Tuesday, November 25, 2025

Fallout Cascadia

 

With the update of Savage Worlds Adventure Edition Science Fiction Companion (mouthful), I have everything set to start on my Fallout Savage World adaption. Joining the twenty other people who have done so or are attempting to do so.

But my tastes run a little counter to the modern Fallouts. A little ironic considering my favourite is New Vegas and I have never played Fallout 3 and 4. But the classic Interplay releases have a sense of scale that isn’t captured by spending all the game around one city and it’s outlying suburbs. Having to squash the far-flung regions like Raven Rock and Little Lamplight into a box to make them fit. Fallout 1 and 2 took place in a landscape so worn down by decades of radioactive dust that the number of surviving pre-war settlements could be measured on one hand each game. Leaving room for new places to emerge.

But there is no use just slapping this down, Interplay made Wasteland 1 before the Fallout series. So there should be enough information to come up with some rough rules as to what makes a good Fallout setting.

Gamewise, besides just cribbing premade material off other Savage World Creators. I was going to adapt the Half-Giants from the Fantasy Companion as the basis for super mutants and make up ghouls based on the template process. The only downside was coming up with enough Racial Edges to cover Pure-Strain Super mutants and the several different variants of ghouls.

Power Armour and maybe Radiation were going to be from the Science Fiction Companion, if not treating Fallout’s B-Movie Radiation as a disease or something. Didn’t need to change guns but certainly would have added a bunch of Deadlands edges for that frontier feel. Maybe some Fantasy edges to keep melee combat more relevant.


Wasteland 1

Out of 13 locations; 3 are real life places: Las Vegas, Quartz[site] and Needles

And 10 are fictional locations: Highpool, Ranger Center, Desert/Rail Nomads, Darwin, Sleeper Base 1, Sleeper Base 2/Base Cochise, Guardian Citadel, Agricultural Center, Savage Village and probably Mine Shaft.
Mineshaft is a probably as there are a lot of silver mines out there, but it’s not named.

That’s quadruple the fictional over real locations. However, there is a significant distinction between pre- and post-apocalyptic sites. Only the Desert/Rail Nomads and Savage Village are not transformations or continuations of preceding sites.

Talking this to Fallout 1

All the locations in Bakersfield (Necropolis), Barstow (The Hub), Los Angeles (Boneyard/Cathedral) and San Diego (The Glow) are real and transformed.

Of the fictional places, only Junktown, the Raider Camp and Shady Sands are post-war. Leaving Vault 13, Vault 15, Mariposa Military Base and The Lost Hills Bunker as transformations.

The real vs fictional is 5/7 and the pre vs post war is 9/3. Still keeping around 12 locations maximum.

For Fallout 2, the last time Interplay managed to get an RPG Fallout game off the ground we get a bit more.

Real life and transformed: Reno, Redding, San Franciso, Modoc, Klamath (Falls by the loading screen but the squashed map puts it in California) and the Sierra Army Depot. Though only San Franciso and the Sierra Army Depot have been transformed significantly from their real-life counterparts.

Of the fictional locations: Navarro, Poseidon Oil Rig, Gecko, NCR, The Den, Arroyo, Vault 13, the False Vault, Mariposa Military Base, Broken Hill and the Ghost Farm. Only the NCR, Arroyo, and the Ghost Farm are post-war.

6/17 are real but 3/11 are post-war. Still very few new settlements.

- There should be many more fictional locations than real-life ones. Up to four times as many.

- For how large the maps are, there should be vast stretches of emptiness, with real-life locations scattered to the far reaches and fictional locations in-between.

- If there are real-life locations, they should be transformed in some way. While Fallout 2 breaks this somewhat with Northern California, it holds true in 2/3 Interplay RPGs.

- The number of post-war locations should be very low.


Now with all this in mind, let us see how well my Cascadia Region stands up to these rules.

The setting is based on the failed proposal for Fallout Extreme, a squad-based action game featuring local rebels vs an Evil Brotherhood of Steel. Proposed to Interplay by 13th Degree but rejected. The Brotherhood are oppressing the region to conscript anyone into an army to eventually invade China and fight the resurgent Communists. As the one thing Fallout clearly needed was an End-Justifies-The-Means plot which also resurrects the spectre of the dead pre-war world. It feels like proto-Bethesda, but at least they took enough of Fallout 2 to copy the Enclave hypocrisy rather than Rah Rah American Power-Armour.
They merely devolved into Brotherhood fanboyism, but about that later.

