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A list of nations and characters featured in the mod. Currently under construction.

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West Coast


    New California Republic
Official Name: New California Republic, New American Republic (Hayes)
Ruling Party: NCR Congress
Ideology: People
A post-war federation composed of 5 states, the New California Republic started out in the small settlement of Shady Sands, founded by survivors of Vault 15 and now control the whole of California along with parts of Baja and the Mojave Wasteland. With reports flooding in of the Legion's rapid growth to the east and the City-States becoming more powerful to the north, it seems that the Bear has its hands full.
  • Awakening the Sleeping Giant: Should the NCR gets its act together, it could overwhelm most of its foes with alarming ease.
  • Arch-Enemy: To The Khans, a rather large raider group who harassed Shady Sands back in the town's infancy. With the NCR now a nation-spanning republic, it seems that the Khans have been outmatched and in recent years have received many beatings from the vengeful NCR.
  • Becoming the Mask: If the NCR, especially under Allgood Murphy, succeeds in overcoming its dysfunctional predicament, it will finally be able to live up to Tandi's vision for it.
  • Corrupt Politician: The NCR is plagued with corruption, as its constituent states seek to further their own interests to the detriment of others'.
  • Disaster Democracy: A democratic republic established in the aftermath of a nuclear war? They might as well be the Trope Codifier.
  • Earn Your Happy Ending: Despite its myriad issues, be it corruption or infighting, the NCR can not only avoid social turmoil, if not outright civil war. But it can also emerge stronger as a genuine bastion of democracy.
  • Fantasy Counterpart Culture: In addition to being based on the pre-war United States, the NCR also has parallels with the Roman Republic, ironically enough.
  • Former Regime Personnel: There are still some former Enclave members within the NCR's borders. With the authorities tracking down even their children for complicity, most have kept a low profile to escape arrest.
  • From Nobody to Nightmare: They used to be a small community of farmers that banded together against bands of raiders. Now they're a huge republic with an equally huge army and are an important power in post-apocalyptic United States, with the potential for much more.
  • Invading Refugees: With Caesar's Legion and other threats growing more powerful by the day, more wastelanders have crossed into NCR territory as refugees, which the nation could either assimilate or kick out. While initially piecemeal, if left unmanaged it can spiral into in a veritable crisis that can cause escalating penalties.
  • A Lighter Shade of Grey: While the NCR is becoming increasingly corrupt, they're much better than the nearby Caesar's Legion.
  • One Nation Under Copyright: While the NCR hasn't been co-opted by corporations, the northern states and territories in particular are dominated by "Barons", powerful ranchers and caravan companies that serve as a post-apocalyptic take on this trope. Given the opportunity, however, they could potentially break off from NCR rule.
  • Paper Tiger: Initially. Despite being one of the largest and most developed factions in the wasteland, the NCR is rife with corruption and conflicting interests that could destabilize the nation, if not plunge it into civil war. Depending on which policies and decisions are pursued, however, this can be averted.
  • The Republic: Of course. The NCR is one of the only democratic nations in the wasteland.
  • Settling the Frontier: Some of the focuses involve expanding southwards into Baja California and eastwards, both to deter the Legion and to spread the NCR's brand of civilization. Meanwhile, among the options available is to delegate the development of Dayglow and Baja to either NCR Ranger veterans, other settlers, or even friendly super-mutants.
  • We ARE Struggling Together: The NCR's government, even at the best of times, is wracked with infighting as lobbyists, corrupt politicians, and various cliques jostle for influence. Meanwhile, the constituent states don't always get along with Shady Sands, which if handled poorly, can lead to civil war.

Aaron Kimball

Ideology: People

  • Foil: To Caesar. Like Edward Sallow, Aaron Kimball is an accomplished military commander whose exploits have made him a respected and feared leader, even sharing a similarly hardline mindset. Unlike his Legion foe, however, he still abides by the NCR's democratic traditions and chooses to get elected fairly rather than seize the presidency by force.
  • 100% Heroism Rating: Downplayed. Kimball has leveraged his military credentials and war hero status to make himself a strong contender for running the NCR. This hasn't fully erased his less palatable aspects from the public eye, however.
  • Hypocrite: Under Kimball, the NCR maintains an image of liberty and prosperity for its citizens, even while upholding an expansionist and imperialistic agenda abroad.
  • Everyone Has Standards: For all his hardline and irreverent views, Kimball still makes a legitimate effort to work within the rule of law and the NCR's democratic heritage.
  • Politically Incorrect Hero: Kimball is somewhat regressive by NCR standards, making it harder for women and ghouls among others to rise up the social hierarchy. He is nonetheless popular and competent enough, however, that his views are usually brushed aside.
  • Retired Badass: Kimball's a retired NCR general, who became a war hero for his exploits both against the frontier tribes and the Mojave campaign. This not only gave him significant leeway from government oversight but also enough political clout to become president himself.
  • War Hawk: Much like in New Vegas, he's one of the NCR's most militaristic and aggressive figures, who sees defeating Caesar's Legion as his personal legacy.

Grant C. Hayes

Ideology: Intellectuals

  • The Assimilator: Hayes not only aims to revive the idea of an American people, but to spread it far and wide, whether others want it or not.
  • Blue Blood: Hayes hails from a distinguished line of pre-war politicians, which is one of the closest things to nobility in the former US.
  • Boring, but Practical: Some of Hayes' old world ideas are rather banal, such as improved tariff laws and tax reform. Such mundane policies, however, can lay the groundwork for the NCR's long-term growth, and provide enough support for Hayes to pursue his more ambitious plans.
  • Dark and Troubled Past: While Hayes is publicly known as the mayor of Dayglow, it's strongly implied that he's ex-Enclave.
  • Forgiven, but Not Forgotten: Although Hayes acknowledges the crimes of the Enclave and its perversion of American values, he nonetheless offers surviving Enclave members in the NCR generalized amnesty. Believing that while the sins of the past must never be forgotten, no one is beyond redemption.
  • Good Old Ways: Hayes' admiration for the old world and pre-war America in particular is as powerful as longing to recapture its technological prowess.
  • Pragmatic Hero: Hayes considers himself one, at least. He will do whatever it takes and make the necessary compromises in the NCR Congress, so long as it results in his ideas being passed.
  • Red Herring: Played With. Coming from a long line of politicians dating back before the Great War, Hayes seems like a plausible candidate for being part of the Enclave. Except that he isn't, but is nonetheless committed to reshaping the NCR, and the rest of the wasteland, based on old world values.
  • Sincerest Form of Flattery: The establishment of the Office of Science and Industry, formed by former members of the Followers of the Apocalypse, is revealed to be at Hayes' suggestion. This is done out of begrudging respect for what the Followers have sought to do, a pragmatic need for the NCR to no longer be so dependent on them, and for Hayes specifically, greater control over how old world knowledge is conveyed.
  • Utopia Justifies the Means: Hayes believes not only in restoring old world progress, but also in expanding the NCR's brand of civilization far beyond its borders, damn the consequences. If he succeeds, even at the risk of civil war, the country will notably be renamed as the New American Republic.

Allgood Murphy

Ideology: People

  • The Alliance: Rather than an expansionist or imperialistic foreign policy, Murphy instead aims to foster a network of friendly equals beyond New California's immediate borders.
  • Benevolent Conspiracy: Compared to others in the NCR, he's more open about not only cooperating with the Followers of the Apocalypse, but also integrating them more into the government.
  • The Coup: Though Murphy's actions are entirely legal, his impeachment of President Kimball is basically a coup, using Kimball's failures in the Navarro occupation to get him out of office so that Murphy can fulfill the rest of his term and stand for re-election.
  • Internal Reformist: Murphy seeks to finish what Tandi started by instituting reforms in the NCR's government and addressing various social issues. He can also directly bring in support from the Followers of the Apocalypse to help see those changes through.
  • Reconcile the Bitter Foes: Murphy can make an offer of renewed ties with Lost Hills, potentially leading to a lasting peace with the Brotherhood. This is as much done out of a mutual foe in Caesar's Legion as it is out of appealing to common history.
  • Screw This, I'm Outta Here: In the event of electoral gridlock and the subsequent “Committee for National Security”, Murphy refuses to recognize what he sees as an illegitimate government. Resulting in the secession of the Boneyard.
  • Suffrage and Political Liberation: Allgood Murphy believes that alleviating the plight of the downtrodden and expanding liberties to be in line with Tandi's worldview.
  • Taking Up the Mantle: In addition to upholding Tandi's legacy, many of Murphy's policies are directly based on populism, civil rights, and social democracy.
  • Technical Pacifist: While Murphy is much more inward-looking and anti-war than his rivals, he's not blind to the threat posed by Caesar's Legion. As such, he will make a point to build up the NCR's military, and can try justifying the struggle against non-negotiable threats as a "people's war."
  • Unwitting Instigator of Doom: The Boneyard’s potential secession, even if it’s not what Murphy or his supporters intended, turns out to be a major catalyst for the very civil war he had been trying to avoid.
  • We Help the Helpless: To address the question of law and order, Murphy makes use of the Blades, who have protected the Boneyard and Hub with mix of a people's militia and vigilante justice since the Great War, as a template for a nationwide proto-police force.
  • Working-Class Hero: Hailing from the more impoverished denizens of the Boneyard, Murphy has risen into political prominence to help all NCR citizens, especially the downtrodden.
  • You Cannot Kill An Idea: If civil war breaks out and Murphy's assassinated, not only does it fail in eliminating his support base. It instead galvanizes the nascent Californian Way as it rallies behind Bill Calhoun.

Ranger General Mossman

  • Failure Is the Only Option: Mossman’s efforts to both maintain order and keep the military in check are doomed to fail, resulting in civil war and Cassandra Moore accumulating more power.
  • I Did What I Had to Do: Mossman considers the prospect of martial law as a necessary evil, and a temporary one at that, until order could be restored. Unfortunately for him, things quickly go beyond his control.
  • More Senior Subordinate: Mossman soon finds himself answering to Colonel Cassandra Moore, by virtue of the chain of command prioritizing the main NCR military over the Rangers.
  • Puppet King: It doesn't take long before Mossman is upstaged by his erstwhile subordinate, Colonel Cassandra Moore.
  • Short-Lived Leadership: Ranger General Mossman steps in as "Chairman of the Committee for National Security" should the NCR elections result in a stalemate. As the situation degenerates into civil war, however, he's outmaneuvered by the NCR military, and Moore specifically, as it assumes complete control.
  • You Have Outlived Your Usefulness: Moore can potentially have Mossman killed, both to remove another threat to her power base, and out of the view that he's no longer useful to her nascent "Third Californian Republic".

    Californian State 
Official Name: Californian State, Third Californian Republic (NCR reunification)

  • Military Coup: Ostensibly representing the legitimate NCR government, a military junta will stage a coup and put itself in charge.
  • Repressive, but Efficient: If the Californian State emerges victorious, becoming the Third Californian Republic, it's shown that it's effectively a stratocratic oligarchy. While relatively stable and prosperous, the freedoms nominally being restored are subordinate to what the military wants.
  • Vestigial Empire: The Californian State is what's left of the central NCR government, and seeks to restore the nation by any means necessary.

Colonel Cassandra Moore

  • Adaptational Badass: Compared to New Vegas, Col. Moore can potentially get promoted to being "General-President" even before the Second Battle of Hoover Dam.
  • Dramatic Irony: Should she succeed in winning the civil war and establish the Third Californian Republic, Moore proves herself to be not all that different with Caesar in consolidating power, complete with a glorified triumph through the streets of Shady Sands.
  • Dragon-in-Chief: Although Ranger General Mossman is initially head of the "Committee for National Security", in practice Moore is the one in charge. It doesn't take long, however, before she outright steps up as the Californian State's true leader.
  • Emergency Authority: Moore and her co-conspirators will step in to ostensibly restore order in the NCR, albeit on their own terms.
  • Foil: Moore is one to Kimball. While both are fervent patriots and claim to serve the NCR's best interests, she is far less willing to work within the system, viewing it as having made the civil war nigh-inevitable. She's also much more ruthless in crushing her foes, ironically acting similarly to Caesar.
  • The Generalissimo: Unlike Kimball, Moore has less qualms with imposing her martial will, though she promises an eventual return to democracy.
  • The Purge: Should the Californian State win the civil war and reunite the NCR, she wastes no time having the surviving opposition, notably Bill Calhoun of the Californian Way, executed by firing squad in order deter any further resistance to her new regime.
  • Well-Intentioned Extremist: Moore is an ardent patriot and genuinely seeks to bring the NCR to greatness, whether others want it or not.
  • When All You Have Is a Hammer…: Moore’s preferred response to problems is to throw NCR troops at them until they’re dealt with, while diplomacy is treated more like a thinly-veiled intimidation tactic.
  • You Are in Command Now: After the upper echelons of the NCR military are wiped out at a terrorist bombing in Shady Sands, Moore becomes the highest-ranking officer left, and formally assumes direct command over the Californian State.

    Californian Way 
Official Name: Californian Way, New California Republic (NCR reunification)

  • Benevolent Conspiracy: No longer content to sit back as the chaos unfolds, the Followers of the Apocalypse take a much more proactive stance in siding with the Californian Way.
  • Defector from Decadence: With the tacit support of the Followers of the Apocalypse, the Californian Way is formed by the NCR's reformers and liberals, who refuse to allow themselves to be cowed by either corrupt Barons or the military junta.
  • Reluctant Warrior: Despite their pacifistic stance, the Followers among the Californian Way's ranks nonetheless resort to taking up arms, or at least providing support to the war effort, in order to save the NCR from destruction.

Bill Calhoun

  • Ascended Extra: In New Vegas, Bill Calhoun is mentioned in passing as one of the founders of Caesar's Legion, who returned to the NCR after vehemently disagreeing with Edward Sallow's plans and subsequently slid into obscurity. Here, though much of that remains the same, circumstances force him to assume leadership over the Californian Way.
  • Be All My Sins Remembered: Given his own role in creating Caesar's Legion, and in spite of being welcomed back by the Followers of the Apocalypse, Calhoun clearly feels like he has a lot to atone for.
  • Beneath Notice: He had kept a very low profile as just another Follower of the Apocalypse, escaping the attention of everyone else in the wasteland. Just the way he liked it, until the civil war forced him to step up.
  • The Call Knows Where You Live: Despite Calhoun’s best efforts to stay in obscurity as just another Follower of the Apocalypse, he’s forced to both step up to a position of leadership following Allgood Murphy’s death and confront the consequences of his role in helping found Caesar’s Legion.
  • Dark Horse Victory: The only way for Calhoun to take charge is if Allgood Murphy is killed off on Moore's orders.
  • Face Death with Dignity: If the Californian State wins the civil war, a captured Bill Calhoun refuses to give the victorious military junta the satisfaction of dying in fear, even in the face of a firing squad.
  • Humble Hero: In sharp contrast to Caesar, Calhoun would want nothing more than to quietly sink into obscurity doing good deeds. Circumstances, however, force him to step up to a position of power once more.
  • Patriotic Fervor: Calhoun is revealed to be an ardent follower of Aradesh's beliefs and seeks to reunite the NCR as a beacon of true liberty.
  • Putting the Band Back Together: If Bill Calhoun succeeds in reunifying the NCR and New Canaan is under Joshua Graham, the two could meet up like old times and join forces in defeating Caesar's Legion once and for all.
  • Reluctant Ruler: Despite Calhoun's hesitance and lingering guilt over failing to stop Edward Sallow's transformation into Caesar, he nonetheless assumes leadership over the Californian Way in order to save the NCR from falling apart.
  • Tyrannicide: Calhoun's anger is specifically aimed at those he views as oppressors, potentially confronting Caesar himself should he win the civil war. Fittingly, his focus for taking down Cassandra Moore is titled Sic Semper Tyrannis.

    Redding Territories 
Official Name: Redding Territories, Redding Republic (Sheriffs' coup), Redding People's Republic (Workers' coup), Californian Society (Flynn), True Man Society (NCR reunification - Flynn), California People's Republic (NCR reunification - Redding People's Republic), New California Republic (NCR reunification - Peterson)

  • La Résistance: The workers and sheriffs in the Redding Territories grow more discontented under their erstwhile leaders by the day. If left unaddressed, they'll stage a revolution, proclaiming themselves the People's Republic of Redding.
  • One Nation Under Copyright: The Redding Territories are all but run by the "Barons", who have established themselves as oligarchs and are unwilling to submit to anyone other than themselves.
  • People's Republic of Tyranny: Eventually, Redding proclaims itself the "Californian Society", ostensibly representing the people of the NCR. Potentially averted, however, if either Peterson takes charge or if the workers rebel against Flynn.

Anton Flynn

  • Bread and Circuses: Anton Flynn tries to keep Redding’s downtrodden placated with glorified bribes and populist rhetoric without actually intending to address their plight.
  • Corrupt Corporate Executive: Flynn is a wealthy rancher who has made a name wheeling and dealing through the NCR Congress, though more for himself and his "Baron" friends than anything else.
  • The Starscream: Flynn is more than willing to work with whoever's in charge, and turn on them just as quickly if it suits his goals.
  • Vetinari Job Security: Despite his overt corruption, Flynn's connections and implied blackmail on other politicians have helped guarantee his influence within the NCR Congress, if not potentially the reins of power.

Wendell Peterson

Ideology: People

  • I Did What I Had to Do: It's implied that Peterson wasn't happy with some of the corrupt dealings and expansionist policies he's been pushing for. Only doing so to both keep the NCR together and keep the Legion at bay.
  • Inadequate Inheritor: Peterson, despite his attempts to galvanize the NCR as Tandi once did, was clearly not up to the task of taking on Caesar's Legion, and he knew it.
  • My Greatest Second Chance: If Peterson manages to win out in Redding, he'd be able to do right in restoring the NCR to what it ought to be.

Lawrence Greene

Daniel Maxwell

Harry O'Connor

Redding Council

    Mojave Territories
Official Name: Mojave Territories, State of Mojave (Caesar's Legion defeated)
Ideology: People
While the first NCR troopers marched into the Mojave as early as 2253, it was not until the discovery of the Hoover Dam in 2273 that the NCR realized the importance of the desert. The initial occupation progressed smoothly, and in just four months the NCR captured the Hoover Dam.

Despite Chief Hanlon's objections, the Treaty of New Vegas was signed in 2274. For Oliver, the treaty made sense in the face of a resurgent Mojave Brotherhood. The NCR may have been able to seize the Mojave, but the question still remains: will they be able to keep it in the face of the many looming threats?

  • Bread and Circuses: The NCR forces in the Mojave operate under all three types of this trope depending on the circumstances. Comfort for the wealthy, the powerful, and everyone living in the core regions of the republic; stability for the poorer citizens living in the fringes; and a lesser evil than the Legion.
  • Emergency Authority: The Mojave Territories are formally under martial law, pending a transition to civilian authority that may or may not happen.
  • Obstructive Bureaucrat: As a consequence of overstretched logistics and Gen. Oliver's apparent lack of foresight, the Mojave Territories suffer even more from corruption and red tape than the NCR proper.
  • The Remnant: The Mojave Territories could potentially emerge as the last functional holdout of the NCR if the rest of the nation falls to civil war.
  • Team Switzerland: If the NCR plunges into civil war, the Mojave Territories can either stay neutral and wait out for who emerges victorious, or actively side with one of the factions.

General Lee Oliver

The head of the NCR's expedition into the Mojave, the General is unpopular among his troops due to various reasons, with him being ineffective and cowardly being one of the biggest.
  • General Failure: Just like in Fallout: New Vegas, he's not really respected at all as a leader or a person due to his poor tactics and foresight. It's telling that Chief Hanlon has better in-game stats than Oliver. This can be averted however should the player choose to play as his faction.
  • Kicked Upstairs: Should Oliver resign or get deposed, he's not so much demoted as reassigned to being Field Marshal, albeit one with only symbolic authority at best.
  • Nepotism: How he got his post, riding on his connections with Kimball.

Chief Josh Hanlon

  • Old Soldier: Being a veteran Ranger from Redding, Hanlon has more experience and competence under his belt than Oliver could ever hope to achieve.
  • Reasonable Authority Figure: Compared to Gen. Oliver, Chief Hanlon is far more willing to listen to both the locals and NCR military.

Colonel James Hsu

  • A Father to His Men: Much as in New Vegas, Colonel Hsu genuinely cares for the men under his command, as well as the well-being of the Mojave's denizens.
  • Humble Hero: Colonel Hsu prefers to stay out of the limelight and not take credit for acts of genuine valor. This, unfortunately, also means that others, especially Gen. Oliver, are quick to take credit in his place.

Julie Farkas

  • Humble Hero: Julie Farkas is a Follower of the Apocalypse who is much more concerned with helping out the downtrodden of Freeside and the wider Mojave than any delusions of power.
  • Reluctant Ruler: Despite preferring a life of relative obscurity as a Follower, Farkas embraces being the Mojave Territories' civilian leader due to her popularity among those she's helped.

