post long after the game's release, he noted that the armor originally belonged to a sergeant named "R.B. Vickers" who fought in Shanghai and Nanjing, and who carved the words "FORGIVE ME MAMA" into the helmet. However, the tourniquet wrapped around the pants is seemingly kept to denote Clark's past injury when an errant shot from one of the Vault 22 Dwellers grazed his leg during an engagement.
  • Affectionate Nickname: Called Alex, his first son, "Little Nut".
  • Armies Are Evil: Played with. He was in Canada at some point, meaning he partook in quite a lot of atrocities the US Army committed during the annexation. He makes his disgust quite clear.
  • Ascended Extra: You never meet him in-person (only coming across his corpse decades after he's died), and the sum total of what you know about him comes from terminal entries and left-behind supplies in caves... and yet, he's not only one of the most memorable characters in the game (DLC or otherwise), but he's had merchandise made of him, including an officially-licensed statue of him (in his Desert Ranger Combat Armor with the Survivalist's Rifle) produced in a limited-edition run by Bethesda.
  • Badass Normal: No Powered Armor, no cybernetics, no helpful mutations. Still managed to kick ass with only his Nerves of Steel, U.S. Army training, and his souped-up rifle.
  • Benevolent Precursors: Downplayed, because as much as he helped the children who would later become the Sorrows tribe, he unintentionally made them afraid of entering the caves filled with his supplies because one of his traps accidentally killed one of them and made the rest afraid, leading to the tribe declaring it taboo to interact with any pre-War structures and their useful contents, leaving them unprepared decades later for when the White Legs came. It's also implied that his Roaring Rampage of Revenge against the Vault 22 Dwellers may well have been the result of a huge misunderstanding and that his reluctance to reveal his identity may have made things far worse than they should have been.
  • Children Are Innocent: After invisibly watching over the child refugees and seeing them grow up, Clark finally allowed himself to die happy.
  • Cool Old Guy: An Action Survivor who managed to not only survive several years after the apocalypse but also managed to keep a grip on his sanity and morality long enough to become the benevolent caretaker, later worshipped as the guiding deity of a group of kids who eventually become the Sorrows? Most definitely.
  • Crazy Survivalist: He's even called "The Survivalist." Also has numerous hidden supply caches around Zion. Played with in that while his sanity takes some huge hits, he is still a very moral character.
  • Crazy-Prepared: Although he wasn't all that prepared for a nuclear apocalypse, he displays a remarkable aptitude at planning for contingencies, and staying one step ahead. This is exemplified when several of the Vault 22 Dwellers attempt to raid one of the caves he's sheltering in — which are booby-trapped to the nines (as the player later discovers while exploring the same caves).
  • Desperately Looking for a Purpose in Life: Cruelly found several dangled in front of his face before they were crushed in front of him. Finally found one taking care of the kids who would become the Sorrows.
  • Doomed Hometown: Unfortunately, Clark was present to see Salt Lake City get hit by 13 nukes during the Great War.
  • Driven to Suicide: Double Subverted - he constantly contemplates it after all the trauma he's suffered and swears he's going to do it more than once, but just cannot bring himself to pull the trigger, even with his gun actually to his own head. The second subversion comes when he reaches the age of 70, going on 71 and dying of a terminal illness, and is driven not by despair but a sort of pride where he doesn't want the ancestors of the Sorrows to find his corpse and discover their benefactor was merely a withered old man. He resolves that he doesn't want another birthday, leaves his final messages to the Sorrows, and drags his failing body to the top of the Red Gate and allows himself to die of exposure about two weeks before his 71st birthday.
  • God Guise: Through his actions watching over their ancestors and helping them thrive, the Sorrows tribe now call him The Father in the Cave and revere him as a god. He never showed himself to the children so they wouldn't be disappointed that the mysterious Father is just an old man, even trekking to somewhere high up and out of the way so they could never find his corpse.
  • A Good Way to Die: His health worsening from cancer and age, he spent his last moments of strength climbing up a high ridge overlooking Zion Valley to watch the sun rise while he waited to perish due to exposure. His holotape recording has him mention that it seems an "appropriate" way to go.
  • Gratuitous French: The Survivalist's Rifle has the French word arrêt carved onto the right side of its stock, with the English equivalent, "Stop", written on the other side. This was meant to help communicate to any French-Canadians he encountered during the U.S.'s annexation of Canada the 2070s. Stops signs in bilingual areas of Canada are labelled stop/arrêt, which was probably where he got it from.
  • Greater-Scope Paragon: To the Sorrows, and indirectly, Zion itself.
  • Guardian Angel: Became this for the Mexican refugees and the Sorrows' precursors.
  • Heartbroken Badass: See next entry.
  • Heroic BSoD: He has several, due to the fact nearly everyone he cared about died while he lived, including his original family, the Mexican refugees he was helping, and his second family.
    • His reaction to finding out what happened to the Mexican women and children taken captive by the Vault 22 party is especially profound. He could only enter three words on the subject in his journal:
  • Hero of Another Story: Hundreds of years before the Courier was even born, nevermind set foot on Zion, Randall was going through his own hardships in the wasteland, scavenging for supplies and facing feral ghouls and humans in a desperate quest to survive.
  • Irony: After providing antibiotics to the Mexican refugees, he heard them thanking God for the medicine and cynically notes the absurdity of thanking him given the current state of the world. Clark himself becomes viewed as a god by the early Sorrows. The tribe's later contact with Mormon missionaries caused him to become conflated with the Christian God in their minds.
  • Kick The Son Of A Bitch: As far as he was concerned, the Vault 22 survivors had it coming for killing most of the Mexican refugees and then eating the ones they captured.
  • Knight in Sour Armor: Very cynical, but he has good reason to be.
  • Late to the Tragedy: He only discovers that the Vault 22 Dwellers have murdered and eaten the women and children they captured after the fact, leading him to conduct a one-man campaign of terror against them.
  • A Match Made in Stockholm: He met his second "wife", a former member of the Vault 22 expedition, when she got caught in a bear trap he set. Granted, she was probably better off with him than going back to the Vault for a number of reasons.
  • Mercy Kill: Shortly after the bombs fell, he regretfully performed this on an elderly couple who were driving in the opposite lane on the highway and were blinded by the intense light flash. Strangely, when he went back to that same spot years later, he commented that he couldn't find their bones.
  • Messianic Archetype: Became one unintentionally, the "Father" in the caves who helps his children without ever seeing them directly and guides and protects them from afar. Taken to its logical conclusion when the Sorrows merge Daniel's Mormon preachings with their knowledge of the Father, believing that God / Joseph was the Father, and Mary and Jesus his wife and son. The Mexican refugees that he assisted earlier thought his assistance was God helping them, as well.
  • Misplaced Retribution: His guerrilla war against the Vault 22 survivors might have been due to this, as a holotape left by the last Overseer claims that after arriving in Zion, they were forced to defend themselves against the Mexican tribe in the area who fired upon them first. Shortly afterwards, they were set upon by an "evil spirit" who began exterminating them one by one. Whether or not they really were cannibals (as Clark believed) is not stated, although there is some evidence suggesting it, since Clark's diary notes they ate their own dead before leaving and there are skeletons littering the Vault 22 camp. Killing 2 women and 5 children that they had captive isn't endearing for them, either, even if they didn't eat their corpses.
  • Old Soldier: Not when he started, but by the end of his life, he was a veritable One-Man Army.
  • One-Man Army: Killed numerous feral ghouls and two-thirds of a heavily armed and well-trained Vault expedition on his own.
  • Papa Wolf: Though he didn't live long enough to show it, he had this attitude towards the early Sorrows when they first arrived in Zion.
    Principal better not show up or I'll blow his goddamn head off. I can still shoot straight.
  • Posthumous Character: Has been dead for over 150 years. The effects of his actions as well as his story, still show today. Specifically, the existence of the Sorrows.
  • Roaring Rampage of Revenge: Conducted a one-man, months-long guerilla war against the Vault 22 survivors who had massacred the Mexican refugees he was watching over. His Rage Breaking Point came when he discovered that the Vault dwellers had eaten the women and children they captured after killing the rest. He managed to kill two-thirds of them and drove the rest off.
  • Shell-Shocked Veteran: Even before the Great War, he was still traumatized by his service in Canada due to the atrocities committed there by occupying American troops. Surviving the war and the following decades only made things worse.
  • Shrouded in Myth: He became known as an evil spirit to the Vault 22 expedition, after killing more than two-thirds of them. He is also revered as The Father in the Cave by the Sorrows. When Daniel and the other New Canaanites arrived in Zion and preached their faith, the Sorrows came to believe that the Christian God and their Father were the same entity.
  • Survivor Guilt: As expected, complete with contemplating suicide regularly, although he never went through with it.
  • Tranquil Fury: Every entry about his guerilla war after the terse "They ate them." entry is also terse, matter-of-fact, and detailed in his expenditures, events, and inflicted casualties on the Vault 22 cannibals, giving the vibe of this trope.
  • Unwitting Instigator of Doom: As much as he helped the children who went on to become the Sorrows, his warnings against entering his old survivalist caches and attempts to keep the future tribals safe unintentionally made them unprepared to face the White Legs generations later.
  • Vengeance Feels Empty: After he wiped out most of the Vault 22 group, forcing the survivors to leave the canyon, Clark felt no elation about his success.
    Victory. 10 months of killing. All I feel is cold. They deserved every goddamn bit of it.

