This is going to be very long. Apologies in advance.
Disclaimer: I am not by any means a professional or even amateur writer. I'm actually not that good at writing in general. I know the lore but my knowledge isn't the deepest. I'm not a stratigist or anything like that so i wont know much about strategic position or land to have and would love imput on that department. Just an alternate universe story i thought of.
This is more of a cursory view of the world. More will be expanded based on if anyone is interested in this. I'd like any input and also criticism. Your ideas on what to add would also be appreciated.
Overview: This takes place about 100 years before Fallout 4, so around 2187. It's more of the background lore to the "game". Nate and Nora will still exist but in different ways. The east coast will be different from the west coast therefore many things won't cross over but others I'll consider universal. Example, no super mutants but there will be ghouls. More will be fleshed out if anyone is interested in this.
Exclusions: No super mutants, Brotherhood of Steel, Enclave, Deathclaws, FEV, or caps as currency. There will also be different drugs. Or anything else consider west coast. I'd also rather leave X0-1/advanced power armor out.
Instead of FEV there will be Mutation serum type X aka Mute-X. It was the government's secret mutation project that spread along the east coast. The war broke out before it could make it to labs on the west coast.
Universal: Ghouls, T-45, T-51 and T-60 power armor ect.
Nate and Nora: They are not the protagonists of the "game" but extremely important to its history, mainly in buildingup the Minute Men. Nate and Nora are the same except they are childless. They get into vault 111 and get frozen all the same. The vault still falls apart. But neither of them are killed by the institute. The cryo pods open 100 years earlier than before letting out Nate and Nora and some others. Some of the pods malfunction and people die. They get their Pip-boy and exit the vault and go out into the world. Nate becomes a famous and important leader I'm military operations for the Minute Men and Nora becomes important for writing the laws of the Minute Men as well as being great negotiating with other factions.
Factions
Minute Men: The Minute Men at this time are at about the strength they are at the beginning of fallout 4. What differs them is that they are a new group. They want to look out for the people of the common wealth and have noble intentions but little influence. This changes when they meet Nate and Nora. Nate helps them fight off a gang of raiders same as the game. Him and Nora take them from a small semi LARPing faction to something similar to the NCR in the next 100 years. Just no wear near as big obviously. Some future events include them coming across the national guard training yard first and setting it up as a base of operations and as a training area. Acquiring 7 sets of power armor including 3 T-45s, 2 T-60s, 1 T-51 and 1 prototype insitute synth power armor(from the mod). As well as taking over the corvega assembaly plant to begin in maintain and manufacturing. They also come across a shipment of marine armor. The most elite soldiers will be known as marines and will wear marine armor. Another elite class will be the peace keepers. Peace keepers are dressed in navy blue duster overcoats, body armor underneath, a scarf that can be pulled up to hide the face and Minute Men hats although caps and cobat helmets are also worn. They are used for anything from brokering diplomatic talks with other settlements and facttions to straight up combat. Sentiments about starting a federation or republic have started to grow. It would be called The Federation or Republic of New Usonia. Although in the begging they arent that interesting. I have the most thought out about this group and would love to expand on it in the future.
The Institute: At this time they are a secretive group. No one really knows who they are. Synths however are known and are spoke about in whispers. Synth gen 1 and 2s are known to raid settlements and towns sometimes for seemingly no reason others for supplies. Gen 3s are known to replace people and start killing. In reality these are just tests to the Institute. They are trying to perfect their technology to later appear and better the wasteland in a way they see fit. Killing people is seen as necessary to further their work. Gen 3s are split into three categories. Gen 3 batch 1 which were given complete free will, Gen 3 batch 2 which were given the possibility to develop free will and Gen 3 batch 3 which is given no free will. Every Gen 3 synth has the ability to become a courser. They have power armor and advanced weaponry. More will be expanded based on interest.
The Railroad: The Railroad I'd the most different from the original game. They started around 25 years before the vault 111 opening. They are a medical group foremost who have taken over the Milton General hospital. This humanitarian work put them in contact with ghouls and Gen 3 synths including a few coursers. Seeing the discrimination they faced The Railroad has become a place where everyone feels welcomed. They have formed armed groups to protect settlements and transport goods and medical supplies. They will even get into turf wars with local raider groups. Having ghouls as well as synths in their ranks has provided them with a great amount of knowledge in both combat and medical. Thanks to the synths in the group they have a higher success rate jury rigging Institute weaponry.