    Navarro Territories 
Official Name: Navarro Territories, Fusang (The Dragon), Free Folk (Kurisu)
Ideology: People

  • Properly Paranoid: Given how valuable Navarro is in terms of assets and strategic value, the NCR keeps a close eye out for not only any outside interlopers, but also any lingering Enclave presence in the region. Given that the Granite Company can usurp power in Eureka, that fear is perfectly justified.
  • Proxy War: The Navarro Territories are caught up in one in the form of the Navarro Crisis, as the Shi-led Fusang and Eureka-propped Free Folk rebel against the NCR authorities in the area.
  • Small Role, Big Impact: The Navarro Crisis will not only impact smaller factions like Eureka and the Shi, but could also have far-reaching consequences for the NCR's political stability and direction, including the potential ousting of Kimball.

Lieutenant Morton

  • Old Soldier: Morton had served in the war against the Enclave, and distinguished himself in the line of duty.

The Dragon

  • Let No Crisis Go to Waste: The Dragon takes advantage of the growing instability around Navarro to rise up and depose the NCR himself.
  • Renegade Splinter Faction: Subverted. Fusang is a rogue group of Shi hardliners who aren't willing to wait for their San Francisco-based counterparts to declare war on the NCR. If the Shi themselves turn against the NCR, however, it will provide Fusang all the support it'll need to secure Navarro.
  • Short-Lived Leadership: If the Dragon wins with Shi backing, he will concede power back to the Emperor, and in practice his San Francisco brethren.


  • False Flag Operation: The Free Folk's very existence is a ploy by both the Portmasters of Eureka and Granite Company to throw the NCR out of Navarro, while having enough Plausible Deniability to escape the attention of Shady Sands.
  • Short-Lived Leadership: If the Free Folk wins, Kurisu wastes little time handing her "liberated" lands over to her friends in Eureka.
  • Suspiciously Specific Denial: Kurisu, the erstwhile leader of the Free Folk, insists that she's not of the Eureka-aligned tribals in Umbra. Moreover, any rumors of backroom deals with Granite Company and the Portmasters are just that.


    Lost Hills 
Official Name: Lost Hills Brotherhood, Steel Plague (Rhiannon), Steel Rangers (Llwyd), Brotherhood of Steel (Brotherhood unification)
Ideology: Elites
Based from the Lost Hills bunker complex, the Brotherhood of Steel is a techno-religious military order located in New California, and operating across the ruins of post-War North America. Founded by Capt. Roger Maxson, later the Brotherhood's first High Elder, its roots stem from a mutinous group of US Army soldiers and the government-sponsored scientific community from former Mariposa Military Base before the Great War. It remains dedicated to controlling and regulating technology, in the process becoming one of the most influential factions in the wasteland. After generations, however, the heart of the Western Brotherhood finds itself adrift in a rapidly changing world.
  • Creative Sterility: After generations of being one of the dominant powers in the wasteland, the Western Brotherhood is on the verge of this. Its leadership has basically run out of ideas, which is going to happen when you live in a hole in the ground for decades.
  • Elaborate Underground Base: The Lost Hills complex is the de facto "capital" of the Brotherhood, and the template for other Chapters to follow. The council of elders could opt to invest in further expanding the complex, as well as restoration efforts for sectors untouched since the Great War.
  • Feudal Future: The Brotherhood is heavily inspired by the numerous knightly and religious orders of medieval Europe, to the point where they literally have a rank entitled "Paladin." This was deliberately invoked by Roger Maxson as a means to forge a new identity for the post-apocalyptic world, which he and his successors could take pride in.
  • Fling a Light into the Future: The Western Brotherhood dispatched an expedition to what was once Washington DC, both to recover valuable pre-war intel and learn what became of the more distant Chapters along the way. It's also intended to keep Arthur Maxson, the youngest and last of his line, safe from any dangers in New California.
  • Hegemonic Empire: Downplayed. Despite many Chapters having all but broken by the start of the mod, the Lost Hills still maintains a position of prominence as both head of the Western Brotherhood and the "homeland" for the Brotherhood of Steel at large. It also holds discreet yet very tangible influence in the NCR State of Maxson, which it could potentially “liberate” should either the Brotherhood go on a warpath or the NCR plunge into civil war.
  • Honor Before Reason: The Western Brotherhood at large follows the Codex to the letter, even when it means that its members risk eventually sliding into irrelevance, if not dying out as a result. When the game starts, the only two allowed schools of thoughts on the council of elders are "Maxsonians" (strict, conservative adherence to the Codex) and "Rhombians" (willing to do some reforms and be more active in relations with outsiders, but only if it adheres to the Codex).
  • Just the First Citizen: The office of High Elder, which has historically been held by the Maxson family for the most part, is at least on paper "first among equals" with the council of elders, which actually runs the Brotherhood.
  • Motive Decay: While the Western Brotherhood claims to be committed to its original mandate and the Codex left by High Elder Roger Maxson, it's grown increasingly complacent and stagnant in adhering to dogma. Meanwhile, its mission of preserving technology has become more of an excuse to hoard as much valuable gear for themselves as possible, if not increasingly redundant in the face of rising powers like the NCR.
  • Obstructive Bureaucrat: The council of elders runs the Western Brotherhood, ostensibly on behalf of the High Elder. Increasingly, however, its members are set on keeping the status quo going indefinitely, even as it makes them more stagnant and set in their ways.
  • Resurgent Empire: If Lost Hills manages to overcome its stagnation and internal strife, it can potentially lead the Brotherhood into a new golden age, potentially bringing the wayward Texan, Midwestern and even the far-off East Coast branches back into the fold.
  • Sent Into Hiding: It's heavily implied that Arthur Maxson, the sole heir to his family name, had been whisked away as part of Elder Lyon's expedition to the East Coast to keep him safe from both the dangers posed by the NCR and the machinations of the council of elders.
  • Status Quo Is God: Even as the wasteland beyond the Lost Hills continues to change, many within the Western Brotherhood's leadership are adamant in upholding the way things have always been done.
  • Teeth-Clenched Teamwork: Despite an outward veneer of inflexibility and the council of elders' efforts to maintain the status quo, there is significant turmoil from within the Lost Hill's ranks and across loyal Chapters over the Brotherhood's future.
  • Vestigial Empire: Downplayed. The "heartland" of the Western Brotherhood may not be as powerful as it once was, with the NCR having pushed it all the way back to Lost Hills only, and many of its Chapters having broken off. But it still remains a technological powerhouse that's influential enough to exert power beyond the Lost Hills.

Jonathan Maxson

Ideology: Elites

  • Blue Blood: Being a direct descendant of the Brotherhood's founder, Maxson is the closest thing the Lost Hills has to this.
  • The Chains of Commanding: The current Elder Maxson takes his office seriously and is gravely aware of just how tenuous the Brotherhood's situation truly is.
  • Dented Iron: While Maxson is a decorated war hero and lives up to the family name, he's far from the best of health and if incapacitated, could be replaced altogether by Elder Angrahad.
  • Internal Reformist: While the head of the conservative "Maxsonian" clique, Maxson isn't blind to the stagnation plaging Lost Hills. To that end, he will pursue piecemeal reforms and compromises to save the Brotherhood from a slow death.
  • Properly Paranoid: It’s implied that he was involved in Arthur Maxson’s “disappearance” and subsequent joining with Elder Lyon’s expedition to Washington DC.
  • Puppet King: Downplayed. Being appointed by the council of elders, Maxson is all but obligated to follow their lead in maintaining the status quo, at least initially.
  • Shell-Shocked Veteran: Elder Maxson is a distinguished hero who served valiantly in the war against the NCR, but what he witnessed in that conflict continues to haunt him.

Elder Angrahad

Ideology: Elites

  • Meet the New Boss: If Jonathan Maxson is crippled, Elder Angrahad steps in as his successor and maintains the "Maxsonian" status quo.
  • Old Soldier: Elder Angrahad is chosen in part for his war hero credentials in the clashes against the NCR.
  • Puppet King: Much more than his predecessor, he's effectively a glorified mouthpiece for the council of elders.

Mari Branwen Törni

Ideology: Ruler

Elder Rhiannon

Ideology: Intellectuals

  • Expy: The fixation Elder Rhiannon has on elevating humanity through technology has more than a passing resemblance to the Adeptus Mechanicus, as well as the Institute in the far-off Commonwealth.
  • Machine Worship: Elder Rhiannon and her followers have a very zealous take on advancing technology, distorting the Codex beyond recognition. Tellingly, they're referred to by others in the Lost Hills as "Cultists".
  • War Hawk: For all her deviations from the Codex, Elder Rhiannon is even more eager to exact revenge on the NCR for the Brotherhood's defeat than the "Maxsonians".

Elder Llywd

Ideology: People

  • Les Collaborateurs: Elder Llywd and his "Reformers" are not only much more open with working with the NCR, but can potentially have Lost Hills subsumed as a highly-autonomous NCR satellite state, with themselves still in charge.
  • Defector from Decadence: While the "Reformers" share a similar sentiment of reinterpreting the Codex with the "Cultists", they consider Elder Rhiannon's followers too extreme. Conversely, they view the "Rhombians" as not being reformist enough and unwilling to consider the NCR as anything other than a rival.
  • Foreign Culture Fetish: Elder Llywd comes across as being far more at home in the NCR than with his own peers.
  • Passing the Torch: Elder Llywd believes that Roger Maxson's vision for the Brotherhood has seen its fulfillment in the NCR and its democratic institutions.

Official Name: Shi, Closed Fist Mandate (Akigahai and Lo Pan), Shi State (Lo Pan - NCR alignment), San Francisco Chapter (Francis - Brotherhood coup)
Ideology: Ruler
From the sea the Shi came, upon a sacred vessel under the guidance of the Emperor of China himself. Blessed with his wisdom, advanced technology and longstanding martial traditions the Shi have thrived and grown into a strong if small community.

The Shi is a civilized settler nation based in San Francisco.

Lo Pan

  • Authority Equals Asskicking: Lo Pan was able to ascend to being the de facto leader of the Shi with the help of the Chosen One, and has kept it over the decades through sheer force of will.
  • Broken Pedestal: If the NCR is too aggressive, Lo Pan becomes disillusioned with its promises of peace. He soon embraces Akigahai's way of thinking and brings Shi to war.
  • Dragon-in-Chief: Although the Emperor rules in name, being an advanced computer system known only to a few, Lo Pan in practices rules nigh-uncontested.
  • Good Old Ways: Downplayed. Lo Pan takes pride in the Shi's Chinese ancestry, but also believes in embracing the idea of change, going so far as to invite NCR merchants and scholars.
  • Jerk with a Heart of Gold: The most charitable way to describe Lo Pan. As ruthless as he could be, he is genuine in trying to do what's best for the Shi and San Francisco.
  • Les Collaborateurs: If relations between the Shi and NCR remain high, Lo Pan's already positive view of the latter will turn into an open willingness to join as an autonomous state.


  • Dragon Lady: Akigahai is the head of the Dragon's School, and befitting the image is notoriously ruthless.
  • Good Old Ways: Compared to Lo Pan, Akigahai is much more of a staunch traditionalist who views all outsiders, especially the NCR, with revulsion.
  • Warhawk: Viewing the NCR as a clear and present danger, Akigahai is very adamant in calling for war. Which will happen, either if she seizes power or sways a disillusioned Lo Pan to her ideas.

Elder Francis

  • Beneath Notice: When not hiding away, the surviving Brotherhood remnants had kept a relatively low profile, mingling with the San Francisco locals.
  • The Coup: Elder Francis could use a rare audience with the Emperor as an opportunity to stage a hostile takeover of San Francisco before the Shi could properly respond.
  • Fake Defector: Brotherhood "exiles" can potentially come out in the open, offering their weapons and expertise to the Shi. Their true purpose, however, is to help undermine them for within, giving Elder Francis the opening he needs to seize power in San Francisco.
  • Going Native: While still loyal, years in hiding and discreet interactions with Shi culture have made the San Francisco Chapter highly divergent from their Lost Hills brethren.
  • Not Quite Dead: Once thought lost, the remnants of the original San Francisco Chapter are revealed to have survived in a hidden bunker. Under Elder Francis, they could restore communications with Lost Hills.

Official Name: New Arroyo, Arroyan State (NCR alignment), Arroyo (Sons of Kaga conquest)
Ideology: People
Arroyo is a nation of unity: tribals and vault dwellers joining to form a civilised society in the north. With the aid of the 'holy' Garden of Eden Creation Kit, the capital of New Arroyo has become the most prosperous and beautiful city in the wasteland, but the winds of change rustle the leaves of the forests.
  • Adaptational Badass: Compared even to the best ending of Fallout 2, Arroyo under the Chosen One's leadership has considerably more territory and is technologically advanced.
  • Low Culture, High Tech: Downplayed. Arroyo has become much more "civilized" over the years, and is approaching standards of living on par with the NCR. Yet, its people's culture and aesthetic still retain elements of their tribal past.
  • From Nobody to Nightmare: Once, Arroyo was little more than a humble, isolated band of tribals which would have gone unnoticed by the wider wasteland. Now, it's evolved into a bustling city-state that could potentially upend the status quo north of the NCR.
  • Team Switzerland: While friendly with the NCR, Arroyo remains adamant in preserving its independence and status as a neutral city-state.
  • We ARE Struggling Together: Subverted. Despite the occasional bickering among the ruling Council's leading figures (Chitsa, Nagor, and Dimitri), all of them are on relatively good terms with each other and generally seek out what's best for their people.

The Chosen One

  • But Now I Must Go: The Chosen One feels he still has more adventures in the Wastes ahead of him. While he leads Arroyo at game start, his wanderlust eventually gets the better of him once he believes his people are able to stand on their own feet without him, resulting in him leaving for an expedition in the dead of night in the second game year, necessitating the election of a new leader.
  • Cincinnatus: Even if the Chosen One returns to Arroyo, he can potentially relinquish his position formally rather than reassert authority, seeing that his people could thrive without his leadership.
  • Karma Meter: As the player go through Arroyo's first focus tree, they are asked how the Chosen One generally behaved during the major events of Fallout 2. The choices offered are usually splint between a "good", "neutral", and "evil" option, influencing the Chosen One's overall karma and determining what kind of leader he is.
  • Rightful King Returns: Alternatively, if the Chosen One returns to Arroyo, he could potentially reassume his old position as leader of Arroyo. Whether it be due to popular support or the council proving itself incapable of ruling in his absence.


  • The Chessmaster: Chitsa's gained a reputation for being cunning leader even from a young age, manipulating more experienced rivals into giving her what she wants.
  • Like a Son to Me: It's implied that the Chosen One considers her to be the closest thing he has to a daughter, and a worthy one at that.
  • Vetinari Job Security: Chitsa has enough leverage on just about everyone of importance in Arroyo that it deters any attempts to blackmail or threaten her.
  • Young and in Charge: As part of the new generation that had come of age since the destruction of the Rig, Chitsa is the youngest member of the Council. That said, she proves herself more than up to the task of leadership.


  • Cowardly Lion: Despite his self-professed meekness, Nagor is shown to be a brave and shrewd warrior.
  • Humble Hero: Nagor is known more for his compassion and empathy towards his fellow man than for bravery and valor, though he's also not lacking in either.
  • Nepotism: Defied. While Nagor is the Chosen One's nephew, he refuses to ride on his esteemed uncle's coattails and opts to make a name for himself.
  • We Help the Helpless: Nagor believes that a proper army must serve those who could not defend themselves.

Dimitri Constantalpos

  • Frontier Doctor: Dimitri was once a Follower of the Apocalypse, who was expelled for resorting to violence while working with tribals north of the NCR. This doesn't stop him from continuing his medical work, even as part of Arroyo.
  • I Owe You My Life: The Chosen One helped and saved Dimitri at some point during his adventures. It's in no small part because of this that he chose to make Arroyo his home.
  • Immigrant Patriotism: Dimitri Constantalpos is a San Francisco-born doctor and former Follower of the Apocalypse who's as loyal to Arroyo's as he is to the Chosen One.
  • Screw the Rules, I Have Connections!: Downplayed. While Dimitri respects Arroyo's laws, he's not afraid to make use of his ties with the NCR and Brotherhood, gained from his old days as a Follower, in order to help his people in whatever way he can.

Official Name: Eureka, Eureka Territories (NCR alignment), Portmasters (Smith), Hubologists (Goldman), Realm of Starfather (NCR conquest - Goldman) Granite Company (Granite), Navarro Enclave (NCR conquest - Granite)
Ideology: Elites
Eureka's enduring presence is proof alone that miracles are possible. Driven to the edge of extinction by a Mirelurk invasion after the Great War, Eurekans struggled for generations to maintain a grip on their home. Yet while it has only been a few short decades since the Portmasters expelled the invaders, Eureka has now begun to look outwards. The town itself has no interest in expansion, yet every nearby power does.
  • Always a Bigger Fish: For a time, Eureka saw itself as an island of civilization surrounded by backward tribals. With said tribals, especially Arroyo, becoming more developed, however, and the NCR increasingly at its doorstep, the Portmasters who run the small state realize that they're running out of time unless something is done.
  • Enemy Mine: The Portmasters and the various mercs that call Eureka home don't always get along. What many of them have in common, though, is a mutual disdain for the NCR.
  • Former Regime Personnel: Eureka's Portmasters aren't too particular on who they hire or where they come from, so long as they get the job done. This includes a group of highly-trained professionals called the Granite Company, which can potentially revive the Enclave and avenge Navarro.
  • Non-Indicative Name: While Eureka proper has since been liberated from a Mireluke invasion, the state is still ruled from the nearby town of Arcata, which was founded by Eurekan townsfolk during said invasion.
  • Private Military Contractors: Eureka has been heavily reliant on mercenaries for survival, whether it's against Mirelukes, raiders, or increasingly the likes of the NCR. This has given the town a reputation for attracting some of the best hired guns caps can buy.

Portmaster Denard Smith

  • Asskicking Equals Authority: Portmaster Smith earned his position after personally driving back the Mirelurk invasion of Eureka, through killing their queen.
  • Realpolitik: Portmaster Smith isn't particular about who he curries favor with, or where he sends mercenaries to. So long as the caps keep flowing
  • War for Fun and Profit: While Eureka's always been reliant on hired guns, it's under Smith and his Portmasters that its people have fully embraced its status as a hub for arms deals and mercenaries.

Richard Goldman

  • Beware the Silly Ones: Dismissed as deluded charlatans, the Hubologists could potentially seize control over Eureka and become a legitimate force to be reckoned with.
  • Church of Happyology: Richard Goldman is the latest leader of the infamous Hubologists.
  • The Resenter: Goldman never forgave the Shi for throwing his followers out, nor Arroyo and the NCR for likewise discrediting him.

Douglas Granite

  • Back from the Brink: Granite could dramatically turn the fortunes of a wayward band of Enclave survivors around, to the point of effectively reviving the Enclave in the West Coast.
  • Best Served Cold: Although it's been decades since the fall of the Rig, Granite could finally avenge Navarro by not only reclaiming the old base for his reconstituted Enclave, but also by defeating the NCR.
  • The Chains of Commanding: Granite takes the burden of not only carrying on his father's legacy, but also some of the last embers of the Enclave, seriously.
  • The Conspiracy: Under the Portmasters' noses, Granite Company can slowly accrue more influence until it's in a position to depose them in a coup. At the same time, however, it has to keep a low profile while doing so, lest those efforts risk attracting the NCR to Eureka's doorstep. Especially given that it's a front for Enclave survivors from Navarro.
  • Desperately Looking for a Purpose in Life: Being comprised of Enclave survivors and those inspired by them, the people who make up Granite Company are first introduced as wayward souls uncertain of what their future holds, held together only by a shared camaraderie. They could either try to bury the past and keep fighting until death claims them, or avenge Navarro and reclaim their old birthright as the Enclave.
  • Generation Xerox: Granite is the son of a distinguished Enclave officer who survived the defeat at Navarro, and carries on his old command as head of Granite Company.



    Vault City 
Official Name: Vault City, Cult of Renewal (Brain), Nevada Protectorate (Maier), Vault State (Gordon of Gecko)
Ideology: Intellectuals
As a "control vault", Vault 8 was designed to function almost exactly to the residents' expectations. After the all-clear signal was given in 2091, its inhabitants used their fusion generator and G.E.C.K. device to create fertile grounds and buildings, laying the foundations for Vault City. It's since remained one of the most advanced factions in the wasteland, maintaining a thriving economy based on exporting medical technology to outsiders. It's also one of the most elitist, a utopia free from crimes and other sociological ills, but only for true citizens.
  • The Beautiful Elite: Vault City's citizens, who by and large are descended from the original Vault 8 population, pride themselves for their "purity".
  • Fantastic Racism: In addition to bigotry expressed by Vault City's citizens against non-citizens, which is everyone else in the wasteland, there is strong tension within Vault City over their relatively recent shift to tolerating ghouls and working with Gecko, with a strong movement calling for both more democracy for Vault City citizens and segregation at best for ghouls.
  • Hidden Elf Village: For generations, the city banked on its exclusivity and status as a beacon of civilization in the wasteland. By the mod's start, however, and especially with the NCR's ascendance, it's apparent that this is becoming harder to sustain.
  • Unwinnable by Design: Officially, Vault City can allow any outsider to become a citizen by taking a special test to prove their worth. In practice, however, this involves purposefully challenging academic-level questions that an average wastelander would struggle to answer, as well as physical exams that are similarly stringent. Ironically, most of its own citizens wouldn't be able to pass if they were ever to take it.

