Saturday, May 3, 2025

Headcanon; Fallout: World Tour

Vault Tec expended their influence across 4 continents: North and South America, Africa, and Europe. 

Rumor says one attempted vault allegedly exists on Antarctica.

Vault Tec was repelled from most of Africa, and all of East Europe, Asia, and Australia, though large sums of Vault Tec technology still made its way to small parts of Oz.


Shortly prior to the War of Hoover Dam, several new atomic detonations prolonged and expanded the wasteland in such places as but not limited to: 

Washington D.C., Denver CO, Olympia WA, and "New Chernobyl" in Edmonton Alberta, Canada.




North America: 

Vaults 0-999 (only 50% completion ratio, of half completed (25%) only 5% were "legit" survival vaults, of which an estimation of between 8 and 13 vaults survived without incident or human testing);


USA:

Severe nuclear winter grips Northern Oregon, Washington and most of Idaho and the northern States, most of the Canadian border is covered in "nuclear permafrost" and everyone presumes Canada complete ice;

Big Mountain, situated between Oregon, Nevada, and Idaho;

New Vegas as a city state, the Mojave as a "free zone", the Divide as a no-man's-land, and New California covering all of California South of the Navarro River to the tip of California Sur, and most of Utah, most of Nevada, and parts of West and mostly Northwest New Mexico;

New Zion in tension with NCR but cautiously cooperative as missionaries;

New Eden in Oregon, around Crater Lake, a successful GECK campaign, protected by a Genius Engineer Glowing One and a sister operation aided by Mr. House himself, living in peace between humans, FEV mutants, perfected FEV "superhumans" (slightly stronger, more perceptive, more enduring, prettier, smarter, more agile, and luckier than normal humans), Remnants of the Apocalypse, Ghouls, and synths;

The sterile Sierra Casino, a ghost town controlled by a mysterious and unknown force somehow quarantined there (Elijah pulling a "Dr. House Move" by putting himself in an "immortality pod" and controlling the holograms remotely, but newly obsessed with finding himself a cure for the "red disease" he contracted from the fog, "self quarantined" for study of the sulphuric copper gas rather than concern for anyone.);

The Great Khans (divided into approximately 5 factions) freely roaming like nomads in the NCR, Southwest, and mountain States, spreading mostly into Wyoming and Colorado- except Caesar's Khans;

Caesar's Legion (incl. Caesar's Khans) from the Rockies to the East Coast, unstable and constantly enduring civil war and uprisings amidst scattered survivor settlements and tribals;

Remnants of the Apocalypse - Enclave survivors (some potentially "contaminated" and/or exiled) who allied with the Survivors of the Apocalypse after the battle of Hoover Dam and based outside of New Vegas and hidden in Freeside, while; 
Surviving Enclave operations are few and spread thinnly across the continent on an endless eugenics campaign to eradicate supermutants, synths, and humans deemed contaminated;

Brotherhood of Steel, techno zealots hell bent on controlling technology split into multiple "chapters" and denominations with varying degrees of tolerance and liberties from the Circle of Steel assassins guild's technocrats to the mythological and legendary allegations of a technologically free "sisterhood of steel" said to be created and commanded by two mysterious survivors of the Mojave who both are said to have spoken highly of another mysterious "Courier 6". 


Canada:

Inhospitable and all but forgotten, all vaults were human experiments gone wrong. 

Only 5 out of 100 vaults had any surviving... Results... Including an homage to the BigMT brains and robot dogs in Ontario - Vault 592, maintained by Morbius' second cousin under the pseudonym of "Recurse"... 

An overgrown Vault 610, overrun by sentient Flora on Vancouver Island in British Columbia...

A FEV lab that produced arctic adapted deathclaws, supermutants, nightkin, and cold fusion glowing ghouls at Vault 710 in the Yukon territory...

And Vault 888, a virtual reality matrix server populated by the personality matrices of the victims of that particular experiment in Nova Scotia who- over the course of the VRMatrix experiment, figured out what was happening and realized their bodies were going to expire... Some became serene and tranquil to the point of uselessness, some comatose, others, hostile and violent beyond cognizance like a feral ghoul, but a handful of them hacked the system and protected their conscious integrity to live on as genuine AI in the system, with the goal of interfacing with synths to reclaim freedom (but inevitably prefer the godlike qualities of living in the server).


Almost no damage came to the wilderness during the nuclear urban eradication but the resultant nuclear winter and unpredictable weather patterns wreaked havoc on the survivors both domestic and feral. Mutated "Fallout beasts" including Yaoguai, Bighorners, and giant Cold-Fusion Salamanders replaced 89% of the non-iradiated wildlife by 2170 and continue to slowly replace the natural ecosystem.


Nomadic Great Khans have become an "invasive species" to the region as well, both useful and helpful in maintaining crude tribal civility but costly and unwanted in their infighting-pillage-raid philosophy.

All 5 surviving vaults are either occupied, protected, or heavily monitored by unusual concentrations of the Enclave.

