Dayglow Drifter
Mildly Dipped
I appreciate it but honestly I think if I gave a non Core-Region setting a go I'd go for my home state of Florida.
Why did I think you were British for some reason?
I appreciate it but honestly I think if I gave a non Core-Region setting a go I'd go for my home state of Florida.
Why did I think you were British for some reason?
I like COLOSSUS.
So two circle junctions model, one in Nevada explicitly called Circle Junction and one in Colorado?
I feel this is a bit of a mistake, though maybe that's just my personal inclination. Noble savage/Neo-Native American tropes work really well with the Fallout setting. it doesn't have to be as full on as Honest Hearts, but I think aesthetically and thematically it works very well.The goal is to have a tribe that is independent of the Native American "noble savage" flavour and more focused on the idea of tribalism from primitive living and isolation of what were once regular Americans.
Grand Junction
This raises a thought in my head - why exactly did Avellone have them come from the West in the first place? Was it just to have the possibility that they were descended from Wasteland's rail nomads?To hear it from the Iron Rivers, their ancestors once came from the far west. Riding on the back of a great roaring machine: John Henry, a fusion powered train. Eventually, their journey east stopped at Grand Junction and they knew this would be home. They've been here for the decades (centuries) since.
Atchinsons:
Clans are solid, especially like the detail of the Hobo Oracle. But I do think it would be good if the Topekans and the Brakemen had more "main quest" type concerns, comparable to the Atchinson's desire to go west.The strongest and most populated clan led by their Brakeman: Jukebox Atchinson, a stubborn old Brahmin who's not fond of Wasters (outsiders). He carries around a big sledgehammer that he's never used on anyone, but is known to threaten to. The Atchinsons are slowly and mostly unsuccessfully trying to repair John Henry, the original train that sits at the heart of the Atchinson camp, with the dream of heading out back West.
Topekans: The second largest clan, lead by their Brakewoman Lulu Topekan, who's sprogbound (married) to Jukebox. Many Topekans become "Rail Nomads", scouts who track and map the railways and explore the Wastes, leaving their own marks and symbols to guide eachother (akin to the hobo code) to warn of danger, heed safety or lead to hidden stashes. Primarily they are in search of beer, a favourite of nearly all Iron Rivers. At home, the Topekans have tried making their own beer brewing but it's only produced crap piss water. None of the good stuff. Still, when the Rail Nomads are out or they come back dry, it makes do.
Santa Fe: The least populated and least popular of the clans, lead by their Breakman Wrench Santa Fe. They're in a feud with the other two clans as the oldest rail nomad Sprog of Lulu and Jukebox was killed by unfortunate accident whilst scouting in the company of Wrench's drunkard son Switch, which they blame on him. The Santa Fe are also highly hospital to Wasters, and have invited a man only known as the "Hobo Oracle" to live amongst them, an old eccentric Waster from the Midwest who provides prophetic words of wisdom in exchange for beer. This is a matter of controversy also, as the other clans see him as a charlatan parasite. The Santa Fes find him to be great company and believe every word he says. Recently he warned of Roadsters, and now forecasts the arrival of the "Tribe of 13", but he is unsure of their intentions.
Adventure Hooks:
- A few days before the arrival of the party, a small time starving band of raiders calling themselves the Crimson Runners turned up with guns and raided the Santa Fe camp, taking two children with them and retreating to an abandoned private fallout shelter in the hills. The deal is such, they give the raiders as much food and water as they can carry, or the kids get sold to the cannibalistic Bone Dancers out on the fringes of the Utah who value the flesh of the young as the most pure. Many Santa Fe warriors were killed in the raid and whoever were left went to follow them, but haven't returned. The other two clans refuse to help either through warriors or giving over the supplies, claiming this is their dues for their foolishness and justice for the wrongful death. Will the 13s help them?
A little bare bones for the moment, maybe come back to it later like you did with Kallos, but good stuff nevertheless.
feel this is a bit of a mistake, though maybe that's just my personal inclination. Noble savage/Neo-Native American tropes work really well with the Fallout setting. it doesn't have to be as full on as Honest Hearts, but I think aesthetically and thematically it works very well.
raises a thought in my head - why exactly did Avellone have them come from the West in the first place? Was it just to have the possibility that they were descended from Wasteland's rail nomads?
In any case, for this setting maybe it could be integrated with the western Circle Junction as either their point of origin or somewhere they passed through in their migration, with maybe a small remnant left behind today.
Clans are solid, especially like the detail of the Hobo Oracle. But I do think it would be good if the Topekans and the Brakemen had more "main quest" type concerns, comparable to the Atchinson's desire to go west.