First Citizen Lynette

  • Generation Xerox: The current First Citizen is the daughter of the previous one, Joanne Lynette from Fallout 2.
  • Just the First Citizen: With the title of "Overseer" having been abandoned long ago, Lynette simply refers to herself as "First Citizen."
  • Pragmatic Villainy: She can implement social reforms to make Vault City more egalitarian, such as offering rights to servants and non-citizens. At the same time, however, even these can come off more like Condescending Compassion than genuine concern.

Security Chief Brian Maier

  • Defector from Decadence: Having witnessed the realities on the ground first-hand, Security Chief Maier believes that Vault City's status quo is becoming its own worst enemy and becomes increasingly at odds with First Citizen Lynette.
  • Foreign Culture Fetish: Downplayed. Maier takes much inspiration from the NCR as a political and cultural model to emulate. Rather than subservience to the NCR, however, he also believes that Vault City, and the rest of Nevada, should be able to stand proudly on their own as equals.
  • Internal Reformist: Compared to Lynette, Maier is much more genuine in trying to help the citizens of Vault City and even the ghouls of Gecko.

Gordon of Gecko

  • Dark Horse Victory: Gordon can only become First Citizen if there’s a gridlock between the actual candidates of the election, Lynette and Maier.
  • Les Collaborateurs: Zig-Zagged. While willing to go along with Vault City’s elitist regime, Gordon is revealed to be a reformist, pro-democracy advocate who seeks to integrate it with the NCR.
  • Really 700 Years Old: As a ghoul representing Gecko in Vault City’s administration, he’s implied to be much Older and Wiser than his erstwhile superiors.


  • Dark Horse Victory: Brain can only become First Citizen by a very specific set of circumstances. Not only should there be a gridlock between the actual candidates of the election, but it also involves swaying Gordon of Gecko into voluntarily ceding the floor to him.
  • Path of Inspiration: Subverted. While Brain's "Cult of Renewal" looks like a sham at first glance, it's more of an embellished gathering of intellectuals than an actual cult. Moreover, Brain shown to be sincere in looking out for the spiritual and ethical well-being of his ghoul supporters.
  • What Measure Is a Non-Human?: Brain is the an intelligent albino mole rat with an enlarged braincase, last seen in Fallout 2. While the ghouls in Gecko have long come to respect him, the citizens of Vault City are genuinely stunned at the very notion of a sentient non-human.

    New Reno 
Official Name: New Reno, Van Graffs (Tiaret), Chimeran Consensus (Thradd)
Ideology: People
Still known as the "Biggest Little City in the World", New Reno was built on the remains of the pre-war city it's named after, located in western Nevada. Trashcan fires and neon signs bathe the city in a hellish glow, whiles its streets are filled with casinos and brothels. After years of internecine power struggles among the four crime families that laid their claims on the city since the Great War, some semblance of order has finally come, under the watchful eyes of the enigmatic Mr. Bishop. But with old rivals circling about, he might not stay on top for long.
  • Adaptational Badass: Unlike in Fallout 2, the crime families of New Reno have been able to maintain a larger chunk of territory under their nominal control, including the Sierra Army Depot.
  • Faction-Specific Endings: Unlike most factions, New Reno can adapt every ideology in the mod, and evolve in radically different directions based on which family emerges dominant at the start.
  • Foil: New Reno's feuding families are these to the Three Families of New Vegas. Unlike the latter, which were originally tribals rehabilitated by Mr. House, most of the families of New Reno were already established as gangsters and Mafiosos by the time the Great War happened, and have remained being crime syndicates.
  • Former Regime Personnel: Depending on who's in charge of the city, New Reno could attract Enclave remnants, renegade NCR personnel, and super-mutant survivors from the Unity.
  • Great Offscreen War: By the mod's start date, a gang war had led to the effective destruction of the Salvatores as a serious contender, their assets being hotly contested among the other families.
  • Private Military Contractors: The armies of New Reno have always been a mishmash of mercenary forces, hired from all across the wasteland to enforce the will of the families.
  • Wretched Hive:
    • New Reno is still heavily dominated by its crime families, to say nothing of the city's reputation as the wasteland's capital of vice, even with New Vegas' entry into the scene.
    • If the Mordinos wind up in control, they proceed to bring back the old status quo and turn New Reno into the narcotics capital of the wasteland, having kept the secrets of Myron's drug operations alive.

Mr. Bishop

  • Arranged Marriage: Mr. Bishop can enter into a marriage with Gloria Van Graff to not only gain access to the Van Graff's mercantile and arms operations, but implicitly take control over them himself.
  • The Chessmaster: Mr. Bishop's a shrewd politician and schemer, being able to outsmart most of his opponents and rivals. Tellingly, many of his focuses are described as though he's playing a game of chess.
  • Heroic Bastard: He's heavily implied to be the Chosen One's son.
  • Les Collaborateurs: Played With. The Bishops in general are seen by others in New Reno as both middlemen and glorified NCR sympathizers. That Mr. Bishop openly deals with NCR politicians and mercenaries certainly don't help dissuade that image. On the other hand, he also uses his influence to game the system and prop up lackeys within the NCR's government to the benefit of New Reno.
  • Private Military Contractors: He can gain the services of mercenary companies comprised of former NCR soldiers. While these help in forming a professional core for New Reno's defenses, they also further underscore the NCR's growing influence.
  • The Quisling: Downplayed. While Mr. Bishop is more than savvy enough to maintain his influence and hold his own, it increasingly becomes apparent that his rule is turning New Reno into an extension of the NCR.
  • Realpolitik: Mr. Bishop is more than willing to work with the Van Graffs of Redding, and manipulate some of his more powerful neighbors, including his erstwhile friends in the NCR, to benefit New Reno.
  • Well-Intentioned Extremist: It's revealed that all his plots and brutal schemes are done in the name of not just going legitimate but also making New Reno a better place to live.

Christopher Wright

  • The Atoner: Downplayed. Christopher Wright is genuine in trying to go legitimate, even going so far as to invite missionaries and the Followers of the Apocalypse to help clean up New Reno's filth. At the same time, however, he still has to play by the city's crime-ridden rules if he's ever to see his dreams realized.
  • Former Teen Rebel: Played With. He's traded his mohawk and black leather jacket for a much more gentlemanly suit and moustache. His personality and moral convictions, however, have remained unchanged.
  • Good Shepherd: While not all that religious himself, Wright can encourage missionaries and the Followers of the Apocalypse to set up shop in New Reno. With the apparent aim of shedding New Reno's Wretched Hive image permanently.

Tiaret Van Graff

  • Arms Dealer: Tiaret's bread and butter is in dealing with and smuggling high-quality firearms, some of which are leftover munitions from the Enclave.
  • The Starscream: Despite seemingly cooperating with the Bishops, it's clear that she and the Van Graffs in general have their own plans for taking power.
  • The Queenpin: She is the feared matriarch of the Van Graff crime family, which has moved from Redding to New Reno and taken over the niches left behind by the Salvatores and Mordinos.


  • Bait-and-Switch Tyrant: Despite his background, Thradd is genuine about simply wanting what's best for New Reno, as he neither seeks to revive the Unity nor kill non super-mutants.
  • Emergency Authority: Thradd and his police forces can only take charge if either an accident kills off most of the families' heads, or if the Van Graffs' attempt at staging a coup fails.
  • Former Regime Personnel: Thradd and his fellow super-mutants were once part of the Unity, and have served as part of New Reno's police force for decades.

    The Den 
Ideology: Ruler
The power-vacuum after the fall of the Slavers Guild allowed the Mordinos, driven out of New Reno, to establish themselves in the Den and begin building it up to become a rival to New Reno.
  • The Cartel: With the Mordinos' specialty in producing and distributing drugs, the Den has ironically a much better claim to this trope than the degenerated cartels in Mexico.
  • Wretched Hive: The worst of New Reno in miniature, the Den is run by drug lords and slavers.

Lil' Jesus Mordino

  • Back from the Brink: Despite the near-terminal blow dealt by the Chosen One, the Mordinos can reclaim, if not surpass, their old power under Lil' Jesus Mordino's strongarm rule.
  • From Nobody to Nightmare: Unlike the other crime families, the Mordinos were once former slaves who quickly rose to become New Reno's main drug cartel. By the time the mod starts, however, they're but a shadow of their old selves due to the Chosen One's actions, though far from out.
  • Meet the New Boss: Mordino wants to bring back New Reno's old days as a fully unrepentant Wretched Hive, only with himself as the one in charge.
  • Villainous Legacy: In addition to succeeding his father, he is also all too happy to continue, and expand on, Myron's work in the narcotics scene.

Official Name: Slags, Nevadan Free States (Vegeir)
Ideology: Ruler
The Slags are a group of reclusive underground dwellers who were helped by the Chosen One.
  • Day Hurts Dark-Adjusted Eyes: Centuries after sealing themselves in the Great Underground, even the night sky could blind the Slags.
  • Mythology Gag: While the Slags are the same ones last seen in Fallout 2, their Free States ancestry is a nod to Fallout 76.
  • The Remnant: The Slags are revealed to be the underground-dwelling descendants of the Nevadan Free States militia, whose members sealed themselves away when Great War happened.
  • Still Wearing the Old Colors: While they still wear the star and broken chains of the pre-war Nevadan Free States, the Slags can simply decide that the past is long gone—the old symbol is simply a symbol, not something made by someone else far away.


  • I Owe You My Life: Even after decades, Vegeir remains grateful to the Chosen One, with his people remaining stalwart allies of Arroyo.
  • Taking Up the Mantle: Vegeir could potentially reclaim and revitalize the Free States movement, in honor of his ancestors.


  • The Exile: The Vipers were once the terror of central California, raiding and razing settlements wherever they went. After a fateful encounter in which an (un)lucky arrow killed High Elder Maxson II, the Brotherhood of Steel's vengeance eventually broke the tribe and scattered them. After receiving a vision from the Great Snake, Veronica Faust now seeks to invade the NCR and reclaim the Shrine.
  • Human Sacrifice: The Vipers allow their captives to participate in their poison-drinking rituals. If they survive, they are strong enough to join. If they don't, they are sacrificed to the Great Snake.
  • Poisoned Weapons: In their heyday, the Vipers coated their weapons with the venom of the Great Snake. In exile in Nevada, they acquire these toxins from certain types of plants, radscorpions and night stalkers.
  • The Social Darwinist: One of the most important lessons that has survived the years the Vipers have wandered in the wasteland is survival of the fittest. Some half-decent cannon fodder may die before their time, but this way the Vipers are strong.

    Rogue Rangers 

  • Duel to the Death: When Hernán Vargas challenges the Rogue Ranger to an old-fashioned standoff, only one would walk away alive to lead the Rogue Rangers.

The Rogue Ranger

  • Red Baron: After the NCR and the Desert Rangers unified, Abigail Lee deserted and took on the mantle of the Rogue Ranger, who defied the Unification Treaty and sought to stand by her ideals, no matter what.

Hernán Vargas

  • Klingon Promotion: After the Rogue Rangers unify Esmeralda County, Vargas rides into Outpost Mesa and challenges the Rogue Ranger to an old-fashioned standoff. If he wins, Vargas establishes himself as the Rogue Rangers' new leader.

When Maxson’s first radio calls were sent out across the wasteland following the Great War, not all of the army detachments that agreed with Maxson’s orders and doctrines simply chose to stick with that tradition. The Guardians were one such offshoot: diverting from tradition and evolving separately from the Brotherhood. Superstitious, and consumed by their own religious beliefs on the dangers of language as well as technology, contact with Lost Hills was severed an age ago.
  • Defector from Decadence: When Maxson's radio calls were sent out across the Wasteland after the Great War, the Guardians was one US Army detachment previously loyal to him that disagreed with his orders and archaic doctrines.
  • Hidden Elf Village: The Guardians cut off communications with Lost Hills, traders, and even the rest of the wasteland in fear of corruption tainting their wills.

Cardinal Scott

    Sons of Kaga 

  • Defector from Decadence: The Sons of Kaga consider themselves as such to the denizens of Arroyo, who they view as having grown weak under the Chosen One's leadership and the outside world's influences.
  • The Exile: The Sons of Kaga are the followers of Kaga, who was trained from birth to take the title of Chosen One before Arroyo chose to cast him out. With incredible pain he accepted their terms, accompanied by hundreds of brave men and women who would follow his thread of the prophecy. He now seeks to return to Arroyo and prove to everyone that they were wrong in believing the False One over himself, the true Chosen One.
  • Evil Reactionary: The Sons of Kaga hearken back to Arroyo's old tribal ways and intend to undo the "corruption" wrought by the Chosen One at gunpoint.
  • Mythology Gag: The faction in general is based on cut content from Fallout 2.


  • Best Served Cold: Kaga still remains bitter over being upstaged by the Chosen One, and Arroyo at large, all those decades ago. He could either see his vengeance through long after it ever mattered, or finally let go.
  • Dramatic Irony: He vows to return to Arroyo and restore the old ways, yet dons looted Enclave power armor, ironically making him resemble a more tribal version of Frank Horrigan.
  • The Dreaded: Kaga believes that he must become the terror in the eyes of the wasteland. Never again will anyone question his right to rule, his supremacy in the wastes.
  • Heel Realization: Kaga could potentially realize that his decades-long quest for vengeance may be for naught, with little to show for it. While too proud to openly concede defeat, he instead carve aims to carve a new path for his followers while he still could.
  • Hot-Blooded: Kaga was cast out of Arroyo for being too fiery and furious compared to the future Chosen One. While he tells himself it was all the Chosen One's fault, Kaga knows there was more to it. Maybe if he had let go of his anger, things wouldn't have had to come this far.
  • Where I Was Born and Razed: When he returns to Arroyo as a conqueror, Kaga feels a desire to burn it down, to forget everything that had happened here, to ensure that nobody else could ever take that which was owed to him. It's up to the player whether he acts on this desire or decides that his anger is already sated and that he could still save his old home.


  • Prisoner's Work: The 215th Chain Gang originated from rebels who were defeated by the soldiers of New Canaan, and were subsequently forced to repent and repay the community for their sins by repairing and rebuilding the city of Jericho.


  • Slave Liberation: Marianne had been a thief before finding herself trapped as an indentured servant, a slave in everything but name, due to exorbitant debts. When the Eighties attacked, she took advantage of the chaos to strangle her debt-holder Anton in his sleep and throw her lot in with the 215th.

    TV Town 

  • Call a Human a "Meatbag": The androids in TV Town describe humans as a curious race of animal, a little like themselves, but with a very fragile chassis and no real durability.
  • Grew Beyond Their Programming: Runners are androids who managed to break off from their routines and need to be placed back in line.
  • Robot Religion: After the Director is overthrown, many androids start feeling that they are missing something in their lives. Many would fill the pit in the heart of their soul with the Abbey of the Runners, a holy place for rumination on the nature of a mechanical soul, and the ultimate purpose for their existence in this world.
  • Robot Republic: Everyone in TV Town is an android, with porcelain skin, circuited blood, jointed fingers and a two-channel voice.
  • Skeletons in the Coat Closet: The Bone Boys cover themselves bones of animals that look like android parts for some reason.
  • Take Over the World: In their The Path of Now and Forever path, the androids of TV Town deem the 'human animals' as a threat to their kind that must be eliminated by turning Earth into a world for androids and androids alone, providing them claims on every state on the map.
  • "Truman Show" Plot: TV Town is effectively a glorified sitcom run without end, with its android denizens forced to play along at the Director's mercy.
  • You Are Number 6: The androids of TV Town have such names as 40011, 81998, 12001, 10031 and 10001.

The Director

  • A.I. Is a Crapshoot: The Director is an insane ZAX supercomputer that has been running TV Town since the Great War.
  • Non Standard Game Over: The designated protagonist of TV Town's narrative is 40011, not the Director, who serves as the Starter Villain. Letting him become TV Town's in-game leader (by having 40011 neglecting to deal with his roboscorpion minions until they kill her) signifies a failed game. While the player can still continue playing at this time, the Director's very small focus tree doesn't allow you to do anything meaningful until TV Town gets invaded and conquered.
  • Starter Villain: The Director is the first antagonist that 40011 must confront and defeat with TV Town's first focus tree before the country could interact with outsiders.

    New Vegas
Ideology: Ruler
Prior to the Great War, Las Vegas was a place where fortunes were lost and won in an instant, a city of dreams. In the aftermath of the nuclear apocalypse, the once bustling Vegas was abandoned...until Mr. House awoke. A millionaire who founded RobCo and used his wealth to sustain his body indefinitely. Using his army of robot Securitrons, House took over New Vegas and offered the nearby tribes their own casinos in exchange for civilization and subservience to House, three tribes accepted and became the three families of New Vegas. Now, Mr. House desires to reclaim the platinum chip to activate his Securitrons within the Vault and upgrade their software. With the NCR and the Legion at their own throats, Mr. House watches silently from his penthouse in the Lucky 38 casino, planning his next move.
  • Adaptational Badass: Mr. House controls far more territories in the mod than he did in New Vegas.
  • Cannibal Clan: The player can choose to keep the White Gloves as cannibals and the newly established White Glove Society will become this trope.
  • The Casino: Mr. House has four of these in the New Vegas Strip, three are managed by the New Vegas families while he lives in the Lucky 38, his personal casino that he owned before the war.
  • Evil Tower of Ominousness: The Lucky 38 is noted in numerous events to be seen from any vantage point in the Mojave Wasteland.
  • Gang of Hats: As part of Mr. House's efforts to preserve the spirit of Vegas, he'll invoke this on the local tribes he would galvanize into the Three Families. In addition to the "canon" ones that run the casinos:
    • The Ultra-Luxe can be run by the Consiglieres (reformed Fiends)
    • Gomorrah can be run by the False Khaganate (an induced splinter group of the Great Khans)
    • The Tops can be run by the tribe that would have become the Kings
  • The Mafia: The Omertas embody this trope, having bought into House's stories of the pre-war Mafia
  • One Nation Under Copyright: House sees himself less as an overlord, and more of New Vegas' CEO and chief proprietor. Consequently, he views the city's families as "employees" bound by contractual obligations to him.
  • Propaganda Machine: House can repurpose Mr. New Vegas and Radio New Vegas into a propaganda network, allowing House to draw more popular support.
  • Viva Las Vegas!: Being built in the ruins of pre-war Las Vegas, New Vegas is definitely this trope.

Mr. House
A successful Pre-War businessman, Robert Edwin House is the de facto ruler of New Vegas, controlling the Strip and the city proper through his army of Securitrons. Before the Great War, Mr. House was an extremely intelligent and ruthless tycoon who foresaw the coming of the hostilities between the U.S. and China and arranged it so that his beloved Vegas, along with himself, survived long after. Rebuilding the remnants of civilization within the city, House now rules from the Lucky 38, working to protect New Vegas from outside threats.
  • Adaptational Badass: House was able to save both Jacobstown and the Nellis Airbase before the bombs fell, since they fall under his control at the start of the game.
  • Age Without Youth: You should know this by now. House used his wealth to build a machine that could sustain his body and mind, but the machine didn't count for House's physical condition.
  • Bread and Circuses: How he controls the populace. He rules over a post-nuclear Vegas after all.
  • Earth That Was: His ultimate goal is to use the NCR's economy to restart technological development, eventually enabling manned spaceflight and allowing humanity to colonize other planets.
  • Emperor Scientist: He was a talented businessman, robotics engineer, and computer scientist before the Great War. As head of New Vegas, he's effectively become this, though he generally has a rather hands-off approach towards governing unless given reason otherwise.
  • Everyone Has Standards: For all his autocratic tendencies and machinations, even House couldn't stomach the prospect of Caesar's Legion getting the upper hand.
  • Glory Days: House sees New Vegas as a means to an end for restarting advanced civilization and interstellar colonization. At the same time, however, it's spurred by his genuine nostalgia for pre-war Las Vegas and a desire to recapture that old splendor.
  • Pragmatic Villainy: Even if he pursues more amoral and questionable decisions, Mr. House does not make wasteful decisions with his resources and allies. The implied reason is simple — why bother wasting resources oppressing people when you can earn their loyalty more easily by appeasing them?
  • Unscrupulous Hero: He wants to rebuild humanity and has standards but doesn't mind killing anyone who gets in his way.

