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Caravan Company
FP Caravan.png
General Information

Informal Names: Traders
Headquarters: NCR, The Hub
Founding: Sometime before 2151

Demographics

Not provided

Policies

Governance: Profit-First Governance Philosophy
Governing Body President / CEO
Currency: Bottlecaps

Assets

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

Crimson Caravan Company Banner

”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 Trainee

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.

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

The mission of the Caravan Company can be viewed as a blend of corporate ambition, survivalism, and control over the wasteland's economy. While the company focuses primarily on maximizing profit and ensuring the success of its trade routes, its broader mission aligns with the post-apocalyptic ethos of capitalistic dominance and the necessity of maintaining a stable, profitable existence in a world of uncertainty and danger.

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.

N14 Survivor.png

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.

Squire.png

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.

MWKnight.png

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.png

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.

MWScribe.png