I think this should be somewhere between Fallout 1 and Fallout 2, about the same time as Fallout Tactics. Long enough for an event to occur but not so long as to affect the games. The expansion into the Pacific Northwest but a small group of Brotherhood members who become a radically different offshoot is pretty much what happens in Tactics. We can see this as a darker version of the same dispersion. The Midwestern Brotherhood becomes more open as it recruits weirdoes and the Northwest Brotherhood becomes more evil as they recruit and impress raiders.

(Made with Google Earth)

(Made also with Google Earth)

I have no idea on how big this image will be, it was enormous on my screen but Blogger might chop it down dramatically. I have found it needs to be big to see the pins I put on.

Gold Pins were real-life locations transformed
Red Pins were real-life locations transformed but probally could be abandoned to keep the number of locations down to a reasonable level.
Blue pins were fictional locations
Purple were fictional locations that could be junked as needed.

(Someone on Reddit)

Starting from the top of the map down and going west to east

Kodiak Base - From Fallout Extreme, it was labelled as part of the Pacific Northwest region, but the Kodiak islands were part of Alaska. Which in the draft were the Bering Region. As no map was provided, who knows. If it must be included and wasn't an error. I’d say either Vancouver Island or the San Juan Archipelago counts as a remote enough island group, while not being too far from a Cascadia adventuring group.

The Sound – Another map to seize control of against the Brotherhood. The sound could refer to anywhere in Puget Sound, so I chose to interpret it as the survivors in all the flatland, tidal ways and to the west of Seattle and of course the massive Olympia National Park, which could support survivors willing to live a more “tribal” life.

Some Fallout material, especially Honest Hearts, makes a fair amount of hash out of how to define a tribal lifestyle.

Command Forward Depot – A single line from the dubious Operation Anchorage about supplies coming from Oregon. As there is a big navy base and depot there, it seemed to fit. Not necessary, it could be tied to making friends with The Sound to obtain a cache the Brotherhood knows nothing about or how The Sound defend themselves.

Capitol Hill - A neighbourhood in Seattle. While Seattle was going to appear in the never off the ground Project V13 by Interplay, a MMO set in a re-ruined world. Fallout Extreme has no details either. Probably the Brotherhood occupies the are as their central command and it’s the final region.

Seattle Underground – Another Fallout Extreme mention. I think it was inspired by the network of underground streets in the Pioneer District, left behind when Seattle built over them due to fire and flood. With all the other ruins, it might be a massive network running the length of the city and a hotbed of anti-Brotherhood resistance.

Issaquah – While a forested suburb of the Great SacTac (Seattle-Tacoma) area. It would have appeared in Extreme as the Issaquah Nation, home of Hawk man braves, violent shamans and controlling the inland regions. Hawk man braves almost suggest to me they are wearing sports gear of an old team, like Caeser’s Legion. Whatever they are doing, they might be a threat to the Brotherhood outposts with numbers, or the Brotherhood might have struck a deal with them for not having any technology. I lean to the former.

Issaquah Vault - I didn’t think of this one, it came from trying to match up all the vaults in a still from the TV show. While I had labelled it for Issaquah, it could just have well served all Seattle, though only 1,000 and assuming it was benign. It’s ultimately not relevant and if the Brotherhood hadn’t looted it, surely it belongs to the Issaquah.

Although convincing/forcing each tribal confederation to gain access their ancestral vault would be a fun McGuffin race vs the Brotherhood or working for the Brotherhood.

Vault 6 – One of the few Extreme locations to get an actual location, Vault 6 has the dubious authority of appearing on the TV show maps as well. While being built inside Mount St. Helena was always a dumb idea, the deliberate radiation exposure has turned them into aggressive ghouls.

Troll Warrens – A super mutant community apparently built underground. From Extreme but somewhat hard to place. Clearly there must be large caverns and it’s popular to associate super mutants with FEV or radioactive areas. Since nothing was happening in Portland and it was close enough to Mount Hood. I set it there.