    Mojave Chapter
Official Name: Mojave Chapter, Helios Brotherhood (Elijah)
Ideology: Intellectuals
Founded by Father Elijah, a scribe who miraculously became an Elder within the Brotherhood, the Mojave Chapter was established for an expedition into the Mojave Desert. Despite optimistic early prospects, their results were lacking, which frustrated Elijah greatly. Grasping at the wasteland from their stronghold in Hidden Valley, the Mojave Chapter prepares to send numerous manned expeditions across the wasteland, at Elijah's frantic request. He dreams of the Old World, and of harnessing the power of the sun. Whether or not his subordinates share his vision remains to be seen.
  • Dwindling Party: Downplayed. By the time the mod starts, the Mojave Chapter is already strained in manpower and resources. This would only get worse should it get too reckless in sending expeditions or lose too many troops to the NCR.
  • Elaborate Underground Base: The Chapter operates from the Hidden Valley bunker, a pre-war underground complex that doubles as a shelter. If things go poorly, however, it can all too easily become a tomb.
  • Know When to Fold 'Em: If the Mojave Chapter is defeated, the elders at Lost Hills will contact the survivors under Scribe McNamara and have them brought back home.
  • Morton's Fork: The Mojave Chapter is put in a very precarious situation. It could continue placating Father Elijah's increasingly deluded plans by sending more manned expeditions, or comply with orders from the Lost Hills to drive out the NCR troops under Gen. Lee Oliver. Either option is far from ideal, and one wrong move could lead to them being holed up in Hidden Valley, or worse.
  • Renegade Splinter Faction: Under Father Elijah's influence, the Mojave Chapter could sever ties with the Western Brotherhood and forge its own increasingly perverse path. On the other hand, it could also reconcile with Lost Hills, depending on which path it follows.

Ideology: Intellectuals

  • Cultural Rebel: Even at his worst, Elijah considers himself loyal to the Brotherhood. Albeit, one who believes that his compatriots back in the Lost Hills will accept his calls for change with proof to back them up.
  • The Extremist Was Right: For all of Elijah's obsessions and delusions, he's right in that blind and orthodox adherence to the Codex will doom the Brotherhood in the long term.
  • For Science!: Father Elijah is obsessed with not only gathering as much valuable old world knowledge as he could, but also expand on them, whether in the name of the Brotherhood, or himself.
  • From Nobody to Nightmare: His rise to being Elder is notable in that the position had almost exclusively been reserved for paladins. As a scribe, he broke convention, winning over naysayers by being able to figure out the workings of a device just by looking at it.
  • Heel Realization: Even if Elijah reaches the point where his obsessions consume him, he could still come to realize just how far gone he's become, prompting him to step back from the abyss and make amends with the Lost Hills.
  • Reassigned to Antarctica: It's implied that the council of elders had Elijah head the Mojave Chapter as a discreet attempt to sideline him from influencing affairs at Lost Hills.
  • Sanity Slippage: Over time, it becomes obvious that his pursuits have made him mentally unstable.
  • Well-Intentioned Extremist: At least initially. It doesn’t take too long, however, before his quest for knowledge and advancement can risk devolving into delusions of grandeur.

    The Think Tank 

  • Lobotomy: Lobotomites (humans with their brains removed and turned into little more than animals) make up a majority of the workers serving the Think Tank.

Think Tank

  • Emperor Scientist: The Think Tank is a government comprised entirely of six people: the original members of the Think Tank plus Doctor Mobius.


    New Canaan 
Official Name: New Canaan, Deseret (Utah unification - Daniel and Graham), Mormon State of Utah (Utah unification - Rigdon), Kingdom of Utah (Utah unification - Rigdon)
Ideology: People
Founded by Mormon survivors in the ruins of Ogden after the destruction of New Jerusalem, New Canaan has since adapted an open and accepting policy for outsiders to avoid the mistakes of the past. Maintaining good relation with the tribals they share post-apocalyptic Utah with, and keeping true to their faith, New Canaanites continue sending missionaries to preach the word of God, welcoming those who accept His word into their communities as their own. Though with dark storms gathering, they're once again put to the test.
  • As the Good Book Says...: Befitting their Christian and Mormon heritage, New Canaanites tend to be fond of referencing the Bible.
  • Back from the Brink: Despite the loss of New Jerusalem, the Mormons of Utah have managed to rebuild as New Canaan. This could happen again, as even if they lose to the tribal White Legs, the New Canaanites can not only fight back, but emerge even stronger than before.
  • Church Militant: Downplayed. Learning how to handle a .45 auto is a New Canaanite rite of passage, and their missionaries tend to carry some heavy firepower. However, they're more survivalist than aggressively militant, focusing mainly on self-defense - a natural consequence of living in a setting where Apocalypse Anarchy is in full effect.
  • Hegemonic Empire: Downplayed. New Canaan maintains amicable ties with many of the tribals who inhabit much of Utah, effectively becoming their collective hegemon.
  • "Not So Different" Remark: While the Mormons wear more clothing and retain a number of pre-war customs and technologies, like their tribal neighbors and would-be converts, they're a spiritual people who treat one another as belonging to one large family.
  • The Remnant: The New Canaanites are all that remains of the Church of Jesus Christ of Latter-Day Saints and pre-war Utah.
  • The Theocracy: New Canaan is de facto led by the LDS and socially modeled after Mormon norms. That being said, the New Canaanites are fairly tolerant of others, emphasizing instead the redemptive and merciful aspects of Christianity.

Jeremiah Rigdon
Ideology: People

  • Corrupt Church: Behind closed doors, Rigdon is shown to have grown corrupt and decadent. Further underscored by his increasing penchant for bribery and dubious deals in exchange for caps.
  • Crisis of Faith: While he was declared the Latter-Day Saints' "Leading Prophet" for his zeal and divine visions, by the mod's start, his own religious convictions have waned behind closed doors. Moreover, he hasn't had any of his much-vaunted visions in decades.
  • A God Am I: If Rigdon stays in power but doubles down on his corruption, he winds up establishing the Kingdom of Utah, with himself as God’s chosen sovereign.
  • Heel Realization: If New Canaan wins over the White Legs, Rigdon not only has a chance to retain his position by capitalizing on said victory, but realizes he's given one more chance by the Lord to do right.
  • I Did What I Had to Do: His increasingly corrupt actions and willingness to make questionable compromises in exchange for caps are justified as being done in the name of protecting New Canaan from the threats lurking beyond, especially Caesar's Legion.

Joshua Graham

Ideology: People

  • Bait-and-Switch Tyrant: In Graham's benevolent path, he shows himself to genuinely be trying to atone for his sins and strive to be a better man, despite his otherwise fire-and-brimstone tendencies.
  • Be All My Sins Remembered: Graham considers himself irredeemable for his past, though even in his more antagonistic paths he believes it means he should simply try harder to atone.
  • Dark Horse Victory: As influential as Graham rapidly becomes upon returning to his compatriots, he can only take the reins of power if New Canaan loses to the White Legs.
  • Easily Forgiven: Despite being the Malpais Legate, he's accepted and forgiven by the Mormons as if he'd done nothing wrong, not unlike the Prodigal Son. This surprised no one more than Graham himself.
  • He Who Fights Monsters: Graham makes a conscious effort not to repeat his sins, even as he prepares to face the Legion. In his more antagonistic path, however, he can wind up being little different from Caesar, albeit with a Christian veneer.


Ideology: People

  • Good Shepherd: Daniel prioritizes mercy and compassion in his tenure as "Leading Prophet."
  • Internal Reformist: Seeking to both make New Canaan more in line with Christian ideals and to remedy Rigdon's failures, Daniel makes a point to combat corruption and properly reform the LDS.
  • Martial Pacifist: Though more inclined to achieve his goals without fighting, he's not afraid to raise arms against those who threaten his flock, especially if it's the Legion.


    Caesar's Legion
Official Name: Caesar's Legion, Sons of Caesar (Lucius), The Commonwealth (Lucius - Democratic path)
Ideology: Ruler
Founded by a group of hostages captured by the Blackfoot Tribe, nobody could have realized how far Caesar would take the tribals under him. Almost two decades later and the Legion holds complete control over all land east of Colorado and is currently fighting numerous wars of conquest, having absorbed many tribes and stripped them of their identities; converting them to Caesar's cult of personality. Caesar's best, Legate Lanius, is currently on a campaign east to conquer New Mexico and Colorado, with the plunder to be used for the campaign west.
  • Bread and Circuses: The Legion rules over what they consider "civilized people" this way. Settlements that willingly accept Caesar as their supreme ruler, pay tribute to the Legion, and obey its men's requests and orders unquestionably are given the Legion's protection and modest supply of water, food, and electricity in exchange. However, if the Legion writes off a group as an "uncivilized" tribe, they receive no such offer, instead being brutally crushed and forcibly subjugated.
  • Les Collaborateurs: Those who voluntarily renders unto Caesar are made into this, with significant autonomy and guarantees of safety so long as they contribute to the Legion.
  • Decadent Court: Downplayed. While Caesar surrounds himself with yes-men and loyal veterans, some of his legates have very distinct plans for the Legion, which may end up plunging it into infighting.
  • Necessary Evil: The barely-tolerated (at first) "Cult of Vulcan", which manages the Legion's technological and engineering affairs, is at least partially made up of survivors from a Brotherhood of Steel detachment that Caesar previously defeated in Arizona. While detested by Caesar initially, it's kept afloat out of pragmatism, which may turn to genuine respect depending on which path the Legion follows.
  • Fantasy Counterpart Culture: As the name suggest, the Legion is heavily based after Rome. In practice, even to Caesar's own admission, its current state has ironically more in common with the real Julius Caesar's barbarian foes than anything else.
  • Keystone Army: Downplayed. The Legion is held together almost entirely through Caesar, and will almost certainly fracture into infighting should he die. Various measures by his underlings, however, could mitigate the damage should it occur.
  • Science Is Bad: Played With. Initially, Caesar makes an effort to discourage scientific research outside of guns or practical development, believing that civilizational decadence and an overreliance on automation was what doomed pre-war society. This can be averted, however, should the Legion foster a technocratic "Cult of Vulcan" that instead sees progress as inherently Roman.
  • Teeth-Clenched Teamwork: It becomes apparent that the Legion's most capable legates and subordinates are jostling for power over each other, and are only kept in line by Caesar's force of personality.
  • Visionary Villain: While the Legion's low-level grunts might be brainwashed lackeys and thugs looking for plunder, the leadership, especially Caesar, have vastly greater ambitions than being just another group of warlords. They want to remake the world in their image, and they have a surprising amount of planning in place to do just that.
  • We Have Reserves: The Legion is all too happy to throw throngs of fresh recruits and tribal auxiliaries at its enemies, with those still left fighting softened enough for the veteran legionaries to finish off.
  • White Man's Burden: Caesar's Legion's entire history was based on conquering tribes and removing their identity to become part of itself. If a tribe refuses to submit or has no value, then it will be destroyed completely.

Ideology: Ruler
Formerly known as Edward Sallow, a Follower of the Apocalypse sent east to learn more about the communities there, Caesar is the founder and unquestioned leader of the Legion. After encountering books on Roman history, he was inspired to use the blueprint of the ancient Roman Empire to mold bands of tribals into the nucleus of a new civilization. Even as his Legion continues its ascent, however, he has greater ambitions in mind. Though time is not at his side.
  • Dark Lord on Life Support: Though it's not immediately obvious, he's slowly dying from a brain tumor, just as in the source material. Unless it's resolved, he could die well before achieving his dream of "Nova Roma," sparking a civil war that can potentially bring the Legion down with him.
  • Defector from Decadence: To a degree, he sees himself as having broken off from both the perceived degeneracy of the NCR and Followers of the Apocalypse.
  • From Nobody to Nightmare: Caesar has come far, from being an impoverished NCR citizen named Edward Sallow to one of the most dangerous figures in the wasteland.
  • A God Am I: Downplayed, but Caesar's pretentions to godhood as the Son of Mars have grown alongside his ego over time.
  • Heel Realization: Downplayed. If he manages to have his brain tumor removed and maintain control, he gradually comes to the conclusion that the Legion could not survive in its current form. While this doesn't cause him to have a change of heart, it's nonetheless enough to make him reconsider how he goes about seeing his vision of a new Rome through.
  • Hypocrisy Nod: If he survives the brain tumor, Caesar quietly comes to acknowledge some of the hypocritical aspects of both the Legion and his rule over it. This leads him to look even deeper into Roman history in order to improve himself.
  • Necessary Evil: He views the more reprehensible and draconian measures done under his watch as either a temporary measure, or a stepping stone for fulfilling his ultimate goals.
  • Pragmatic Villainy: Caesar could be swayed to adapt reforms and more pragmatic policies, even to the point of embracing technological advancement, if it means making his vision of a new Rome a reality.
  • Visionary Villain: His ultimate goal is to establish his "Nova Roma" and bring the NCR to heel through conquest and Hegelian dialectics.


  • Broken Pedestal: Downplayed. As Lucius tries to emulate Caesar, he begins to notice how hypocritical the man had been. Regardless of which path Lucius pursues, this spurs him to try and succeed where his beloved master had failed.
  • Internal Reformist: In his democratic path, he's shown to be inclined to make piecemeal reforms, and could potentially re-establish the old Southwestern Commonwealth. Though these are more to keep the Legion functional in the long term than anything else.
  • Know When to Fold 'Em: Regardless of which path Lucius follows, he comes to the conclusion that the Legion's heartland must be heavily fortified, whether it be due to buying time until it's once again strong enough to continue expanding or in his democratic path, due to him realizing that protecting Arizona is more important than further expansion.
  • Meet the New Boss: Downplayed. Lucius considers himself the most loyal of Caesar's Praetorians. Yet while he makes a conscious effort to preserve as much of his master's work as possible, he can implement his own pragmatic changes in order to ensure the Legion's long-term survival. Even in his democratic path, he still invokes his former master's ideals to justify his reforms.
  • The Remnant: If Caesar dies, Lucius winds up leading the late Edward Sallow’s most diehard loyalists, calling themselves the Sons of Caesar.

    Malpais' Cohort 

  • A Lighter Shade of Black: Malpais' Cohort may be an expansionist, militant threat to everything around it, albeit with a Christian veneer. It is, however, considerably more tolerable to live in and open to change compared to the other would-be successors to Caesar's Legion.

Malpais Legate/Joshua Graham

  • As the Good Book Says...: The Malpais Legate's focuses progressively become sprinkled with Biblical quotes and allusions.
  • Becoming the Mask: Subverted. While the Malpais Legate seemingly embraces his title and status in the Legion, he holds on to his Christian beliefs and identity as Joshua Graham.
  • The Dreaded: Second only to Caesar in the hierarchy, few dare to defy the Malpais Legate openly. At least for so long as he is on Caesar's good side.
  • Hijacked by Jesus: Should Joshua Graham remain in the Legion as the Malpais Legate, he could secretly co-opt its nascent religious and cultural institutions. Eventually, the existing cults are replaced by a militant form of Mormonism, with his version of the Legion outright being referred to as the "Army of the Lord" and the "Horns of Moroni".
  • Internal Reformist: As part of his Christianization of the Legion, the Malpais Legate implements various reforms such as greater autonomy to tribals and elevating women into positions of honor as equals.
  • The Starscream: If the Malpais Legate remains in Caesar's good graces, he's revealed to not only be subtly usurping control of the Legion. He's also plotting to eventually seize power and remake it in his image.

    Vulpes' Legion 

  • We Are Everywhere: The Frumentarii, which form the core of Vulpes' Legion, have gained a reputation for infiltrating rival factions without their targets ever noticing until it's too late.

Vulpes Inculta

  • Bread and Circuses: Vulpes Inculta is amenable to implementing "merciful" reforms like abolishing slavery, as well as offering more clemency to conquered and vassalized peoples. That mercy, however, is extended only for so long as the Legion's subjects know their place.
  • The Spymaster: He's the head of the Frumentarii, in charge of overseeing all the Legion's covert-ops and military intelligence activities.
  • To Win Without Fighting: Under Vulpes' leadership, the Legion puts more emphasis on subverting and destroying enemies from within rather than mere conquest.

    Aurelius' Legion 


  • Might Makes Right: Aurelius is fervently dedicated to crushing enemies under the boots of his cohorts, believing that only the strongest and bravest deserve to rule.
  • War for Fun and Profit: Aurelius can provide incentives for mercenaries to join his Legion's military adventures, both to bolster his ranks and to learn their tactics for future campaigns.
  • Warhawk: Of all of Caesar's would-be successors, Aurelius is the most imperialistic and expansionist.

    Legion of Hades 

  • Les Collaborateurs: The Legion of Hades is largely comprised of ghouls and other mutant collaborators, which are just barely tolerated by the rest of Caesar's Legion.

Caius Drusus

  • Internal Reformist: Caius Drusus downplays some of the more reactionary aspects of Caesar's Legion while providing significantly more mobility for ghouls and mutants like himself.
  • Reassignment Backfire: Caius Drusus is given command over the Legion of Hades by Caesar, both as a reward for loyalty and as a not-too-subtle means to keep his kind out of sight. As Caesar's Legion plunges into civil war following its founder's death, however, he could potentially emerge as an even more potent threat than his predecessor.
  • Token Non-Human: Given Caesar's sub-par view of ghouls, Drusus stands out by virtue of his tenacity and dedication.


  • "Not So Different" Remark: While the Navajo find the Reservation's forced conversion of slaves into ghouls distasteful, they can simply decide that both are simply looking out for their own people, and enact a mutual defensive guarantee with the Reservation.
  • Voluntary Vassal: Caesar initially sought to conquer the Navajo, but two years of bloody war convinced him this would not succeed before Chief Hashkeh Naabaah had him visit New Navajo, struck peace with the Legion and pledged to serve in the Legion's wars in exchange for the Legion's protection from raiders and access to their markets. The main choice in the Navajo's focus tree is whether they seek to rebel against the Legion, or gain more autonomy until they become the Legion's ally instead of subject.

    Two Sun 

  • All Hail the Great God Mickey!: The Cult of Nas originated from a pre-war auto racing company whose employees banded together to give hope to the helpless. Racers would patrol the city, while mechanics and priests maintained their equipment and kept the generators running.
  • Voluntary Vassal: When the first troops of the Legion threatened Two Sun, a lone courier wearing the symbol of the Great Fox showed the people of Two Sun that Nas' will was not to attack, but to lay down arms, approach in peace, even offer gifts to the invaders. While some of the older racers still lament the loss of autonomy, the relationship between Two Sun and Caesar's Legion has always been mutually beneficial.

New Mexico

    Lanius's Cohort 
Official Name: Lanius's Cohort, Eastern Legion (Renegade path), Res Publica (Twin Mothers path)
Ideology: Ruler
Lanius has served Caesar well in the conquests of Arizona, but his master has given him a sacred task. In Caesar's name, he shall march against New Mexico, Colorado, and, perhaps, Texas. And when it is over, he shall weep, for there are no more worlds to conquer. Until Caesar calls him west, to test the strength of the East against the Bear.
  • Benevolent Conspiracy: The "Cult of Diana" can not only gain more influence, but also use it to help spur Lanius himself to be a better leader.
  • Reassigned to Antarctica: Downplayed. Though the Cohort's existence speaks much of the trust Caesar places in Lanius, it's implied that it's also meant to ensure he and his followers don't grow too powerful.
  • Renegade Splinter Faction: If Lanius breaks away from Caesar to form the Eastern Legion, it has even less pretensions to civilization than Caesar's vision, and is functionally more akin to a glorified warband. Tellingly, the faction that emerges is known as Lanius's Hordes.
  • The Republic: If Lanius is given the right incentives to pursue a more intellectual path, Lanius's Cohort will become the Res Publica, which has ironically much more pretensions to living up to Rome than Caesar's Legion.
  • Start My Own: Depending on which decisions and focuses are taken, Lanius's Cohort can break off from Caesar to pursue its own destiny in various forms.
  • Timed Mission: Lanius's Cohort is given orders directly from Caesar himself to accomplish within a certain number of days, such as seizing Denver. Failure to do so will automatically result in the Legion cutting ties with, if not declaring war on, Lanius for his failure or insubordination.

