Post by Wake on Jan 25, 2016 0:07:06 GMT -5
I don't, in any way, expect this to be accepted... I'm just hoping you pick idea's from this and use it in the websites canon lore =) I cannot actually continue Project Curator until The Commonwealth lore is unleashed! ;o So I'm hoping this helps gather some idea's or inspiration.
P.S. This took me over 5 hours without a break ;~;
The Commonwealth, 2290:
Formally known as the Commonwealth of Massachusetts, it is home to some of the most advanced technology from the pre-war world within what remains of apocalyptic America. Three years after the all-out war between the Capital Wasteland's very own Brotherhood of Steel, the Institute, Railroad and Minutemen, the Commonwealth today is a land in ruin from the Great War... and the war on synths.
The year is 2290, three years after the Sole Survivor left Vault 111 and changed the fate of the Commonwealth.
History:
In 2287 (the events of Fallout 4), it all began with the Quincy Massacre and The Switchboard evacuation. With both Minutemen and Railroad left in desperate ruin, The Institute are feared by everyone in The Commonwealth, lurking in the minds of everyone. Diamond City shields itself from the outside world as the last "safe haven" inside the Commonwealth. When the Sole Survivor left Vault 111 on October 23rd in search of their son, the legend of the Sole Survivor spread as history began to take a turn for the ugliest war between factions since The Brotherhood defeated The Enclave in 2277.
Working to build up The Minutemen, the Sole Survivor begins to unite the native Commonwealth wastelanders and settlements in hopes to find The Institute and rescue their son.
Things get heated when the Brotherhood of Steel, lead by Elder Maxson, show up in The Commonwealth with The Prydwen. They claimed to be fighting The Institute to destroy all synths created, but things got complicated when they began opening fire on settlements such as The Slog and Goodneighbor (due to the ghouls who reside there). Due to the Brotherhood's codex and difference in views compared to the Minutemen's and Railroad's, it delayed progress on the war against The Institute. A treaty between The Minutemen and Railroad was formed... and they agreed to remove the invading Brotherhood from The Commonwealth.
During the later days of November, between the 25th and the 28th, the Minutemen (with the aid of the Railroad) and The Brotherhood went to war, ending on the 28th with The Castle's artillery destroying The Prydwen.
Some of the Brotherhood managed to escape The Commonwealth on vertibirds, including Elder Maxson, Proctor Teagan and Proctor Quinlan. Others, however, went down with The Prydwen (most notably Captain Kells who went down with the ship), others died fighting at The Castle afterwards (including, but not limited to, Proctor Ingram, Knight-Captain Kade and Paladin Brandis).
The Minutemen were seen as heroes of The Commonwealth for defeating The Brotherhood of Steel, whom returned to The Capital Wasteland.
With support from most of The Commonwealth, The Minutemen and Railroad worked together to defeat The Institute once and for all.
They worked together to create a teleporter for the Sole Survivor to enter The Institute. After finding an escaped Institute scientist and defeating a Courser, the teleporter was built in The Castle.
After entering The Institute, The Sole Survivor was reunited with their son, Shaun, now known as Father. This caused a dramatic change of events. Reunited with their son finally, overcome with emotions, the Sole Survivor began to understand The Institute and began to work for them. The Railroad quickly found out after spotting the Sole Survivor with a Courser at Libertalia and altered The Minutemen. Heartbroken by the betrayal, Preston Garvey became the leader of The Minutemen alongside Ronnie Shaw's council.
The war between The Institute and The Minutemen came to a stand still when The Railroad, located at Old North Church, was destroyed early December 2287. Many were killed- Tinker Tom, Desdemona, Glory- P.A.M was taken back to The Institute for re-purpose. Deacon and Drummer Boy managed to survive and escape to The Castle where they quickly got resources from The Minutemen to rebuild The Railroad... but the progress would be slow.
They founded a new headquarters in Vault 75 in Malden.
In early 2288, after a Christmas celebration from both factions, Shaun died from illness and the Sole Survivor became the leader of The Institute. Because of this, the war between both factions came to a halt. While The Institute was still making synths and experimenting, they did no longer directly attack The Minutemen or The Commonwealth unless directly provoked, taking a more passive turn in The Commonwealth.
The Minutemen, noticing the lack of Institute attacks, began taking care of Raider's and more obvious threats across The Commonwealth.