Gunners: The gunners are possibly the fourth major faction in this story. If not they still count as the most influential and powerfulat the time. Founded by descendents of ex military men and women who wholed up in their own nuclear bunkers. After the war they used the guns they had stockpiled and military experience to create a mercenary group. Using the knowledge passed down this mercenary group turned into an entire faction that controls many parts of southern Boston as well as some military checkpoints a factory and vault 75. In the factory they manufacture and refurbish guns and armor as well as maintain power armor. The gunners have a hold of many suits of power armor as well as Mr. Gutsies, assaultrons and sentry bots. They sell the weapons and armor they manufacture to most who want to buy them making them extremely wealthy. Keeping with the lore everyone in important roles has their blood type tattooed on them for easier medical treatment. How they run their society can be expanded upon.
Smaller factions:
Vault 81: Vault 81 is pretty much the same a in the game. This time they decided to start building outwards and have a small town as well as the vault to live in using the G.E.C.K. They trade with only select groups and people who will eitherbenefit them or they align with morally. This basically only includes The Railroad and select traders. They are a reliable source of medical supplies and seeds for who they trade with.
The Star Eyed People/Star Gazers: The Star Eyed People are from Vault 88. Instead of the games lore Vault 88 led into an expansive cave system. The lights in the vault were always kept very dim and food resources were finite. Interesting enough they were given pet mice and domestic canaries with food to feed them. Rules were set that they needed to keep the pets alive.Vaccinations were given out regularly to the inhabitants as well as the pets. The vaccinations were actually Mute-X(will be explained later). Do to limited options in the vault they expanded out into the cave bringing their G.E.C.K with them. However the G.E.C.K was different instead of what's normally in it it contained different types of mushrooms including edible and bioluminescent ones as well as plants that do the same. It also showed how to collect water underground. Over the next 90 years the Mute-X affected them giving them and the next generations larger light refractive eyes and paler skin.It seemingly gave them enhanced strength as well. The pets were also affected the mice and birds turned larger and were used like livestock. The vault door was permitted to open and they have found other ways out of the caves. They are rarely seen and when they are it's mostly at night where their eyes refract the light, which is how they got their name. They are very isolationist only coming out to trade for medical supplies, weapons and to occasionally sell their produce. If they do come out during they day they are covered head to toe in robes. Faces covered as well as eyes with dark goggles to block out the sun. Food from their caves is considered exotic and rare. Richer wasteland inhabitants pay top dollar to eat the food that comes from vault 88. They developed a unique accent over the years of isolation and are known to be relatively good shots and fighters, especially at night.
Followers of Michael: The Followers of Michael are a group that revere and semi-worship a man/mutant named Michael. Michael is 10 feet tall, has a semi-feline face with sharp teeth and slit eyes. He has curled horns growing out the top of head reminiscent of a goat. He has a mane of thick fur around his neck and a bit down his back. His skin is covered in green scales besides his hands which are covered in fur and are beast like. The scales continue down his legs which are digitigrade and end in reptilian claws feet. He has the tail of a reptile as well. Micheal has extreme radiation resistance and is very strong, he's been seen to take down a gatorclaw and a Chupacabra with his bare hands. The thing is Micheal was created in vault 95. The experiment was to see if they could create a messianic or heroic figure, therefore a child was genetically engineered in vault 95 using Mute-X. He had the genetic material of a lion, goat and crocodile mixed with his for appearance and strength as well a some water bear for radiation resistance. He also has an extended lifespan. It took 20 years to develop the child and "birth" him. The goal was to make him look different enough so that people would believe he isn't just human. The enhanced strength would show that he could do feats no human could accomplish. He was taught in depth about religious and heroic figures and how to act around people He wishes to convert. To help he has 4 apostles that spread his message. Not many were put in the vault since the experiment focused on one individual. Leaving the vault in 2170 Micheal was 73 years old and still considered a young adult. Him and the remnants of his vault used the G.E.C.K to create a town called New Eden. Something to notice about the people who followed him out of the vault was that they had minor characteristics of Michael, whether is be just horns, or feline eyes or scales ect. They also have lived as long as him but have aged faster. This is because the experimentation rendered his blood a mutagen even if less potent. In New Eden the apostles started taking in wanderers showing what Michael could do through helping others and their own mutations. This quickly gained followers and their settlement is starting to grow. Micheal however is a more timid and shy person. He likes helping others because it's the right thing to do and hates the worship. His apostles and the remnants of the vault love it however and he follows their lead. Those who are deemed worthy are granted Michael's blood and undergo a mutation. This grants them a higher status in the settlement. Non believers are looked at with pity because they will never be given the chance of mutation which is seen as holy.
