Factions

Lonestar is scattered web of gangs, militias, societies, and factions. Here are just some of the factions being included inFallout: Lonestar, with many more on the way.

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The Lonestar Confederacy

The Lonestar Confederacy is the largest ruling faction in Lonestar. The Confederacy is composed four major territories: Reunion (Dallas), Mammoth (Waco), Weird City (Austin) and the Pass (El Paso). Originating from Reunion, the forefathers of the Confederacy were the learned men and women who emerged from Vault 55. These vault dwellers were descended from captains of industry in the old world, and they considered it their sacred right to return the world to its former glory.

 

To achieve this goal, the rules and mandates governing the Confederacy were amalgamated into “the Law,” and the government’s primary concern was its enforcement. With the Law in place, the Confederacy would be able to focus on its great humanitarian work. Unfortunately, the unusually toxic nature of the Lonestar soil prevented the growth of new foods. The resulting famine reduced the Confederacy’s ambitions dramatically, hoping only to maintain the human race in a lawful and dignified manner.

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The Casino Nation

Vault 25 was set aside by the United States government for the “expressed purpose of preserving the culture of the Native American people.” As with all government attempts to pay recompense to the Native Americans, this gesture was half-hearted and poorly thought out.

 

What Vault-Tec and the government failed to understand was the populations of each reservation were between 12,000 and 50,000 people, each with their own customs and traditions. So the idea was flawed from the very beginning as each vault is intended to hold 1000 people, so it quickly became a mix of every tribe in Plains Commonwealth.

 

Upon the failure of the vault, nearly 200 hundred years after entering, the inhabitants of Vault 25 emerged into a world they had all but forgotten. Relics of a culture they had never truly experienced faced them as they had to learn to fit the society they had formed into an alien world. Among these relics were enormous temples bearing their tribal markings, each dedicated to the ancient practice of gambling, which they assumed must have been sacred to their people.

 

When the Confederacy suffered the great famine, they were forced to go to the Casino Nation on bended knee and accept whatever terms they offered for food trade. The Nation proposed the “Thanksgiving Day Treaty”, a heavily imbalanced agreement wherein the Confederacy accepted the trade of food from the fertile Casino Nation, who charged exorbitant tariffs, and were granted salvage rights in key Lonestar territories.

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The Disciples

From the ranks of Reunion’s intelligentsia rose a class of scientists and engineers who believed their humanitarian ambition could only be satisfied through the glory of scientific achievement. Where these men and women of academia broke rank from their peers was in their desire to develop new technology rather than attempt to repair what was left from the Old World. They found the Confederacy’s obsession with the bygone era limiting, or often obstructing, their research.

 

In secret rooms across Reunion, debates evolved into movements, movements evolved into the society known as the Disciples of Dust. Their philosophical mandate was to stop digging into the sand and dust for answers, but to rise out of the dust, to live above it, to work in the pure realm of research and creation, unbeholden to the past. This ideology flew in the face of Confederate tradition, but failed to gain traction within the scientific community as the Disciples were composed of what they perceived as crackpots, daydreamers, tinkerers, wild-eyed theorists, or, the most heinous of blackballing labels … mad scientists.

 

Undeterred, the Disciples struck out on their own, creating cells in every community to further the great humanitarian cause to find solutions to the ills of the people. Eventually they founded a headquarters of sorts at Midessa Station where their Ultrawatt Radio Antenna broadcasts to nearly every territory in the Confederacy.

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The Revolution

The majority of wastelanders in the Pass were in favor of confederation, as the Confederacy wanted very little, but promised trade, protection, and famine relief. The Pass had remained isolated from the world, but lawlessness and fear had pushed them to seek aid from whomever would provide it.

 

For a time, being a part of the Confederacy worked wonders for the quality of life in the Pass. Then just as things were looking up, Confederate officers were looking for a way out. The Pass was a harsh and unforgiving place and many officers longed for the easy living of Reunion. Many went to strange extremes just to escape the difficult work and difficult people they came to govern.

 

The Confederacy, seeing little value in the Pass, turned it into a repository for worthless officers. Condemned by the Confederacy, these officers did very little in their various capacities. Not to be found out, however, they took a by-the-book approach to civil action. If it could be delayed, it would be. Every loophole was explored and exploited in their efforts to avoid constructive behavior. Others directly abused the system, becoming targets for graft by bootleggers, gangs, and, eventually, everyday citizens just trying avoid red tape.

 

A civil resistance group, led by the Sons of Vault 50, seeks to return the Pass to independence. They claim the Confederacy has promised much, but delivered only garbage. In a territory rife with famine, bandits, and violent raiders, the call to revolution is music to the ears of many in the Pass.