In mid 2289, The Minutemen declared war on The Gunners. This war began due to The Minutemen finding out about the truth behind the Quincy Massacre and their constant attacks on settlements around The Commonwealth. Also during 2289, The Minutemen had a large scale campaign with the aid of Goodneighbour to rid Boston Ruins of the Super Mutants that infested it. This campaign was of limited success, for most Super Mutants simply moved to Cambridge, while others reside in Boston's tallest skyscrapers.
The war between The Minutemen and the Gunners has moved into 2290 and is still going on today.
Factions:
The Minutemen:
Having regained their numbers after the Quincy Massacre with undeniable aid from the Sole Survivor late 2287, The Minutemen are extremely powerful in numbers, with the sole goal of protecting settlements across The Commonwealth and removing any threats.
Under the leadership of Preston Garvey and the slowly aged Ronnie Shaw, The Minutemen are widespread across The Commonwealth, helping where they can.
They are at war with the unknown Institute and more active Gunners.
In numbers, The Minutemen dominate. In weaponry, aside from artillery, they manufacture Laser Muskets as standard weaponry at The Castle, which is The Minutemen's head of operations.
The Railroad:
After suffering a major defeat in December 2287 and being practically wiped out by The Institute, the Railroad have been rebuilt slowly over the two years by Deacon and Drummer Boy, gaining valuable support from The Minutemen. They now operate out of Vault 75, having re-purposed the Vault to operate as a headquarters. While not a large faction as they once were, The Railroad still work to save synths from the tyranny of The Institute.
The Brotherhood of Steel:
Having suffered an embarrassing defeat shortly after arriving in The Commonwealth at the hands of The Minutemen and The Railroad, they were not successful in their mission to find and destroy The Institute which still remains at the top of Elder Maxsons mind in the Capital Wasteland. While defeated by the native Commonwealth residents, The Brotherhood put up a strong propaganda program, stating they were defeated by synth infiltrators.
Plans to go back to The Commonwealth with an invasion force is at the top of many angry Brotherhood minds.
The Institute:
Undefeated and un-found, The Institute continue their experiments under CIT, creating synths to be better than ever. Lead by the Sole Survivor in secret, they have grown more passive under their leadership. While still hated and feared across The Commonwealth, they are unopposed.
Gunners:
Due to a war between The Gunners and The Minutemen that began in mid 2289, under the leadership of Commander (formally Captain) Wes, they maintain a strong military code to be the best mercenary group in The Commonwealth, despite being constantly under siege. While losing in the war against The Minutemen, they gained weak alliances with remaining Raider groups to keep themselves strong and undefeated so far.
They operate out of Gunners Plaza, now surrounded by a massive minefield and an army of Gunners.
Diamond City:
After the defeat of the Brotherhood in November 2287, many residents of Diamond City began supporting The Minutemen. This, of course, only went so far, due to the Diamond City tradition of staying within (or around) the great green wall. In early 2288, Mayor McDonough was found to be a synth and was killed by Diamond City Security (with the very loud aid of Piper). The city formed a Council after the events and, despite the downfalls this has, still has been in motion today.
They remain isolated from the outside world mainly, wary of outsiders and synths, defending themselves from all threats the Commonwealth poses.
Vault 81:
Due to the safe nature of Vault 81, The Minutemen encouraged trade between the Vault and beyond. Still under the ownership of Overseer Gwen McNamara, they remain peacefully isolated to the wonders outside. A small incident involving a disease took place within the Vault in late 2287 when Austin Engill was bitten by a Mole Rat from a secret part of the Vault. The disease didn't spread due to the heroic actions of Austin's adopted grandmother, Priscilla Penske, whom didn't take well to her adopted son dying. Curie, a self-aware robot, was found with the cure, who now aids Vault 81's residents, despite it's wishful dreams of advancing science in the future...
Goodneighbor:
After being under siege by The Brotherhood of Steel in late 2287, Goodneighbor showed it's valor and united community as it defended itself from the siege with the Neighborhood Watch and Triggermen working together. Goodneighbor survived with heavy losses, including the loss of famous singer Magnolia whom was caught in the crossfire. A monument was built in her memory in the middle of Goodneighbor and holotapes of her songs are sold in memory.