The Forged: The Forged are similar to their in game counterparts except they are a larger raider group. They hold some territories and are known to take settlements and leave burnt corpses in their wake. They are relatively melee focused crafting their own wepons. Favorites including the power hammer, power fist and shishkebab. Flamers are a favorite and guns are obviously used as well. Members are branded to show their allegiance. Their armor is made up of modified welding forging and any seemingly construction/hard labor gear they can find. Enemies are burnt and left strung up or on pathways as warnings and or threats.
Raider gangs: Along with the Forged, The pack and the Disciples are the other raider gangs that ransack the wasteland. They have an alliance that ties back to Nuka World. Mysteriously they have seemingly developed a type of super soilder. With blue coursing through their veins, they stand a foot taller than a typical man. They also have advanced strength to boot. This has spawned theories that the raiders have found the secrets to Mute-X in Nuka World.
L&L gang:
World: The Commonwealth is an a lot greener area. With grass and trees growing everywhere as well as vines grasses and trees growing up and on buildings. The nuclear fallout in most areas has faded. There is less rubble, dilapidated cars and fallen buildings around as they are being used as materials to rebuild. And many towns are more rebuilt. This has happened in some areas and will happen more over the next 100 years. Instead of the Glowing Sea there is the Irradiated Feilds. The area is still very dangerous as a lot of animals have moved to graze there and because of that the most dangerous monsters have moved there as well. The reason it's called the Irradiated Feilds is because of all the radiation that has seeped underground. In the ruins of buildings beasts have used and created tunnel systems under the fields. There is more radiation, dangerous monster dens and secrets to be found in the underground ruins. This is were the Minute Men found their prototype synth power armor.
Animals: Most animals listed will be new creatures not seen before although some have been rolled over from Fallout 4.
Dangerous Creature:
Pack Rats: Pack Rats are wolf sized mutated rats. Like stated in the name they hunt in packs chasing down prey and killing with razor sharp rodent like teeth. They are even can even be tamed. People can be seen with them at their homes used as guards and pets(inspired by the Falanx in After Man by Dougal Dixon).
Dog Bear: The Dog Bear is a grizzly bear sized dog. It's face is dog like but it's body is more bulky and it has a medium sized tail. It's a very dangerous and hard to kill animal with sharp claws and large teeth it's been known to take out and eat groups of under equipped combatants.
Chupacabra: The Chupacabra is a dog species that was created by scientists through the use of Mute-X. These creatures were supposed to be used by the US army as very loyal and dangerous wepons of war. After the nukes however the last surviving scientists took pity on the experiments and let them out into what was now a wasteland. Unluckily for everyone in the wasteland they not only survived but thrived. The Chupacabra is a 10-12 foot tall bipedal dog similar to a werewolf. It has grasping hands and retractable claws on its hands and feet. A long row of spines grow out of its back. Males are larger up to 12 feet tall, have large bushy manes and 4 inch canines that poke out of their upper lip. Females have no mane and their canines are an inch shorter. Males and females are monogamous and live with their mates for there whole lives. They are extremely intelligent and have an amazing sense of smell. It moves with blinding speed and will switch to running on all fours to move faster if need be. It can chase down or ambush prey depending on the situation. All of this mixed with thick tough skin makes it extremley dangerous even for seasoned combatants.Their colors can range from brown to white to black. Mottled coats have also been seen. When their howls are heard most animals run in fear. Horror stories of Chupacabras running through settlements, killing dozens and running ofd into the night with its victims are told often.
