Вы находитесь на странице: 1из 17

Character Primer v1 0

WASTELAND UK Player Guide .1

Welcome to the Wasteland

The plot team would like to thank Troy Healy, Luke Gouldstone, Richard Crookes, Craig Harding, Reuben Trimby, Max Dubiel and anyone else who has contributed ideas, large and small, towards the Britain weve created. Wed also like to thank Interplay for making a great universe to roleplay in and our players in advance for the contributions they will make in evolving our universe in-game.

4 Britain after the Bomb 5 Map 6 The Lay of the Land 8 12 13 14 England Scotland Wales Ireland and the outlying islands

16 Inhabitants

WASTELAND UK Player Guide .2

War... War never changes.

Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage. But war never changes. In the 21st Century, war was still waged over the resources that could be acquired - only this time the spoils of war were also its weapons, petroleum and uranium. For these resources, China would invade Alaska, America would annex Canada, and the European Commonwealth would dissolve into quarrelling, bickering nation-states, bent on controlling the last resources of the Earth. In 2077 the storm of a World War had come again. In two brief hours most of the planet was reduced to cinders, and from the ashes of nuclear devastation a new civilisation would struggle to arise.... The Great War, was not, as some had predicted, the end of the world indeed humanity survived, and the apocalypse was instead the prologue to another bloody chapter in human history. Because war never changes. In the ruins of what was once the United Kingdom, humanity endured. Some were spared the horrors of the war in vast underground shelters, but for the great majority, no such luxury was afforded them. Thousands of those who survived the initial exchange died within days, but some clung to life. Despite all efforts, Britain could not be saved. Even as elements of the Government emerged to reclaim the surface they found themselves resisted by those they had abandoned to the horrors of war - and with so little resources to survive upon the survivors quickly came into conflict.

Because war... never changes.

WASTELAND UK Player Guide .3

Britain after the Bomb

When the Great War erupted, it engulfed the world in nuclear fire. As we reached towards the final years of the 21st century, there were few nations on the face of the Earth that did not possess at least limited nuclear capabilities. The Resource Wars replaced diplomacy with limited nuclear exchanges, often at the battlefield scale. Those nations who couldnt punch back were knocked out of the fight quickly, and their territories overwhelmed. So when the Great War came, and every nation on the Earth unleashed the full extent of their nuclear arsenals against each other, the sheer destructive force created was unimaginable, even by the standards of mankind. Earthquakes and massive tidal disturbances sunk whole regions of land into the sea, and the sudden and dramatic force was enough to encourage limited continental shift as sea waters rose as a direct result of the two hour exchange. The United Kingdom was utterly fractured in the devastation of the Great War. What had long been a tenuously maintained unity between the four countries of England, Scotland, Ireland, and Wales was strained to breaking point by nationalist tensions. A conspiracy of senior British government figures had long schemed and prepared for war - they were uninterested in the fate of any of its citizens when the Great War came. Long had they planned fail-safes to protect their futures - at the expense of providing them for the British people. When the Great War came, those left on the surface were abandoned by the survivors of the government when they retreated to their Havens - left to perish amongst the ashes of the world they had known. Few people found safety those who had not been selected by the government to be saved in the Havens had very few alternative forms of shelter. The few Vaults constructed within the UK were too crowded to accommodate many, and the protection of alternative, smaller shelters was questionable at best. Millions died on the surface when the bombs came, burnt alive in nuclear fire, their shadows etched onto walls by the blasts. Millions more died in the days, weeks and months after, taken by radiation sickness, starvation, thirst and exposure. Over eighty percent of the British population left on the surface died in the initial exchange, and a further ten percent of the pre-war population died in the immediate months after - but a fraction of the population survived, enduring the five years of radiation storms and chaos created by the Great War. The power that man had unleashed upon the world was not enough to destroy it. Even with the fire of nuclear war the Earth endured the damage. Rather than destroy the world, the Great War reforged it - vast amounts of wilderness and wasteland inhospitable to man came into being. Yet, despite all odds, humanity survived on the brink of extinction through the very same ingenuity that had led them to create the weapons that had been the downfall of the old Earth. While the old nations fell, humanity had survived in this desolate new world it had created for itself - protected by nuclear shelters and bunkers, armed with chemical cures for the once-fatal effects of radiation. Those that lived did not do so simply by tenacity alone, for humanity endured as all life has endured - by adaptation. A certain breed of humanity survives on the surface, one better able to endure radiation and illness. Bred by survival of the fittest or unforeseen mutations created by various post-war factors, the new humanity is a rugged and adaptable species, better equipped to endure the wasteland than those who would consider themselves pure.