Goodneighbor remains home to odd people and ghouls across The Commonwealth, also a hub for criminals, under the governing of John Hancock.
Children of Atom:
Having a presence in The Commonwealth, the radiation worshipers found sanctuary in The Commonwealth after being completely hated from The Capital Wasteland by the Brotherhood of Steel. They grow in numbers around The Commonwealth, often being hostile in the wilderness to non-believers and armed with powerful gamma guns. In the Glowing Sea, they have a strong presence... and they have a firm hold of the north-east of the Commonwealth.
Most people in the Commonwealth know about these fanatics and avoid them. Due to moral reasons, The Minutemen cannot declare them enemies.
Pillar's of the Community:
Wiped out early 2288 by The Minutemen after found to be just frauds / Raiders seeking easy gains in the world.
Raiders:
Good 'ole raiders.
Being caught in the crossfire between the war against The Minutemen and Brotherhood in late 2287, and then being targeted by The Minutemen over the two years, many weak Raider groups, especially around the northern part of The Commonwealth, were defeated. Many Raider groups still maintain a strong presence around The Commonwealth, however, attacking, raping and destroying all they can. In the south, they have a stronger presence, having small, weak alliances between The Gunners to not fire upon one another.
Forged:
Due to the extreme nature of the Forged Raiders, they still maintain a strong presence in and around Saugus Ironworks. Lead by Slag, the Raider Group maintains their own against The Minutemen and other wasteland threats, often raiding nearby settlements for resources.
They gained more members recently from the Minutemen and Gunner war from runaway Gunners who pass the trials.
Super Mutants:
Generally being creations of destruction, Super Mutants were culled by The Minutemen over the last two years, but only to an extent. They have a strong presence in the ruins of Boston, especially around skyscrapers and hospitals. They are still a very serious threat in The Commonwealth and seem un-targeted as the war between The Minutemen and Gunners takes priority.
Atom Cats:
The Atom Cats in Atom Cats Garage maintained their "coolness" after making an alliance with The Minutemen early 2288, keeping to themselves. They are often attacked by Raiders (not so much Gunners anymore, due to the war between them and The Minutemen) seeking to rid them from the area and "steal their cool jackets." But due to recent development, The Atom Cats now protect themselves and the nearby settlement Warwick Homestead with turrets and traps rather than just their own "cool" power armour.
They trade with passing traders for Fusion Cores quite often, becoming more popular in The Commonwealth for... well, obvious reasons.
Locations:
Blue (Minutemen or have an alliance with Minutemen), Orange (Institute), Green (Gunners, Triggermen or Raiders), Yellow (Railroad), Red (Super Mutants), Purple (Children of Atom), White (unclaimed or own faction).
Vault 111:
Left completely by the Sole Survivor of Vault 111, the elevator-door has remained sealed since 2287 when the Sole Survivor emerged.
Sanctuary Hills:
Where The Minutemen was reformed in 2287 before the Minutemen established themselves at The Castle around the same time. Today, Sanctuary Hills is an extremely safe and well known settlement under The Minutemen flag.
Red Rocket Truck Stop:
Used as a forward outpost in protecting Sanctuary Hills by The Minutemen.
Concord:
The raider group that was there was defeated in early 2287. Concord, while not claimed, has been a place of safe passage if people passing do not enter the sewers under Concord, which is full of mirelurks, radroaches and molerats. Concord, mainly, is a place for scavengers to find items to trade later on.
Drumlin Diner:
Still being ran by Trudy, the diner is a regular stop for nearby Minutemen settlements to come. Because of this, the Drumlin Diner is considered Minutemen protected, despite the fact Trudy hasn't agreed to this.
Thicket Excavations:
For a time, the water was drained from the quarry and Raider's moved in. But in late 2289, the Raiders were defeated by a Minutemen attack. Scavengers still visit this location for scrap while Minutemen are planning to turn it into a settlement after the Gunner war is over.
Lexington:
Due to the sheer amount of feral ghouls inside Lexington, the location is often avoided. Some Raider's also hide in the ruins of this location, ready to pick off strays and passing traders.
Corvega Assembly Plant:
A strong location for Raider's, despite Minutemen attacks, the Raider Group there, lead by Jared, remains strong.
Malden:
Malden is still a ruin, infested with feral ghouls and super mutants. The raiders in the area, however, have long since been killed by these two forces.