Dust Moth: Dust Moths are giant mutated moths that are big enough to take down a deer. It has a 15 foot wingspan and are about 3 feet tall. With sharp mandibles used to dispatch prey and legs that can peirce and pick up prey they are nothing to mess around with. They can shake off their scales to disorient and blind attackers and prey. They are light and their wings are relatively fragile so they are preyed upon by larger animals. Dust Moths like to camouflage into their surroundings whether it be in trees on buildings or on the ground their colors make any spot viable for an ambush. Dust Moth larvae are also a threat if or more of a nuisance. They are from 1 foot at birth to 5 feet when ready to pupate. They eat anything they can which means trying their luck with travelers, this normally doesn't go well for the larvae. On rare occasions Dust Moths will become parasitic laying an egg in a host and bursting out when fully formed. With humans however sometimes something even stranger happens. A combination of either legs, mandables and wings will grow out of the victim. This being is called a Moth Acolyte. It enhances the size and strength of the victim and can control swarms of small moths, Moth larvae or Dust Moths around it. Small insane cults have formed around this process thinking it is their step to salvation. It is seemingly just a freak mutation or evidence it was a lab created biological wepon although neither is confirmed.
Gatorclaw: Gatorclaws are very similar to how they are in the game. They were created using Mute-X instead of FEV. They were still used to guard parts of Nuka World but this time they are able to reproduce. They survived by eating raiders, feral ghouls, mirelurks, gazelles and brahmillufs with their favorite prey being the latter two. As gazelle and brahmilluf populations grew they started to run out of food in the Nuka World area and began migrating to the Commonwealth. The gatorclaws followed and established themselves. Gatorclaws are some of the most dangerous and legendary animals in the Commonwealth next to Chupacabras. Being adaptable they live in every area of the Commonwealth. In swamps they will hide in water and among foliage to ambush prey while in plains and cities they might run down their prey more. Colors very greatly from green, grey and brown to more rare colors. They are solitary creatures only getting together to mate. Fights between them and chupacabras are legendary and always lethal for at least one combatant.
Mirelurks: Mirelurks, mirelurk hunters, mirelurk queens and mirelurk kings are the exact same as in base fallout 4. They are often hunted for their meat.
Radspiders: Radspiders are giant spiders that roam around the wasteland. They are venomous and can shoot webs at victims to incapacitate them. They even have dens similar to web tunnels you see spiders build that travelers should be wary of.
Less dangerous animals: What seems to be a trend is just give bigger prey animals two heads like the rad stag and brahmin. I will veer away from that.
Radstag: Radstags do not normally have two heads in this variation. That is a very rare condition. Instead the radstags have black coats with red spots covering them. Males have large red horns used for display as well as fighting. Males are more aggressive than females.
Curl Horns: Curl Horns are the cattle used in the commonwealth. They resemble highland cows with longer coats year round. The reason they are called curl horns is because antalope like spiral horns that grow out of their head similar to a kudu. They are reliable and used for labor, meat and milk. There are wild versions as well.
Antelope: Antelope came to the commonwealth from Nuka World and established a large population. They are not 2 headed and have grown thicker fur due to the environment. Their orange fur is marked with white stripes all over their body. Too skittish to be tamed their meat is valuable.
Brahmillufs: Along with the antelope brahmillufs migrated to the commonwealth and established a sizeable population. They don't have 2 heads instead growing thicker coats and have 4 horns similar to a Jacob's sheep. They have relatively simple brown coats. They are to aggressive to tame but their meat is considered delicious.
Currency: Bottle caps won't be used in this part of the country. Instead they will use coins. Paper money degraded fast due to the elements and a reliable source of monetary exchange were the relatively durable and numerous coins found throughout the commonwealth. 1 cent is equal to 1$, a nickel 5$, a dime 10$ ect. Coins are also called chips.
Wepons: Many wepon mods will be cannonized to flesh out this world. Including many degenerate dak mods, the institute wepon overhaul. Any that can be thought of that can fit are welcome.
