Difference between revisions of "User talk:Uranio"
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[[File:FP_Caravan.png|thumb| Crimson Caravan Company Banner]] |
[[File:FP_Caravan.png|thumb| Crimson Caravan Company Banner]] |
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''”Rule number one: don’t fall asleep. Rule number two: don’t trust anyone not on the payroll. Rule number three? Make it back alive. Simple enough, right?”'' |
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''”The region sees new laws established to ease humanity back into civilised life, laws that are strictly enforced by the combined patrols of Brotherhood soldiers and pacification robots. To speed the unification process, discrimination against mutants is outlawed ''[…]'' Technology is slowly re-introduced into the land; irrigation systems are established bringing water to the barren soils for the first time in decades.”'' |
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''- Caravan Guard Trainee}} |
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In the current timeline of Nuclear-14, Caravan is one of the most prominent and stable trading companies. It operates in key areas across NCR territory and into the Wasteland, securing profits through exclusive contracts and maintaining close connections with '''major factions'''. In the Sunnyvale, it faces unique challenges but remains a critical supplier for both NCR and local factions. Under the management of capable and calculating leaders, Caravan Company continues its growth, maintaining a strong grip on trade and extending its influence as far as the wasteland allows. |
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''- Fallout Tactics, Good Reputation Ending}} |
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In 2198, the Brotherhood sabotaged the Calculator’s plans to exterminate humankind and all other lifeforms on the surface. A hero of the chapter merged their mind with the machine deep in Vault 0, stopping the genocide and allowing the pacification robots to become auxiliary forces for the Brotherhood in the region. Not only was the discrimination of mutants outlawed, but they were given the ability to join the ranks of the Brotherhood. |
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By 2275 the Midwestern Brotherhood became an almost unmovable ruler of the region that they had managed to secure, choosing not to expand any further due to a mixture of internal politics and outside forces. Efforts were focused on developing and mapping every inch of their land, educating tribals while eliminating any threats within their borders. |
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The combat robots the Brotherhood was able to obtain was ultimately phased out over time due to the machines being deemed dangerous to the Brotherhood; instead being replaced by biological soldiers. |
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Overall, '''Caravan stands as an iconic institution''' within the N-14, representing the resilience and expansionist drive of post-war capitalism, as well as the moral compromises made to survive and thrive in the wasteland. |
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=== The Mission === |
=== The Mission === |
Revision as of 15:50, 12 November 2024
Informal Names: Traders
Headquarters: NCR, The Hub
Founding: Sometime before 2151
Not provided
Governance: Profit-First Governance Philosophy
Governing Body President / CEO
Currency: Bottlecaps
Brahmin Caravans: ~400 or More
Wagons and Carts: Roughly 100–150 wagons or carts
The Caravan Company is a well-organized merchant organization, working like a well-oiled machine.
”Established long ago in California, the Caravan Company and the Gun Runners are two of NCR's oldest and most powerful merchant organizations.”
— Fallout: New Vegas loading screens
Background
Fallout: New Vegas
The Caravan Company has a rich history rooted in the establishment of trade routes and economic influence across the wasteland. Known for its longevity and expansionist approach, Caravan has become one of the most powerful and recognized trading companies in the Fallout universe, especially in the New California Republic (NCR) and Mojave regions.
- Founding in the Hub: The Crimson Caravan Company was founded in The Hub, one of the first and most significant trading centers in post-apocalyptic California. This early economic hub emerged after the Great War as a central point for trade and commerce, drawing survivors, farmers, and merchants together. Crimson Caravan rose to prominence alongside other major players in the Hub, such as the Far Go Traders, by establishing organized, armed, and reliable caravans.
- Early Competition: The company faced early competition from other caravan companies, including the Far Go Traders and the Water Merchants. However, Crimson Caravan distinguished itself through business practices and efficient operations, outlasting or absorbing rivals over time.
N-14 Canon
”Rule number one: don’t fall asleep. Rule number two: don’t trust anyone not on the payroll. Rule number three? Make it back alive. Simple enough, right?”
- Caravan Guard TraineeIn the current timeline of Nuclear-14, Caravan is one of the most prominent and stable trading companies. It operates in key areas across NCR territory and into the Wasteland, securing profits through exclusive contracts and maintaining close connections with major factions. In the Sunnyvale, it faces unique challenges but remains a critical supplier for both NCR and local factions. Under the management of capable and calculating leaders, Caravan Company continues its growth, maintaining a strong grip on trade and extending its influence as far as the wasteland allows.
Overall, Caravan stands as an iconic institution within the N-14, representing the resilience and expansionist drive of post-war capitalism, as well as the moral compromises made to survive and thrive in the wasteland.
The Mission
Several years ago, an Elder broke off from the chapter, founding one of his own in the region known as Washington before the war. The Brotherhood in the Midwest, wanting to ensure this group didn't become something that would put themselves, and humanity, in danger, dispatched teams to observe this new chapter, and report their findings back to the Elder Council.
Culture & Society
Unlike the chapter of the Brotherhood from Lost Hills, the Midwest chapter focuses on using its technology to pacify areas and bring them under their control. Members of the Brotherhood act like nobles or royalty, lording over their territories in a neo-feudal system of governance. In their lands, the Brotherhood makes use of Brotherhood Scrip as currency, which has little value elsewhere.
Their swift and harsh response to criminal actions ensures obedience from the subjects. Making examples of outlaws is not uncommon, and the chapter’s leadership does not shy away from ordering public executions or collective punishment in order to maintain loyalty to their subjects and drive fear into those that oppose the Brotherhood. Collateral damage is usually dismissed and written off as a necessary sacrifice for the greater good of society.
While focused on warfare during their war with the Calculator, the Brotherhood's military branch (The Knights) and their technology-oriented branch (The Scribes) were distinct. However, as of now, those serving as soldiers are encouraged to learn skills with which to better society, including skilled trades, crafts, or the sciences.
Brotherhood Hierarchy
Initiates
Initiates are one of the most vital resources of the Brotherhood, these men and women have the chance to one day become a Knight or Scribe, and serve the needs of the chapter. These people were either recruited or they were born into this society, one thing is sure: They didn’t prove their worth, yet.
This role is generally not playable in the game due the nature of the chapter’s mission in the region, but people can join the ranks of the Midwestern Brotherhood during the round with the permission of its high-ranking members.
Squires
Squires have passed their trials and now are full members of the chapter. Their tasks include learning how to maintain their weapons & armour, while also assisting their assigned Knight or Paladin. They are expected to be able to deal with small threats, but aren't full soldiers of the Brotherhood.
Knights
Knights are the chapter’s basic foot soldiers and mechanics. Their duties range from performing simple repairs to fighting whole battles for the Brotherhood of Steel.
Paladin
Paladins are Knights who have shown themselves to be skilled fighters and leaders; as such, the Brotherhood issues them the best weaponry, and suits of Power Armour. They command both Initiates and Knights both on and off the battlefield, and are dangerous combatants in their own right.
Paladin Commander
Paladins who go above and beyond the call of duty can be promoted to a Paladin Commander; tasked with commanding forces during major battles or supervising smaller facilities. They are oftentimes personally overseen by the Elder Council, who ensure their authority is not abused and that they get their job done.
Scribes
Scribes are the scholars, engineers, doctors and researchers of the Brotherhood. Scribes maintain facilities, personnel and equipment, study technology and literature, and are the ones tasked with performing funerary and promotion ceremonies.
Falling outside of normal rank, Scribes directly report to the Paladin Commander of a facility, or a Head Scribe if one is present.