WASTELAND UK Player Guide .4

WASTELAND UK Player Guide .5

The Lay of the Land

Britain, as a whole, is a very different Wasteland then the one found in the former United States. While America was scorched clean of life under concentrated nuclear bombardment, Britain suffered only strategic nuclear strikes designed to devastate cities and fighting capabilities. For the most part, large parts of Britain went untouched by nuclear weaponry, though it suffered the full wrath of the apocalyptic storms and seismic disturbances caused by the Great War. In Britain, plants did not give way to the devastation of nuclear war. Indeed, it was the plants that were the first to adapt. Floral mutations in Britain are incredibly common, and the wasteland is populated by new forms of plant-life better adapted to survive then most animals and humans. The major problem preventing Britain from easily striking up an agricultural society once again is that Britains poor weather, famously caricatured pre-war, has only got worse as a result of the radiation that permeates the Earths atmosphere. Though the radiation is beginning to lessen, and radiation-storms have grown infrequent, the effect of a sudden downpour of radioactive toxin-laced rain can turn a previously safe area into a radioactive hell in a matter of moments. For the most part this has made nomadic life the norm for most Wastelanders, reverting to the early hunter-gatherer fashions of the distant past of human nature . Those Wastelanders who have settlements are dependent entirely on sheltered crops to survive. To this end Britain is something of a honeyed trap - like the old story of the golden paved streets of London, there may be fertile land, but it is not necessarily land that humans can survive from. The massive seismic activity set off by the Great War affected Britain, the Earth-fracturing force causing tidal waves to bombard the coastal regions of Britain, the west coast of the British Mainland, Scottish Isles and Ireland suffered the most, as huge tidal surges off the Atlantic Ocean devastated the coastal regions, swallowing whole islands and sinking areas of the coastline beneath the sea. Britain now is a strange place, with huge tracts of abandoned land, reclaimed rapidly by plant life, and whole skeletons of cities consumed entirely by nature. Where cities still stand and are still occupied, shanty towns and patchwork repaired architecture marks the survival of human civilisation in Britain. Only inside the foreboding walls of the New United Kingdoms safe zones - where freedom ends and the tyranny of safety begins does anyone believe in the falsehood of a United Britain. The United Kingdom died in the fires of atomic warfare, its remains carved up between various factions that have emerged in the wake of the old worlds fall.

WASTELAND UK Player Guide .6

Each of the regions below are provided with simple statistics in order to give a quick and basic idea of their current nature - this is supplementary to the region blurb which provides a bit more detail on the region

Low Development: Literally, a wasteland. There may be small settlements but these will be rare and often shortlived. The land is completely lawless, populated only by mutants and nomads. (The desert regions of the United States as seen in F1 before the NCRs growth are a good example of this.) Medium Development: Larger permanent settlements have begun to appear amidst the ruins. There are known trade routes. There is some kind of law and order, at least within the settlements and along the trade routes, though it is generally independent and self-appointed, or loosely aligned to an idea of law at best. (The Capitol Wasteland from Fallout 3 is a good example of this.) High Development: Areas of high development have a central government or authority which tries to enforce a consistent code of law and governance across its territory. These authorities are also beginning to reintroduce permanent utilities, such as roads, electricity, and water supplies. (The New California Republic from Fallout 2 and New Vegas is a good example of this.) Advanced Development: These areas have either preserved or recovered the full benefits of pre-war technology, and as such are extremely, extremely rare. Such locations have full control of their territory, thanks to their enormous technological superiority, but almost never have any non-violent contact with the outside world. (The Enclave and the Brotherhood of Steel are good examples of this.)

Light Population: Regions where the environment is largely inhospitable to life and the effects of the war are still felt greatly. Any population here is often spread lightly across the region, often nomadic or confined to limited scattered settlements. Medium Population: Largely habitable regions, population density is relatively low purely due to the decreased numbers of inhabitants as a whole as a result of the Great War, or because of factors such over-competition for resources preventing the expansion of the population to higher figures. High Population: Currently unique to urbanised regions, often due to increased population density due to the smaller area of such regions. Very few regions in the British Wastes can support such a population, to note only the city of Brum rates in this category, largely due to huge numbers of slave labourers.