Disclaimer: I am not by any means a professional or even amateur writer. I'm actually not that good at writing in general. I know the lore but my knowledge isn't the deepest. I'm not a stratigist or anything like that so i wont know much about strategic position or land to have and would love imput on that department. Just an alternate universe story i thought of.
This is more of a cursory view of the world. More will be expanded based on if anyone is interested in this. I'd like any input and also criticism. Your ideas on what to add would also be appreciated.
Overview: This takes place about 100 years before Fallout 4, so around 2187. It's more of the background lore to the "game". Nate and Nora will still exist but in different ways. The east coast will be different from the west coast therefore many things won't cross over but others I'll consider universal. Example, no super mutants but there will be ghouls. More will be fleshed out if anyone is interested in this.
Exclusions: No super mutants, Brotherhood of Steel, Enclave, Deathclaws, FEV, or caps as currency. There will also be different drugs. Or anything else consider west coast. I'd also rather leave X0-1/advanced power armor out.
Instead of FEV there will be Mutation serum type X aka Mute-X. It was the government's secret mutation project that spread along the east coast. The war broke out before it could make it to labs on the west coast.
Universal: Ghouls, T-45, T-51 and T-60 power armor ect.
Nate and Nora: They are not the protagonists of the "game" but extremely important to its history, mainly in buildingup the Minute Men. Nate and Nora are the same except they are childless. They get into vault 111 and get frozen all the same. The vault still falls apart. But neither of them are killed by the institute. The cryo pods open 100 years earlier than before letting out Nate and Nora and some others. Some of the pods malfunction and people die. They get their Pip-boy and exit the vault and go out into the world. Nate becomes a famous and important leader I'm military operations for the Minute Men and Nora becomes important for writing the laws of the Minute Men as well as being great negotiating with other factions.
Factions
Minute Men: The Minute Men at this time are at about the strength they are at the beginning of fallout 4. What differs them is that they are a new group. They want to look out for the people of the common wealth and have noble intentions but little influence. This changes when they meet Nate and Nora. Nate helps them fight off a gang of raiders same as the game. Him and Nora take them from a small semi LARPing faction to something similar to the NCR in the next 100 years. Just no wear near as big obviously. Some future events include them coming across the national guard training yard first and setting it up as a base of operations and as a training area. Acquiring 7 sets of power armor including 3 T-45s, 2 T-60s, 1 T-51 and 1 prototype insitute synth power armor(from the mod). As well as taking over the corvega assembaly plant to begin in maintain and manufacturing. They also come across a shipment of marine armor. The most elite soldiers will be known as marines and will wear marine armor. Another elite class will be the peace keepers. Peace keepers are dressed in navy blue duster overcoats, body armor underneath, a scarf that can be pulled up to hide the face and Minute Men hats although caps and cobat helmets are also worn. They are used for anything from brokering diplomatic talks with other settlements and facttions to straight up combat. Sentiments about starting a federation or republic have started to grow. It would be called The Federation or Republic of New Usonia. Although in the begging they arent that interesting. I have the most thought out about this group and would love to expand on it in the future.
The Institute: At this time they are a secretive group. No one really knows who they are. Synths however are known and are spoke about in whispers. Synth gen 1 and 2s are known to raid settlements and towns sometimes for seemingly no reason others for supplies. Gen 3s are known to replace people and start killing. In reality these are just tests to the Institute. They are trying to perfect their technology to later appear and better the wasteland in a way they see fit. Killing people is seen as necessary to further their work. Gen 3s are split into three categories. Gen 3 batch 1 which were given complete free will, Gen 3 batch 2 which were given the possibility to develop free will and Gen 3 batch 3 which is given no free will. Every Gen 3 synth has the ability to become a courser. They have power armor and advanced weaponry. More will be expanded based on interest.
The Railroad: The Railroad I'd the most different from the original game. They started around 25 years before the vault 111 opening. They are a medical group foremost who have taken over the Milton General hospital. This humanitarian work put them in contact with ghouls and Gen 3 synths including a few coursers. Seeing the discrimination they faced The Railroad has become a place where everyone feels welcomed. They have formed armed groups to protect settlements and transport goods and medical supplies. They will even get into turf wars with local raider groups. Having ghouls as well as synths in their ranks has provided them with a great amount of knowledge in both combat and medical. Thanks to the synths in the group they have a higher success rate jury rigging Institute weaponry.