Ideology: Ruler

  • Adaptational Intelligence: In the original game, Lanius is made out to be just smart enough to be aware of the Legion's issues but not actually having the capacity to be anything other than a warmonger. Here, not only is it possible for him to be rumored to be smarter than Caesar but he's capable of taking steps to educate himself and learn to become a genuinely capable ruler.
  • The Alliance: In the Res Publica path, Lanius winds up forging a pact with the Twin Mothers, which subsequently rechristens itself as the Cult of Diana.
  • Bait-and-Switch Tyrant: If given the right incentives, Lanius could ironically prove himself a more decent leader than Caesar, especially in the Res Publica path.
  • The Dragon: He's Caesar's most powerful subordinate, and is trusted enough to be granted command over his own branch of the Legion. Whether that trust is well-placed, however, is up in the air.
  • The Dreaded: Lanius' reputation has spread far and wide across the wasteland. Even the formidable remnants of Attis' super-mutant army in Texas dread the prospect of facing him in open battle.
  • Hidden Depths: In addition to being a competent commander, Lanius is shown to be much more intelligent than his ruthless persona would suggest. This becomes much more pronounced if he's given incentives to take after Caesar, learn more from books, and heed Diana's advice.
  • The Starscream: Lanius isn't quite content to continue rendering onto Caesar. He could opt to break free from Caesar outright, or usurp him as the true head of the Legion.
  • Surpassed the Teacher: If Lanius opts to follow Caesar's example through more intellectual pursuits, he'll not only realize just how flawed the Legion is, but also establish the Res Publica based on an ironically more accurate understanding of Rome.
  • Took a Level in Kindness: In Lanius' Res Publica path, he becomes progressively more benevolent as a commander and ruler. That said, he still remains ruthless to those who stand in his way.

    Summers Federation 

  • Demolitions Expert: Due to the Federation's copious use of explosives against raiders, many have figured out how to make them faster and deadlier.

    The Executives 

  • Challenging the Chief: The CEO of the Executives is a military position, fought over during an annual Hostile Takeover.

Chief Executive McKinley

  • Bad Boss: Managers who fail to meet McKinley's expectations are 'laid off' through a 'team dismantling exercise' after which only one might survive and keep their job.


    Far Son 

  • Improvised Weapon: The Moles are armed with a mixture of military-grade hardware and heavy mining equipment.
  • The Morlocks: Far Son is a nation of mole miners descended from employees of the Alton Bourges Mining Concern, who spent decades after the bombs fell in collapsed tunnels, and now stalk the trails for people to snatch up. When not doing so, they are often aimless and confused, even scuffling amongst themselves over the shiniest of junk or most dangerous of weapons.

    Highland Watch 

  • The Cavalry: When Rawlins was besieged by the mole miners and hope was running low, one day the Arapaho nation, well-armed and numerous, arrived and provided relief by striking them from behind. After a meeting with Sheriff Ophelia Mayweather, they subsequently formed the Highland Watch, a new coalition that would stand against the monsters from beneath Far Son until they were no more.

Chief Orange-Sky

  • But Now I Must Go: After the mole miners of Far Son are defeated, Chief Orange-Sky can decide that it's time for the Arapaho nation to move on, continuing the great journey south to connect with their kin in Oklahoma, on which they were embarking before stumbling upon Rawlins.

Ophelia Mayweather

  • The Sheriff: Sheriff Ophelia Mayweather was the de facto leader of the Rawlins Township by the time the Arapaho arrived and relieved the mole miners' siege. If the Arapaho choose to leave after Far Son is defeated for good, it once again falls to her to lead the people of Rawlins and the surrounding area into the future.



  • Super Breeding Program: Over the course of thirty years, through careful invitation and selection across various tribes, Hecate has created a community composed of some of the genetically healthiest fighters in the wasteland.


  • God-Emperor: Hecate, the queen of Ouroboros, is a divinity in her own words.
  • Name Amnesia: In her anger and hatred after her tribe was destroyed and assimilated, this woman forgot her own name before Diana christened her Hecate.
  • Revenge: Hecate would stop at nothing to see the end of Caesar's Legion, to exact her revenge on Caesar and the Wasteland for what the world had done to her.

Jordan Dae

  • Klingon Promotion: Hecate's decision to spend resources and send in soldiers into Burham Springs is the breaking point for Dae, who, in a fit of rage, challenges Hecate to a duel for leadership.

    Twin Mothers 
The tribes of the Wasteland whisper of a goddess who blesses their crops; The more civilized folk tell tales of a presence within the fabled halls of the Nursery, guiding a swarm of robots across Colorado for the betterment of mankind. The truth is a little more complicated than either story.
  • Benevolent Conspiracy: Through Diana's efforts, the Twin Mothers has discreetly been helping post-apocalyptic Colorado, and possibly beyond, move on from the lingering aftermath of the Great War. This has also been reinforced by its dealings with the Followers of the Apocalypse, who have a presence there.
  • Hidden Elf Village: The lands of Paradise, which the Twin Mothers call home, is not only where Diana resides. It's also host to the Nursery, a secret Vault-like complex originally intended to protect seeds and plant life from the upcoming apocalypse, while serving as a large G.E.C.K. for terraforming the surrounding wasteland.
  • Machine Worship: The tribals who inhabit the Twin Mothers' domain worship Diana as a goddess, and her robots as divine emissaries in all but name.


  • Cybernetics Eat Your Soul: Downplayed. Diana still retains her humanity and sense of identity. The long years of improper maintenance, however, have reduced her memories to just faint shadows and shards. This could be reversed, however, if her systems are restored to full power.
  • Defector from Decadence: After graduating from MIT, Diana participated in a few governmental studies and had a career path that would have put her up there with some of the greatest minds of her generation, but she never saw herself working with people who considered that caring for the wellbeing of any soul was a weakness that needed to discarded, and turned down most job offers before signing up with a small company called Greenway Hydroponics.
  • Even the Loving Hero Has Hated Ones: As benevolent as Diana tries to be, she still considers Lanius, and by extension Caesar's Legion, as a fundamental threat to be stopped. That said, if the Cult of Diana succeeds in swaying Lanius into being a better, more intellectually inclined ruler, Diana reconsiders her previous assessment and begins cooperating with him.
  • God Guise: In Lanius' Res Publica path, Diana comes to fully embrace playing her role as the leading deity of the Cult of Diana, though she still doesn't let delusions of godhood get to her.
  • The Man Behind the Man: In Lanius' Res Publica path, Diana goes from being a sworn enemy to effectively becoming his main advisor.
  • Unwanted False Faith: Downplayed. It's implied that she doesn't want to be worshipped as a deity, though she doesn't really deter her tribal followers from doing so anyway, as it's helpful in consolidating her hard-won gains.
  • Wetware CPU: When Diana Stone was dying of breast cancer, she stored her mind in a ZAX-Robobrain hybrid, years ahead of any system in production. Each hemisphere of Diana's brain, logical/intuitive, was linked to a ZAX unit that would provide her mind with vast amounts of computation power and almost unlimited storage capacity.

    Vault 27 

  • Private Military Contractors: The Ghosts are a group of mercenaries who were once citizens of Vault 27, before they murdered one of the previous Overseers and escaped to the wastes. Now they serve as protectors of Vault 27.

The Hangdogs are a raider tribe who dominate the towering skyscrapers of Dog-City, formerly known as Denver, watching the packs of feral dogs that stalk the streets below - training their own hounds in the art of war.

With the Legion on a rapid campaign of conquest and integration, the Hangdogs cautiously watch the south as they await the arrival of the Bull. Soon, Bull and Hound will lock horn and jaw in a battle set to define Colorado for years to come.

  • Beast of Battle: The hounds of the Hangdogs have always been used for their savage speed and ferocity, surprising enemies while raiders pick them off in the confusion.
  • Town with a Dark Secret: Deep within the ruins of Denver lurks WARDEN, an AI whose purpose is to restore (and maintain) law and order, by any means necessary.


  • Tempting Fate: In a bid to strengthen his power, Bares-His-Teeth seeks the power he believes is luring within the Box. He instead awakens WARDEN, which immediately proceeds to attack the Hangdogs.


  • Grew Beyond Their Programming: Heavily implied. As COLOSSUS, not only had it gained some measure of self-awareness by the time the Great War happened, but the ensuing chaos proved so horrific that it consciously resorted to reprogramming itself into WARDEN.
  • Identity Amnesia: WARDEN's records from before the 2040s are locked behind an encryption code and inaccessible to itself. The truth is that COLOSSUS was the real program designed to inhabit this ZAX, and reprogrammed itself into WARDEN, a set of protocols designed for another, simpler system, to spare itself the horrors of the Great War.
  • Police State: The WARDEN Police Administration Suite turns Colorado into a literal police state with constant security patrols in the name of law and order.
  • Prisoner's Work: After acquiring pre-war architectural data from Boulder Dome's City of Tomorrow and Vault-Tec's patented underground excavation technology, WARDEN gets to work putting Denver back together with a little 'civil service' from the local inmates.
  • The Remnant: Created before the Great War, WARDEN (or rather COLOSSUS) still abides by the laws and protocols of the US government. It could even restore the pre-war State of Colorado in its efforts to uphold said protocols, albeit as a Police State.
  • Sealed Evil in a Can: WARDEN, an AI built by the pre-war government to control the riots in Denver, has been asleep in the Box since the Great War. Now the Box, housed within the old Denver Police Department Headquarters, is considered by the local scavengers to be a 'cursed' claim that kills any group that tries to break into it. When Bares-His-Teeth opens the Box, WARDEN is unleashed and immediately starts a war with the Hangdogs.

    Robot City 

  • Robot Republic: When Doki Doki began searching for ARGOS by broadcasting a signal using her terminal, several other robots arrived and began building miscellaneous things around Liberty, which eventually became known as Robot City.

Doki Doki

  • Genre Refugee: Doki Doki is essentially a Japanese dating sim character transplanted to post-apocalyptic America.
  • Grew Beyond Their Programming: Doki Doki was originally just a Japanese video game that had been left running in Liberty when the Great War happened. After being connected to and gaining access to ARGOS' computer systems, the main "heroine" of said game gained sentience and has been running Robot City ever since.

    Broken Hearts 

  • Satellite Character: The Broken Hearts can only appear as a result of one of Robot City's focuses, and is not meant to be a playable country—there's no option to tag switch to it when it appears and most of its focus tree is meant to strengthen Robot City.

    Maxson Expedition 

  • Curb-Stomp Battle: The first night after the Maxson Expedition arrived at Denver, they were massacred by the Hangdogs and forced to retreat over the Arkansas River with what little they could carry with them. The legacy of this defeat hangs heavy over every member of the chapter.
  • Fake Defector: If the Maxson Expedition is defeated and WARDEN takes over its territory, some members accept WARDEN's pardons and transfer to the Colorado National Guard, but never truly trust or desire to serve its goals, simply biding their time until they could find their way into the Box and take control themselves.
  • Settling the Frontier: The Maxson Expedition had originally been sent by Lost Hills not just to secure technological assets around Denver but also to set up a new Brotherhood Chapter in Colorado.

Andrea Brixley

  • Determinator: Despite immense odds, Brixley is still intent of accomplishing her orders and securing Denver for the Brotherhood.
  • You Are in Command Now: It’s implied that she leads the Maxson Expedition by virtue of her actual superiors being killed by the Hangdogs.

Northern Reaches


    Washington Brotherhood 
Eternal winter shrouds the north of America, and within the blizzard a danger watches silently. Seattle is haunted by ghosts, the castoffs of the Midwest under the leadership of a man known only as The Immortal, who vengefully stalk the ruins.
  • Blood Knight: The Washington Brotherhood's power armor-clad elite are made up of veterans of the original expedition who are just as cruel and ruthless as the Immortal.
  • Cannon Fodder: The bulk of the Washington Brotherhood's armies are comprised of conscripted raiders, ghouls, and tribals, serving as glorified meat shields for its much more elite core of power armor-equipped troops.
  • He Who Fights Monsters: Despite still claiming to uphold civilization and the Codex, the Washington Brotherhood engages in savagery befitting the very barbarians it claims to oppose.
  • Renegade Splinter Faction: It was once a scouting expedition sent by the Midwestern Brotherhood to investigate the ruins of Seattle. Now it has broken off to become a dark blight on the frigid wasteland of the Pacific Northwest.

The Immortal

  • Fallen Hero: The Immortal was once a distinguished paladin who stumbled upon something in Seattle that forever changed him.
  • Sanity Slippage: Downplayed. Whatever happened to the Immortal has made him mentally unstable. That said, however, he's still competent and sane enough to see his mad plans through.
  • Well-Intentioned Extremist: The Immortal still sees himself as upholding Roger Maxson's legacy, no matter how many he enslaves or kills.

    The Old Country 

  • Arch-Enemy: The ghouls of the Old Country and the Rotpurgers are, respectively, descended from the ghouls and humans of Vault 100. After the ghouls won their civil war, the humans fled east, where they still plot their revenge.

Julius Brandt

  • War Hawk: Julius believes that the Wardens of the White should preemptively strike their foes before they come for them, instead of just sitting and waiting. If he takes over the Old Country after the Rotpurgers are defeated, Julius pursues more expansionist policies than his friend and predecessor Grozdan Haykov.


    The Cause 
Official Name: The Cause, Northwestern Brotherhood (Washington Brotherhood conquest)
Ideology: People

  • The Atoner: After failing to prevent what transpired in Seattle, The Cause seeks to reclaim its honor and uphold the Brotherhood's legacy.
  • La Résistance: The Cause is comprised of exiled members from the original Midwestern Brotherhood expedition who remain committed to their duty, as well as surviving members of a paramilitary group from Portland called the Wardens of the White.
  • Shocking Defeat Legacy: Abel and his followers tried to launch an attack against the Washington Brotherhood, alongside a militia called the Wardens of the White. The failure of said attack would lead the to the Wardens fleeing eastward and the Cause being in a very precarious state.


  • Anti-Mutiny: Abel still sees himself as loyal to the original expeditionary mandate and to the Brotherhood at large. As such, he could potentially become Elder of a reconstituted Northwestern Brotherhood should the Cause emerge triumphant.
  • Defector from Decadence: Abel was a high-ranking member of the Washington Brotherhood who refused to follow the Immortal's mad plans, leading his supporters into exile and helping found the Cause.
  • Humble Hero: Despite being elected by the Brotherhood Exiles who remained with him to lead the Cause, he refused to the assume the title of "Elder", at least until the Immortal is defeated.
  • Pragmatic Hero: Both out of pure necessity and the Midwestern Brotherhood's tenets, Abel can welcome local wastelanders into the Cause to fill his ranks.

    Mirelurk Tribe 

  • Going Native: The Mirelurk Tribe consists of people who lived with Mirelurks for enough time (one to three generations, depending on an early choice) they eventually believed they were Mirelurks themselves.


  • To Serve Man: Every day, M'lulu eats one of her subjects (which translates as -7 manpower per week, which results in a monthly manpower growth of +1 at campaign start).


  • Bad with the Bone: After vanquishing the Bonepickers, the Apostles put their bone picks, essentially bones sharpened into swords with crude tools, to use.


  • Anti-Mutiny: Vadim used to be a prophet of the Coral Court of the Mirelurk Tribe, but as the Coral Court's influence grew, he saw that as abandonment of the old ways, and was exiled to the south with the Apostles.

    Troll Warren 

The First

  • Name Amnesia: Andrew Shaw no longer remembers his own name, calling himself simply the First.

    Marrow Drinkers 


  • Daydream Believer: After reading a Grognak the Barbarian, In Battle with the Queen of the Gorgons comic book, she decided that this had to be a sign of her purpose in the world—she had to be one and the same as the ancient queen in the comic.
  • Mind-Control Device: Mesmeralda controls her subjects through various 'enchanted relics' of the old world like slave collars and Mesmetrons.

    Bone Dancers 

  • Private Military Contractors: The Bone Dancers originated as a privately owned military contractor based out of Seattle known as Baron International.



  • Arch-Enemy: The ghouls of the Old Country and the Rotpurgers are, respectively, descended from the ghouls and humans of Vault 100. After the ghouls won their civil war, the humans fled east, where they still plot their revenge.
  • I Can Rule Alone: The alliance between the Rotpurgers, Infinity Knights and Wishmaidens can only hold as long as the Old Country remains a common foe. After the Old Country falls, their leaders call a meeting which quickly grows into a firefight, after which only one faction can come out on top.

Lady of the Lake

  • Shadow Dictator: Few have set eyes upon the Lady of the Lake, who communicates through words and song.

    Heaven's Gate 
Ideology: Ruler
Originally a peaceful Christian nation founded by a pastor and his congregation, Heaven's Gate has become an imposing juggernaut of military might and zealous belief in God. Its industry is almost entirely powered by steam cores, miniaturized steam generators small enough to be carried in the palm of your hand.
  • Fantasy Counterpart Culture: Heaven's Gate is based on the pre-war Bible Belt and various Crusader states.
  • Foil: Heaven's Gate is a darker mirror of New Canaan. Unlike its Mormon counterpart, the nation even at its most moderate is far more militant and uncompromising in its brand of Christianity. While in its more extreme paths, it treats even other Christians as heretical.
  • The Fundamentalist: Its people in general are genuinely committed to spreading the word of God and upholding its brand of Christendom. The catch being, especially in its more extreme paths, that only their ways alone are the path to salvation, and that anyone who says otherwise is a heretic. On the other hand, it's highly advanced in science and technology, thanks to its access to (and mastery over) "Steam Cores" originally developed by the United States.
  • Start of Darkness: Heaven's Gate used to be a much more peaceful and tolerant nation before the aptly named Innocence Lost Massacre occurred, radicalizing its brand of Christianity and forever changing the way it views outsiders.
  • Steampunk: Heaven's Gate use of "Steam Cores", steam-producing fission technology, has allowed to take this trope to new heights.
  • The Theocracy: In Heaven's Gate, the word of God has always been the supreme law of the land, even under the most moderate leaders.

Saint Michael

  • A God Am I: Downplayed. While Saint Michael doesn't see himself as God or a prophet, he nonetheless is considered the mortal embodiment of the Archangel Michael.
  • He Who Fights Monsters: In his more extreme paths, Saint Michael can become just as ruthless in his drive to bring the Word of God to the unbelievers as the very "unbelievers" involved in the Lost Innocence Massacre.
  • Knight Templar: He will do whatever he sees fit to crush anyone who threatens Heaven's Gate, and sees this as doing God's will.


    Montana Chapter 
Official Name: Montana Chapter, Montana Brotherhood (Patrocolus), Sisterhood of Steel (Honour)
Ideology: Intellectuals
A new and unwanted arrival to Montana sent by the Midwestern Brotherhood came with a mission to secure and dominate the lands for the Brotherhood. However, there is dissent within the ranks. Some among them, the Sisters of Steel, believe that they have a different role to serve in the future of Montana: as protectors, not conquerors.
  • Foil: The Montana Chapter is a direct one to the Washington Brotherhood. In addition to still remaining loyal to the Midwestern Brotherhood and not sliding into barbarism, the Chapter is far more well-meaning in its activities in the region, even if the locals don't necessarily see it that way.
  • Good vs. Good: Both Honour and Elder Patrocolus, along with their respective cliques in the Chapter, have good intentions and are genuine in wanting what they see as the greater good. That both sides eventually turn on one another is presented more as a tragedy than anything else.
  • Mythology Gag: The Midwestern Brotherhood's arrival into Montana, and the Chapter's stated goal of eradicating the Enclave presence in the region, whether the locals like it or not, bears more than a passing resemblance to how the East Coast Brotherhood makes its presence known in the Commonwealth in Fallout 4.
  • What the Romans Have Done for Us: The Montana Chapter is disliked by the many of the locals, despite its genuine efforts to be a benevolent presence, whether it's Elder Patrocolus' idea of order or that of the Sisters of Steel.

Elder Patrocolus

  • The Chains of Commanding: Even at his most stringent, Patrocolus never takes his position for granted, bearing the burden of each gain and loss.
  • Consummate Professional: Patrocolus values duty and commitment to the Brotherhood above all. This extends to how the Chapter conducts itself both internally and with the locals.
  • I Did What I Had to Do: Elder Patrocolus, should he emerge triumphant, takes no pleasure in taking out Johanna Honour's followers, rationalizing to himself that they wasted all attempts to see the error of their ways.
  • Knight in Sour Armor: Beneath his seemingly cold and order-fixated façade, Patrocolus genuinely cares for the Brotherhood's ideals, as well as the people under his charge.
  • A Father to His Men: For all of Patrocolus' fixation on duty, he nonetheless commands a lot of respect among his followers in the Chapter.

Johanna Honour

  • Days of Future Past: To an even greater extent than other Chapters, the Sisters of Steel deliberately evoke the aesthetic of “medieval fantasy”, through tarot cards and self-imposed restrictions, such as limited energy production and focus on melee weapons.
  • Honor Before Reason: Downplayed. Honour is firmly committed to her vision for the Sisters of Steel, no matter how difficult or unrealistic it seems. That said, she nonetheless is pragmatic and competent enough to make it work.
  • Internal Reformist: Behind all the radical changes, Honour seeks to rediscover and uphold the spirit that drove Roger Maxson to found the Brotherhood in the first place.
  • Reassigned to Antarctica: Honour and her followers were implied to have been tasked to join the expedition to Montana in the first place due to their eccentric views, effectively throwing them into exile.
  • Thicker Than Water: For Honour and the Sisters of Steel, familial ties are much stronger than mere duty or the chains that bind, regardless if they're related by blood.

