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 Whitewood's Return

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Posts : 56
Join date : 2014-09-26

PostSubject: Whitewood's Return   Mon Dec 15, 2014 8:13 pm

So, I've been browsing the forums and looking back on all the factions, events, situations i've seen develop on Postnuke regarding the wasteland.
Due to several ponderous posts on the forums by a few players, i've began thinking about what the Wasteland needs, and what it doesnt need.

Lets start small, and brainstorm on what kind of factions you'd like to see on the server, bounce ideas around, think on it.
Heres some descriptions on some Fallout and Stalker groups to help get yall goin. . .


The Bandits are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.


Duty was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of the largest Stalker clans in the Zone. They have a strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, General, ... . Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens. They are neutral toward other Zone factions, save for the Bandits and their long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although they treat regular grunts with utter contempt.

Gun Runners
The Gun Runners is a weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. By 2281, it has branches in many areas, including one near The Strip in the Mojave Wasteland. The Gun Runners supplies only the finest hardware to the most discerning of customers, including the NCR.  
A loosely-knit band of Boneyard dwellers, the Gun Runners has had a long past in the business that bears its name. It takes pride in constructing only the finest, and highest-quality weapons. After historic trade disputes between the Gun Runners and other groups were settled, many of the gunsmiths decided to move north, expanding their operations to a location where both caps and supplies are plentiful. Its informal leader, Isaac, sees himself as part of a collective with no established hierarchy. Gunrunners are just hard-working, meticulous craftsmen and women working to deliver armaments of the highest quality. Arriving in New Vegas, the Gun Runners established a base of operations that takes advantage of The Strip’s outer wall defenses, as well as the high traffic of traders, explorers, and NCR passing to and from Freeside. All business is conducted from outside their highly-fortified stronghold.

The Enclave is a secretive political, scientific, and military organization that is descended directly from members of the pre-War United States government, and claims to be the legally-sanctioned continuation of the government, while also styling themselves and their overall demeanor as such. The Enclave is comprised of (mostly) descendants of top-tier officials of the government (including the final president of the United States before the Great War according to the Fallout Bibles), elite members of various branches of the United States' military, as well as a few others such as those whom had considerable ties and/or sway with powerful corporations that retreated to the Poseidon Energy Oil Rig.

Caesars' Legion
Caesar's Legion is an autocratic, ultra-reactionary, totalitarian slaver society, founded in 2247 by Edward Sallow (also known as Caesar) and Joshua Graham and based on the ancient Roman Empire. Its legionaries are a well organized, culturally insular fighting force that mainly operate east of the Colorado River and the Grand Canyon, in the former state of Arizona. Ever pushing east, their capital is the city of Flagstaff.
Caesar's Legion is comprised mostly of reconditioned tribes and their descendants. The Legion's symbol is a golden bull on a red field, which is derived from Julius Caesar's standard for the Tenth Twin Legion.
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Join date : 2014-04-07

PostSubject: Re: Whitewood's Return   Tue Dec 16, 2014 5:52 pm

Until everyone else offers their suggestions, I'll just leave these here:
Security Contractors: Not the same as proper "Mercenaries", these contractors aid in the defense of bases and downs, for a price, kind of like a private police force.
Tribes/Communists: The UAR needs some enemies, and a tribe or communist faction that doesn't collapse on it'sself would be the source of some conflict and would make things interesting.
Pirates: As in 18th century-style pirates, but in a radioactive wasteland. "Wasteland Brigands" has a nice sound to it. Raid bases and steal loot, but keep it within a Pirate-Themed RP Faction.

I'm back bitches!
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Join date : 2014-07-13

PostSubject: Re: Whitewood's Return   Wed Dec 17, 2014 7:16 pm

You can't see it, but I'm throwing money at my screen in favor of that pirate idea.


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