Gunners: The gunners are possibly the fourth major faction in this story. If not they still count as the most influential and powerfulat the time. Founded by descendents of ex military men and women who wholed up in their own nuclear bunkers. After the war they used the guns they had stockpiled and military experience to create a mercenary group. Using the knowledge passed down this mercenary group turned into an entire faction that controls many parts of southern Boston as well as some military checkpoints a factory and vault 75. In the factory they manufacture and refurbish guns and armor as well as maintain power armor. The gunners have a hold of many suits of power armor as well as Mr. Gutsies, assaultrons and sentry bots. They sell the weapons and armor they manufacture to most who want to buy them making them extremely wealthy. Keeping with the lore everyone in important roles has their blood type tattooed on them for easier medical treatment. How they run their society can be expanded upon.
Smaller factions:
Vault 81: Vault 81 is pretty much the same a in the game. This time they decided to start building outwards and have a small town as well as the vault to live in using the G.E.C.K. They trade with only select groups and people who will eitherbenefit them or they align with morally. This basically only includes The Railroad and select traders. They are a reliable source of medical supplies and seeds for who they trade with.
The Star Eyed People/Star Gazers: The Star Eyed People are from Vault 88. Instead of the games lore Vault 88 led into an expansive cave system. The lights in the vault were always kept very dim and food resources were finite. Interesting enough they were given pet mice and domestic canaries with food to feed them. Rules were set that they needed to keep the pets alive.Vaccinations were given out regularly to the inhabitants as well as the pets. The vaccinations were actually Mute-X(will be explained later). Do to limited options in the vault they expanded out into the cave bringing their G.E.C.K with them. However the G.E.C.K was different instead of what's normally in it it contained different types of mushrooms including edible and bioluminescent ones as well as plants that do the same. It also showed how to collect water underground. Over the next 90 years the Mute-X affected them giving them and the next generations larger light refractive eyes and paler skin.It seemingly gave them enhanced strength as well. The pets were also affected the mice and birds turned larger and were used like livestock. The vault door was permitted to open and they have found other ways out of the caves. They are rarely seen and when they are it's mostly at night where their eyes refract the light, which is how they got their name. They are very isolationist only coming out to trade for medical supplies, weapons and to occasionally sell their produce. If they do come out during they day they are covered head to toe in robes. Faces covered as well as eyes with dark goggles to block out the sun. Food from their caves is considered exotic and rare. Richer wasteland inhabitants pay top dollar to eat the food that comes from vault 88. They developed a unique accent over the years of isolation and are known to be relatively good shots and fighters, especially at night.
Followers of Michael: The Followers of Michael are a group that revere and semi-worship a man/mutant named Michael. Michael is 10 feet tall, has a semi-feline face with sharp teeth and slit eyes. He has curled horns growing out the top of head reminiscent of a goat. He has a mane of thick fur around his neck and a bit down his back. His skin is covered in green scales besides his hands which are covered in fur and are beast like. The scales continue down his legs which are digitigrade and end in reptilian claws feet. He has the tail of a reptile as well. Micheal has extreme radiation resistance and is very strong, he's been seen to take down a gatorclaw and a Chupacabra with his bare hands. The thing is Micheal was created in vault 95. The experiment was to see if they could create a messianic or heroic figure, therefore a child was genetically engineered in vault 95 using Mute-X. He had the genetic material of a lion, goat and crocodile mixed with his for appearance and strength as well a some water bear for radiation resistance. He also has an extended lifespan. It took 20 years to develop the child and "birth" him. The goal was to make him look different enough so that people would believe he isn't just human. The enhanced strength would show that he could do feats no human could accomplish. He was taught in depth about religious and heroic figures and how to act around people He wishes to convert. To help he has 4 apostles that spread his message. Not many were put in the vault since the experiment focused on one individual. Leaving the vault in 2170 Micheal was 73 years old and still considered a young adult. Him and the remnants of his vault used the G.E.C.K to create a town called New Eden. Something to notice about the people who followed him out of the vault was that they had minor characteristics of Michael, whether is be just horns, or feline eyes or scales ect. They also have lived as long as him but have aged faster. This is because the experimentation rendered his blood a mutagen even if less potent. In New Eden the apostles started taking in wanderers showing what Michael could do through helping others and their own mutations. This quickly gained followers and their settlement is starting to grow. Micheal however is a more timid and shy person. He likes helping others because it's the right thing to do and hates the worship. His apostles and the remnants of the vault love it however and he follows their lead. Those who are deemed worthy are granted Michael's blood and undergo a mutation. This grants them a higher status in the settlement. Non believers are looked at with pity because they will never be given the chance of mutation which is seen as holy.