Good hook here. One naming note - maybe instead of 'Crimson Runners' it could be 'Red Runners' or 'Blood Runners' since A) Crimson feels like a bit of a flowery word for these illiterate raiders and 2) 'CON Runners' just calls to mind the Crimson Caravan quest to steal the gun-runner parts.
Here are a few possible bits and bobs, just ideas.
-Maybe one of the clans (most likely would be the Santa Fe it seems like) has floated the idea of stripping some parts out of John Henry to improve the settlement, essentially bringing an end to their semi-nomadic lifestyle and the hope of one day plying the rails.
-It seems like a crime not to do something with Promontory Point - maybe the three clans could be covetous of the Golden Spike. If you retrieve it and bring it to them, they'll make it into a spear. Which ever clan gets it gains a tremendous amount of authority.
-Is it possible that a member of another clan is in league with the Crimson Runners to undermine the Santa Fe's even more? Probably not one of the other Brakemen, but a second-in-command. Exposing this could make the other two clans decide to help the Santa Fe's afterall out of guilt.
-One of the clans motives (most likely the Topeka) could be the middle ground between the Atchinsons and the *Santa Fe - they don't want to throw in fully with returning west and abandoning *Grand Junction, but they also don't want to settle in for the long haul. Instead they want to focus on turning Grand Junction into a regional trade hub, connecting Denver and New Canaan.
In addition, I have something to share. I started on this when you posted the thread, and I finished up just as you posted this latest update. So far it's only Colorado and Utah, but I'll expand to the southern half once you get there. I also included the Nevadan Circle Junction. I'm not sure that you'll end up doing anything with it and if you don't I'll take it out, but put it in as I'm rather enamored with the concept for the time being.
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I feel this is a bit of a mistake, though maybe that's just my personal inclination. Noble savage/Neo-Native American tropes work really well with the Fallout setting.
Are there any plans for Legion inclusion?
I understand where you're coming from, and I'm probably well to the left of the overwhelming majority of this forum, but like I said I just feel like its a trope that works really well in Fallout. It only becomes 'problematic' (I mean from a storytelling perspective, its unavoidably problematic otherwise) is if their culture isn't really elaborated upon beyond vague native-ness.I agree and disagree. Without going full Twitter on you I think the universal portrayal of Fallout tribals as stereotypes of Native Americans can come off in very poor taste and is even lazy. It makes sense with tribes that are descended from Native communities like the Dead Horses (and Dead Horse Point will be a locale in this campaign) but that's not the Iron Rivers. I think it's both more respectful and interesting to explore tribes that differ from that - New Vegas's base game does this well too. I also want to play down and give more multi-faceted depth to the New Canaanites "white saviour" aspect for this purpose also.
Ah I see. That probably makes more sense than my idea of having "Circle Junction" exist simultanteously as "Grand Junction."It's entirely possible that the "canon" outcome is the Prisoners getting John Henry working and the Atchinsons migrate to the west to form their own Circle Junction in the 30+ years between this campaign and New Vegas. As for location, Ulysses lists CJ as the West in the same breath as places like New Reno and Vault City, so I always pictured it being close to New California.
I like the first idea as an adventure hook, and the second as a clue works too. You could even go so far as to have the Iron Rivers call the Nursery the 'Big Rock Candy Mountain' - or maybe Big Rock Candy Mountain is just a general thing in their religion, an afterlife/abode of the gods. It could also connect to Boulder Dome with tribals arguing amongst themselves about which is the Big Rock Candy Mountain.This is true. Perhaps they're concerned about Rail Nomads who have gone off the grid and are located in a plot relevant place as a hook to bring the players there. Or in Arroyo style they're concerned about fertility and a certain Hecate once deliriously passed through telling tales of the Nursery as a potential salvation or easily written off folktale. Just to seed the location as an idea.
Ah I see.I only use crimson because I wanted the Hobo Oracle to forecast the arrival of the crimson men that would take the children of the Iron Rivers - both a prediction of the current situation and a foreshadowing of the distant arrival of The Legion in decades to come.
Look at that, fits so well its almost as though it was planned.Perhaps it could be one of the younger brothers of the Topekan/Atchinson nomad who was "killed" by Switch as an act of revenge. The idea in a very Fargo style fashion that to these starving Wasters it was meant to be a clean ransom to teach a lesson in exchange for them being fed, but things got out of control when the Santa Fe fought back and got killed. I'm wanting to inject Coen Brother style themes into my campaign and that really fits the bill.