The Cause – Based on Mount Hood, these were the protagonists of Fallout Extreme. A unified group of campers, survivalists and refugees from the surrounding sites and new settlements. The Fallout TV show puts a Vault there which very clearly explains how a chunk of them got there and their technological abilities.

Griffon Airfield – This was tricky because it was Extreme’s proposed demo and demo locations don’t always exist. The only real idea I had to go on was it should be near the starting area for the game (Mount Hood) and it was an enclosed area with a few outbuildings and a missile silo. Now Seattle had missile defences scattered through Washington in random towns. But they are all too far away. So, I imagined Portland might have had some in the increasingly militarised Cold War forever future of pre-war America and plunked it at Aeroacres Airport-OG30 in Oregon City. Being the closest sealed airport to Mount Hood that wasn’t big enough to have a terminal.

Fort Willamette – Extreme reference, sounded like a Brotherhood stronghold but where? I originally placed it at the Highway interchange in Eugene, to guard the southern end of the Willamette Valley. But the TV show’s placement of a Vault almost opposite Salem seemed interesting enough. So, I move it up. I wanted to have it in the Vault itself, but that would put it in the middle of nowhere.

Looted Vault – Somewhere east of Salem was a vault, placed by the TV show. At the time I had made that section of the map, I think I baulked at the idea of having a Vault just in the middle of a plain. In Interplay’s Fallout, Vaults were mostly extremely isolated and rare. 13 and 15 were in remote regions of California. Vault 8 (Vault City) was in a corner of Nevada far from anything else. Vault 12 however breaks that pattern and maybe was a sign I should have just accepted a vault can be built under the city that would be hit. The vault was looted by the Brotherhood and accessing these vaults was part of the reason for splinter faction to come up here.

Certainly, it would have simplified Salem into a single pin.

Oregon State University – Interplay took a lot from Dav Brin’s The Postman (especially the NCR), but maybe not quite as much as they did from A Canticle for Leibowitz and The Earth Abides. To fill space, importing the supercomputer managing survivors was obvious. The Brotherhood has probably ransacked the place and killed or impressed everyone. But a quest hook could be gathered here to right those wrongs. Of course, alternatively for space, this could just be a passing mention and needs not actually appear.

Gun Tribe – Another The Postman reference. A tribal society in the truer sense, being a fusion of Native American US Army personnel and the local rural people of the Umpqua River Valley. I was originally going to have them be based in Florence, but I ended up moving them to Reedsport as Florence would be ruined if the other Fallout material about Coos Bay had that ruined. Though frankly I could have pushed them further up to Scottsburg or even Rosburg. They have kept their humanity and their training by constantly fighting with the cannibals to the south. They ambush Brotherhood patrols and like the book people, are a vital if haughty potentially alliance.

Cannibal Shrine – Fallout 2 had hostile cannibal bands roaming around Arroyo, indicating they lived in the forests of Oregon and maybe Northern California. I took that as another The Postman reference. In that book, what really sent America back to the dark ages was first nuclear war, then plague, famine and mostly hordes of fascist survivalists called Holnists, attacking rebuilding and reconnection efforts. And they form the final threat of the book. Forced north into the Rogue River region by a California polity despite their augmented super solider bodies.

The Rogue River Valley had quite a population of survivalists and probably still does. These cannibals in Fallout 2 were very strong and tough but carried simple weapons. So, from that, this new culture must have some sort of horrible idol somewhere, with an attached quest to rescue someone and destroy it to demoralise them. They keep Cascadia separate from New California, reachable only by heavily armed caravans along I5. Or by running the desert from Klamath.

The Haunted Place – One of those unnecessary Fallout 2 style gags. The Oregon Mystery Vortex is a famous tourist trap where it’s claimed gravity behaves weirdly. In Fallout’s pre-war mania, the government built a research bunker nearby and below to study the military applications. It was a massive bit of fraud on behalf of the construction company but maybe the scientists found some superscience there. Creating a dungeon to explore. Regardless the Cannibal tribes don’t go near it, making it a safe place for a while.

Toxic Caves – Just as they were in Fallout 2, full of Golden Geckos and some military salvage. Can be cut without issue.

