You are on page 1of 6

Major settlements:

Settlements use statistics outlined here

Dickerson Park
Friendly mutant town in the ruins of the zoo. All residents use animal names as titles, and fight alongside trained
mutant animals.
Population: ~20
Wealth: 1
Security: 2
Attitude: Friendly
Relationships: Friendly with Fantastic. Enemies of the Junkies and Baspro. Cautious toward the Assemblers.
Leader: The Zookeeper, a burly mutant with an albino bear companion.
Merchants: The Gorilla sells food, low-level armor, and melee weapons. The Scorpion sells high-level energy
weapons and explosives, but only to trusted allies. Beds available.
Hooks: The mutants want to liberate Yao Guai and other beasts from Exotic Animal Paradise. It would be hard
enough dealing with the raiders, but how would you transport them safely?

Pythian Castle
A Brotherhood of Steel outpost holed up in the Pythian Castle, an anachronistic stone fortification originally used as
an orphanage and rest home. The Brotherhood soldiers there fled the fighting in Chicago, hoping to follow Route 66
back to California, but had suffered too many losses to continue any further. Since then, they have adopted medieval
personas to fit their new home.
Population: ~30 + patrols
Wealth: 2
Security: 4
Intolerant: Super Mutants, Ghouls 3
Restricted: Advanced Technology 4
Attitude: Cautious
Relationships: Unfriendly with Fantastic and Dickerson Park. Hostile to the Assemblers. Cautious toward Baspro.
Leader: Paladin Uther, aka The Pendragon, a magnanimous leader, advised by the cynical Chief Scribe Merlin.
Merchants: Scribe Tulpin offers medical treatment and supplies. Scribe Maugris sells energy weapons and power
armor, but only to full-fledged members. Beds available.
Hooks: The Pythian outpost considers the Assemblers of God to be dangerous heathens, and they may hire PCs to
attack or sabotage them. They may also be interested in high-tech salvage, such as from the airport or Springfield
Underground.

Baspro
Home of a gun-loving tribe calling themselves the Trackers. Status is centered around hunting prowess and trophies.
Dead mutants, feral ghouls, and wasteland creatures are hung on the town walls, and taxidermied animals decorate
the interior.
Population: ~150
Wealth: 4
Security: 3
Intolerant: Super Mutants 4
Attitude: Neutral
Relationships: Hostile with Dickerson Park and Fantastic. Cautious toward Pythian Castle. Friendly with Battlefield.
Neutral toward Wilson's Creek, Assemblers, and Junkies.
Leader: Buck Ashworth, a gruff, elderly hunter.
Merchants: Rifle Range (Jessica Dover) - Low- and medium-level guns of all kinds.
Fisherman's Wharf (Jeremiah Miller) - Meat (including exotic meat) and prepared food. Beds and companionship
for rent.
Frank's First Aid - Medical treatment and supplies, including chems.
The Rubbish Heap (Ruby Lee) - Junk, scrap, and building materials.
Paragon Protectives (Susanna Petersen) - Low- and medium-level armor.
Hooks: They are always putting together hunting parties, especially to the airport. The holy grail would be an
expedition to conquer Dickerson Park or Exotic Animal Paradise. Individual merchants may need speciality
supplies.

Wilson's Creek
Populated by the descendants of Civil War reenactors, the settlement of Wilson's Creek is really two small towns,
locked in a perpetual state of official war, though with little actual fighting. The Union and Confederate sides (east
and west of the creek respectively) don't know what they are fighting over, but they refuse to lay their disagreement
aside nonetheless. Citizens wear replica Civil War uniforms (gray for the Confederate side, blue for the Union side).
Population: ~50 each.
Wealth: 1
Security: 3
Intolerant: Other Side of Town 4
Attitude: Neutral
Relationships: Neutral to most other factions, but hostile to each other.
Leaders: Colonel Siegel, a young and enthusiastic leader, on the Union side. General Cooper, an older and wiser
man, on the Confederate side.
Merchants: Lieutenant Murphy sells low-tech guns and laser muskets on the Union side. Private Leary deals in
chems and clothing on the Confederate side. Beds available.
Hooks: Each side is always looking for a way to break the stalemate, and may ask PCs for help getting heavy
weapons shipped in from Battlefield. But perhaps there's a chance for peace as well?
Fantastic
This ghoul settlement is almost entirely underground. The outer areas are open to outsiders for trade, but the core of
the town is inside the irradiated Vault 85, built deep into the caverns. It's rumored to have been used by Vault-Tec to
store nuclear munitions, but no outsider has seen the vault itself in years.
Population: 30+, but could be many more inside.
Wealth: 3
Security: 2
Intolerant: Humans 1
Attitude: Neutral
Relationships: Friendly with Dickerson Park. Unfriendly with Junkies and Pythian Castle. Neutral toward
Assemblers.
Leader: Carl Renfield, a pre-war ghoul and Glowing One.
Merchants: Last Stop (Anil Malhotra) sells food, water, and medical supplies. Wasteland Armorers (Hannah Keller)
sells armor and clothing. Rumors say that fellow ghouls can find high-level nuclear weapons and gamma guns for
sale if they know who to ask…
Hooks: Almost anyone would be eager to see what's inside the vault, especially the Brotherhood. There may also be
raider or mutant incursions from the north to deal with, and something has riled up the critters at the airport lately,
sending them further afield.