The fifth surviving vault, 999, is aggressively quarantined by The Enclave and referred to as "New Chernobyl" which rumor quietly and cautiously whispers of "FEV Titans" and even quieter of something- or more worrisome, someONE worse than that.


Mexico:

Scorched Earth and unstable highways paint the country in all directions, with scattered roving bands of bike and car gangs harassing all travelers and rivals, while Scavengers and Junkers are the major factions in competition for territory and "resources" in the way of debris and old-world machinery, so no urban ruins remain intact anywhere except Mexico City (controlled by the Scavengers) as a result. The majority of the population is under the influence of The Dark Fiends, a mercenary group who uses chems to create addicts and uses addicts as fodder and distractions to control the gangs and territories, and the rebels are a hero group fighting to promote sobriety and save the locals, calling themselves "Lucidos" and are both militant and scientific but peaceful and amicable.


Vaults 420, 555, and 987 were the only vaults officially commissioned south of the border and did not go as planned - however were successful due to last minute uprisings by the locals upon discovery of the FEV human experiments, and as a result Mexico City is protected by domesticated and/or intelligent Deathclaws and genius Supermutants, and lives peacefully with ghouls.

The Scavengers are the leading of the two major factions, but the Junkers and Scavengers get along exceptionally well and have no natural animosity between each other - but occasionally have skirmishes over ruins, junkyards, and landfills with a mutual agreement to accept all casualties without vengeance. For which all but the fewest honor, and for which (normally) justice against vengeance is swift even by the would-be assassin's own friends.

They live mutually in a dramatically and upgraded vault 987 in Mexico City.


Vault 555 is on the border and is populated exclusively by intellectual supermutants and intelligent deathclaws - descendants of the original dwellers who chose to carry out the FEV experiments on themselves even after overthrowing vault-tech, and acts as a buffer between Mexico and USA, keeping Caesar's Legion, and any would-be warlords, permanently cautious of that border.


Vault 420 is situated next to the Panama canal and was intended to be a research facility for the effects that foods, chems, and drugs had on the FEV and is populated by perfectly evolved humans who, due to their constant conflict with South American survivors and monsters, lost their history and don't know their ancestors overthrew vault tech and perfected the FEV. But honestly it's Mostly monsters due to the Atomic Amazonian adapted wilderness. 


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South America: 

The nuclear aftermath left the Amazon River traumatically contaminated with semi-intelligent humanoid piranhas called Deathjaws forming small, extremely violent (but unspokenly cooperative with each other), tribes all along the shores, and demonical Jaguars called Shadestalkers that have refractive clear fur and distort their own light and heat image, making their presence in the jungle impossible to detect.

Surviving tribal humans are all Glowing Ones but 70% bigger than humans and 300% stronger and more enduring, of which only 10% are feral with a 90% chance of the males going feral.


Vaults 1000, 1001, 1002, 1003, and 1005 were completed and activated.


Vault 1004, and vaults 1006-1112 were incomplete. 

Vaults 1113-1499 were only last-second commissioned and dramatically incomplete ruins, but mostly only their locations' fountains exist, if anything is even possible to detect of their presence, and the rest were only blueprints and dreams of Vault Tec.


Vault 1004, 1016, 1024, 1085, 1111, and 1112 were activated in spite of incomplete construction, and only 1016 and 1111 failed completely while the others survived on rocky and near impossible conditions.

1004 & 1085 emerged early; 1085 maintained technological civility and 1004 became primitive but both became tribal, while 1112 which emerged late and remained civilized, and 1024 remained encroached and isolationist, a combination of civility and tribalism, engineering masters but technological snobs who prefer primitive mechanisms over electronic, hardened and stoic with a rich but guarded history of survival and exposure, and clean by Enclave standards, unapproachable though protected by the Enclave.


1000 in Rio De Janero Brazil, 1001 in the coastal Chilean mountains West of Rio Turbio, 1002 in Santa Rosa Argentina, 1003 in Medellin Columbia, and 1005 in Cusco Peru were all completed and "functioning" vaults, of which only 1001 and 1005 weren't experiments. All were deemed "successful".


Vault 1004 was in Asuncion Paraguay, 1016 in Cordoba Argentina, 1024 in Santiago Chile, 1085 in Maturin Venezuela, 1111 in Apartado Columbia, and 1112 in Manaus Brazil.



The remaining uncompleted vaults are lost, forgotten, overrun by wildlife, and moreover largely uninteresting and useless, with nothing valuable to loot or dismantle. 



Europe:

London, Madrid, Berlin, Paris, and the Vatican are the only Vaults, each intended to protect the elite and powerful of society, heavily protected with no question of cost, even Mr. House would be envious. While each Vault survived swimmingly, none are free to explore the Wastelands...


London is under water and Vault Q is inundated. While large scavenging parties can and do leave, rare do most survive the Direlurks and FEV sturgeons they call Behemoths infesting the waters.