Crater Lake – Beautiful and sacred to people now and likely to the survivors after the bombs. But ultimately unnecessary unless you want some sort of contrast.

Klamath - The furthest south and represents a weird realm or order and sanity. Klamath (Falls) cares for money alone and thinks no one north of them is a civilised person. Here is a rest stop and a reminder of a wider world.

Rivertown – Built on and in the bend of the Columbia River, out of scrap that has floated from ruins further up. Rivertown is a new place by a tribe which just wants to live and grow again. They have some pre-war abilities and is more a rest stop towards the middle of the map. Their quest would be resolving who controls the town, an Issaquah-allied government or a Montauk-allied government. The other side will not take kindly to losing access to the bank.

Montauk Preserve – This one is tricky. Montauk was a native American tribe from the East Coast, at the tip of Long Island. Unless they were some sort of weird hippie people who merged different beach house styles together. They don’t really fit. But the Fallout TV show added a vault around Spokane.

Spokane is reasonably close to a few Native American reservations. So, I merged them. The Vault was a place where select reservation members were granted access but not anyone with storytelling knowledge, trying to see if a hybrid culture could from memory alone. For good or bad. They sort of did.

Most of their quests revolve around connecting regional communities to stave off the Issaquah Nation’s expansion. They give the quest to deal with the Deathclaw Nest.

Montauk Vault – The vault needs to be mentioned. It might not actually appear but could be a dungeon, completely emptied except for something awful that crawled in there. The TV show map has the vault directly on the Washington/Idaho border, but that’s flat land and at the time I wasn’t willing to accept that vaults could be built without natural protection like in Interplay’s games.

Deathclaw Nest – This is just a big dungeon that is there to test the combat ability of the players. The idea is that communications across the dry Columbia plateau have gone silent. The quest takes players from the Cascade ranges to the Montauk, who tell of monsters in the desert. Redirecting the players to find and destroy the nest. Its location is just a space filler. You could put the deathclaws in a vault like the Montauk or Boise Vaults to save locations.

Boise Vault – I wanted this to be in the mountains nearby, but the map is clear it’s dead centre in Boise. This vault would be theoretically untouched by prospectors. The primary drive for the Brotherhood to go east and loot it for either general parts or some sort of McGuffin piece. The idea of a base to impress raiders, tribals and communities into their army sounds a lot like Caeser’s Legion and the Fallout Van Buren plot about Dog Town/Denver.

Mountain Home Airforce Base – A major base and command centre in real life, the ruins would be literal ground zero for strikes in Idaho. The radioactive ruins could either be a ghoul dungeons like Bethesda/Obsidian Fallout games would do, or just a glowing crater like The Glow was in Fallout 1. If there is some pre-war military technology required, it could easily be here. Otherwise, it just restricts travel through the Snake River region.

Menkey Butte Mine – A location from The Armageddon Rag, a short-lived newsletter about Project V13. Supposedly a silver mine people are trying to find, it is assumed to be Butte, Montanna and a reference to the mines that crisscross the hills around and beneath the city. This is a little odd, for while Butte has silver mines, they like the original gold mines were played out. Now precious minerals occur as a byproduct for Butte’s other colossal mining projects.

Buit that’s never stopped Fallout from adjusting the game world for a better story. It could maybe Butte County California, which did have gold, silver and gemstone mines in the 1800s and would fit better with the “narrow” range of continental USA Interplay’s Fallout takes place in.
Fallout New Vegas suggest there are active coal mines in Montana, but the coal beds are far away from the western ore mountains and play no part in this game.

Helena Vault – To the east of Helena is a lake, the western side is a low range of rocky hills, and the eastern side has mountains. Annoying, the TV show put the vault on the western side as far as my eyes can tell. Whatever this vault does, it’s probably a valuable place of salvage, if not a focus of a community.

Vault Location – Really everything I said about the Helena Vault applies to thing one as well. I guessed it to be under Mt. Baldy, one of many peaks with similar names in the region. Probably designed to save/experiment on people from Idaho Falls.