New Canaanites

    Joshua Graham 
https://static.tvtropes.org/pmwiki/pub/images/joshua_graham_fonv.jpg
"I pray for the safety of all good people who come to Zion, even Gentiles, but we can't expect God to do all the work."
Voiced by: Keith Szarabajka
"I have been baptized twice. Once in water and once in flame."

Otherwise known as Malpais Legate or "The Burned Man", Graham was Caesar's former Legate and co-founder of the Legion. He was previously a Mormon missionary and tribal expert from Utah, where, decades ago, he helped a young Caesar by translating for him and the Blackfoot tribe the Follower was trying to help. When Caesar took his title, Graham became his first Legate. During the conquest of the other Utah tribes, Graham had a penchant for surviving seemingly mortal wounds; NCR snipers and assassins reported him killed in combat on many occasions, but he would always turn up alive afterwards. After the Legion suffered their worst defeat in history during the First Battle of Hoover Dam, Graham was set on fire and thrown into the Grand Canyon as an example. Rumors persist among slaves that Graham once again managed to survive, and lives on as the Burned Man.

He appears in the Honest Hearts DLC as the third and final temporary companion for the Courier.


  • Ace Custom:
    • His personal .45 Auto pistol, A Light Shining in Darkness. A less common 3-inch .45 Auto with a custom hammer, guttersnipe sight, snakeskin grip, (scratched up) nickel plating, biblical quotes in Greek on the sides of the slide, and six rapidly-fired shots of pain, which can be an enhanced holdout gun once you acquire it. Doubles as Joshua's Pistol Whippin' .45 as well, hilariously.
    • His outfit acts as this for the Powder Ganger guard armor: it's a bulletproof vest over regular clothes like the guard armor, but with different lettering on the vest, (unusable) pistol magazine pouches on the belt, and twice the durability with three times the damage threshold.
  • Adaptational Heroism: In the sense that New Vegas is an adaptation of Van Buren, Joshua is based on the Hanged Man, a potential companion who was strong but so evil that just having him in your party causes people to hate you. The director of New Vegas has stated he found the Hanged Man far too one-dimensional for a character the player would seek counsel from, hence the complete rewrite of Joshua's personality.
  • Aerith and Bob: Never bothered to change his name after becoming Legate.
  • Anti-Hero: Throughout the DLC, he is an Unscrupulous Hero. After the DLC however, depending on the decisions you made, he can regress back to a Nominal Hero, stay an Unscrupulous Hero, or find peace with himself and become a Pragmatic Hero.
  • Asskicking Leads to Leadership: Several Legionaries remark he was a better warrior than Lanius himself. He continues to kick ass after he becomes the leader of the Dead Horses as well.
  • As the Good Book Says...: He makes quite a few references to the Bible when he speaks to you. Perhaps most indicative of his character is when he quotes Psalm 137:7-9.
    • His custom .45 pistol is also engraved with John 1:5: "And the light shineth in darkness, and the darkness [hath] comprehended it not"
  • The Atoner: Played with. He now sides with the Mormons and the surviving tribals in their struggle to civilize the Zion park. However, his plans to counter the threat are rather questionable.
  • Badass Boast:
    • If you point a gun at him:
      "Make your first shot count; you won't get a second."
    • Later, if you agree to take out the White Legs, he'll say this and can certainly back it up.
      "Make no mistake. This is an extermination."
  • Badass Normal: For all we know, he's just a Mormon missionary who also happens to be incredibly adept in combat and amazingly difficult to kill.
  • Badass Preacher: He is a missionary, after all, and often quotes Bible passages. He also uses .45 autos, pistols invented by a fellow Mormon, John M. Browning.
  • Bandaged Face: And it's damn painful for him to even change his bandages.
  • Be All My Sins Remembered: He considers himself irredeemable for his past, though he also believes that means he should simply try harder to atone. It leads to this beautiful exchange where he tells the Courier what living life as a follower of Christ entails:
    Joshua: Every day we move one step closer to our judgment. We must do our best to walk in the footsteps of our Lord and teach others to do the same. For many of us, the road is a difficult one, but the path is always there for us to follow, no matter how many times we may fall.
    Courier: Do you ever "fall"?
    Joshua Graham: Every day. Some days... are harder than others.
  • Big Good: For the Dead Horses. Daniel is the other Big Good, for the Sorrows. You choose who becomes the main one of Honest Hearts by supporting their quests.
  • Blood Knight: It is abundantly clear that he enjoys every minute he spends hunting the White Legs.
  • Bulletproof Vest: He wears a Salt Lake City PD vest as his main armor.
  • Cool Old Guy: Considering that the founding of the Legion was 30 years ago, Graham would have to be in his late forties at the absolute youngest.
  • Church Militant: He is a devout Mormon (or "New Canaanite" as they've become known as post-war), and is quite the advocate of militant response to threats to his people.
  • Creepy Good: He's very nice and has good karma. He's still a Bandage Mummy who hasn't forgotten his brutality since his days in the Legion.
  • Custom Uniform: Still wore his SLCPD vest and uniform even after becoming Legate.
  • Damned by Faint Praise: Has a rather dim view of the NCR. When asked his opinion on them, he claims they are better than Caesar, but that's not saying much.
  • The Dark Side Will Make You Forget: As he got swept up in Edward Sallow's megalomania, he forgot a lot of his Mormon teachings on morality. When he was so brutally disavowed from the Legion for failing at the first battle of Hoover Dam, he remembered again, compelling him to return home. He also remembered the brutality he learned in the Legion and the two teachings are often at odds.
  • Determinator: Most people would give up after being lit on fire and thrown off the Grand Canyon. Josh just got up and walked all the way to Utah while killing the best assassins Caesar sent after him on the way. Double points because he likely didn't even have bandages for most of this time, so he was in constant pain.