Vault 75:
Due to the violent nature of Malden, Vault 75 found under the school was a perfect location for the new Railroad HQ. Having been re-purposed and repaired to house the members of the Railroad, synths and new agents, the Railroad has regained as much influence as they once did back in the Switchboard. Deacon, however, it's current leader, still seems mournful of the loss of Desdemona and the previous members from early 2288, having been betrayed by a person he once called a friend...
General Atomics Galleria:
The Mr. Handy's that roam the Galleria, malfunctioning as they are, still seem quite active in defending the Galleria from threats... and communists.
Lynn Woods:
The settlement that once sat here has long since been abandoned due to a nearby Deathclaw nest. People are advised to stay away from the big tower due to deathclaw's in the area tearing people apart, territorial as they are.
Recon Bunker Theta:
Home to Paladin Brandis for many years. After the Brotherhood of Steel came to rescue him in 2287 as one of the first things they did when they arrived in The Commonwealth, the bunker has long since been abandoned.
The Slog:
The ghoul settlement, growing tarberries, suffered a great loss when the Brotherhood attacked during late 2287. Due to lack of means to defend themselves, most escaped The Slog, trying to find sanctuary in The Castle. With later aid of The Minutemen, The Slog was rebuilt and made ready to defend itself from the nearby Raider Groups. Today, it still supplies The Commonwealth with tarberries.
Saugus Ironworks:
Home to the Forged Raider Group, whom recently seem more successful due to their spartan nature and The Minutemen and Gunner war. Despite Minutemen attempts, they remain undefeated.
Dunwich Borers:
In mid 2288, a mysterious course of events forced Raider's out of Dunwich Borers when the quarry itself began to collapse. The raider's maintain the area still, keeping an alliance with the Forged, but dare never to enter the quarry itself ever again...
Kingsport Lighthouse and Crater House:
The Church of Atom have a strong presence in these areas and attack non-believers who go near either the radioactive pit or the lighthouse.
Salem:
Once a quaint settlement, the last survivor (and his gun) died in late 2287. Salem is now home to a mass of Mirelurks who protect their Queen in the church at the center of the town itself. People who wonder into Salem often never come back out...
Libertalia:
Due to an assault staged by an Institute Courser and the Sole Survivor in late 2287, Libertalia's raider group was greatly weakened. With a lack of leader, The Minutemen cleared the area of stragglers and use the ships today as a settlement established in late 2289.
Cambridge Police Station:
Once base of the Brotherhood of Steel, it has long since been abandoned and is now infested with feral ghouls, like much of Cambridge.
Cambridge:
Cambridge itself, full of feral ghouls and raiders, was recently put under siege by Super Mutants forced out of Boston Ruins. The Super Mutants in the area are constantly being attacked by feral ghouls and raiders, but often come out on top, slowly taking over Cambridge.
Greenetech Genetics:
After the resident Gunners were killed in late 2287 by a mysterious event, the skyscraper was taken over by Super Mutants that were forced out of Boston Ruins by constant Minutemen attacks.
CIT Ruins:
The ruins of the old university seem to be dormant. Any attempt of Super Mutant's taking over, scavengers getting scrap or even simply radroaches infesting the building are somehow destroyed... Most stay away from the CIT Ruins, thinking it's some sort of curse.
The Institute:
Under the CIT Ruins is the most advanced pre-war facility where The Institute still experiment today, under the leadership of the Sole Survivor. Hidden from the world, they use a teleportation device to enter and exit The Institute itself.
Greygarden:
The small settlement being ran entirely by Mr. and Nanny Handy's are completely self sufficient. From time to time, Minutemen trade with Greygarden, but Greygarden itself remains it's own location, aligned with no-one but itself.
Ticonderoga Safehouse:
The safehouse, ran by High Rise, is still being used today and aided The Railroad's recovery massively over the last two years since the defeat at Old North Church.
Bunker Hill:
Bunker Hill, the hub of all traders, was home to what came to be known as "Battle for Bunker Hill" where The Institute and the Minutemen / Railroad alliance fought over synths being held there in late 2287. After The Minutemen's defeat and the taking of the synths by The Institute, Bunker Hill slowly rebuilt and once again resumed it's position as hub of all traders. The survivors and traders, however, can never forget the loss of life that happened during the battle.