Major Inhabitants
The primary races of mutants or human cultures that represent the majority of the population of a region. The region may have limited numbers of other cultures and races, but their number will be too small to really provide representation.

While the Cap is the single largest currency across the Wasteland, several other factions mint their own coins or produce paper money - but in some areas, there is little to no currency at all. Instead all trade occurs via basic barter and exchange, either of goods or of services.

WASTELAND UK Player Guide .7

South Eastern Wasteland Major Inhabitants: Mercenaries, Nomads, Ghouls Population: Light (limited settlement, primarily nomadic) Development: Low Currency: Meantime Brewery Cap, Barter Ghoul City of London Major Inhabitants: Ghouls Population: Medium (relatively dense urban resettlement) Development: High Currency: Meantime Brewery Cap (Royal Mint Destroyed)
Of all the Wastelands, London and the South East were the most heavily hit during the war. During the Resource Wars and the subsequent European Wars, huge numbers of military facilities had been centred here, to ensure that military command was close to London and directly accessible by the government. Kent, for instance, once the Garden of England, became the Guard of England when it was largely stripped of its civilian population and occupied mostly by various military units and munitions factories. Today the South East is a lightly populated expanse, scorched and polluted by nuclear weapons. Large expanses of this region lie uninhabitable to most humans - those that do remain are by and large some of the hardier wastelanders, most of them remnants of British military families stationed in the region that managed to survive the conflict by finding shelter in caves and other areas. While the region is heavily polluted, large military stockpiles draw in scavengers from across Britain. Drawn to the region despite the large numbers of feral ghouls that roam in its irradiated wastes. At the coast of the region, lies the Franco-British Transit Tunnel, the most stable route to the Continental Wasteland, guarded by London-sponsored mercenaries who defend the tunnel mouth from imaginary foreign incursions, largely these mercenaries spend their time exploiting travellers from the Continental Wasteland by forcing them to pay tolls to pass their guard posts. At the north-eastern edge of the South Eastern Wasteland lies London. When the Great War came, London was the most heavily hit location in the entirety of Britain. Some of the most powerful weapons hit the city, levelling many buildings and leaving deep craters in the ground. Being closest to the centre of government did have some advantages for the population, however, with many being able to evacuate to nuclear shelters constructed within the city. However having suffered from poor construction, the shelters only shielded the people within from the initial blasts - people sheltering in basement-shelters and the citys Underground system were equally as well protected. Over the course of days radiation seeped into the shelters, exposing the survivors to the pain and suffering of radiation sickness a high percentage of the population that had survived the initial nuclear holocaust died in the shelters. But a number of them did not die - trapped and surrounded by the dead and dying as they found their skin start to peel away, reducing them to corpse-like appearances, they became the Ghouls. The Ghouls have rebuilt much of London in the aftermath of the Great War. Their irradiated city-state is uninhabitable for all but their own kind, and they like it that way - it is a very common attitude of Londoners to look down at those from beyond the boundaries of the city. In their mind, civilisation stops at the edge of the ruined M25 motorway.

WASTELAND UK Player Guide .8

The South Western Wasteland and the Woad Lands Major Inhabitants: Woads Population: Low (Dominated by Unsettled Tribal groups) Development: Low Currency: Barter

Midlands Wasteland Major Inhabitants: Slavers, Raiders, Slaves, Settlers, Nomads Population: Medium Development: Medium Currency: Meantime Brewery Cap, Barter

A corrupted vision of the Celtic Old Religion saw a resurgence in the South West of England. From their seat of power at Avebury, the Druid leaders of the cult outlawed technology, considering the damage it had already wrought to be enough reason to give it up forever. Over time the cult has grown into a culture, spreading throughout the South West to Devon and Cornwall. It has grown increasingly extreme as it has spread, actively seeking to destroy technology they encounter, even raiding northwards to do so. Eventually the extremity of the anti-technological hate has led to Woad attacks driving the majority of non-Woad wastelanders out of the South West. The Woads have increasingly fractured into tribal groups as they have grown. Disagreements between different branches of the religion as well as personal dislike between various would-be leaders has seen the South West divided between several distinct tribal groups. The former heartland on Salisbury Plain, for instance, is now dominated by the Peculiar People tribe, led by the Chieftain Moonbeam, who claims to be the High King of the Woads - a claim not recognised by the other leaders of the various tribal factions of the culture.