    • Even the bandaging is little comfort. He has to strip and change them daily, which agonizes him, and he's inexplicably immune to chems, which makes it possible that dulling the pain with Med-X isn't an option - and this has been going on for years. It's a wonder that he never put a bullet into his own head (unless he knows it won't work).
  • The Dragon: He used to be Caesar's Legate. The Courier can become his dragon as well. Sort of.
  • The Dreaded: Follows-Chalks notes that in past his entire tribe was afraid of him, and more likely than not, they still are. If Salt-upon-Wounds is spared, endgame narration states that legend of Burned Man diminished over time, but it was small price for peace it brought to Joshua Graham.
    • He was also greatly feared by the enemies of the Legion and even now serves as bogeyman of sorts to Caesar, to the point that the entire Legion is forbidden to speak his real name aloud on punishment of death, which is why they came up with the nickname "The Burned Man".
  • Evil Cannot Comprehend Good:
    • Not a played trope, but that's what the biblical quote (in Greek) on his unique handgun's slide alludes to.
      καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει καὶ ἡ σκοτία αὐτὸ οὐ κατέλαβενnote 
    • Also refers to Graham, seeing as how he sees himself as a force for God, but does not see the wrong in what he is doing. The Courier can help out there, by encouraging him to show mercy. On the other hand, should the Courier choose to kill Salt-Upon-Wounds "fairly" rather than allow Graham to execute him, it perpetuates; Graham states that the end result is the same either way, but admits that it is more for the tribes' benefit than his, while completely missing the context as it pertains to himself. But not completely, as the ending states that afterwards, he no longer revels in vengeance as he did before.
  • Easily Forgiven: Despite being the Malpais Legate he was accepted and forgiven by the Mormons as if he'd done nothing wrong — when questioned on this, his writer pointed to the parable of the Prodigal Son. This surprised no one more than Graham himself. However, Daniel secretly considers Joshua both an incarnation of human misery as well as God's infinite mercy.
  • The Faceless: He wears bandages at all times to cover his burned skin. Though in the small slideshow before the DLC begins, you can see him pre-execution.
  • Foreshadowing: He knows Ulysses, and in fact, when you bring up the fact that you're a courier...
    "Not the courier I was expecting... though he wouldn't have needed a caravan anyway.
    • The Burned Man walks!
    • Mr. New Vegas sometimes mentions the "Burned Man" in his news reports.
    • He also alludes to the Big Empty upon seeing the Courier.
  • Fire/Water Juxtaposition: He claims to have been baptised once in water as part of his Mormon upbringing, and once in fire as punishment for failing Caesar.
  • Founder of the Kingdom: He was the co-founder of Caesar's Legion.
  • From Nobody to Nightmare: Started off as a Mormon missionary before becoming Caesar's right-hand man, and a particularly brutal one at that.
  • General Failure: Described as neither a particularly brilliant tactician or strategist, which led to his defeat at the first battle of Hoover Dam. He's aware of that shortcoming too, given how he admits to not having much thought for logistics.
    • According to him, had the road through the Divide not been destroyed, the Legion's loss would have been even greater. Even them clinging to the opposite bank of the river was through luck rather than skill.
  • General Ripper: He was renowned for his brutality. This is in a civilization where entire towns are crucified and the current Legate slaughters anything too slow to get out of his way. Unfortunately, he maintains his brutality even after his Heel–Face Turn.
  • Genius Bruiser: Tactical incompetence withstanding, he’s an educated fellow with higher intelligence stat than Legate Lanius, and also strong and extremely tough.
  • Good Is Not Soft: He's very open and friendly towards you, but if you or others hit his Berserk Button...
  • Guest-Star Party Member: You only get him as a companion at the final battle of the Honest Hearts add-on. He'd completely break the game if you were allowed to take him anywhere else.note  And none of the enemies he'd really be useful against (Yao Guai and giant Cazadores) spawn during the final battle.
    • You also can't use companion wheel functions (like making him carry your stuff). In fact, one could say that he isn't even your companion at all. You are his companion, and he'll forge on ahead as soon as he decides that you're slowing him down. The fact that he has a near-useless companion perknote  only serves to reinforce the idea that you're the one backing him up.
  • Hand Cannon: His unique pistol, A Light Shining in Darkness, is already extremely powerful, but when he uses it, it automatically does fifty damage. For reference, the sniper rifle does forty-five damage. Unlike most handcannons, it's also fast, semi-automatic, small, and light.
  • Handgun: Graham only carries a pistol into battle, but he's extraordinarily skilled with it.
  • Heartbroken Badass: Gets pretty disheartened when the White Legs slaughter his friends and family in New Canaan, which causes his Roaring Rampage of Revenge.
  • Heel–Faith Turn: After becoming one of the most ruthless and cruel men in the Legion, he later rekindled his faith after his baptism by fire and now seeks to atone for his past.
  • Heel Realization: If you choose to crush the White Legs and persuade Josh to spare the White Leg Chieftain, he realizes that his desire for vengeance against the White Legs and Caesar has consumed him and twisted his faith, and decides to let go of his rage. And of course, he went through this during his execution. As J.E. Sawyer puts it:
    "There are thousands, if not millions, of examples of soldiers in history who engaged in ruthless — often cruel — behavior in times of war only to either return to an "ordinary" civilized life later. Some of them have no problem with what they did, others repress their memories as much as they can, and still others suffer strong crises of conscience that force profound changes in them. As Graham describes, his path to becoming the Malpais Legate was made up of many small compromises that turned increasingly sinister and brutal. At first he thought he was making the best of a bad situation and doing what needed to be done, but in the end he and Caesar had built a society on a foundation of fear and brutality. Caesar had a more grand vision for where the Legion was going, but Joshua Graham was caught up in the day to day maintenance of a tribal army engaged in bleak and often monstrous behavior. It was not until he was removed from that environment that he was able to reflect on his past. He could have chosen to blame Caesar, but in the end he blamed himself. The only people he knew in the world who could possibly accept him were the New Canaanites, so that's where he headed.."