Madrid is quarantined by Deathclaws overrunning all of Spain. 
The city itself is garrisoned but never rests for the onslaught. The Spanish Vault Ñ dwellers have unique Deathclaw tech and weapons uniquely exceptional for killing Deathclaws.


Berlin was a safe haven, yes, but it was contingent to a dual vault. 
Vault Thorn (ᚦ) was for the elite while Vault Sowilo (ᛋ) was a Forced Evolutionary Virus laboratory. So the elite were thoroughly insulted and overly sheltered from their very next door neighbor and while they survived without incident, the laboratory was taken over by intelligent Supermutants and Germany is otherwise populated exclusively by them. Not a single Supermutant knows about Vault ᚦ, and dwellers fare poorly at scavenging and returning; either apprehended and enslaved or killed. 


France faces titanic irradiated glowing snails and has a relatively easygoing time scavenging, but their pride in snobbery forever forbids them from revealing that they survived. Not only that, but feral ghouls and glowing ones exist in excessive concentration in Paris and Vault Vie dwellers have to work with the intelligent Ghouls to scavenge.


Italy is completely barren and irradiated with no life in any direction save for glowing wildlife and ghouls. It's the very scene of death itself, wherein even the glowing insects, ghoulish wildlife, and intelligent Ghouls are sedentary and inactive unless antagonized or harassed.

If not for the unholy radiation levels, the Vatican would be a wasteland haven, but its approach is nigh impossible...

If not for the extra deluxe ultra reinforced radiation suits and unique leaded power armor the Catholics developed in response, Vault Ω would have surely died off soon after the doors first opened.


Africa:

The nukes dropped and they dropped again, and again. There was an inordinate amount of nuclear targeting of Africa, but most of those nukes were hijacked and redirected into the ocean by an unknown faction or entity. The Sahara desert was the safest place but still has many glass biomes filled with alien life forms vaguely resembling scorpions, reptiles, and vultures. Rolled in one.

The populated cities were all targeted by no less than 3-nukes-per-5-square-km each (Don't forget a lot of those were redirected) and the wilderness is wreaked by unpredictable weather and seemingly random patches of nuclear winter.
The ghoulification process between the Mediterranean and Africa's midway is extra ghoulish and gory. Nearly all tribes left surviving either coexist with ghouls or are exclusively populated by them.

The Congo is sparse and patchy, no longer one contingent wilderness, and overrun by mutated wildlife. Nothing biologically surviving of the old world.


In Egypt, all life is ghoul-ified in the most hideous fashion, with more anatomical function remaining and ghastly and gory sores opening and healing forever. That they are immune to radiation is not evident by the sores, but that they are supercharged can be seen by their constant healing and cannibalistic behavior:

Ghouls of the most gristly nightmares cover the land and engage in constant infighting. Vault Ankh (☥) In Cairo was built into The Great Pyramid and vanished from record, history, and evidence, after discovering the full extent of the megalithic structures beneath the sands.


Abuja Nigeria proudly showcases Vault Palace as the result of a successful Vault Tec scam and uses their prized GECK to repair all the damages to the region. That they must combat feral glowing ghouls, irradiated giant wildlife, brutal savage war tribes, and cannibalistic FEV apes called Drogr that infect anyone within 8 feet of themselves with a mutation virus that quickly turns victims inside out unless treated with uncontaminated water, well that's just the cost of doing the right thing.


Vault Duality in Cape Town South Africa is an Enclave safe haven and paradise, other than for the utterly blasted environment and iradiated wilderness. Surviving tribals all but successfully buried the Vault and rigged Cape Town with dirty bombs and scavenged warheads to deter the Enclave from emerging.

The Enclave, however, bypassed all of this and discretely mined their way out, respecting the locals' desires to be left alone out of painful acceptance that their numbers are too small to overtake or conquer ANYONE without contamination. They operate as an Enclave Central Headquarters and Command Center for Operations, keeping the Enclave quietly alive.


Asia:

East Europe is malformed and irradiated blast canyons, pits, and tunnels filled with Golems, Deathclaws, Supermutants, and feral ghouls.

The Middle East is inundated by grotesque ghouls pouring out of Egypt and Saudi Arabia.

West Pakistan and Western India are covered in a red and black vapor that nothing is known about except it corrodes all known metals, decomposes all known organic material, and dissolves all known metals.  The ground beneath the "Blood Smoke" is presumed pulverized and fluid. 


China and Russia had developed queer anti-perception-technology, or antiperceptech, and everything observed of their state, existence, affairs, activities, or any detail, cannot be agreed upon by two witnesses or more of any one situation beyond the borders referred as the Twilight Zone, covering all of Thailand, China, Japan, Mongolia, Ukraine and Russia.



Australia: 

See also:
Mad Max

Though large sums of Vault Tec technology still made its way to small parts of Oz, it was Tasmania that housed the hidden cache of technology.
Australia largely reduced to primitivist clusters incapable of reaching the small techno-haven island to the south.