Raiders in the local area became more active in raiding after the battle, but were constantly repelled by The Minutemen who now protect Bunker Hill until this day.
USS Constitution:
The massive ship remains dormant upon the savings building. Captain Ironsides controls all the robots that "dream" of one day setting sale upon the open sea. But until that day, they fire upon anyone who goes near that wishes to claim their own dream of a lifetime's worth of scrap.
East City Downs:
The dog racing buildings, once ran between Raiders and Triggermen, was eventually taken over by Goodneighbour on good graces between the Triggermen. It is perhaps the only location in The Commonwealth where Raiders and Settlers sit apart, not firing at one another, betting on which robot would win. This doesn't make the Raiders or Settlers friends, however. Minutemen are strictly banned, and Raiders sit opposite the Settlers, whom are often discouraged from going in the first place due to the risk of getting robbed or killed as they leave (or win a bet).
Boston Airport (Prydwen Ruins):
After the defeat of the Brotherhood of Steel, the Prydwen fell in a blaze of fire upon the Boston Airport. The ghouls that resided there were all killed on the Brotherhood's arrival, but when the Brotherhood were killed by The Minutemen and Railroad alliance in November 2287, all that remains of Boston Airport is large piles of scrap that scavengers and Minutemen still go to when getting resources for settlements.
Along the coast, Mirelurks have begun using the area as a nesting ground.
Fort Strong:
After the Brotherhood's arrival, the Super Mutants that infested the ruins of Fort Strong were all eliminated in late 2287. In the years of it's abandonment, Mirelurk's began to infest the building while the deep storage where mini-nukes once sat became flooded.
Old North Church:
Laying as a monument of the Railroad's defeat in early 2288, the church has long since been abandoned. In the years, it has been home to radroaches, feral ghouls and super mutants. People often avoid it for this reason.
Cabot House:
Home to the ancient Cabot Family, the house is well defended by a private band of mercenaries and well-maintained robots. Visitors are rarely allowed in, though the home seems well-kept compared to the ruins around it..
Mass Fusion Building:
After The Institute stormed the Mass Fusion Building in search of an item needed for The Institutes reactor, the skyscrapers residents of Gunners were all but eliminated. In 2288, Goodneighbour's own Neighborhood Watch used it as a forward defensive point, but this was short lived. In 2289, throughout the year, the building was used as a Minutemen stronghold in a campaign to drive the Super Mutants out of Boston Ruins. This was of limited success.
The building today is constantly changing ownership between Super Mutants, Goodneighbour and Raiders.
Goodneighbour:
Ran by John Hancock, the location is a fond attraction to settlers, organized crime and ghouls. Memory Den still maintains strong business and the location is known as "safe", despite the siege from the Brotherhood of Steel in late 2287. Today, a lone monument sits in the middle of Goodneighbour for Magnolia, who died in the crossfire between the BoS and Goodneighbour.
Goodneighbour maintains it's independence from The Minutemen, being home to organized crime and settlement rejects.
Vault 114:
Home to Skinny Malone and his gang of Triggermen, slowly rebuilding Nick Valentine escaped in late 2287.
Boston Common (Swans Pond):
No one goes near Boston Common due to the well known radiation problem and large behemoth called "Swan" which remains in the Swans Pond. The area is avoided by Raiders and Minutemen alike.
Combat Zone:
The Combat Zone, despite being ran by Raiders, maintains itself from the rest of The Commonwealth. Minutemen have left the Combat Zone alone, due to the fact it doesn't seem to pose a threat in itself, simply being entertainment for Raiders.
Trinity Tower:
Trinity Tower, home to Strong and his legion of Super Mutants, remains undefeated by The Minutemen.
Diamond City:
The great green jewel of the Commonwealth.
Diamond City, in early 2288, began to be ran by a council rather than a single governor after it was found Mayor McDonough was a synth working for The Institute. While mainly supporting The Minutemen in affairs, Diamond City retains it's independence and offers entry to non-ghouls, non-synths and non-raiders.
The city itself has been prosperous, though nothing has really changed within the city itself.
Vault 81:
Locking itself away from the outside world, Vault 81 often opens it's doors for traders. None ever dare to attack Vault 81, due to it's residents being very patriotic to the Vault itself. The "secret part" of the Vault was found in late 2287, repaired and expanded as part of the main Vault itself.