The Forged: The Forged are similar to their in game counterparts except they are a larger raider group. They hold some territories and are known to take settlements and leave burnt corpses in their wake. They are relatively melee focused crafting their own wepons. Favorites including the power hammer, power fist and shishkebab. Flamers are a favorite and guns are obviously used as well. Members are branded to show their allegiance. Their armor is made up of modified welding forging and any seemingly construction/hard labor gear they can find. Enemies are burnt and left strung up or on pathways as warnings and or threats.
Raider gangs: Along with the Forged, The pack and the Disciples are the other raider gangs that ransack the wasteland. They have an alliance that ties back to Nuka World. Mysteriously they have seemingly developed a type of super soilder. With blue coursing through their veins, they stand a foot taller than a typical man. They also have advanced strength to boot. This has spawned theories that the raiders have found the secrets to Mute-X in Nuka World.
L&L gang:
World: The Commonwealth is an a lot greener area. With grass and trees growing everywhere as well as vines grasses and trees growing up and on buildings. The nuclear fallout in most areas has faded. There is less rubble, dilapidated cars and fallen buildings around as they are being used as materials to rebuild. And many towns are more rebuilt. This has happened in some areas and will happen more over the next 100 years. Instead of the Glowing Sea there is the Irradiated Feilds. The area is still very dangerous as a lot of animals have moved to graze there and because of that the most dangerous monsters have moved there as well. The reason it's called the Irradiated Feilds is because of all the radiation that has seeped underground. In the ruins of buildings beasts have used and created tunnel systems under the fields. There is more radiation, dangerous monster dens and secrets to be found in the underground ruins. This is were the Minute Men found their prototype synth power armor.
Animals: Most animals listed will be new creatures not seen before although some have been rolled over from Fallout 4.
Dangerous Creature:
Pack Rats: Pack Rats are wolf sized mutated rats. Like stated in the name they hunt in packs chasing down prey and killing with razor sharp rodent like teeth. They are even can even be tamed. People can be seen with them at their homes used as guards and pets(inspired by the Falanx in After Man by Dougal Dixon).
Dog Bear: The Dog Bear is a grizzly bear sized dog. It's face is dog like but it's body is more bulky and it has a medium sized tail. It's a very dangerous and hard to kill animal with sharp claws and large teeth it's been known to take out and eat groups of under equipped combatants.
Chupacabra: The Chupacabra is a dog species that was created by scientists through the use of Mute-X. These creatures were supposed to be used by the US army as very loyal and dangerous wepons of war. After the nukes however the last surviving scientists took pity on the experiments and let them out into what was now a wasteland. Unluckily for everyone in the wasteland they not only survived but thrived. The Chupacabra is a 10-12 foot tall bipedal dog similar to a werewolf. It has grasping hands and retractable claws on its hands and feet. A long row of spines grow out of its back. Males are larger up to 12 feet tall, have large bushy manes and 4 inch canines that poke out of their upper lip. Females have no mane and their canines are an inch shorter. Males and females are monogamous and live with their mates for there whole lives. They are extremely intelligent and have an amazing sense of smell. It moves with blinding speed and will switch to running on all fours to move faster if need be. It can chase down or ambush prey depending on the situation. All of this mixed with thick tough skin makes it extremley dangerous even for seasoned combatants.Their colors can range from brown to white to black. Mottled coats have also been seen. When their howls are heard most animals run in fear. Horror stories of Chupacabras running through settlements, killing dozens and running ofd into the night with its victims are told often.