  • He Who Fights Monsters: If you allow him to take his revenge on Salt-Upon-Wounds, then he will more or less revert back to his old ways when he was with the Legion. The player can call him out on this when he is about to execute Salt-Upon-Wounds who surrendered, leading to his Heel Realization.
  • Hidden Depths: If you talk him out of executing Salt-Upon-Wounds, he'll reveal that he's been using his faith as an excuse for his actions, and that he's trying to convince himself that God is behind him more than trying to convince you.
    Joshua Graham: I want to have my revenge. Against him. Against Caesar. I want to call it my own, to make my anger God's anger. To justify the things I've done.
  • History Repeats: If he's allowed to revert back to his old self, he'll go on to spread the "Way of the Canaanite" amongst the tribes. Soon turning them and the New Canaanites into another Caesar's Legion, this time using Christian and Mormon influences rather than Roman.
  • Hot-Blooded: Though stoic and calm, he still is rather militant, recommending utter destruction of the enemy even after becoming The Atoner. If the Courier asks him how he managed to survive Caesar's punishment, he answers:
    I survived because the fire inside burned brighter than the fire around me. I fell down into that dark chasm, but the flame burned on and on.
    • And then subverted - he goes on to clarify that the fire within him that kept him alive wasn't rage. It was love. The love of God and the New Canaanites.
  • Hypocrite: He claims he doesn't enjoy killing, but sees it as a chore if it has to be done. His actions and behaviour when actually fighting the White Legs are an entirely different matter.
    Joshua: Yeees.
    • Convincing him to kill Salt-Upon-Wounds in a fair fight (well, as fair as a fight against Joshua Graham can be) rather than executing him calms down his vengeful side somewhat and makes the above claim more or less true.
  • Icy Blue Eyes: They're noticeable here because they're the only thing you can really see of him.
  • Immune to Drugs: According to Graham, chems simply don't work on him for some reason. Unfortunately for him, this means that he can't use Med-X to relieve his constant pain.
  • Implacable Man: Even before his execution Graham was extraordinary hard to kill, with his death at the hands of 1st Recon sharpshooters being reported no less then five times. He was also able to fight his way through dozens of the Legion's best assassins and walk all the way to Utah not only covered in burns, but completely alone. In game he has a Damage Threshold of 50, which is more than the Courier can get without specific modifications and bonuses from Old World Blues.
  • Improbable Weapon User: While downplayed, it is still somewhat amusing to see a powerful gunslinger like Joshua opt to hold his gun by the slide and pistolwhip his enemies, as opposed to using an unrelated melee weapon, if he chooses to fight close-ranged.
  • Inexplicably Awesome: It's not clear how a seemingly normal human was not only able to survive killshots from elite snipers but also being burned and tossed off the Grand Canyon.
  • It's All My Fault: Seems to blame himself for the incident with the Blackfoots that led to Sallow seizing power. He insists he "must have mistranslated".
  • Just the First Citizen: If asked outright denies being in charge, as he is only warchief of Dead Horses. Still it's fairly obvious if he told them 'jump', they would have jumped, as much out of reverence for him, as out of fear.
  • Kill It with Fire: He was set on fire first before getting thrown into the Grand Canyon. Wasn't enough.
  • Knight Templar: Downplayed example as he's genuinely good-aligned and his enemies really are evil. Plus he can be talked out from going too far, but it takes a lot of persuasion.
  • Leitmotif: It's borrowed from Fallout, but it suits his creepy and religious aspects.
  • Made of Iron:
    • He has the insane DT of 50 even though his main armor is a Bulletproof Vest—for reference, Lanius has 19 and the strongest power armor with helmet has 36. No explanation is ever givennote , aside from Graham himself crediting a combination of Heroic Resolve and sheer faith. There are some very scant hints, such as that chems have no effect on him. J.E. Sawyer has declined comment. Unsurprisingly, he also has a 10 in Endurance.
    • During the first battle of Hoover Dam the NCR's 1st Recon had no less than five confirmed 'kills' on Graham. He kept getting back up from each. He was in Boulder City when the Rangers blew it up with enough explosives to reduce most of the town to rubble and he still wasn't dead. After his failure at the Dam Caesar had him beaten, covered in pitch, set alight and thrown into the Grand Canyon. He walked away from that too. One must wonder how he's even functioning at this point.
  • Malicious Misnaming: As a former member of the Legion he would know the proper pronunciation of "Caesar", and conversation with Follows-Chalk confirms that he did use it once. However, in the game, he always uses the English pronunciation, because he knows it's an affectation, and he no longer cares.
  • Meaningful Name:
    • He shares his first name with the Israelite leader who lead the conquest of Canaan.
    • In the game files, he's given the unique class of "Destroying Angel," similar to how Lanius is the Legionary Badass. Graham's class references a nickname often given to more militant Mormons or groups thereof during the 1800s.
  • Mr Fix It: He's a surprisingly good repairman, and one of only a handful in the entire game who can fix your equipment all the way to 100% condition. He states that New Canaanites are all competent gunsmiths; learning to build and maintain their signature weapons is a rite of passage in their mission.
  • Names to Run Away from Really Fast: The Burned Man.
  • Never Found the Body: And unfortunately it seems that Caesar has found him.
  • Nice Guy: Knight Templar and Blood Knight tendencies aside, Joshua is nothing but kind and friendly to the Courier, the Dead Horses, and Daniel during the length of Honest Hearts; even going as far as giving the Courier sympathy for the death of the Happy Trails caravan. One of the possible endings even says that he mellowed out after eradicating the White Legs and sparing Salt-Upon-Wounds.