Division
This settlement is nestled in ruins next to Cox hospital. The residents are a strange robot cult, some of them even
robots themselves, who call themselves the Assemblers of God. They believe that through learning and refining their
skill at building robots, they will one day construct a machine that can achieve divinity and restore the world. Most
people think they're crackpots, and they can be quite territorial about salvage rights.
Population: ~40 + 30 robots.
Wealth: 2
Security: 2
Intolerant: Unbelievers 2
Intolerant: Brotherhood of Steel 4
Attitude: Cautious
Relationships: Cautious or Unfriendly to most outsiders. Hostile to the Brotherhood of Steel.
Leader: Sister Denise, a hot-tempered, elderly woman.
Merchants: Brother Allen sells energy weapons and metal armor.
Hooks: The Assemblers are always interested in robot scrap material. And Vault 117 to the west seems ripe for
salvage. They could also use someone to keep the Brotherhood off their backs.

Battlefield
A major trading hub with just about anything for sale. Battlefield is run by the Maulers, a group of ghoul
mercenaries and traders with a rigid and militaristic heirarchy. Not likely to gun you down just for breathing, but you
don't want to get on their bad side. The town itself is dominated by an old pre-war ferris wheel used as a lookout
tower.
Population: ~100 + caravans
Wealth: 5
Security: 4
Intolerant: Humans 2
Attitude: Neutral
Relationships: Hostile to gangs all over. Unfriendly toward the Assemblers. Neutral to most other factions.
Leader: Ashley Tan, surprisingly young for a ghoul, and a real go-getter.
Merchants: Any kind imaginable. Check out On Target for weapons and armor of all types. The Food Court has all
manor of fresh and prepared food, as well as liquor and specialty drinks. Hello Nurse is a combination medical
facility/brothel, if you need a long recuperation and you're into ghouls. Duds 'n' Things has all the latest fashions as
well. Beds are available.
Lambert
Lambert is a Raider town south of the city, and home of the Rollers. The Rollers specialize in thrown weapons and
grenades, and control the south end of town and the roads down to Branson. However they give Battlefield a wide
berth.
Population: ~30
Wealth: 1
Security: 2
Intolerant: Goody-Two-Shoes 2
Attitude: Unfriendly
Relationships: Unfriendly or Hostile to most factions. However they do engage in trade with Wilson's Creek.
Leader: Peace. Reduced to two fingers on his left hand from a grenade accident. Surprisingly friendly for a Raider.
Merchants: Laverne at the Boom Boom Room is your source for all kinds of explosives, throwing weapons, or light
armor.

Raider Gangs:
Hong Kongers. Specializing in knives and flamers, this gang is decentralized, with numerous hideouts along
Glenstone and Highway 65 on the east side of town. They're always looking to score one of the Mauler caravans
heading north or east, and if you get on their good side, they've got some of the best food around. Led by Chef
Leong, holed up in an old restaurant.

Wild Bills. A cowboy-themed gang operating downtown and to the west, with their HQ in Park Central Square.
Specializing in old-school firearms, especially revolvers. Led by Davis, an older man with an impressive mustache
and even more impressive quick-draw.

Route 66 Junkies. The baddest gang in town, these raiders are based out of Vault 66 and terrorize I-44 and the old
Route 66 on the north end of town on their cobbled-together motorcycles. The only people they fear are the mutants
of Dickerson Park. Specializing in automatic and energy weapons. Led by the sinister and sadistic Dean.

Rollers
Raider gang specializing in throw'd weapons and grenades. Based out of Lambert.

Vaults:

Vault 53. The entrance is deep in the Springfield Underground, a former quarry turned radioactive waste dump.
Status unknown.

