possible alternative developments of societies (tribals, sects, ghouls, mutants)

Martin

It Wandered In From the Wastes
With many new aspects of life (centuries long lifespan, extreme endurance against extreme conditions and so on) how could societies in fallout universe develop (not humans)? ghouls can live hundreds of years, they dont have to eat, live off radiation (or thats what i got from games) mutants are can be hyper intelligent, even developing psychic abilities, and if FNV child with future predicting ability is not mere reference, even humans or some mutants looking very much like humans.

what do you think societies of ghouls and mutants intelligent enough to actually develop society would be? i have several possible ways already, but as you people understand fallout, you could give me some fresh ideas.
 
Ghouls don't live off radiation, they simply are able to survive in it without the penalty of death. Ghouls do have to both eat and drink water, as shown in Fallout 1 with the city of Necropolis and even in the Bethesda games themselves.

Mutants are not hyper intelligent unless they were never exposed to radiation before or were born underground. In other words, only a vault dweller or a member of the Enclave would actually create an intelligent super mutant. Literally everyone else would become a "dumb dumb" as Tabitha puts it in FNV. Thus they are extremely rare. Fallout 1 only has one smart super mutant, for example, the Lieutenant. Fallout 2 only has a handful of them. Same with New Vegas.

The psychic mutants aren't really mutants. They're humans that had FEV injected into their brains, thus why they look normal. Their brains were the only thing that was mutated and gave them powers. They are also extremely rare, and we only see 4 of them in the original game. After that the only other Psyker we've ever seen is the Forecaster in New Vegas. This pretty much means the Psykers are all but extinct unless the Forecaster proves this particular strain of FEV can be passed down through reproduction. Even then the Forecaster is the last of his kind. The Psykers have all but died out. Once he passes, unless he reproduces, there will be no more.

Mutants have already developed societies. Prospering societies in fact. They're called Jacobstown and Broken Hills. (ironically both founded by Marcus, an intelligent Super Mutant) There's also Black Mountain which is run by one of only 3 intelligent Nightkin in the game. (I count Lily because even though she has mental disorders with Leo, she can get over it by taking medicine and otherwise seems fairly smart). The only example of a ghoul society we've really seen is Underworld in FO3 or whatever it's called, but this is usually because ghouls intergrate into society with other people fairly well. (for example, Freeside) There's some ghoul racism, but for the most part ghouls and people intergrate fairly well unlike Super Mutants.
 
Ghouls don't live off radiation, they simply are able to survive in it without the penalty of death. Ghouls do have to both eat and drink water, as shown in Fallout 1 with the city of Necropolis and even in the Bethesda games themselves.

Mutants are not hyper intelligent unless they were never exposed to radiation before or were born underground. In other words, only a vault dweller or a member of the Enclave would actually create an intelligent super mutant. Literally everyone else would become a "dumb dumb" as Tabitha puts it in FNV. Thus they are extremely rare. Fallout 1 only has one smart super mutant, for example, the Lieutenant. Fallout 2 only has a handful of them. Same with New Vegas.

The psychic mutants aren't really mutants. They're humans that had FEV injected into their brains, thus why they look normal. Their brains were the only thing that was mutated and gave them powers. They are also extremely rare, and we only see 4 of them in the original game. After that the only other Psyker we've ever seen is the Forecaster in New Vegas. This pretty much means the Psykers are all but extinct unless the Forecaster proves this particular strain of FEV can be passed down through reproduction. Even then the Forecaster is the last of his kind. The Psykers have all but died out. Once he passes, unless he reproduces, there will be no more.

Mutants have already developed societies. Prospering societies in fact. They're called Jacobstown and Broken Hills. (ironically both founded by Marcus, an intelligent Super Mutant) There's also Black Mountain which is run by one of only 3 intelligent Nightkin in the game. (I count Lily because even though she has mental disorders with Leo, she can get over it by taking medicine and otherwise seems fairly smart). The only example of a ghoul society we've really seen is Underworld in FO3 or whatever it's called, but this is usually because ghouls intergrate into society with other people fairly well. (for example, Freeside) There's some ghoul racism, but for the most part ghouls and people intergrate fairly well unlike Super Mutants.
what about some form of ghoul "radicals"? seeing ghouls as next step in evolution, creating society around this idea? with their lifespan (is there actually some set lifespan of ghouls?) they could build static societies with "immortal" or at least very long living leaders. thus a nation would follow 1 way for very long time, not like in human societies where focus shifts after death of people pushing said focus.

and about psykers, what societies could these individuals them aim to develop? some sort of sect based around themselfs, eliminating all other possible psykers? or creating basically "hivemind"? what goal will the "hivemind" have then?
 