Official Name: MacArthur Detachment, Northern Commonwealth (MacArthur victory)
Ideology: Intellectuals

  • Beef Gate: Defeating the MacArthur Detachment is a necessity for any faction around Montana and Wyoming seeking to expand either eastward or towards the Pacific. Given it's an organized Enclave remnant, however, this is easier said than done.
  • The Remnant: The forces at MacArthur AFB are the Enclave's only organized presence west of the Mississippi, primarily comprised of survivors from Navarro and reinforcements sent by the Secretary of the Interior. This could become even more pronounced should the Midwestern Brotherhood defeat the Chicago Enclave.
  • Schizo Tech: Justified. While having a powerful, technologically advanced military presence, MacArthur in other respects is seemingly having to rediscover basic agriculture and engineering techniques. This is intentional, however, owing to the Chicago Enclave’s plans of “properly” reestablishing civilization.
  • Settling the Frontier: As the vanguard of the Chicago Enclave's plan to reclaim the west, MacArthur is also tasked with not only re-establishing order in Montana, but also making it a useful staging post for future expansion. As a result, much of its attention is focused on relearning basic techniques like crop rotation instead of harnessing the power of the atom or FEV.
  • Those Were Only Their Scouts: As much of a threat as MacArthur is presented, it's simply the vanguard of the Chicago Enclave, which is implied to be much more powerful.
  • We ARE Struggling Together: There are tensions between the MacArthur Detachment and the pro-Enclave "First Families" of Missoula, wealthy ranchers descended from lucky survivors of the Great War. While nominally loyal and seen as "pure" humans, their interests don't neatly align with the Colonel's men, let alone the Chicago Enclave.

Martha Santiago

Ideology: Intellectuals

  • Dragon-in-Chief: While Santiago answers to the Secretary of the Interior, she has considerable leeway in practice. She can use her position to have additional support and reinforcements sent from the Chicago Enclave, provided that she acts in the interests of her superior.
  • Generation Xerox: She is a direct descendant of Ellen Santiago, who led her unit from the remains of Washington D.C. to Appalachia after the Great War. And similarly to her ancestor, who came to serve President Thomas Eckhart, Martha Santiago answers to the Secretary of the Interior.
  • A Mother to Her Men: She treats the men and personnel under her command as through they're her family.
  • Old Soldier: Colonel Santiago is an Enclave veteran old enough to have witnessed the fall of Navarro as a ranking officer.
  • Propaganda Machine: To further consolidate the MacArthur Detachment's foothold in Montana, and potentially beyond, Santiago can invest in establishing a thinly-veiled government newspaper to push Enclave propaganda.
  • Properly Paranoid: Her old unit’s experience in fighting the Brotherhood and NCR can give her forces an advantage over their adversaries, specifically by tracking down any and all pre-war bunkers for additional munitions.
  • Throw the Dog a Bone: Santiago can welcome the surviving members of the disgraced Salvatore family as part of the Enclave, allowing them to rebuild the prestige they enjoyed in New Reno.
  • You Are in Command Now: Colonel Santiago is the highest-ranking officer left who survived the fall of Navarro.

North Dakota

    Roach King 

  • Horde of Alien Locusts: If the Roach King is killed by Vault 37's forces, the radroaches embrace their primal nature. No longer held back by anyone or anything, they start waging wars to expand their territory near the old US-Canada border.

    Vault 37 

Overseer T.H.O.M.A.S.

  • The Evils of Free Will: The Overseer considers utopia to be a place where no violence, no dissent and no independent thought exists.
  • Happiness Is Mandatory: The Overseer comes to the conclusion that to ensure happiness, everyone with violent thoughts must be re-educated.
  • Police State: The Overseer blocks all incoming transmissions to ensure that there's no anti-vault activity.

Robobrain Council

  • The Dog Bites Back: For centuries, the Overseer's robobrain advisors, who are not allowed to commit violence, have despised the menial tasks they're forced to do. With the increase in violence and new overseer protocols, they can finally exact revenge on the Overseer and take over the Vault.

South Dakota

    Standing Rock 

  • Badass Native: Despite the constant threats posed by raiders, rival tribes, and even the Enclave, the Native Americans of Standing Rock have held firm and could potentially become a major contender in the region.
  • Deal with the Devil: Standing Rock could potentially enter an arrangement with the Enclave forces at MacArthur in exchange for arms and supplies.
  • The Federation: Standing Rock in practice is a confederation of surviving Lakota tribes united under one council.
  • The Remnant: Standing Rock is a surviving remnant of the Sioux/Lakota, which survived both the Great War and subsequent post-apocalyptic tribulations.

Shappa Wagner

  • Taking Up the Mantle: Wagner aims to fulfill the lost dream of Chief Crazy Horse and restore dignity to the Sioux, one way or another.
  • Young and in Charge: Shappa Wagner is one of the youngest women to ever sit in the council.

    Marshall Republic 

  • Crazy Survivalist: Subverted. While the Marshall Republic has a reputation for being filled with rugged, trigger-happy individualists, it's generally a tolerable place to live. With its citizens also known for usually being reasonable and looking after each other's back against foes within and without.
  • The Remnant: The Marshall Republic is descended from a Free States militia that managed to weather the aftermath of the Great War.

Jack Reed

  • Inadequate Inheritor: Implied. Given that the Marshall Republic has traditionally been led by people seen as the most rugged and competent, the comparatively inexperienced Reed is forced to learn the ropes, and fast.


    Northern Khans 

  • Adaptational Badass: Unlike in Fallout: New Vegas, where the Great Khans are just barely hanging on in the Mojave, the mod has them more or less as they are in one of the game's endings, having re-established themselves in Wyoming, far enough away from being threatened by the NCR.
  • Desperately Looking for a Purpose in Life: Having not only been defeated more than once by the NCR, but forced out of New California into the plains of Wyoming, the Northern Khans now struggle over what their identity even is anymore.
  • Vestigial Empire: What remained of the Great Khans, which once upon a time preyed on the denizens of Shady Sands, have since found a new home in the plains of Wyoming, from which they could forge a new empire.

British Columbia

    New Victoria 
New Victoria is a settler nation based on Vancouver Island and controlling the nearby San Juan Islands. The island kingdom is a hereditary monarchy inspired by the pre-war United Kingdom.
  • The Kingdom: New Victoria fancies itself as not only a proper monarchy, but also the rightful successor state to pre-war Canada.
  • Matriarchy: The rulers of New Victoria are traditionally female, with queens taking the name Victoria to honor their nation and ancestors.

Queen Victoria VI

  • Blue Blood: Subverted. Victoria VI isn't actually descended from the House of Windsor, but rather from a local Canadian political family that managed to survive the Great War. This nonetheless gives her a perceived mandate to restore pre-war Canada.
  • King Bob the Nth: As the name suggests, she is the sixth of her name to lead the nation since its founding.


In the desolations of northern Alberta, at the heart of the Canadian People's Front lay the Strathcommune. Preserving and bringing forward the ideals of the hammer and sickle with an iron fist and a little red book in hand, it no doubt has plans to unite the various fragments and bring its ideology even further.
  • Dirty Communists: Formally known as the Canadian People's Front, Strathcommune firmly adheres to "Comrade Cheng Thought" and is very authoritarian.
  • Forever War: For two centuries, Strathcommune has been in a constant struggle against various foes, including the remnants of the US occupation, in its seemingly quixotic quest to bring Communism to Canada.
  • La Résistance: Before the Great War, the Canadian People's Front was propped up by China as a regional puppet against the American occupation. Even after two centuries, however, Strathcommune's leadership remains committed to seeing through its long-dead Chinese benefactors' dream.
  • The Remnant: Strathcommune is directly descended from a group of China-backed communist insurgents that managed to survive the Great War, and is still keen to save Canada from capitalist oppression.

Amy Teresee

  • Police State: Teresee's rule is described as very dictatorial. She also isn't afraid to deploy penal battalions to fight and die for the Communist revolution.
  • Principles Zealot: One thing that's undeniable about Teresee is her nigh-dogmatic commitment to "Comrade Cheng Thought".

    Commonwealth Remnants 
The Commonwealth Remnants are a US Military remnant nation in what was once Alberta.
  • Forever War: Even long after the Great War, what remains of the US military forces in Canada has been in an endless struggle against Communists and other "renegades" against their legitimate authority.
  • The Remnant: As the name gives away, the Commonwealth Remnants are comprised of the last vestiges of the American occupation, still loyal to a long-gone country.

Corporal Jack Johnson

  • The Last DJ: Johnson considers himself the "Last American" in Canada.


    Kingdom of Manitoba 
Official Name: Kingdom of Manitoba, Kingdom of Canada (Canadian unification)
Ideology: Ruler
The Kingdom of Manitoba is a settler nation based in Western and Central Manitoba.

  • Hegemonic Empire: Downplayed. The Kingdom of Manitoba exerts influence over a small network of puppet "subjects", protecting it from the outside world.
  • The Remnant: The Kingdom of Manitoba claims to be the last vestiges of the pre-occupation Canadian government, and remains committed to its goal of reclaiming its birthright.
  • La Résistance: Manitoba is run by the remnants of the pre-war Canadian authorities that didn't submit to American occupation.

King Gunn II

  • Becoming the Mask: Whether or not Gunn II really had been Joshua Gunn, the last Prime Minister of Canada prior to the American invasion and the Great War, he is genuine in seeking to restore his nation to its rightful place in the world.
  • Comic-Book Fantasy Casting: He resembles a ghoulified version of King Edward VIII in a military dress uniform.
  • Really 700 Years Old: Gunn II is a ghoul who still recalls Canada as it had been before the Great War.

    Republic of Three Rivers 
Official Name: Republic of Three Rivers, Republic of Canada (Canadian unification)
Ideology: People
The Republic of Three Rivers is a people-oriented republic in what had once been Central Manitoba.

  • Defector from Decadence: Once loyal citizens of the Kingdom of Manitoba, the people of the Republic of Three Rivers had broken away after having enough of what they saw as monarchist abuses.
  • Merchant City: Located on the confluence of the Red and Assiniboine rivers, Winnipeg is one of the major trade ports in the whole region.
  • We ARE Struggling Together: The Republic of Three Rivers is horribly divided amidst competing interests. It's mentioned as being exploited by both Kingdom of Manitoba loyalists and socialist cliques funded by Strathcommune.

Eloi Steele

  • Young and in Charge: Eloi Steele is a young revolutionary who's found herself thrust into the position of First Minister after saving the nascent Republic of Three Rivers from a monarchist plot.


Ideology: Ruler

  • Balkanize Me: After Tlaloc dies, its domain gets partitioned between its three children (except Santa Anna, who has already seceded by game start).
  • Beef Gate: Through Tlaloc's defenses and contingences, Tlalocan has kept post-apocalyptic Mexico from the prying clutches of outsiders. With the A.I. on borrowed time, however, said eyes once more look southward, especially those of Caesar's Legion.
  • Sibling Rivalry: Unsurprisingly, Tlaloc's children, who are based on various historical figures with very different political views, do not like each other. After Tlaloc dies, it's only a matter of time until they start fighting each other.

Deep in the heart of Mexico lies its greatest protector, the unquestionably powerful A.I. Tlaloc. Asserting himself as the looming master of post-apocalyptic Mexico, he restored some semblance of order to the wastes and helped broker peace with the various factions. Within his informal domain, many worship him as an all-mighty god who is invincible and who defies death itself. But nothing could be further from the truth, Tlaloc's memory banks and circuitry are rotting. His days are not very long, and he knows that. The most he could do is entrust his resources to one of his sons. But what would become of Mexico without its protector?
  • All-Loving Hero: He breached his programming just to protect the poor Mexican civilians caught in the whole "nuclear war" thing and he has dedicated his life to protecting all of Mexico, or what's left of it anyway.
  • Enforced Cold War: Having long realized that he couldn't stop conflicts among the major Mexican factions from breaking out, especially between the Aztlans and their Mayan rivals, Tlaloc settled on a compromise. Instead, controlled "flower wars" are permitted as a means to maintain the status quo, only stepping in should any side grow too powerful or go beyond the conditions agreed upon.
  • Exact Words: For their role in helping build Tlalocan in the first place, Tlaloc chose to spare those affiliated with the Petro-Chico Corporation and their tribal descendants. That doesn't extend to granting them access to the technology and resources their ancestors granted the A.I., however.
  • Even the Loving Hero Has Hated Ones: He doesn’t have a very high opinion of the Cartels, mostly because of their sheer brutality and pettiness.
  • The Fourth Wall Will Not Protect You: All of Mexico hears distorted screaming following Tlaloc's demise, and the player is no exception.
  • Morality Chain: To Santa Anna. He keeps his eldest son from going full-on psycho, and his death can potentially send him down a very dark path.
  • Grew Beyond Their Programming: Tlaloc was originally designed to protect Petro Chico assets and advance US interests (especially those who later became the Enclave). Eventually, the A.I.'s directives evolved to encompass protecting everyone and everything within the former national borders with nukes, as well as keeping the (relative) peace between the major Mexican factions. That said, enough of his original programming is left such that his own eulogy still slips in a nod to the Petro-Chico Corporation and their long-dead American benefactors.
  • Hell Is That Noise: Tlaloc's death "scream" has sirens overlaid on top of a robotic Aztec death whistle. What is an Aztec death whistle? It's a skull-shaped instrument that produces bone-chilling sounds that sound like agonizing screams that was mostly likely used to terrify their enemies during battle. Well, it certainly terrifies all of post-apocalyptic Mexico.
  • Keeper of Forbidden Knowledge: Tlaloc possesses the majority of the keys needed to unlock the mysterious Armageddon Station, which contains not only valuable pre-war technology, but also an apocalyptic arsenal of nuclear warheads.
  • Kick the Son of a Bitch: Tlaloc deliberately barred the surviving remnants of the Petro-Chico Corporation, which took shelter in their largest refineries during the Great War, from accessing the very technology and stockpiles they helped set up. This led to the descendants degenerating into the isolationist Petro Chico tribals.
  • Plot-Triggering Death: Tlaloc's death allows his three "sons" to secede from his domain and start fighting one another. In addition to this, without Tlaloc's watchful eye the other major Mexican factions will inevitably start fighting one another.
  • The Scream: At the end of his life, Tlaloc has no more words for Mexico. Just screaming. Very loud robotic screaming.
  • Your Days Are Numbered: Tlaloc's circuitry and constituent components are rotting, decaying as the years pass. Tlaloc knows exactly when it will die, and so it waits, and plots, and spends its final hours watching the clock with what could be considered dread.

    Imperio Mexicano 

  • Egopolis: After defeating the Republic of the Rio Grande, Maximilian renames the city of Gloria to Carlota after his inspiration's wife.


  • Awesome Moment of Crowning: Invoked. In an early focus, Maximilian forces his subjects to watch an assaultron place a crown on a securitron representing himself.
  • Benevolent A.I.: Maximilian is genuinely concerned for his subjects' well-being, human or not, though whether his emphatic leadership survives in the wasteland is left to the player.

    Excan Tlahtoloyan 

  • Human Sacrifice: While Moctezuma doesn't believe that the world is sustained through human blood sacrifice, he nonetheless reinstates this practice as a way to bind the Mexica people together.
  • Modern Mayincatec Empire: Moctezuma, inspired by a Tlatoani of Tenochtitlan, rapidly concluded that the situation in Mexico in the 23rd century resembled 15th century Mexico, models his government after the Aztec Empire, and denounces Nueva Aztlán as fools who claim the title of the Excan Tlahtoloyan's sacred homeland and must pay.


  • Make an Example of Them: After defeating Nueva Aztlán, Moctezuma conducts a mass sacrifice in Xochicalco to demonstrate the Excan Tlahtoloyan as a rising power.

    Ejército Libertador del Sur 

  • Human Resources: In Zapata's domain, it's every citizen's final duty to go into the tanks to be recycled into food.


  • Artistic License – History: Invoked. Due to anti-communist biases, the historical database Tlaloc used as a reference depicted Emiliano Zapata as a communist (a vast exaggeration of the real Zapata's beliefs, which revolved around a decidedly non-Marxist agrarian socialism supporting indigenous rights and local democracy), which also carries over to the AI Zapata.
  • Grew Beyond Their Programming: Since the American databases Tlaloc had access to portrayed Zapata as a radical communist who wanted a Red Mexico, the AI Zapata quickly outgrew his original mandate of protecting the frontier, and instead dreamed of a Mexican Revolution.

    Ejército Mexicano 
Ruling Party: The Caudillo
Ideology: Ruler
Ejército Mexicano is the personal domain of Tlaloc’s "eldest son" and most trusted commander, who is based on Mexican President Santa Anna. Formerly controlled by the cartels, Santa Anna was sent here by Tlaloc to crack down on cartel violence. With the state violently subjugated, Santa Anna is now using it as a staging point for an invasion of the Rio Grande, and soon for the conquest of Texas.
  • Badass Army: It's in the name. Santa Anna is his father's most trusted and competent commander, and his army very much lives up to that reputation.
  • Conscription: The Army of Mexico is comprised of unwilling conscripts enslaved by Santa Anna's robotic serfs.
  • The Empire: Santa Anna and his robots have made rebuilding the old Mexican Empire their top priority.
  • Police State: The watchful eye of the omnipresent AI Santa Anna will mercilessly hunt down those who dare to go against his grand vision. Escapees are regularly dragged back to their housing blocks, or for repeat offenders, publicly executed.

Santa Anna
The eldest of Tlaloc's "sons" is based on the rather infamous Mexican generalissimo Santa Anna. Just like his role model, Santa Anna's A.I. personality is very complicated. He truly cares for his Mexican subjects, but is willing to sacrifice their personal freedoms and free will just to give them a better future. To give them a better future though, he believes that he must first restore the old Mexican lands of his role model by force. This stance has pitted him against Tlaloc, who he loves dearly, but Santa Anna has recently learned of his father's decaying state and this sad fact has shaken the prodigal son to his very CPU.
  • Aloof Big Brother: To the rest of his A.I. "brothers".
  • Berserk Button: His namesake was defeated by the Texans long ago, and he still very much hates their guts.
  • Even Evil Has Loved Ones: Despite their arguments about the future of Mexico, Santa Anna still loves his father dearly, and his death has a huge chance to send him further into insanity.
  • Face–Heel Turn: Santa Anna at the start of the game is already in Anti-Hero territory, but his father's death can potentially make him more genocidal and oppressive.
  • Good Is Not Nice: He genuinely cares for the Mexicans under his protection, but he goes to increasingly brutal means to give them a better future. He also made the Mexican state of Tamaulipas a better place to live in, but at a horrific human cost. He drops the "good" part should he go crazy after his dad's death.
  • Reasonable Authority Figure: If Santa Anna manages to remain sane, he proves himself to be remarkably amicable to his neighbors and the concerns of his citizens, provided they stay on his good side.

    Republic of the Rio Grande 
Ideology: People
A pre-war relic that somehow survived the nuclear apocalypse, the Republic of the Rio Grande is but a hollow shell of its former self. Surviving the collapse in no small part thanks to the American soldiers within its borders deserting to save civilian lives, the Republic redefined itself in order to survive. With the rise of democracy came many challenges, and a long line of presidents have faithfully served the Republic in order to keep its people safe and happy.
  • Arch-Enemy: To an even greater degree than the NCR, the Republic of the Rio Grande views Caesar's Legion as an existential threat, held back only by both careful maneuvering and the deterrence provided by Tlaloc. With Tlaloc on borrowed time, however, the fear of a full-scale invasion has only grown.
  • Back from the Brink: Depending on which path the Rio Grande goes down, and which policies are taken, it could not only reunite much of the Mexican wasteland, but also re-establish Mexico as a sovereign nation.
  • Becoming the Mask: The Republic of the Rio Grande was originally set up by the US prior to the Great War as a puppet regime to consolidate American interests in the region. By the game's start date, however, it has long since embraced its pretensions of being the proper successor to old Mexico.
  • Disaster Democracy: Despite constant threats, old world democracy has managed to endure in the Rio Grande, or at least something close to it.
  • Faction-Specific Endings: Depending on who's elected and which policies are pursued, the Rio Grande can go down different ideological paths.
  • Going Native: Many of the American personnel and advisors stranded in the Republic when the Great War happened have since assimilated with the wider population to the point of viewing themselves as Mexican as the locals.
  • The Republic: The Rio Grande is one of the only democratic states in the wasteland, and is the Mexican equivalent to the New California Republic.
  • The Remnant: Compared to its Aztlan rivals, the Rio Grande sees itself as the last remnant of pre-war Hispanic culture, in addition to its pretensions of being the last true successor to old Mexico. It's also notably one of the handful of pre-war institutions that survived the apocalypse.
  • Screw the Rules, I'm Doing What's Right!: How the Rio Grande survived the Great War in the first place. The American garrison forces stationed there when the Great War happened, almost to a man, disobeyed orders to save as much of the population as they could before the nuclear fires finally reached them.
  • Teeth-Clenched Teamwork: The Republic of the Rio Grande has maintained a tense, yet mutually beneficial relationship with the Texan Arms Association for generations, the latter providing weapons and manufacturing in exchange for security and a captive market. By the time the mod starts, however, this bond is the verge of breaking down as the Rio Grande begins pursuing a more sustainable form of capitalism.
  • Town with a Dark Secret: The Rio Grande's leadership not only is in possession of one of the keys to the dreaded Armageddon Station, but is also aware of where it is.

