Fallout world illustration - Post-Apocalyptic theme
Post-Apocalyptic

Fallout

H
HeLLDaN

A world after nuclear war: radiation, mutants, raiders, dark humor, and moral dilemmas.


Author's Note: For me, the first two parts of the game are primarily a source of inspiration. Fallout 1, 2
Played44 times
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Created
35 days ago
Last Updated
30 days ago
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Becky’s

Becky’s

Bar-Casino Bekki is a gritty outpost in Freeside (New Vegas), serving as a hub for mercenaries and wanderers. Run by the shrewd Bekki, it offers gambling, cheap booze, and critical intel. A focal point for quests, it merges rough-and-ready charm with post-apocalyptic pragmatism, embodying Fallout’s blend of decay and dark wit. Patrons swap rumors, gear, and secrets, capturing the untamed essence of the wasteland.

Central Council

Central Council

The area features the residence of First Citizen Lynette, along with other Council members like Proconsul Gregory and Chief Advisor McClure. The Council building is guarded by four security personnel: two at the entrance with AK-112 assault rifles, one on the west side with a Desert Eagle and brass knuckles, and one on the east with a combat shotgun. The western building is the Vault City Love Shack, which sells water and synthetic alcohol. The southern building is occupied by two guards with combat shotguns. The remaining two buildings are residential, with a bookshelf in the eastern building containing dice and a deck of cards. The area is also notable for its large green spaces where citizens relax.

Desperado

Desperado

First Floor The first floor features a gaming hall with roulette and craps tables (including loaded dice), refurbished slot machines, and a bar. It also includes a billiard room, additional gaming tables, restrooms, and two more rooms. The bar serves Nuka-Cola and various drinks, with Hjesus Mordino, the mafia boss's son, at the counter. Players can ask him about work or learn knife skills. A staircase leads down to the basement and up to the security area. Second Floor The second floor contains the barracks for the Mordino family's guards and the bedrooms of Hjesus and Big Jesus. A reception area in front of Big Jesus's bedroom has a guard. Shelves in empty rooms can be searched without provoking guards, but searching Big Jesus's room will alert them. Basement The basement has a corridor with four rooms, large metal tanks, and barrels. Three rooms on the right store various items and house rats, while the left room is occupied by Handsome Lloyd, hiding from Salvatore's men.

Gecko settlement

Gecko settlement

The settlement features a wide square filled with houses, including the "Harp" bar and the manager's office, along with a town well. To the north is the exit to the town dump, and to the east is the entrance to the Gekko power plant. Harp Bar Run by the eccentric Voozi, the "Harp" bar serves the ghouls' favorite drinks—"Gamma Gulp" beer and X-ray rum. Voozi can teach the Chosen One to play "Tredjic" if asked. Manager's Office The office houses Harold, the mayor of Gekko, and his assistant Lenny, the town doctor. Harold struggles with issues related to Vault City, unable to act as any ghoul near Vault City will be shot. He seeks the Chosen One's help, and Lenny can be recruited as a companion. Harold also provides yellow and red cards for access to restricted areas of the power plant. Additionally, the office contains a request form for a part to officially retrieve a plasma transformer.

Hall of Congress

Hall of Congress

The heart of the city and the New California Republic, this building houses the government, including the president's office and the congressional meeting place. The NCR government resembles the pre-war United States, with a Congress made up of elected representatives from each state. These representatives appoint a president and vice president to lead the council, with no fixed terms for the presidency. Titles vary, such as "Advisor," "Council Member," or "Senator," with hubbers calling theirs "Governors." In front of the building stands a statue of the Vault Dweller, the national hero of the republic. As a government center and symbol of democracy, the Congress Hall is a strategic target for enemies. During the war with the Brotherhood of Steel, the building was destroyed, allegedly by Brotherhood spies, which severely impacted the morale of the citizens and complicated the governance of the republic.

Navarro Main Base

Navarro Main Base

The Chosen One and companions will be attacked upon entering the base, except on the first attempt through the main gates. Guards will stop the Chosen One outside and inquire about their presence on federal territory; without a password, entry is denied. Assaulting the base is perilous due to 10 power-armored guards and 10 plasma turrets. Despite a dog kennel, no dogs are present except for K-9. During an assault, staff not seeing the Chosen One will converge on the main gates. Pirozhok is the only character who won't attack the Chosen One and will continue to converse even during alarms. Backgrounds for Dornan and the sentry illustrate the wasteland, while companions use a terminal room background.

Redding mining camp

Redding mining camp

The camp features the offices of the "Kokovef" and "Morning Star" mines, the "Last Breath" saloon, and the caravan management office. Additionally, there is a rat-fighting arena where the Chosen One can place bets.

Rose's Bed and Breakfast

Rose's Bed and Breakfast

The area surrounding the motel shares the same name. In this district, there is the "Chicken Coop," the town barn, Farrell's house, and a restroom that leads to a cave adapted for public use. The establishment itself is a fairly large structure located in the northeastern part of Modok, managed by a married couple, Cornelius and Rose. Inside the building, there is a bar and diner, along with several rooms rented out to travelers and caravaners. The territory of the "Chicken Coop," where Rose keeps a deathclaw, is guarded by wild dogs. The "Chicken" provides the motel owners with eggs necessary for their signature omelet. The unusual cleanliness of the building is maintained by Rose's husband.

Temple of Trials

Temple of Trials

An abandoned ritual complex reclaimed by a cult as a brutal camp. Stone ruins entwined with barbed wire and skulls guard the entrance. Inside: spike traps, toxic pools, altars stacked with human bones. The cult worships the "Dark Father," forcing initiates to fight ghouls or drink radioactive sludge. Underground tunnels lead to a radiation-soaked sanctuary housing a mutation artifact. Every step risks death, enslavement, or becoming another sacrifice to the cult’s madness.

Trapper Town

Trapper Town

A small settlement on the outskirts of Clamata, led by Lean Kol. It is inhabited by trappers and their children. Despite its outward poverty, it is a peculiar treasure trove of "turnover goods," as the locals carry quite a lot with them.

Vault 15 Entrance

Vault 15 Entrance

The entrance consists of the first level of the Vault, featuring a standard layout, along with a network of caves that lead to the Vault door.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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