Well, there are other Psykers out there too.
They're just extremely rare.

@Martin Well, as to ghoul radicals, there was Reservation in Fallout Van Buren, which we might see in the fan-made Fallout Van Buren.
 
There are already examples of settlements that meet your requirements in the Fallout universe, Jacobstown and Broken Hills would be a good place to start.
 
I'm quite frankly tired of mutants being the underdogs and shit. It'd be a breath of fresh air to see a mutant city or town that is really prosperous. Closest we ever really got was Gecko (which is mostly just doing ok) and Reservation (which ain't canon).

And thanks to Bethesda going all "they can turn feral at any time for no particular reason" and flooding their gameworlds with ferals (which are stupidly designed and should be retconned out of the lore (personally, they ain't canon though, but for others they are)) ghouls are constantly living in the shadows, eating whatever scraps they can scavenge.

Unless... Isn't Dayglow a town of ghouls close to The Glow? That's canon right?
 
I understand that, what I'm saying is by using what is in universe you can get a baseline of how an entire society of mutants and ghouls might work on a larger scale.
i have that already done. now im looking for something else. really, their current "countries" wont differ much from human ones, speaking about system of government.
 
Actually, you're wrong @Ragemage. You can find a note written by a mutant in a secret deathclaw cave during Fallout 1, and it's a report on the surrounding area. It's written normally and with intelligence, which implies the author is another smart super mutant.
 
Unless... Isn't Dayglow a town of ghouls close to The Glow? That's canon right?

I was about to say, Dayglow can be inferred to be fairly prosperous. It's a ghoul city near the Glow in the ruins of San Diego founded by Necropolis survivors. The ghouls, immune to the West-Tek Facility's radiation, eagerly scavenged and created a profitable business; it's unknown how much the city has grown since then, but it was one of the five founding states of the NCR and is featured on the $100 bill, so presumably it's doing quite well.
 
Actually, you're wrong @Ragemage. You can find a note written by a mutant in a secret deathclaw cave during Fallout 1, and it's a report on the surrounding area. It's written normally and with intelligence, which implies the author is another smart super mutant.

Well you just said it yourself. It's a HIDDEN cave. I didn't know about it. Still, that only equals 2 smart Super Mutants in FO1 and this supposed 2nd one isn't even seen.
 
Well you just said it yourself. It's a HIDDEN cave. I didn't know about it. Still, that only equals 2 smart Super Mutants in FO1 and this supposed 2nd one isn't even seen.
Ah, but it's part of the Far Go Trader quest (is that what they're called, I can't remember) and it's REALLY easy to find. Wrong again! If you talk to the super mutants in Necropolis most there have one liners. While some are obviously stupid there are a couple that are normally said and meant.
 
Well you just said it yourself. It's a HIDDEN cave. I didn't know about it. Still, that only equals 2 smart Super Mutants in FO1 and this supposed 2nd one isn't even seen.
How many super mutants can we actually talk to in Fallout 1?
I mean, there's the dead one who's note we can read who's of average intelligence at least. Then there's Lou, and he is very intelligent. Then there's Harry who's dumb. How many others are there?
We know from FNV that the Nightkin are intelligent (they just went a bit loopy over time but they are still intelligent).
And then there's all the generic super mutants we see, how many of them are dumb?
Hell, the leather armor ones in Fallout 2 (Marcus and the one in charge of the mine) were both intelligent so any encounter with a super mutant that's leather-clad could be intelligent.

I mean, we don't exactly get to talk to all that many super mutants in Fallout 1, the only 2 I remember distinctly having dialogue is Harry and Lou, that's one dumb and one intelligent.
 
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