Dust Moth: Dust Moths are giant mutated moths that are big enough to take down a deer. It has a 15 foot wingspan and are about 3 feet tall. With sharp mandibles used to dispatch prey and legs that can peirce and pick up prey they are nothing to mess around with. They can shake off their scales to disorient and blind attackers and prey. They are light and their wings are relatively fragile so they are preyed upon by larger animals. Dust Moths like to camouflage into their surroundings whether it be in trees on buildings or on the ground their colors make any spot viable for an ambush. Dust Moth larvae are also a threat if or more of a nuisance. They are from 1 foot at birth to 5 feet when ready to pupate. They eat anything they can which means trying their luck with travelers, this normally doesn't go well for the larvae. On rare occasions Dust Moths will become parasitic laying an egg in a host and bursting out when fully formed. With humans however sometimes something even stranger happens. A combination of either legs, mandables and wings will grow out of the victim. This being is called a Moth Acolyte. It enhances the size and strength of the victim and can control swarms of small moths, Moth larvae or Dust Moths around it. Small insane cults have formed around this process thinking it is their step to salvation. It is seemingly just a freak mutation or evidence it was a lab created biological wepon although neither is confirmed.
Gatorclaw: Gatorclaws are very similar to how they are in the game. They were created using Mute-X instead of FEV. They were still used to guard parts of Nuka World but this time they are able to reproduce. They survived by eating raiders, feral ghouls, mirelurks, gazelles and brahmillufs with their favorite prey being the latter two. As gazelle and brahmilluf populations grew they started to run out of food in the Nuka World area and began migrating to the Commonwealth. The gatorclaws followed and established themselves. Gatorclaws are some of the most dangerous and legendary animals in the Commonwealth next to Chupacabras. Being adaptable they live in every area of the Commonwealth. In swamps they will hide in water and among foliage to ambush prey while in plains and cities they might run down their prey more. Colors very greatly from green, grey and brown to more rare colors. They are solitary creatures only getting together to mate. Fights between them and chupacabras are legendary and always lethal for at least one combatant.
Mirelurks: Mirelurks, mirelurk hunters, mirelurk queens and mirelurk kings are the exact same as in base fallout 4. They are often hunted for their meat.
Radspiders: Radspiders are giant spiders that roam around the wasteland. They are venomous and can shoot webs at victims to incapacitate them. They even have dens similar to web tunnels you see spiders build that travelers should be wary of.
Less dangerous animals: What seems to be a trend is just give bigger prey animals two heads like the rad stag and brahmin. I will veer away from that.
Radstag: Radstags do not normally have two heads in this variation. That is a very rare condition. Instead the radstags have black coats with red spots covering them. Males have large red horns used for display as well as fighting. Males are more aggressive than females.
Curl Horns: Curl Horns are the cattle used in the commonwealth. They resemble highland cows with longer coats year round. The reason they are called curl horns is because antalope like spiral horns that grow out of their head similar to a kudu. They are reliable and used for labor, meat and milk. There are wild versions as well.
Antelope: Antelope came to the commonwealth from Nuka World and established a large population. They are not 2 headed and have grown thicker fur due to the environment. Their orange fur is marked with white stripes all over their body. Too skittish to be tamed their meat is valuable.
Brahmillufs: Along with the antelope brahmillufs migrated to the commonwealth and established a sizeable population. They don't have 2 heads instead growing thicker coats and have 4 horns similar to a Jacob's sheep. They have relatively simple brown coats. They are to aggressive to tame but their meat is considered delicious.
Currency: Bottle caps won't be used in this part of the country. Instead they will use coins. Paper money degraded fast due to the elements and a reliable source of monetary exchange were the relatively durable and numerous coins found throughout the commonwealth. 1 cent is equal to 1$, a nickel 5$, a dime 10$ ect. Coins are also called chips.
Wepons: Many wepon mods will be cannonized to flesh out this world. Including many degenerate dak mods, the institute wepon overhaul. Any that can be thought of that can fit are welcome.