Vault 66. Home of the Junkies. Experimental conditions are unknown due to control by the Raiders. The camp there
is one of the best resources for robotic and mechanical scrap, if you dare.

Vault 72. An experimental vault initially populated with numerous large predators and no firearms. It remained
sealed until 2256, when scavengers cracked the seal and discovered the vault dwellers had become a tribal society of
nature worshippers who hunted the beasts inside the vault. These Tribals, who call themselves The Sennytoo, are
fiercely xenophobic and deadly in hand-to-hand combat.

Vault 85. Allegedly used by Vault-Tec as nuclear munitions storage. Foundation of the town of Fantastic, deep in the
caverns. Heavily irradiated, and off-limits to non-residents.

Vault 131. The residents in this vault were subjected to a gradually increased background noise. Only a dozen sets
of earplugs were provided to residents, and all bedding material was removed. Residents eventually fought for
control of the earplugs, until only 9 residents remained after the first 3 years. Within 10 years, everyone was dead.
Vault 117. Each family in the Vault was contained in separate living quarters, with no communication except by
computer terminal. When children reached 18 years of age, they were taken by Vault personnel and assigned new
quarters with mates chosen by unknown criteria. Communications were heavily controlled and edited, with different
families fed differing stories of what was happening outside their quarters and why. At some point in recent years,
the Vault-Tec personnel abandoned the project and unlocked the doors, but the residents have been slow to venture
outside.

Points of Interest:
1. Exotic Animal Paradise: Fighting pit for the Junkies to stage combat against mutated beasts.
2. Airport: Hit by nuclear bomb in the war. Currently a nest for deathclaws, and largely untouched by
scavengers.
3. Springfield Underground/Vault 53: Former quarry used for industrial storage, including nuclear waste
disposal. Now crawling with feral ghouls. Deep inside is the entrance to Vault 53, whose status is unknown.
4. Springfield Raceway. A clay dirt track originally for stock car racing. Now the Junkies use it for deadly
motorcycle races.
5. Cox North. A hospital campus looming over Division, including a nursing school. There may be some
good loot that the Assemblers have missed.
6. National Guard Office. In the shadow of the Pythian Castle, the outer offices have been thoroughly tossed
by the Brotherhood. However they've left the heavily-fortified armory alone.
7. Park Central Square. Home of the Wild Bills gang. Just to the east is the historic Gillioz Theatre; where it
once played vaudeville, now it displays the Wild Bills' captives, dead or alive.
8. 3M. A major industrial facility. Chock full of factory robots still working on who-knows-what.
9. Hammons Tower. The tallest building in the city, with some high-security government offices. Raiders
have taken over the lower-security areas. It overlooks Hammons Field to the northeast; once home to the
Springfield Cardinals, now it's home to an irradiated crater.
10. Elfindale Mansion. A stately historic home, now playing host to Super Mutants.
11. Springfield Art Museum/Phelps Grove Park. A lovely place to visit, if it weren't for the radscorpion
nest.
12. Missouri State University. Another site of a nuclear bombing from the war. Watch out for ghouls!
13. MCFP. The high-security Medical Center for Federal Prisoners. John Gotti, the Teflon Don, died in
custody here. Currently occupied by Super Mutants.
14. John Twitty Energy Center. Coal-fired power plant turned nuclear reactor/museum, including a trainyard.
Not currently functional, but still patrolled by an assortment of robots.
15. Kickapoo High School. Brad Pitt's alma mater. Now infested with mole rats.
16. Cox South Hospital. The entire area is littered with medical offices. Surely there's supplies tucked away
that haven't been found.
17. Springfield Conservation Nature Center. If the Yao Guai don't get you, the tribals from Vault 72 that hunt
them probably will.
18. World's Largest Fork. May or may not be true, but at 35 feet, it is pretty big.
19. Chesterfield Park. A large green space with an indoor water park. Unfortunately, it's also the site of a large
mirelurk nest.

Hooks:
The Southwest is generally the safest area, and best for new PCs. Starting low-level PCs may be residents of Vault
117 who have decided to venture out for the first time, or refugees from Joplin (to the west) or Branson (to the
south).

Further Afield:
To the south is Branson, once a local entertainment hotspot. To the west is Joplin, which is pockmarked with
abandoned mines. To the northeast, along I-44, is the army base at Ft. Leonard Wood, the technological research
university in Rolla, and eventually St. Louis. To the north is Super Mutant country, according to the events of
Fallout: Tactics, and to the east is Amish country.

You might also like