  • No Ending: Confusingly, he doesn't get an ending slide if the Courier sides with Daniel, despite surviving and presumably remaining with his people; leaving his personal arc completely unresolved.
  • Not Quite Dead: He's said to have survived multiple attempts on his life, both from Caesar's assassins and the NCR.
  • Old Soldier: While his exact age is never given, considering that Caesar was in his early 20s when he founded the Legion this would put Graham himself at his late-40s at the very least.
  • One-Man Army: In the final battle of Honest Hearts, he becomes your companion so he can help you take on the White Legs. While helping him is all well and good, you can easily just sit and do nothing, since he effortlessly blasts his way through all the enemy forces without breaking a sweat.
  • Papa Wolf: He has this to say to you if you consider beating Daniel for information.
    "If you harm Daniel or any of the Sorrows or Dead Horses, I will find you. Make no mistake. God willing, you will not leave this valley."
  • Pay Evil unto Evil: A firm believer.
    Joshua Graham: I don't enjoy killing, but when done righteously, it's just a chore like any other.
  • The Peter Principle: While a very dangerous fighter and a capable leader in wars against tribals, history shows that he was woefully out of his depth as a commander of an army fighting against a technologically-superior force led by a skilled tactician.
  • Pistol-Whipping: When told to use melee attacks, he simply beats people with the butt of his pistol.note 
  • Powerful, but Incompetent: Back when he was the Legate, he had no real talent as a tactician but was a powerful fighter that led a huge army and fought primarily against tribals and raiders. As such, things didn't turn out very well when he faced off against a well-equipped military force led by a capable strategist.
  • The Power of Hate: He claims that it's that other thing that keeps him going, but the reality of it is that the only thing really motivating him is the seething hatred of everything Caesar has ever done to him. Convincing him to spare Salt-Upon-Wounds leads to him realizing this and putting a stop to it, becoming a better person for it.
  • Purposefully Overpowered: Joshua is an unbelievably powerful unit, but you only have access to him in certain parts of the Honest Hearts story, and nowhere outside it.
  • Rasputinian Death: And it still didn't kill him.
  • Real Men Love Jesus: Graham is a devout Mormon missionary and a One-Man Army.
  • Red Baron: Called the Malpais Legate when in the Legion, now known as The Burned Man.
  • Red Oni, Blue Oni: The red to Daniel's blue, who wants to annihilate the White Legs.
  • Reformed, but Not Tamed: While he was willing to have a change of heart and is fighting for an arguably noble purpose, he still retains the same brutality and mindset from his days in the Legion.
  • Renaissance Man: In addition to being death on two legs, Joshua Graham is also quite intelligent. He used to translate for Caesar and still exercises his language skills among the tribes. He is also an expert with repairing firearms and armor. He does fully admit however that he's a poor military tactician.
  • Roaring Rampage of Revenge: He has it in for the White Legs after they destroyed New Canaan.
  • The Scourge of God: He thinks he's this; cleansing the White Legs in the name of God as retribution for the sacking of Canaan. Sparing Salt-Upon-Wounds requires you to make him realize that he's only using it as an excuse to indulge in his own rage.
  • Shout-Out: Some of the dialogue on the subject of Joshua Graham from Daniel and Joshua himself refer to him "burning" figuratively on the inside and being burned literally on the outside... which might be a reference to the Planescape: Torment character Ignus.
  • The Stoic: Most of the time.
  • There Is No Kill Like Overkill: It seems Caesar really, really wanted to make sure Graham wouldn't come back to haunt him. He failed.
  • Tranquil Fury: He's calm and polite, with a soft voice and a penchant for poetic or philosophical turns of phrase. He never shouts, screams, swears, or even seems to become more than somewhat agitated... which simply makes the glimpses into the seething rage inside him all the more terrifying.
  • Unperson: To the Legion. He's simply The Burned Man to them, a boogeyman that some of the more superstitious underlings talk about. Caesar forbid anyone from speaking his name or title after his execution, specifically to prevent Graham becoming legendary, but to his considerable annoyance it happened anyway. It's also the reason why a Legion-aligned Courier can't simply tell Caesar about Graham's whereabouts since Caesar will openly deny Graham's existence.
  • Unwitting Instigator of Doom: When he, Caesar (then Edward Sallow) and Bill Calhoun made contact with the Blackfoot Tribe, they were taken prisoner, and Edward took it upon himself to take them over rather than let them and their captives be wiped out, aiding them in their wars on the other tribes and from them creating what would become the Legion. Graham blames himself for their captivity, believing he must have mistranslated when they made contact, and thus in his mind, Caesar's rise to power was a result of his error.
  • Warrior Poet: Granted, it's all direct quotes from the Bible, but reading the King James Version aloud in that low voice definitely evokes this quality.
  • Weapon Specialization: He loves the Browning M1911 (or .45 Auto Pistol), carrying a unique one as his sole weapon and selling them to the player as well. While as a companion he provides a perk which doubles the player's accuracy and critical chance with .45 pistols.
  • You Have Failed Me: Caesar ordered him to be publicly killed in a very dramatic manner because the Legion suffered their first major military defeat at the guns of the NCR during the First Battle of Hoover Dam. Graham was directly responsible for the loss because of his failure to adapt and change his tactics fast enough to realize that he was marching his men into a trap. The developers also imply that because Graham was the only other member of the Legion from a well-educated background rather than a former tribal/raider, possessed knowledge about subjects that Caesar was unfamiliar with and generally kept a sense of independence (keeping his rather un-Roman name for one), Caesar probably saw him as a political threat of some sort.