Granite Peak/Montanna Chapter Bunker – This was a case of expedience from me. There is an unused bit of dialogue from Fallout 3 about there being a Montanna Chapter of the Brotherhood of Steel. The Fallout TV show seemed to place a Vault directly in the huge massif that is the Beartooth Mountains. This would be remote even for Fallout and would, be so far east to be closer to the Midwestern Brotherhood of Steel. But the fact Elder Lyon, a man who abandoned reinforcing the Midwestern Brotherhood due to their divergence quoted them means they aren’t quite so odd.

The remoteness gives a natural plot for the area. The Montanna chapter took over a vault, maybe after the experiment killed/hurt everyone. They guard and scout Montanna from the ruins of Helena, the coal towns of the north and south, maybe into Yellowstone. The Northwest Brotherhood wants to convince them to ally with them. The Montanna chapter isn’t sure. The players can influence the discussions taking place in let’s say the Helena Vault to see if the Northwest Brotherhood can be curtailed from going east.


I have:

Kodiak Base? – Fic/pre

The Sound – Fic/post

Command Forward Depot –Fic/pre

Capitol Hill – Real/pre

Seattle Underground – Real/pre

Issaquah – Real/pre

Issaquah Vault – Fic/pre

Vault 6 – Fic/pre

Troll Warrens – Real/Post, although my terminology keeps breaking down here, it’s a transformed real-life location but it’s post-war construction.

Like San Franciso being the domain of the Shi, it sits somewhere in between. But if so, would move the ratio for Fallout 2 to 4/11 post/pre-war.

The Cause – Real/post? This is where the classification clearly breaks down. It’s a real-life location, with fictional elements built pre-war and a post-war group of settlements because no one lives there normally. Unless everyone lives in the modern surrounding towns, but then are they really descendants of scouts and survivalists?

Griffon Airfield – Fic/pre

Fort Willamette – Fic/post

Looted Vault – Fic/pre

Oregon State University – Real/pre

Gun Tribe – Real/pre maybe post, but I’m leaning pre

Cannibal Shrine – Fic/post

The Haunted Place – Fic/pre

Toxic Caves – Fic/pre

Crater Lake – Real/pre

Klamath – Real/pre

Rivertown – Fic/post

Montauk Preserve – Fic/post, though based around Spokane, I don’t think they would be in the ruins themselves, maybe in the forested highlands. I put the marker on Spokane for the general area.

Montauk Vault – Fic/pre

Deathclaw Nest – Fic/post, maybe pre if it’s a transformed Vault

Boise Vault – Fic/pre

Mountain Home Airforce Base – Real/pre

Menkey Butte Mine – Real/pre, unless you consider the fact it is not explicitly named, in which case it would be Fic/pre

Helena Vault – Fic/pre

Vault Location – Fic/pre

Granite Peak/Montanna Chapter Bunker – Fic/pre

Ignoring the edge cases where I have realised, I could reclassify things. I have:

13 Fic/pre

6 Fic/post

9 Real/pre

2 Real/post

That’s 19 Fictional Locations to 11 Real locations. Somewhat low by the standards of Interplay.

And 15 Prewar locations to 8 Postwar locations. Still pretty high.

Curbing all the optional places becomes

Eight Real vs 9 Fictional

Ten Pre vs 6 Post locations.
So I’m not very much in tune with the Interplay spirit as I hoped. I could condense some of the filler areas together. But then I think I’m ending up like Bethesda’s Fallout. Where it’s incredible constrained by the continuous open world format.

Everything in Bethesda’s Fallouts, bar Fallout 76 are tied to a single city. You can even see this in the TV show where they try to retcon and force Interplay’s Fallout 1 area over the Los Angeles ruins. Reusing Fallout 4 aesthetics for everything (somehow having completely replaced the design work they did for Fallout 3). The Boneyard is just an endgame are. I’m surprised we didn’t have Vault 13 beneath the Hollywood sign.

No doubt Bethesda could do a Pacific Northwest Fallout, but it would Fallout Seattle and The Cause would be on Mount Rainer. They could do a regional Fallout, they certainly managed to create widespread space in Elder Scrolls and Fallout 76. And they have distinct spaces in Starfield by necessity. But I think their devotion to mapping out every corner of a downtown area would do them in. Fallout 76 got away with it because West Virgina was so rural, there was no city to minutely detail.

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