The Vault, not only having grown in size, has been very successful as a safe haven from the outside world.
Fort Hagen:
After the defeat of Kellogg at the hands of the Sole Survivor, the Fort itself was abandoned until 2289, when Gunners took it over as a key stronghold against The Minutemen.
The Castle:
The HQ of The Minutemen, ran by Preston Garvey, is a successful home to Minutemen and a hub for trade. Weapons and clothes are manufactured here, also being a large monument of victory over The Brotherhood from 2287.
While being constantly under threat by Raiders, Mirelurks and Gunners, the Castle has never been defeated since it was taken over.
Yangtze:
The Chinese Submarine is still undiscovered, due to the lack of someone crazy enough to swim in radioactive water to find out what that telescope is.
Spectacle Island:
The island, once home to settlers, was entirely taken over by Mirelurks, whom still nest on the island today.
University Point:
The Institute took University Point, killing all the settlers and traders that resided there. It was only in 2289 that The Minutemen took it back. Theoretically, University Point could've made a good settlement, but with the bad memory in mind and the local deathclaws and mirelurks, the complex has mostly been taken over by creatures.
Gunners Plaza:
Home to the leader of the Gunners, Commander Wes. It is here all the operations of the Gunners is known and made.
Due to the war between The Minutemen and the Gunners, started in mid 2289, the Gunners Plaza has increased heavily in defenses, being surrounded by a mine field, turrets and a large army of Gunners, armed to the teeth.
No one but a Gunner can enter this area without either being blown to pieces of filled with holes.
Atom Cats Garage:
The awesome Atom Cats have aligned themselves with The Minutemen, despite keeping to themselves and trading with traders for Fusion Cores from time to time. They keep to themselves mostly, often getting visited by others who "wish to be cool."
Constant Raider attacks take place, but with the aid of The Minutemen's supplies, the Atom Cats made turrets and bigger defenses other than their power armour to keep them away.
Warwick Homestead:
While keeping the Atom Cats close to heart, the Warwick Homestead have joined The Minutemen and offer sanctuary to traders who dare go that far south.
With constant Raider attacks in the local area, the Warwick Homestead rely heavily on turrets, traps and the Atom Cats for support.
Quincy:
Constantly a battleground between The Minutemen and the Gunners in 2290, a battle still going on today. Ever since the Quincy Massacre, the Gunners have held Quincy Ruins as a stronghold, which The Minutemen didn't take a liking to when the war began. Laser burns, bullet shells and giant explosion-caused holes litter Quincy Ruins as it has become a full-scale battleground.
So far, neither Gunner residents or Minutemen attacks seem to be winning, taking equal losses.
Vault 95:
The Vault full of chems and chem-removal equipment is currently held by the Gunners, whom have used Vault 95 as a stronghold since 2287.
The Glowing Sea:
Still as radioactive and dangerous as ever, the Glowing Sea has been home to the most deadliest of creatures and feral ghouls, also home to the Church of Atom. While the Glowing Sea is mostly avoided by almost everyone in The Commonwealth, people who venture into the Glowing Sea often never come back.
Radiation storms from the Glowing Sea still plague The Commonwealth from time to time.
Crater of Atom:
Home to the Church of Atom, a massive crater where the bomb fell in 2077. The mass movement of the Church of Atom hasn't changed, those who are brave enough to venture across the Glowing Sea to reach to the Crater of Atom isolate themselves here in the name of Atom.
Sentinel Site:
Due to the Brotherhood's defeat in late 2287, Sentinel Site remains untouched and the military supplies within it remain untouched. Flooded with feral ghouls, the site is well defended from any wannabe traveler. In the deepest depths of Sentinel Site, a follower of Atom sits with his dangerous robot, Atoms Wrath, defending the "holy site."
Virgil's Cave:
Once the home of the escaped Institute scientist, Virgil. It now lays dormant, full of scrap, since Virgil's death in 2288 after the Sole Survivor gave The Institute his location and killed him after he refused to return to The Institute, despite being able to change his career.
Just in case anyone finds Virgil's cave, The Institute keeps generation one synths in the cave for safe measures.
Just in case anyone finds Virgil's cave, The Institute keeps generation one synths in the cave for safe measures.