    Daniel 
https://static.tvtropes.org/pmwiki/pub/images/daniel_fonv.jpg
Voiced by: Rick Pasqualone
"Maybe there is no place left in this world for mercy. But even if it tramples me into the dust, I will never accept it. And I will never condone it."

A Mormon missionary originally sent from New Canaan to convert willing Tribals. He decided to stay to help and teach the Sorrows his medical expertise and some modern technologies. He also thought it was his responsibility to protect them since the New Canaanites are the cause of the White Legs entering Zion.


  • The Atoner: Believed that Joshua and the New Canaanites are the main reason for the White Legs invading Zion, and wished to ensure the survival of the Sorrows.
  • Being Good Sucks: Like Arcade Gannon, he will never get a Golden Ending. If he survives to the end of the story, he either will spend the rest his life regretfully wondering if evacuating the Sorrows really was the right choice or haunted by his failure to preserve the innocence of the tribals.
  • Badass Preacher: Being good with guns is standard for New Canaanites. If the player talks about shaking information out of Daniel to Graham, one of the reasons he notes that's a bad idea (aside from dealing with Graham himself) is that just because Daniel's a missionary doesn't mean he's incapable or unwilling to defend himself. He has companion level health, a high guns skill, and carries a powerful .45 Auto Submachine (i.e. a Tommy gun) gun as his main weapon.
  • Combat Medic: He's trained as a medic and can function as a doctor in-game. He also helped deliver Waking Cloud's children.
  • The Fettered: Unlike Joshua, he refuses to lead the Sorrows into combat in fear of corrupting them. He's right.
  • Good Shepherd: By all means a kind-hearted man who cares deeply for the tribes. While he'll refer to you as a gentile, he nonetheless accepts that as a wastelander, your opinions will be different than his. Deconstructed somewhat given that his care for the Sorrows also meant that he hid the death of Waking Cloud's husband from her.
  • Hypocrite: Rather downplayed, especially given that his emotions are running pretty high, but it is noticeable that he is tolerant and friendly of the Courier's different religious beliefs... unless you make it clear you agree with Joshua on how to deal with the White Legs, in which case he'll act as if mercy as a concept is way above your head because you aren't a member of his belief system.
  • Knight in Sour Armor: Flawed but well-meaning.
  • Martial Pacifist: He'd rather evacuate the Sorrows from Zion than mount a counterattack against the White Legs, reasoning that the valley would no longer be "Zion" if they gave up their faith to keep it. That said, he's willing to fight the White Legs should they invade the Sorrows' encampment and says he's had to kill before.
  • Meaningful Name: In contrast to the warrior Joshua, the Biblical Daniel was an administrator and prophet serving in a foreign land. A recurring theme in the book of Daniel is sticking to one's faith and doing what's right, even at the risk of great personal harm.
  • Not Quite the Right Thing: His ending in which you help the Sorrows escape is bittersweet, at best. Yes, you've saved an entire people from the horrors of war, but you've also handed Zion over to the White Legs. Graham's ending (even the best one) is similarly bittersweet, though in the long term the cost of 'tainting' the Sorrows leaves Zion still standing and helps secure peace in the entire region.
  • Red Oni, Blue Oni: The blue to Graham's red, who wants to evacuate the tribals rather than wage war against the White Legs.
  • Was It Really Worth It?: If the Sorrows escape to the Grand Staircase, he spends his life wondering whether or not he made the right choice.

The White Legs

    In General 
https://static.tvtropes.org/pmwiki/pub/images/whitelegattacking.jpg
"They're hateful savages who live only to plunder and destroy. Their leader is a devil called Salt-Upon-Wounds."

Descendants of the Great War's survivors in Salt Lake City, they operate as scavengers and raiders, earning them infamy among other tribes in the Wasteland. They are mostly known for their ambushes and "storm drums," Thompson submachine guns that they recovered from an armory near Spanish Fork.


  • Always Chaotic Evil: They attack anyone that isn't them, they operate solely by Rape, Pillage, and Burn, and they ally with Caesar's Legion.
  • Badass Native: Tribal warriors with serious firepower and training from Ulysses. Some of them are also of Native American descent.
  • Bandit Clan: They attack anyone that isn't one of their own, earning them infamy amongst other tribes in Zion.
  • Blow Gun: They can launch darts from afar with these.
  • Dark Action Girl: Their ranks include female warriors, noting that they are unaware of the Legion's plans for them due to their policies regarding women.
  • Demolitions Expert: White Legs Light-Bringers, who specialize in explosives.
  • Dramatically Missing the Point: Their hairstyles made in emulation of Ulysses' appearance are not made with accordance to his tribe's symbols and meanings behind the dreadlocks. This infuriated him, additionally reminding him that such symbols have been otherwise annihilated by the Legion's monolithic identity.
  • Dreadlock Warrior: They tie their hair up this way, which they took from Ulysses in an attempt to honor him.
  • Elite Mook: They all wield strong weapons, including anti-material rifles.
  • Empty Promise: They serve to crush the enemies of the Legion in the hopes of joining their ranks. They get wiped out in return, just like all of the other Legion allies.
  • Expy: To the Fiends, essentially being stronger versions of them with the equipment of NCR Veteran Rangers at higher levels.
  • Failure Is the Only Option: If the Courier doesn't elect to complete "Chaos in Zion", the White Legs don't fare well, regardless of whether or not their leader survives. Their endings can involve them being crushed at Zion by Joshua and the Courier, being denied entry into the Legion, being defeated by the 80s tribe, going their separate ways, and more.
  • Fantastic Race Weapon Affinity: They adopted the .45 Auto submachine gun as their signature weapon, after a courier named Ulysses helped them uncover a stockpile of the weapons from an abandoned armory at Spanish Fork. They refer to them as "storm-drums" due to they noise they make when fired.
  • Hard-Coded Hostility: There's no negotiating with or joining them, even if the Courier is Legion-aligned.
  • Hate Sink: Little more than a primitive raider tribe, the White Legs destroy Caesar's enemies to join the Legion to continue their pillaging on a larger scale.
  • History Repeats: They are a tribe that, under a Legion representative, is sent out to crush Caesar's opposition with the false pretense that they will be protected and helped by the Legion when they accomplish their goals. Just like what happened with the Twisted Hairs.
  • Humiliation Conga: They suffer this after the Courier cripples them after the events of Honest Hearts.
  • Innocently Insensitive: In an attempt to appease Ulysses and join Caesar's Legion, they braided their hair to replicate Ulysses's hairstyle. A gesture Ulysses was horrified and enraged by because he believed the White Legs were being disrespectful to the Twisted Hairs, his birth tribe and something he honored through his unique haistyle.
  • Meaningful Name: They paint themselves white, which helped to camouflaged them in the Great Salt Lake.
  • More Dakka: Thompsons, riot shotguns and 12.7mm submachine guns are in their arsenal.
  • National Weapon: They idolize .45 Auto submachine guns out of their wide arrange of weapons.
  • Plunder: All of their tools, armor, and weapons are things that they managed to get their hands on from their raids. If anything breaks, they simply discard them. They don't farm or raise animals and only live through raiding from others, so joining the Legion was their long-term plan.
  • Poisoned Weapon: Their hatchets are laced with venom, poisoning the Courier with the first landed hit.
  • Rape, Pillage, and Burn: How they operate. Deconstructed, as their growth in numbers and territories led to them not being able to sustain themselves for long.
  • Salt the Earth: What they inflicted on New Canaan. They obliterated the city and salted the lands so that nothing could grow there.
  • The Savage Indian: The White Legs play this to the hilt. As an Always Chaotic Evil tribe with no knowledge of production (lacking even basic hunting and cooking skills), they must continually raid to survive, and violently attack any outsiders on sight.
  • Took a Level in Badass: They went from unsustainable in their raiding to more coordinated in their tactics, learning how to use guns and wage war upon New Canaan. It's thanks to Ulysses' training.
  • Trash of the Titans: Many of their settlements often have clutter in or around them, leftover from previous tools that they could not maintain.
  • Tribal Face Paint: They wear red on their faces alongside their white-painted bodies.
  • Unwitting Pawn: They wish to integrate themselves with the Legion, but they are unaware that Caesar simply wanted to use them to crush New Canaan out of rage for Joshua.