Never done a hex grid before but I imagine it can't be too hard.Thank you once again for the wonderful map. If we complete this and slap a 20 mile hex grid on top of it I will quite literally use it for my table, thank you!
Personally I feel that it's more interesting if Caesar is basically limited to the Grand Canyon and immediate environs, but I'm not sure how well that lines up with the timeline.Very much so. Arizona is a warzone between the young Legion and Hecate's Ouroboros and her many subservient tribes. The Painted Rock Tribe are an isolationist but well armed tribe located at Monument Valley in the process of being courted by the first iterations of Frumentarii attempting to convince them to join the Legion to rebel against the occultist parasite of Hecate.
There'll be a contingent of distant Legion scouts stationed at a motel in Salt Lake City for the purpose of scouting and taking slaves (Dead Sea for instance is a White Leg plucked from the Salt Lake as a baby here)
Similarly, a ZAX core necessary for Boulder Dome is still located in a BOMB station crashed in the Grand Canyon - which happens to be the Magnus Chasma heart of the Legion.
I haven't decided whether the Legion is contained to the Grand Canyon or whether they've settled Flagstaff yet.
I feel like portrayals of Tribals in Fallout is one of those things where concept differs from execution. Like conceptually, in Fallout 2, the Tribals are the most influential people in the story, they're the ones who are creating an optimistic new society in this broken world using the G.E.C.K, and they're the ones who the Vault 13 Dwellers eventually live alongside, being proud of the society their descendents created.I agree and disagree. Without going full Twitter on you I think the universal portrayal of Fallout tribals as stereotypes of Native Americans can come off in very poor taste and is even lazy. It makes sense with tribes that are descended from Native communities like the Dead Horses (and Dead Horse Point will be a locale in this campaign) but that's not the Iron Rivers. I think it's both more respectful and interesting to explore tribes that differ from that - New Vegas's base game does this well too. I also want to play down and give more multi-faceted depth to the New Canaanites "white saviour" aspect for this purpose also.
Similarly, a ZAX core necessary for Boulder Dome is still located in a BOMB station crashed in the Grand Canyon - which happens to be the Magnus Chasma heart of the Legion.
Otherwise as a stylistic accent, I think it adds great flavor. Especially in a 'wild west' setting like Van Buren. And also consider just how popular such depictions of natives were in the 50s.
And the idea of subverting Daniel's highly simplistic white saviorship is an interesting one, but I feel you have to wear native accents a little bit more on your sleeve to make it work, and have it some place other than the Rez (which I assume will be featured somewhat prominenetly?)
Maybe this is going too far coincidental, but here's an idea. Maybe the Crimson Runners were themselves displaced by the growth of the Legion, volkwanderung style. You could have a lot of fun with that in general, the rise of the Legion setting off all sorts of regional chaos as tribes flee from the Grand Canyon and then conflict with/displace a new tribe who flees them and they bump into another tribe and so on and so forth. It's a common trend in the rise of these sorts of militant tribal empires - the rise of the Huns set off a wave of migrations that (ironically considering our purposes) pushed the Germans into conflict with the Romans, same thing with the Zulu who are probably a closer analogue to the Legion.
And one final additional thought regarding the Iron Rivers. I've established two 'main story' hooks to drive the player west (Burham Springs coal and the Promontory Point golden spike), so it seems like in the interest of balance there should be two hooks east to give the player equal chance to turn around and see what they might've missed. All three factions would have a strong interest in connecting to Denver salvagers so there's that. Maybe also Boulder Dome, looking for advice/technical aid to either restart or repurpose John Henry?
Personally I feel that it's more interesting if Caesar is basically limited to the Grand Canyon and immediate environs, but I'm not sure how well that lines up with the timeline.
Yeah honestly speaking with The Sorrows and The Dead Horses are the only part of New Vegas where I was like "You know, this actually sounds kind of nice"
Also I liked Sulik, but I will admit that I'm somewhat beholden to tropes.
What's the plan with The Boulder Dome?
There was an older thread where someone posited that it would be cool to see it's inhabitants really reliant on the ZAX core, trained to consult it for advice but not trained to really think for themselves. The kind of "hook" for the player IIRC was that the ZAX was dying and once that occurs the population of the Boulder Dome would be left helpless and ignorant.
Just so I'm clear, when you say a "20 mile hex grid" does that mean each side of each hexagon is equivalent to 20 square miles? And would 23 miles be acceptable?
As a Floridian myself, I'd love to hear some more ideas for a Fallout here.I appreciate it but honestly I think if I gave a non Core-Region setting a go I'd go for my home state of Florida.
As a Floridian myself, I'd love to hear some more ideas for a Fallout here.