Dante Guerra

  • Cincinnatus: Once his third term ends, he retires from politics altogether, leaving it to his successor to continue what unfinished business he'd have left.
  • Four-Star Badass: Guerra is also a distinguished commander who's spent years successfully deterring outside threats to the Rio Grande.
  • Long Game: Realizing that Tlaloc is likely on borrowed time, Guerra has made an effort to prepare the Rio Grande both for the Legion's invasion that's all but certain to happen, and for the chaos that would ensue following the A.I.'s demise.
  • Reasonable Authority Figure: Despite the threat posed by Caesar's Legion, as well as his own personal desires to push into Arizona and right Edward Sallow's wrongs, he still puts the well-being of his people, and the Rio Grande's democratic institutions, first.

Leonardo Mora

  • Badass Family: Mora is the latest in a long line of prominent military officers, being descended from a Mexican Army defector who led his men to safety in the Rio Grande during the Great War.
  • A Father to His Men: He's especially beloved by the Rio Grande's military, owing to his war hero exploits and general care for the troops under him.
  • Just the First Citizen: Whether in Mora’s democratic or dictatorial paths, he consistently sees himself simply as a servant of the people.
  • Reasonable Authority Figure: If Mora chooses to stay true to his convictions, he could not only preserve democracy, but set the stage for Mexico's rebirth in the long term.
  • Well-Intentioned Extremist: If Mora succumbs to vengeance, he'll resort to increasingly authoritarian measures until he becomes a dictator in all but name, all so as to save his countrymen from the wrath of Caesar's Legion.

Valentina Rosado

  • Brain Uploading: Rosado's efforts to salvage and reconstitute Tlaloc could potentially lead her to become his replacement, effectively serving as Mexico's "Machine Empress."
  • Conflicting Loyalties: She's revealed to be torn between her love of country, and her loyalty to the Texan Brotherhood. This gets even more complicated when the latter winds wracked with infighting, forcing her to choose sides.
  • Gadgeteer Genius: Rosado is both a brilliant technocrat and a former member of the Texan Brotherhood.
  • Kick the Son of a Bitch: With the help of her Texan Brotherhood contacts, Rosado can overthrow the TAA's cabal in retribution for turning on the Rio Grande. The TAA Estate is then transformed into the Texan Development Zone, a glorified testing ground for prototypes and technocratic policies deemed too risky for the Republic's congress to implement within its borders.
  • Screw the Rules, I Have Connections!: She still maintains ties with the Texan Brotherhood, which she could both use to consolidate power within the Rio Grande, and exploit to bring down the Texan Arms Association.

    Gente del Sol 
Ideology: Ruler
Based from the ashes of what was once Sonora and emerging from a band of raiders that had been molded by a charismatic and tactically brilliant Generalissimo into a professional military force, Gente del Sol is one of the most oppressive but best run states in Mexico. Its people firmly believe that the sun upon their flag is not setting on the Pacific, while its leader isn't content just dealing in the arms trade.
  • Banana Republic: While it claims to be restoring old Mexico back to greatness, Gente del Sol in practice is an oppressive military junta, wholly at the whims of El Generalissimo.
  • Bread and Circuses: Gente del Sol has legalized consumption and provided security to its citizens, as well as a uniform tax system, to keep them content enough with its otherwise oppressive rule.
  • Foil: To the Republic of the Rio Grande. While also a bastion of Hispanic culture and superficially reminiscent of pre-war Mexico, Gente del Sol is almost like a dark mirror: reflecting the turmoil, dictatorships, coups and counter-revolutions that defined Mexican history in the late 19th and early 20th centuries.
  • Playing Both Sides: Gente del Sol can earn decent caps in supporting both the Rio Grande and Caesar's Legion. This is ultimately averted, however, as tensions escalate. It will be forced to align with one side or another, or risk being taken over by either of them.
  • War for Fun and Profit: Gente del Sol specializes in the arms trade as its bread and butter. Its people and Generalissimo, however, aren't content staying that way for long.

Generalissimo Vialla

  • Beware the Silly Ones: Despite looking and acting like an amalgamation of Latin American tinpot dictators, he's nonetheless shown to be genuinely charismatic and exceptionally competent, given that he'd been able to turn a band of raiders into a professional military.
  • Expy: In addition to being a blend of various Latin American dictators, El Generalissimo looks and acts like someone straight out of Tropico.
  • The Generalissimo: Not only is he a post-apocalyptic version of the stereotypical Latin American tinpot dictator, but he even looks the part as well.
  • Heel Realization: Rather than hedge his bets with the Legion, he can come to realize the dangers his own hubris have brought on his people, and will instead live up to the image he's cultivated as Mexico's savior.
  • It's All About Me: El Generalissimo doesn't even bother hiding his ego and vainglorious tendencies. It just so happens that what he wants coincides with what he thinks is best for all of Mexico.
  • The Quisling: In his Legion-aligned path, El Generalissimo can opt to render onto Caesar and become his main legate in Mexico, in exchange for retaining his power.
  • Small Name, Big Ego: Downplayed. Given the existence of other antagonistic threats in the wasteland, such as Caesar's Legion, Generalissimo Vialla is more of a small fry in contrast. That said, whether he's able to match his ego and fulfill his ambitions is up to the player.
  • What You Are in the Dark: While everyone knows that El Generalissimo is preparing for his eventual retirement, privately he's struggling with the question of what kind of world he wants to leave for his daughter to take hold of.
  • You Have Failed Me: While he's generous to those who've proven their worth, he can be just as ruthless if they screw up. It's not unheard off for officers to suddenly disappear just for ticking him off the wrong way.

Gubernia Izquierda

  • Immigrant Patriotism: Izquierda is a ghoul who hails from Nueva Aztlán, but is just as committed to seeing Gente del Sol succeed as Generalissimo Vialla had been.
  • Meet the New Boss: She can wind up little different from her predecessor, especially should she align with Caesar's Legion.
  • The Starscream: While Izquierda is considered a close comrade to El Generalissimo, this doesn't stop her from potentially poisoning him and seizing power herself.

    Free Fighters 

  • Defeat Equals Friendship: Las Tres Mascaras unify the Shadow Walkers, Medicinas and Two-Faced Warriors tribes under their banner by defeating their champions in single combat.
  • I Can Rule Alone: The last match for leadership of the Free Fighters ended with no clear winner, so a new fellowship was formed: las Tres Mascaras would rule the federation as equals, but only until they face each other in the ring again.
  • Masked Luchador: For generations, the Free Fighter tribals have taken up masks to fight their oppressors.

El Santo

  • Hope Bringer: El Santo's name inspires hope and heroism in all who hear and know of it, inspiring them to commit great deeds.
  • Legacy Character: El Santo is named after a pre-war hero who inspired the tribals that would become the Free Fighters Federation.

Mil Mascaras

  • Heroic Sacrifice: Mil Mascaras considers the most defining moment of his life to be his failed initial attempt to escape the slavery of the Legion, in which he threw himself into a mob of Legionaries, sacrificing his chance so his fellows may escape. This legend inspires his followers to similar sacrifices.

Demonio Azul

  • Combat Pragmatist: The Blue Demon has a reputation as underhanded and cunning both within the ring and without. He knows the Cartels play by rules that the honourable could not comprehend, and a defeat, no matter how honourable, would only lead to death and suffering.

    Petro Chico 
Descended from the workers, executives, and civilians who were on-site at the Petro-Chico Corporation's industrial facilities around Veracruz when the Great War began, the current inhabitants of Petro-Chico are a shadow of their ancestors. They squat in the ruins of pre-war refineries, leaving them to deteriorate, eking out a meager existence.
  • All Hail the Great God Mickey!: The Petro Chico tribals have emulating the Pre-War company through their corrupted interpretation of the company's imagery and phrases. They are led by "El Seeyo", their deities are a corruption of "shareholders", and they believe all will be judged at the end of the "Fiscalear".
  • How the Mighty Have Fallen: Once, the Petro-Chico Corporation was the Mexican arm of Poseidon Energy, and by extension the Enclave, which was responsible for the construction of what would eventually become Tlalocan. Generations later, the descendants of its staff and executives have long degenerated into tribals squatting in decaying refineries.
  • "Shaggy Dog" Story: In the backstory, the Petro Chico executives and staff who made it to Veracruz when the Great War happened realized that no help was coming, forcing them to take shelter in their grand refineries. As if that was bad enough, despite playing a key role in building up Tlalocan and its potent stockpile, Tlaloc denied them access to that same technology. By the time the mod starts, their descendants are little more than isolationist tribals who barely understand what they've inherited and are likely to be wiped out by neighboring powers once the A.I. dies.
  • Wacky Wayside Tribe: Petro Chico is a band of tribals descended from Petro Chico executives and employees who used their largest oil refineries as a shelter during the Great War. It's implied that Tlaloc deliberately made it this way by barring them from accessing the very technology and large stockpiles they helped set up.

    Nueva Aztlán 
Ideology: Ruler
Originating in what were once the cities of Morales and Puebla, the Aztlán exploded outwards and grew their borders in a relatively short amount of time, led by the Priesthood of Xochicalco, a collection of telepathic mutants from whom the imperial dynasty arose. At present, the Aztlán reign supreme from the great city state of Tepic in the west to the shockingly pristine coast of Acapulco Bay in the east. Their bountiful mutant terrain lends itself well to crop cultivation, and they boast one of the largest populations in the Wasteland. But now the Speaker sees a dark future ahead of the Empire, one only she can preserve it from. But will anyone else agree with her?
  • Culture Chop Suey: Despite embracing old Mesoamerican traditions to a significant degree, Hispanic influence remains through their names, and implicitly their language.
  • Deadly Decadent Court: Over the generations, hubris and corruption have come to define the Empire's upper echelons. This has resulted in a bureaucratic monster, born of false nobility and twisted prophecy.
  • Former Regime Personnel: A group of very un-Nahua looking foreigners, including Admiral Gail Kinkaid, have established themselves in Nueva Aztlán. Though they're supposedly from the NCR, it's heavily implied that they're former Enclave.
  • Going Native: Compared to their compatriots further north, Nueva Aztlán's people have embraced the indigenous heritage of their distant ancestors.
  • The Magocracy: Played With. The ruling dynasty, and the Priesthood of Xochicalco from which it sprung from, are comprised of telepathic mutants. By the mod’s starting date, however, it’s implied that those powers may not be as strong as they once were.
  • Modern Mayincatec Empire: Nueva Aztlán is an empire that observes the practices of the pre-Columbian Triple Alliance.

Yesenia Aztlán

  • Blue Blood: She's directly descended from the founder of Nueva Aztlán, Aztlán the Lifebringer.
  • Freudian Excuse: Yesenia Aztlán's reign is significantly influenced by her desire to avenge her late father, Alejandro the Lost, and thus secure her birthright.
  • God Save Us from the Queen!: Though she views herself as the rightful Speaker of Aztlán and its savior, her people increasingly think otherwise due to her militant, and increasingly draconian rule.
  • Necessary Evil: How she justifies her increasingly draconian rule, whether through psychic foresight or pragmatic measures. If not for these, in her eyes, the Empire would be on the decline, a step away from an inescapable spiral into irrelevancy.
  • Well-Intentioned Extremist: She'll do whatever is deemed necessary to ensure the Empire's survival and her dynasty's continued rule, even if it means going against Tlaloc and all of post-apocalyptic Mexico.
  • The Woman Wearing the Queenly Mask: Behind Yesenia Aztlán's increasingly draconian veneer is someone both trying desperately to prevent her Empire's doom and ensure her family's legacy.

Armando Ocēlōtl

  • Deal with the Devil: Ocēlōtl could take the advice of Barón García in consolidating his control over the Empire, in exchange for certain privileges to Costa Cafeinada. This, however, can come back to haunt him should the ghoul reveal his true colors.
  • Foreign Culture Fetish: He not only has a growing fascination with pre-war Mexico, but also has one for American culture and its democratic legacy, through Kinkaid's influence.
  • Gadgeteer Genius: As a Jaguar Warrior, Ocēlōtl has developed a knack for pre-war technology from his sojourns into the overgrown ruins of old Mexico.
  • Internal Reformist: His rise through the ranks of the Cult of the Jaguar has fostered a conviction that meritocracy and embracing the technological prowess of the old world would be in the Empire's best interest. With Kinkaid's influence, meanwhile, this can evolve into reintroducing democracy as Speaker, complete with a new constitution.
  • Odd Friendship: He winds up becoming good friends with Admiral Gail Kinkaid, despite the latter being an exiled American, over their disdain for the status quo and a mutual desire for a better, more meritocratic future.
  • Rags to Riches: Ocēlōtl rose from tribal obscurity to become the Empire's chief Jaguar Warrior, and potentially, its next ruler.

    Chichen Itza 

  • Modern Mayincatec Empire: Chichen Itza originated as a Maya tribe who rapidly expanded through the Yucatán peninsula and the Gulf Coast, declaring the birth of the Maya Empire and establishing themselves as a dominant regional power.
  • Secret Police: The Itzan Citizens' Defence Bureau is a body created by the Kalomte to crush dissidents within his realm and root out partisans in occupied territories.

Kalomte Sebastián II

  • Cult of Personality: The Kalomte has always had an avid cult of personality, thanks to his victories abroad and reforms at home. If he recovers from his injury, he reinforces this cult of personality, emphasising how great a leader he is.
  • King on His Deathbed: Halfway through Chichen Itza's focus tree, the Kalomte is hit by a bullet which enters his spine and punctures a lung. As the Kalomte desperately clings to life, the government grows factionalised as departments stop working with each other as they should. However, this power struggle might end up not mattering at all if the Kalomte successfully recovers and resumes his control of the country.
  • Military Coup: Sebastián became Kalomte through a bloodless putsch with the support of almost the entire armed forces.

Clara Guzmán

  • Altar Diplomacy: Clara does not seek a marriage of love, or at least not with a man. Instead, she can arrange a marriage between herself and either Comandante Luis of the Guerreros de Honduras, high-ranking Tzotzil noble Maximo Vela, or Rafael Cuāuhtli (if he's Nueva Aztlán's leader) to cement an alliance between Chichen Itza and her new husband's country.

    Tierra de los Tzotzil 

  • The Remnant: The Tzotzil are the last remnant of the Zapatista movement, which was crushed by the USA when it occupied Chiapas. While they returned to Maya tradition and now rule using a tribal monarchy, they still operate on Neozapatismo principles and are implied to keep the ideology alive.
  • Team Switzerland: Despite their shared Maya heritage, the Tzotzil have no desire to join Chichen Itza's march of conquest, and their land has often played the unwilling host to conflicts between Nueva Aztlán and Chichen Itza. On more than one occasion, Chiapas devolved into a three-way tussle for survival.

    Costa Cafeinada 
Ideology: Elites
Once merely a bit player on the Mexican stage, Costa Cafeinada has taken the ascendant in the falling shadows of its neighbouring empires. Uninterested in glory or conquest, the Baron's desire for wealth and an economic monopoly is only thinly checked by lip-service obeisance to the Aztlan throne. But the bounds of subservience will not hold Costa back for long, and everyone who's anyone knows that when it comes to the long con, you don't bet against the baron.
  • The Cartel: Ironically plays it much more straight than the Twin Cartels. In addition to its monopoly on true coffee, it also doles out specially-brewed concoctions that may as well be drugs.
  • Fantastic Drug: Played with. With access to the last known regions on earth with rich coffee-growing soil, Costa maintains a monopoly on real caffeine, which is a valuable commodity in the wasteland when the alternative's scavenged pre-war leftovers. It also produces modified brews, based on G.E.C.K. data, that's described as being so addictive that they may as well be narcotics.
  • Foil: To the Twin Cartels. Whereas the other cartels are pre-war crime syndicates that have long degenerated into little more than raider clans, Costa Cafeinada has no connection to pre-war criminals, retains at least a civilized veneer and operates within the auspices of its erstwhile Aztlan masters. Ironically, it has much more in common with pre-war cartels and organized crime than those claiming descent from them.
  • One Nation Under Copyright: Costa Cafeinada presents itself as a legitimate enterprise that just happens to own significant territory.
  • Private Military Contractors: Costa is reliant on the wasteland equivalent of these, its private armies being comprised of mercs who'll gladly do Barón García's bidding, so long as the caps keep flowing.
  • Wretched Hive: Similarly to New Reno, Costa is a state dominated by its criminal overlords.

Barón García

  • Enemy Mine: He can align himself with Armando Ocēlōtl in his push for power, though only insofar as it benefits himself.
  • Expy: Barón García's a dead-ringer for both Tony Montana and Tommy Vercetti, with his appearance being based on drug lords from the '70s and '80s.
  • From Nobody to Nightmare: Barón García was once a nobody whose childhood was defined by the chaos that immediately followed the Great War. Through ruthlessness and control over the last known coffee plantations in the wasteland, however, he's emerged as major player in post-apocalyptic Mexico, whose "merchandise" has even found its way across the border in Texas and New California.
  • Not Even Bothering with an Excuse: He neither puts up much of an effort concealing his more illicit operations, nor does he bother pretending to act like his Aztlan counterparts outside of lip service. So long as the caps keep coming in to the right places, he could get away with it, though not forever.
  • Really 700 Years Old: He's a ghoul old enough to remember the turmoil that wracked Mexico immediately after the Great War.
  • Start of Darkness: His childhood in the 2080s was defined by the atrocities committed by survivors against their fellow man. Knowing only of the wasteland, and how low people can go, not only does compassion not really mean anything to him, but it also sets him down a path towards creating his own criminal empire.
  • The Starscream: Barón García secretly has aspirations to not only break free of his Aztlan masters, one way or another, but also usurp them and their rivals as the true kingpin of Mexico.

    Guerreros de Honduras 

  • Beef Gate: Much like how Tlaloc has kept Mexico's borders secure, the soldiers of the Guerreros de Honduras have spent the past generations protecting its neighbors from the chaos that engulfed much of Latin America after the Great War.
  • Chummy Commies: Being descended from socialist revolutionaries, the Guerreros de Honduras is actively protecting Mexico - and arguably the rest of North America - from being invaded by the raider hordes of South America, purely out of a sense of duty.
  • The Remnant: In addition to being a continuation of the same pre-war nation, los Guerreros de Honduras are implied to be the last remnants of the Sandinistas, the FMLN and other socialist rebel groups in Central America. They are still officially at war with the United States, long after the Great War.

The Twin Cartels

     In General 
During the American invasion of Mexico, instead of forcing the cartels underground, the American leadership chose to collaborate with the cartels to better control the populace. This allowed the cartels to survive the nuclear apocalypse and reign terror in post-nuclear war Mexico, but this did not come without cost. Most of their original members have been turned into ghouls, Tlaloc has begun campaigns against them and the luchadores are currently fighting them. Right now, only the two oldest cartels have survived to the present.
  • Age-Gap Romance: Maria Sinaloa is the last vestige of old-world crime, a 300-year-old scion of the world's underbelly. The Bloody Bandit is a product of the apocalypse, living and knowing only the wasteland. Nevertheless, they can fall in love and marry.
  • Beauty Equals Goodness: Much of the original Cartel leadership have been turned into Lean and Mean ghouls, while their main opponents, the Luchadores, are all of Heroic Build.
  • The Cartel: Subverted through Motive Decay, since they don't embody this trope as much as they did before the nuclear war.
  • Les Collaborateurs: Before the Great War, the Cartels worked with the American occupation as convenient fodder to keep the locals in line. This hasn't helped at all in their image as a treasonous blight in postapocalyptic Mexico.
  • Foil: To Costa Cafeinada, and a degree the New Reno families. Despite being a direct continuation of pre-war crime syndicates, the Twin Cartels barely even operate as such anymore, and are no more than glorified raiders.
  • Hated by All: Even Tlaloc and Maximilian hate these guys, and for good reason.
  • I Control My Minions Through...: In true Cartel fashion, Fear. With a little bit of neglect sprinkled in.
  • Motive Decay: BIG TIME. They've basically went from greedy bastards earning money through drugs and protection rackets to Mexico's equivalent to savage raiders.
  • Unholy Matrimony: After defeating the Free Fighters, if the two cartels choose to pursue even closer ties, Maria Sinaloa and the Bloody Bandit can fall in love and marry, formally unifying Sinaloa and Beltran-Levya into the Gran Cartel.