    Salt-Upon-Wounds 
https://static.tvtropes.org/pmwiki/pub/images/salt_upon_wounds_fonv.png
Voiced by: Adam Gifford
"You mock White Legs! You die now!"

The war chief of the White Legs, responsible for the destruction of New Canaan. Infamous for his cruelty and "Salt the earth" policy when dealing with their enemies. He always take part in his tribe's cruelty to show his prowess in hand to hand combat.


  • Ain't Too Proud to Beg: For all Salt-Upon-Wounds is built up to be, if you take up the "Crush The White Legs" questline, when you see him he has Joshua Graham's gun pointed to his head, begging the Courier to talk the Burned Man out of killing him.
  • Asskicking Leads to Leadership: He leads the White Legs because he's the best fighter of the bunch. This can bite him in the ass, because if he is defeated and spared by the Courier and Joshua Graham, his grip on the White Legs is severely weakened, and the 80s take advantage, exterminating the entire tribe without much difficulty.
  • Badass Native: He is the leader of the White Legs.
  • Barbarian Tribe: He runs one, the White Legs. Very dangerous, particularly to the tribals of the region, due to how numerous they are and their access to automatic weapons and other high end military equipment, due to raiding an armory at Spanish Fork.
  • Big Bad: Of the Honest Hearts DLC, sort of. He's really more like Caesar's pawn, but acts as the main antagonist for the course of the DLC, since Caesar's too busy with the matters of the Mojave to care what the warlord is doing.
  • Big Bad Wannabe: He's just a pawn of Caesar and Ulysses. He's easily manipulated into doing their bidding, but as soon as Joshua Graham actually mounts the offensive against the White Legs, they're destroyed and Salt-Upon-Wounds is either executed while begging for mercy, unceremoniously killed by Joshua and/or the Courier, or spared and watches his tribe collapse after his own weakness and cowardice become known to their enemies.
  • Cruel Mercy: If you can convince Joshua Graham to spare him, the epilogue tells that Salt-Upon-Wounds became so devastated with the defeat at Zion that he became "a shadow of his former self" and the White Legs are eventually wiped out by the 80's, their rival raider tribe, at the Great Salt Lake. If he's not spared, Joshua will proceed to Pay Evil unto Evil.
  • Cutscene Boss: Objectively, Salt-Upon-Wounds is a worthy boss in his own right. In context, you might as well not bother fighting. Depending on your choice in dealing with him, he may simply be executed by Joshua Graham or run away in fear. More than likely, you won't even have a chance to fight him - by the time you catch up with Joshua, he'll already have dispatched Salt's mooks and have him on his knees. Even if you actually start combat, Graham can easily curbstomp Salt-Upon-Wounds and his mooks with no help.
  • Dirty Coward: He was plenty willing to slaughter the citizens of New Canaan (including the sick, elderly, and children), but when Joshua Graham comes back, slaughters his warriors, and holds him at gunpoint, he will beg for mercy.
  • Dreadlock Warrior: Subverted. The "dreadlocks" you see on him are actually part of his helmet; if you remove it or view him in the G.E.C.K., you'll see he actually has very short hair (unlike the rest of the White Legs)note . As it turns out, the dreadlocks were their way of emulating Ulysses, a gesture that he considered deeply insulting since dreadlocks in his old tribe were symbolic while the White Legs simply thought they looked cool. Unlike the rest of his tribe, his dreadlocks seem to have shotgun shells weaved into them.
  • Evil Sounds Raspy: He's undeniably evil, and has a very rough voice.
  • Gameplay and Story Segregation: He has neutral karma like the rest of the White Legs despite being undeniably evil.
  • Hate Sink: All of the White Legs savagery with add bonus of ordering his men to destroy nature itself by salting the earth.
  • Laser-Guided Karma: Unless you kill Daniel and Joshua (cutting the whole DLC short), to him and the White Legs; in that event, they don't even last a year after the add-on ends. Even if you spare him, another raider tribe does the White Legs in.
  • Names to Run Away from Really Fast: His weapon can hurt like that.
  • Power Fist: He has his own custom power fist that has a damage-over-time effect, appropriately called "Salt Upon Wound's Power Fist."
  • Punny Name: Related to his name. The weapon does damage over time, as if rubbing salt in a wound.
  • Rank Scales with Asskicking: Several characters in Zion remark that war chief Salt leads from the front, and has personally killed hundreds of the White Legs' enemies with his custom power fist. Depending on player level, he has about 600-800 hit points and 16 DT, which makes him nearly as durable as Legate Lanius himself, who has 920 hit points and 18 DT. This is in addition to him having a rating of 100 in Unarmed and the second highest speed of any human NPC. Graham can still curbstomp him effortlessly, though.
  • Salt the Earth: His namesake, and what he had the White Legs do to New Canaan.
  • Unwitting Pawn: Lonesome Road reveals that he and the rest of the White Legs were ultimately pawns for Ulysses. Ulysses, then a Frumentarius, convinced the tribe that they would be allowed to join the Legion if they sacked New Canaan. While under Caesar's orders at the time, he never intended to follow through on that.
  • Villains Want Mercy: Despite being a cruel warlord who wiped out multiple tribes down to the last child, he still begs the Courier for mercy once Graham has him.
  • Would Hurt a Child: Daniel will recount how the White Legs butchered the children of New Canaan, among the rest of the population.
  • You No Take Candle: A Courier with the Sneering Imperialist perk can even mock him for this.
  • Zero-Effort Boss: If you were fighting him one-on-one, he'd be pretty nasty, but Joshua outclasses him so badly that you're not dying to him unless you go out of your way to try to kill yourself. It's actively harder to spare him.