It is the greatest tragedy that the most fertile region of the British Wastes has been torn and burnt by repetitive conflict throughout the post-war history of the region. When the Nuclear Bombs fell, the countryside of the Midlands was largely spared significant devastation. While this region could have erupted with a prosperous population, were it under the rule of law, it has instead become a battleground for various competing factions and warlords. Primarily dominated by Raiders and Slaver factions, the region is largely under the influence of the slaver-dominated city of Brum - an industrial hell that supplies weapons to fuel the conflict between the various factions, as well as to feed its own need for slaves which serve as the primary currency in the region. The majority of Slaver and Raider groups - or often, alliances of both - that dominate the regional landscape have divided the Midlands into various territorial regions, regardless of the population that already live there. For many Wastelanders the nature of this factional rule is feudal - they are expected to pay some form of tax and service to their rulers and in exchange go largely unmolested provided they remember who is in charge. These settlers live in fear of friends and family being taken as slaves, or killed as a result of the disputes between the various factions. Whether they are called it or not, every non-Raider or Slaver is effectively enslaved to the whims of the factions. Besides Brum, the region holds a number of points of interest, primarily the sunken ruin of Sheffield known as the Pit - a mile-deep hole in the surface of the Wasteland where the city collapsed into the ground suddenly and dramatically. The deep ruin is a source of all sorts of metal and junk that supplies Brum with a large amount of scrap material from downt pit as the local say.

WASTELAND UK Player Guide .9

Brum Major Inhabitants: Slavers, Slaves, Mercenaries Population: High Development: Medium/High, stunted by disruptive factional rule Currency: Meantime Brewery Cap, Barter

East Anglian Alliance Major Inhabitants: Settlers (EAA Citizens) Population: Medium (Scattered Permanent Settlements) Development: Medium (Fledgling Democratic Nation) Currency: Anglian Pound, Shilling, Pence

A group of survivors began the rebuilding of the city of Birmingham, hoping that they would be able to use the surviving factory machinery to help with the reconstruction of Britain. Founded by an alliance of left-wing unionists, they planned to make the city a workers collective, governed by its inhabitants. They were successful in reconstructing a portion of the city and restoring several factories, including a weapons manufacturing plant however before their plans for a workers paradise could come to fruition, human greed undid them. The Free Canadian Forces, raised in Britain following the annexation of Canada during the Resource Wars, were one of the few military units to remain largely intact during the war, under the command of General Arthur Stewart. A right-wing fascist, Stewart invaded the city and stamped down on the leaders of the workers state. The warlords rule of the city was short lived, as over time petty conflict between the remains of the Canadian forces and the arrival of new factions to the city gradually led to his assassination - leading to the grand tradition of factional conflict that has defined the rule of the city. Today, the city has been largely reconstructed - while some elements of the city are still devastated from the limited nuclear attacks against Birmingham, the reason that this city is known primarily as Brum now days is largely unknown. At some point in history, people simply stopped calling it Birmingham. The red-bricked industrial hell feeds on human life as if it needed their blood to keep its colour. Every year the city consumes thousands of slave labourers to keep its forges running, manufacturing weapons for sale across the Wasteland. The city endures purely by keeping the various factions in the Midlands Wasteland too busy fighting each other to dominate the city, and the New United Kingdom Haven at nearby Warwick has so far seemed unwilling to risk its forces to take the city.

East Anglia is, as it always has been, quite a rural region, particularly after Britains defences were moved southward. While the empty shells of some former military airfields remain, what settlements there are - and there are many, even if they are all small and distant from one another - are based around the locations of the most fertile land, and restricted in their size simply based on how many mouths the area can feed, which is never many. The Fens have once again been flooded by the seismic disturbances of the war, leading to a region in the north with a largely defensible, difficult-to-traverse watery terrain. It was the threat of Brum and the other factions that dominate the Midlands Wasteland that inspired the inhabitants of the East of England to band together in mutual self defence against the Slavers and Raiders. It is this region that is the point of origin of the Association of British Constables (ABC), the alliance of somewhat vigilante law-bringers that have sought to restore some national law and order to the wasteland. Over time, as settlements have developed in the region, this alliance has solidified and formed a fledgling nation, the East Anglian Alliance (EAA). The EAA is a democratic nation, governed primarily by a council in the regions most intact settlement Norwich. It is guarded by a mixture of the local EAA Home Guard, supported by the experienced Constables, that enforce the EAAs laws across its territory. By and large, the EAAs forces are focused towards the west of the Alliances territory. They engage in occasional skirmishes with Raider and Slaver forces out of the Midlands Wastes, protecting the people of the EAA from the predations of these forces. However recently sea-raiders from the Continental Wasteland have been attacking towns along the EAAs coastline. These foreign barbarians have taken a heavy toll on several settlements along the coast, taking several lives and burning several settlements.