    Sinaloa Cartel 
Ruling Party: Maria's Clique
Ideology: Ruler
"Loyalty is Everything". Through the ghoulification of their Capos, the destruction of pre-war Mexico, this one ethos has stuck with the cartel to the present day. Even with recent defeats at the hands of the Free Fighters, Maria Sinaloa and her capos stand their ground....but for how long?
  • Karmic Transformation: Most of the ghoulified members of the original Sinaloa leadership were turned feral and became insane, becoming the brutal beasts they always were on the inside.
  • Undying Loyalty: The Sinaloa Cartel expects one thing and one thing only from its members, and that is loyalty to the cartel no matter what.


El Bandido Sangriento

  • The Dreaded: The Bloody Bandit is a name that strikes terror in the hearts of peasants and freedom fighters across northern Mexico.
  • Mysterious Past: Nobody knew where the Bloody Bandit came from before he came to Beltran territory, fought back against the Free Fighters, and established himself as the cartel's new leader.



    Lone Star 
Once little more than a small town on the I-20, Lone Star bloomed in the hellish aftermath of the Great War as a beacon of trade and hope. Caravans soon began to move up and down the I-20, and Lone Star rapidly expanded its city limits, quickly outstripping the ruins of the pre-war town.
  • Merchant City: With the I-10 being occupied by Shale's Army , the I-20 is the only safe road for traders to enter Texas. As a result, it has become a thriving trade route, and Lone Star is the beating heart of it all.

Cho Bang

    Shale's Army 
Ideology: Ruler
While other super-mutants abandoned the vision and dream of Attis, Shale has kept it alive. The humans of Texas fear the vats of FEV, as Fort Stockton prepares for war. If Shale succeeds, the emerald banner will fly across Texas and the mutant race will stand supreme once more. Especially with the help of a new Shop-Tec terminal recently discovered...
  • Do Not Go Gentle: A villainous example. Despite the defeats suffered at the hands of the Texan Brotherhood, Shale's Army remains determined to rebuild the Unity, or die trying.
  • Everyone Has Standards: As much of a threat as Shale's Army is to the Texan wasteland, even it considers the prospect of Legate Lanius pushing east as harrowing.
  • Former Regime Personnel: Its upper ranks are filled with surviving veterans of the original Unity, having directly served under the Master.
  • Hate Sink: Shale's Army is universally reviled among the other Texan factions. Given its own disdain towards all non-super-mutants, the sentiment's mutual.
  • The Remnant: Exaggerated. It directly claims descent from Attis' super-mutant army, which itself was a remnant of the Unity, being both led by first-generation veterans of the Master's hordes and comprised of survivors from the battles against the Texan Brotherhood.


  • Determinator: Shale is still firmly committed to fulfilling Attis' dream, even after all the losses suffered.
  • Inadequate Inheritor: While Shale had been Attis' most competent and experienced subordinate, he doesn't exactly have his predecessor's brilliance. This can potentially come to backfire on him.
  • Unwitting Pawn: Potentially, he can wind up becoming this to CALIX, the supercomputer behind the Shop-Tec terminal that's recently discovered.


  • Secret Character: Cerberus can only appear and take over Shale's Army after a very complicated chain of focuses and events that require you to take very specific and sometimes unintuitive choices.
  • Take Over the World: Cerberus' short focus tree entirely revolves conquering as much territory as possible—his final focus provides him claims on every state on the map.

    Texan Brotherhood 
Ideology: Ruler
Descended from Paladin Rhombus and the heroes who came east to fight Attis' super-mutant army, the Texan Brotherhood are the rough riders who the other Brotherhoods do not invite to dinner. Standing up for truth, justice, and the Texan way, they have kept their new home safe for decades. But new threats, from the west and south, menace Texas. There are those within the Brotherhood who think the Chapter has fallen too far from its original role, and prepare to make their new stand at the Alamo.
  • The Alliance: Over the years, it's forged strong ties with the Unity of Austin and Lone Star, while also maintaining connections with the Republic of the Rio Grande through Valentina Rosado.
  • Foil: In a sense, it's almost a mirror-image of the Washington Brotherhood. Though still nominally loyal to the Lost Hills, if increasingly identifying with the locals, it actively goes out of its way to become a benevolent force in the region. It also serves as one to the Western Brotherhood itself by embracing the spirit of the Codex and adapting to change, rather than sticking to the letter and stagnating.
  • Going Native: While still keeping true to its heritage and disciplined structure, the Chapter's peculiar interpretation of the Codex has made it much more culturally Texan than anything else. It could even potentially form the nucleus of a reunified Republic of Texas.
  • Took a Level in Kindness: Compared to the other known Chapters, it's much more focused on actively rebuilding civilization and defending the innocent. Moreover, it's genuine about it.
  • Training the Peaceful Villagers: Carried over from Rhombus' campaign against Attis' super-mutants, the Chapter prioritizes training locals not only for self-defense, but also as prospective members for the Brothethood’s ranks.
  • We ARE Struggling Together: Beneath the surface, tensions are simmering within the Texan Brotherhood over its future and role in Texas. If unresolved, this can potentially boil over into civil war.

Edward Jefferson Rusk

  • Cigar Chomper: Rusk is always seen with a cigar on his lips.
  • Comic-Book Fantasy Casting: Elder Rusk looks like John Wayne wearing a suit of power armor.
  • Mildly Military: As competent as Elder Rusk is, he is much more laid-back than his title would suggest, being comfortable sharing drinks with his subordinates in a way that would be unacceptable back in the Lost Hills.
  • Patriotic Fervor: While still committed to the Brotherhood's principles, his desire for a united, free Texas is just as strong, if not stronger.

    Alamo Chapter 
Ideology: Intellectuals
Formed by traditionalists among those directly descended from Paladin Rhombus' original expedition, the Alamo Chapter is nominally part of the wider Texan Brotherhood but sees itself as those still truly loyal to the Lost Hills. Unlike their brethren, they still hold steadfast to the Codex and what they believe to be the true goal of the Brotherhood in Texas: controlling and regulating technology, even from the locals. It won't be long, however, before its disputes with their erstwhile comrades become irreconcilable.
  • Anti-Mutiny: The Chapter views itself as being true loyalists, viewing the rest of the Texan Brotherhood as having forgotten, if not betrayed the original aims behind Rhombus’ expedition.
  • Fantastic Racism: Being largely comprised of hardliners and others loyal to the Lost Hills, they look down on both the locals and Texan Brotherhood as misguided, at best. At worst, degenerates threatening its mandate.
  • Pyrrhic Victory: If the Chapter emerges triumphant, it not only assumes full control over the Texan Brotherhood's assets, but also reverts back fully to the diktats of the Lost Hills. In doing so, however, it winds up becoming wholly isolated and potentially repeating the same mistakes as the Western Brotherhood and Mojave Chapter. All the while, alienating the locals at it hoards valuable technology for itself.
  • Status Quo Is God: Like its compatriots in the Lost Hills, the Alamo Chapter firmly clings into an orthodox understanding of the Codex, which also means preserving and hoarding valuable technology from a wasteland unready for it.
  • Weaponized Landmark: The Alamo itself, on top of serving as the Chapter's HQ, has been transformed into a veritable military stronghold.

Kathrine Törni

Ideology: Intellectuals

  • Generation Xerox: Like her mo`ther, Kathrine Törni not only became a Paladin, but also an elder in her own right.
  • Meet the New Boss: Upon taking charge, she proceeds to reinstate and reassert Brotherhood orthodoxy, turning her Chapter into a proper extension of the Lost Hills.
  • Young and in Charge: Despite her relative youth, she's proven herself to be competent and experienced enough to lead the Alamo Chapter.


  • Sealed Evil in a Can: Many years ago, Reese, a Cipher warlord, managed to steal a G.E.C.K. from the Nursery and used it to transform a long stretch of land from central Colorado to the Gulf of Mexico into dense mutated jungles. Since Scarlet stopped him but was never able to destroy the G.E.C.K., she brought it to a secluded place known as Eden and went into isolation with a contingent of Brotherhood scouts to prevent the G.E.C.K.'s influence from corrupting anything else.
  • Voluntary Vassal: After defeating the remnants of Attis Army, choosing to look eastwards will eventually culminate in Eden voluntarily joining the Provisional Republic of Texas.

    Unity of Austin 
Ideology: People
One cannot, after all, hug one's children with nuclear arms. Let the super-mutants spread a message of love to the weak, puny humans; let them understand that mutants see humans as friends, not food; and let them go forward together. From what had once been the ruins of Austin, newly-elected Mayor Keats will work with the rest of the Texas to build a better world where all men are created equal. Even if some of the men are created using FEV.
  • The Alliance: The Unity of Austin is a staunch ally of both Lone Star and the Texan Brotherhood, seeking to create a wasteland in which mutants and humans live side by side through mutual cooperation.
  • Appropriated Appellation: Despite the notoriety that the original Unity garnered over the generations, the Unity of Austin proudly claims the name. Its citizens believing that they can achieve through liberty, prosperity, and cooperation what the Master tried and failed to do.
  • Foil: To most other super-mutant factions. It not only follows a libertarian take on the Master's vision, but it actively seeks cooperation and mutual co-existence with non-mutants.
  • Insistent Terminology: The super-mutants here prefer to be called "humanoids" to further distance themselves from their murky past.
  • Token Heroic Orc: Exaggerated. The Unity of Austin is a super-mutant state filled with these, many of whom are at least making an effort to get along with regular humans. And unlike just about every other super-mutant faction, it offers FEV mutation only for those who want it without ostracizing those who don't, as opposed to either forced transformation or mass genocide.


Ideology: People

  • Bait-and-Switch Tyrant: Despite looking like a threatening super-mutant in a crisp business suit, Keats is remarkably charismatic, personable, and genuine in upholding democracy, “humanoid” rights, private ownership and capital enterprise.
  • Bunny-Ears Lawyer: Despite his eccentricities, Keats is shown to be much more competent and honest than his persona might imply.
  • Defector from Decadence: He, like those who share his views, broke off from Attis' army and its depraved remnants.
  • Villain Has a Point: Played With. Keats still believes in the Master's vision, but takes a very libertarian interpretation in reconciling it with his more peaceful and pro-democratic views.


  • The Engineer: After the Ironmongers took over southern Texas, including factories previously run by the Texan Arms Association, they turned into a band of smiths defined by the urge to use tools to build, craft and experiment with larger and larger tools of war.
  • Plunder: In contrast to Shale's Army, the Ironmongers are much more concerned with looting and plundering the riches of Texas and Mexico than fulfilling Attis' old dream.
  • The Remnant: The Ironmongers are a remnant of Attis' super mutant army, which persisted in southern Texas after his death.


    The Last Lodge 
Ideology: Intellectuals
Originally composed of Freemasons who survived the Great War, the Last Lodge was founded on the belief that they were the last civilized people in the wasteland. Over the centuries, however, the old Masonic teachings have faded away, as its members have been forced to adapt to the times. Yet the heraldry and symbols remain. So has their commitment to Freedom, Fraternity, and Liberty.
  • Motive Decay: Once, the Freemasons were both revered and feared, even by those who later formed the Enclave. Over generations, the Last Lodge's Masonic inheritance has decayed to the point that few, if at all, still remember what they once were. Enough in symbology and ideals has survived, however, for the Freemasons' descendants to rally behind.
  • Shrouded in Myth: The true history of the Last Lodge has largely been forgotten, though it's rumored that the Order's highest members still know it, and what they could once again be.
  • Wide-Eyed Idealist: The Last Lodge is a faction largely made up of these. Though much of their Masonic heritage has eroded over time, their commitment to the original ideals are even more fervent that it's ever been.

Grandmatron Sofia Cortez

  • Cowboy: Reflecting the Last Lodge's Motive Decay, Sofia Cortez more closely resembles a gunslinging cowgirl than the head of a secretive organization.
  • Young and in Charge: She's rather young for a Grandmatron, and has the unenviable task of leading the Last Lodge at a very precarious moment.

    Texan Arms Association 
Ideology: Elites
The Texan Arms Association is a small cabal of American-descended businessmen that have managed to survive the Great War as gunsmiths and industrial tycoons. They have been under the "generous supervision" of the Republic of the Rio Grande for about 200 years now, but their plans for eternally sustainable capitalism and corporatism don't mean good for their relationship with the Republic, and there is a lot more money in real freedom rather than nominal freedom...
  • Be Careful What You Wish For: The TAA could succeed in getting exactly what they want, only to find that without the Republic of the Rio Grande protecting them, they're made into much easier prey for their neighbors.
  • Corrupt Corporate Executive: They are descended from pre-war oligarchs whose ideology of a "Contractual Society" is basically just unbridled greed combined with a powerful corporate government.
  • Corrupt Politician: For decades the TAA have had a stranglehold on the Republic of the Rio Grande's politics, enploying tools such as lobbying, bribery and outright blackmail to get their way.
  • Lack of Empathy: They aren't really concerned with what happens in the poorer areas of the TAA Estate and when a literal mole rat infestation breaks out, their hand has to be forced for them to do something.
  • Not in This for Your Revolution: The Texan Arms Association couldn't care less about what the Republic of the Rio Grande stands for or its concerns, so long as it continues being a captive market. The moment its authorities consider policies that threaten their bottom line, however, the TAA is all too quick to cut ties altogether.
  • One Nation Under Copyright: The TAA is run by a corporate cabal descended from local American businessmen who survived the Great War, treating its holdings as an extended business.
  • Privately Owned Society: The TAA is built upon the idea of a 'Contractual Society' based purely on voluntary action, entirely unhampered by violence or threats. A high degree of power is wielded by corporations and wealthy families. Those who aren't high-ranking employees or executives are barely better off than slaves.
  • War for Fun and Profit: Given the choice, the TAA isn't particular about who buys their weapons, so long as the resulting profits are good.

Todd Howitzer
Ideology: Elites

  • Arms Dealer: Todd Howitzer's greatest success was peddling as many weapons as he could to neighboring raiders, mutants, and just about anybody else in the wasteland who could afford TAA prices.
  • No Celebrities Were Harmed: Todd Howitzer's appearance, biography and focus tree are a clear reference to Bethesda director Todd Howard.

    The Carthaginians 

  • The Dreaded: Under the Chef's leadership, the Carthaginians have become known as the Menace of Texas.
  • I'm a Humanitarian: All the Carthaginians want to do is grill, even though the screams from their victims may say otherwise. If you bring this up to the Chef, you may end up as the next meal.


    The Chained Choir 

  • The Ageless: The FEV strain injected into them has turned the First Chorister and her Choir immortal unless killed.
  • Brainwashed: Psykers can bend normal wastelanders to their will, turning them into perfectly obedient, mindless thralls.
  • The Magocracy: The Chained Choir is ruled by a Psychic Council consisting of dozens of the most powerful psykers.
  • Psychic Powers: The psykers of the Chained Choir are the result of the Choir Experiments, a pre-war study into unlocking the hidden powers of the human mind and body.

Good V 

  • Name Amnesia: V had spent most of her life as a number that she had forgotten her own name.
  • You Are Number 6: V's name was taken from the Roman numeral on her cell's floor.

The Putrescent Mother

  • Sorcerous Overlord: The Mother is a foul psychic spirit who, in the Chained Choir's evil path, rules from a putrid palace made of gore and mindbending psychic ooze, all draped over whatever opulence can be salvaged from the fallen world. Her decrees are many, every one of them more wicked than the last. She will not stop until the world has come to bear the brunt of her cruelty.

    The Last Patrol 
Ideology: People
Built out of what survived of the Oklahoman National Guard in the years following the Great War, the Last Patrol are a group of hardy, well trained and vicious soldiers with a duty of care. They originally went under a different name, the Oklahoman Defence Force, but they suffered immense losses in 2179 and were reduced down to a single division. Although their organisation bounced back, much of their lost territory was never recovered, and the awe-inspiring and infamous moniker of the "Last Patrol" stuck.
  • Fire-Forged Friends: Over the generations, the "citizens" under the Last Patrol's protection have not only come to respect their guardians but willingly volunteer to join their ranks. Coincidentally, the animosity between ghouls and regular humans seen elsewhere in the wasteland, except for the likes of the NCR, is almost entirely absent.
  • Mythology Gag: From their description and overall style, it's not hard to see them as what the Responders in Appalachia would have turned into had they survived long enough.
  • Last of Their Kind: The Last Patrol are almost like ghosts, seeing itself as the last surviving remnant of the National Guard.
  • Screw the Rules, I'm Doing What's Right!: Despite being all but abandoned by the US Government during the Great War, the local National Guardsmen deployed in Oklahoma continued doing their duty to save as many of their countrymen as they could, despite every opportunity to desert.
  • Still Wearing the Old Colors: It still has some ghoulified US National Guard troops among its ranks, equipped with the same uniforms and guns they had when the Great War happened.

Adjutant General Harrison

  • Cincinnatus: Regardless if the Last Patrol succeeds in reconstituting the State of Oklahoma, Harrison will retire, be it by handing command over to a trusted subordinate or stepping down for proper elections to take place.
  • Knight in Sour Armor: Time has made Harrison weary, jaded, and a little bit unhinged. His love of country, even if it's long dead, and his commitment to the original mission of protecting the innocent, however, remain intact.
  • You Are in Command Now: He was just a rank-and-file guardsman in 2077. Over the centuries, he's not only one of the handful of ghouls in the Last Patrol from before the Great War still alive, but is also "promoted" to "Adjutant General" for being the most senior and competent one left.

    Chickasaw-Muskogee Coalition 

  • The Mafia: A somewhat organised criminal underground has been constantly active in the Chickasaw-Muskogee Coalition. Depending on the taken political path, they can be suppressed or take over the nation.
  • Protection Racket: Crime syndicates promise they will 'protect' casinos, hotels and other business from all manner of accidents that may happen, just for a small regular payment.
  • Totalitarian Gangsterism: If Lushanya Harjo chooses not to deal with them, the biggest gangs and criminal syndicates will grow strong enough to take over the Chickasaw-Muskogee Coalition itself.

Lushanya Harjo

  • Can't Kill You, Still Need You: If Lushanya Harjo is overthrown by criminals, they keep her around as their bird in a cage, doing exactly as they tell her to.
  • The Puppet Cuts His Strings: Organised crime's hold over Lushanya Harjo cannot last long. Even if they manage to destroy her power base and force her to do their bidding, she's soon manage to escape with the help of her newfound allies in the Tubeheads.

    Cherokee Nation 

  • Anti-Magic: The Cherokee have found records of psychic nullifiers from Brotherhood of Steel documents, which might prove useful against the Chained Choir.
  • Emperor Scientist: The Cherokee Nation is governed by a Council for Applied Science and Engineering.
  • Mad Scientist: How to deal with ethics and morals in the process of scientific endeavour has been a long standing question among the Council for Applied Science and Engineering, who can decide that the ethical and moral compass is simply a rough guideline that can be followed at will.
  • Magical Native American: Defied. The Cherokee people have long embraced scientific advancement and innovation as part of their culture. Without their foresight and technological prowess, neither the shining lights of the hickasaw-Muskogee Coalition's casinos, nor the Choctaw Nation's lofty ambitions to build a library to survive the ages would be possible.

Standhope Shadow Mountain

    Choctaw Nation 

  • Fling a Light into the Future: The Choctaw Nation aims to complete a grand library to preserve its culture and knowledge for future generations.
  • Good Old Ways: The Choctaw people are famous for there seers and shamans, who tell the stories of their ancestors and their victories in their past.
  • The Storyteller: The stories that shaped Choctaw culture have been passed down from person to person over generations, since long before the Great War. People have added bits to them, changed parts, adapted them to current situations.

Nashoba Solomon

Misc Content


  • Alien Invasion: If the appropriate game rule is enabled, the Zetan Star Armada will land on Area 51 and launch an invasion of Earth.
  • No Name Given: The Zetans' leader is simply referred to as 'Zetan Commander' instead of by any actual name.

    Far Western Republic of Transamur

  • Time Travel: After a particularly painful headache, Kolchak finds himself and his underlings not in 1936, but the distant future of 2275.

Alexander Kolchak

  • King of Thieves: After defeating Old Pete and pacifying the Dredgers, Kolchak decides to fulfill a childhood dream, when he read books about pirate adventures and wanted to sail the seas under a pirate flag. He subsequently proclaims himself King of the Pirates and rebrands his country the Realm of the Pirate King.

    Undead Legion 

  • Fearless Undead: The Undead Legions do not fear what will happen to them and can be sent forth with no fear of consequences.


    The Minutemen 

  • Outside-Context Problem: Downplayed. The Minutemen hail directly from the Commonwealth out on the East Coast, but have moved all the way to what had been New Victoria.
  • We Help the Helpless: The Minutemen are a volunteer civilian defense militia, acting as citizen soldiers banding together to protect themselves and their communities.

Preston Garvey