Happy Trails Caravan Company

    In General 
A small caravan company from Sac-Town in northern NCR. They're looking to trade with the Mormons in New Canaan.
  • Developing Doomed Characters: You can talk to them before travelling to Zion and they show to have quite a bit of backstories considering they are all red shirts.
  • Small Role, Big Impact: They issue a job offer to anybody that can help guide the caravan to Zion, and they die upon reaching it. This leads to the Courier getting involved with the New Canaanites and their clash with the White Legs.
  • We Hardly Knew Ye: The whole caravan is wiped out by the White Legs right after reaching Zion.

    Jed Masterson 
https://static.tvtropes.org/pmwiki/pub/images/jed_masterson.jpg
Voiced by: Dave Fennoy

A merchant from the Happy Trails Caravan Company and the leader of the expedition to New Canaan. Instigates the DLC by sending a radio signal offering to hire someone with a Pip-Boy 3000 to map out the terrain on the way.


  • Horrible Judge of Character: Perhaps out of desperation (likely and somewhat justified since it's made clear later on that Happy Trails is on the verge of bankruptcy) or perhaps he genuinely couldn't tell, Jed was prepared to let "Deadeye" Ricky be in charge of the map for the weeks-long journey to Zion Canyon before the Courier shows up.
  • Mr. Exposition: He tells the story of Joshua Graham in the DLC's intro to pass the time in their travels.
  • Posthumous Narration: While the intro narration is him telling the story about the Burned Man on the journey, he also provides the ending narration after his death.

    Stella 
https://static.tvtropes.org/pmwiki/pub/images/stella_hh.jpg
Voiced by: Eliza Schneider

A caravan guard from New Reno, and formerly the sheriff of the small town of Caliente.


  • My Greatest Failure: Downplayed regarding her experience as a sheriff. She and her backup failed to rescue two prostitutes from the 80s tribe and their territory.
  • The Sheriff: Was one for Caliente.
  • Tempting Fate: She tries to suggest a safer route or approach for Jed Masterson when they're in Zion, shortly before they're ambushed and killed by the White Legs.

    Ricky 
https://static.tvtropes.org/pmwiki/pub/images/ricky_hh.jpg
Voiced by: Scott McNeil

A compulsive liar and Psycho addict.


  • Addled Addict: Someone with moderate medicine skill can tell he's suffering from Psycho addiction, and his overall state shows he's not quite in his right mind.
  • Bad Liar: He's essentially a way to show off your skill ranks, because it's very hard to find a build ready for Honest Hearts that wouldn't have at least one skill able to poke holes in his lies.
  • Casanova Wannabe: Play a female Courier and about half his dialogue becomes inept flirting.
  • Cloudcuckoolander: A lot of his claims definitely give this impression.
  • Compulsive Liar: Almost everything he tells you is a lie, most of which he would have no need to lie about.
  • Feet of Clay: He boasts how he great of a shot he is, but when the caravan gets ambushed he simply cowers around the corner before getting shot.
  • Human Packmule: By sufficiently poking enough holes in his story you can blackmail him into carrying extra stuff for you, allowing you to bring more gear into the DLC.
  • Jerkass: Despite lying constantly, he gets really pissy if you call him out for it. Some of it is the Psycho addiction, though.
  • Karma Houdini: He's the worst member of the Happy Trails Caravan and the only one that can escape the fate of being murdered in the White Legs ambush, if you blackmail him into leaving the expedition back in the Mojave.
  • In-Universe Factoid Failure: His tall-tales are full of factual errors. He claims to have killed a "Steel Brotherhood" Paladin (it's the Brotherhood of Steel) with an 11mm machine gun (which doesn't exist) by shooting the eye-slit on the Paladin's power armor (nevermind that the eye-slits are bullet-proof), and calls deathclaws "deathjaws" (which he insists is a separate creature from deathclaws). He also claims to have come from Vault 22 (which is overrun by spore carriers and has been abandoned for centuries - also, he pronounces it "Vault Two-Two") and calls his Pip-Boy a "Pit-Boy", not realizing it's broken, or even what it is (he thought it was a fancy bracelet and not a wrist-mounted computer). By passing skill checks, you can call him out on these.
  • The Load: The only reason he's allowed to tag along with the expedition is because of his Pip-Boy, as Jed Masterson didn't want anyone who oversold their skills, and even so, he unintentionally admits through his dialogue that he didn't even know what the Pip-Boy does, thinking it was just a bracelet. The Courier can pass a Science check and tell him that his Pip-Boy doesn't function, which would render him useless to the expedition. Alternatively, the Courier can pass a Medicine check to draw attention to Ricky's Psycho addiction, which would inevitably spell trouble should he suffer from withdrawal during the expedition, making him a liability unless the Courier sells him more Psycho or some Fixer. The Courier can then either blackmail Ricky to carry more stuff for him/her or tell him to get the hell out of there.
  • Miles Gloriosus: He calls himself "Deadeye" for his ability to gun down "deathjaws" and Brotherhood of Steel paladins through the eyes. In reality, he's nothing more than a petty thief and druggie.
  • Prematurely Bald: Appears to be in his 20s or 30s and has the combover hairstyle.
  • Too Dumb to Live: During the ambush, he either waves at the White Legs assaulting the caravan yelling at them about how he'll take them all down while everyone else is trying to take cover, or cower behind a rock screaming that he doesn't want to die, giving away his location. Unsurprisingly, this gets him shot in the head either way, and he's the first named NPC to die.

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