WASTELAND UK Player Guide .10

Forsaken Wasteland Major Inhabitants: Mutants Population: Light Development: Low Currency: Barter (if at all)

The North English Wasteland Major Inhabitants: Free Scottish Forces, Raiders, Slavers, Settlers (English and Free Scottish), Nomads Population: Light/Medium (Scattered Settlements and Occupying Forces) Development: Low (Medium prior to conflict) Currency: Meantime Brewery Cap, Barter, formerly Mercian Groat (now worthless)
Northern England avoided taking nearly as much damage as Southern England had done. Much like East Anglia, little of the atomic conflagration fell upon the area, thanks to the relocation of most of Britains military assets to areas south of London. The survivors there were of a sturdy, practical kind, and for years after the war they began to rebuild, with permanent settlements, limited agriculture, and the beginnings of a new, loose confederation of feudal states based in the castles of Newcastle, Carlisle, and Durham. These stirrings of civilisation, however, were soon interrupted by raiders and slavers coming up from the south. Conflicts erupted over the resources of the Cast Iron Shore along the western coast. The Mercian Confederation fought bravely, despite being outnumbered, but found themselves pushed back to the Morecambe Bay area. This was only safe overland path and trade route from the Midlands to the North, sandwiched between the devastation of Yorkshire and the sea, and so held particular strategic significance. When the Mercians encountered their northern neighbours in the Free Scottish Republic, they were overjoyed to receive an offer of military aid and alliance. Once the Scots had been allowed into the territory, however, they soon seized control, besieging the centres of power and reducing the castles to rubble. Betrayed by their estwhile allies, and too poorly equipped and drained by years of southern conflict to resist, the Mercian Confederation collapsed, allowing the groups of Midland raiders and slavers to move up into the territory. Ever since, the Northern English wasteland has been devastated by the new war, with areas frequently changing hands between Midland and Scottish control, and the remaining settled population desperately trying to survive as their lands are occupied by two uncaring powers.

The Yorkshire and the Humber has suffered the greatest destruction of any region in Britain. Prior to the war, extensive elements of the British Biological and Chemical Warfare Command - as well as underground atomic test sites and nuclear missile silos - were relocated to the region. After London and the South East, Yorkshire and the Humber region were the most heavily targeted by atomic weaponry. The once fertile land was burnt clean and poisoned by toxins. Rumours persist that Yorkshire was the site of several Havens and at least two BVAC Vaults, but even the most prepared people could not escape the regions fate. Something escaped from the bases of this region, flooding the water supply - an aggressively infectious virus quickly spread across the region, infecting hundreds. Rather than being deadly, this malaise was mutagenic, causing sudden and dramatic mutations in infected individuals. Even if it was not deadly, however, its effects made many wish they were dead. These mutations are not uniform, unlike those encountered due to necrotic radiation. Instead, they affect individuals in unique fashions, leading to a varied and monstrous appearance of the mutants encountered in this region. While the virus gives some immunity to the effects of radiation for those poor souls infected, it invariably drives them insane, increasing their aggressive nature. Containment of the Mutants and the virus is one of the very few benign actions of the Slaver and Raider factions of the Midlands Wasteland - unfortunately, the spread of the virus into groundwater has made large areas around the region equally inhospitable, and it is unknown if the virus spread will ever be halted. The Mutant problem is by and large the greatest. Settlements along the border of the Forsaken Wasteland are under constant threat of attack. The city of York, which had managed to survive as a settlement for several years, was only recently overrun by a concerted effort of mutant bands in the region, showing an unprecedented level of organisation from the otherwise feral and savage once-humans.

WASTELAND UK Player Guide .11

Free Scottish Republic Major Inhabitants: Settlers (Free Scottish) Population: Medium/High (Several Major Settlements and many minor Settlements) Development: High Currency: Scottish Dollar Caledonian Wasteland Major Inhabitants: Highlanders, Mutants, Nomads Population: Light Development: Low Currency: Barter (Scottish Dollar sees limited usage on borders with FSR)

The Free Scottish Republic (FSR) controls the largest amount of land of all of the major factions in the Wasteland, its domain extending over much of what would have once referred to as lowland Scotland. The region mostly escaped heavy bombing during the war, and as a result they have been able to maintain a level of industry and a standard of living that most groups in the Wasteland cannot. Unlike much of the ruins of Britain, the Republic is relatively safe thanks to the efforts of its Militia and Army in protecting the people from mutants and other hazards that plague other regions of the British Wastes. Governed by a military-dominated Veterans Council, the Republic believes strongly in the importance of maintaining a strong military tradition. To this end it is a requirement for all citizens of the Republic to do National Service when they turn eighteen - on top of this, it is a requirement for a citizen to obtain his franchise (right to vote) with a further four years of military service. This both reflects the role that Scottish veterans played in liberating the region from British rule, as well as the need of the Republic to sustain a relatively large military force at all times. The majority of the Republics military is devoted to the conquest of the North of England and the wars with the Midlands, but a large number of its forces are stationed along the borders of the Caledonian Wasteland in order to dissuade the Highlanders from raiding the Republics territories. The Republics actions in betraying the Mercian Confederacy and invading the Northern English Wasteland have somewhat lowered opinions of it in the South. However, day after day refugees flood to its borders, seeking the relative safety that the Republic represents. Not harsh at heart, the Republic largely welcomes new citizens, providing they obey its laws and serve their military term. The laws of the Republic are practical but strict - it does not seek to impede the freedom of its citizens more than it has to, given the situation. The Republic does not imprison criminals, as it does not wish to burden itself with their needs - rather its judicial policy is exile or execution. Where a warning or fine does not suffice, an individual will either be exiled from the Republics territory or hanged - Shooting, chemical execution and electrocution are considered wasteful, and beheading is considered distasteful.

Inhabiting the inhospitable hills, mountains, and inaccessible, windswept islands of Scotland, the Highland Clansmen are more traditional and savage than their lowland cousins in the Free Scottish Republic born into a harsh environment and in constant competition with mutant threats. These rugged people follow the old ways of a clan-based society, with a caste system within their own clans. What unifies them, ironically enough, is their desire to be ruled by no-one whose home they cannot see from their own front door. Repeated attempts by the lowlanders to secure their control over this difficult territory have consistently failed, thanks to the propensity of the Highlanders to band together, stoking themselves up for ferocious battle with their inspiring but simplistic rhetorical speeches. Adding to their numbers are the ever-increasing numbers of outcasts from the Free Scottish Republic, fleeing the nation thanks to their exile or execution judicial policy. Many of these exiles do not survive, but those that do are often accepted into the Highland clans.

WASTELAND UK Player Guide .12

The Great Forest (Southern Wales) Major Inhabitants: Settlers (Cardiff/Swansea Ruins), Nomads Population: Low Development: Low (Medium in cities) Currency: Meantime Brewery Bottle Cap Gwynedd Conwy National Power Complex and the Northern Wales Wasteland Major Inhabitants: Free Scottish Forces, New United Kingdom Forces, East Anglia Alliance Forces, Raiders, Mercenaries, numerous other minor combatants Population: High (Major Warzone)
The fate of South Wales is something of a mystery. While both Cardiff and Swansea suffered limited bombardment like the rest of the country, the countryside of South Wales is largely recorded as being untouched by the war. The sudden growth of plant life in the region came as something of a shock for its inhabitants. It is believed that a chemical, not dissimilar to the plague in the Forsaken Wasteland, led to major alterations in the plant life in the region. Not known for its forest, within months of the war a new forest had spread dramatically across the regions hills, choking abandoned villages in vegetation. At first this was welcomed as a sign of fertile land - the plant life spread into settlements, aggressively consuming them, and it released toxins that seeped into the groundwater. This effectively exterminated non-plant life in the regions where the forest spread - and so people came to see the forest as the threat it was. There was little the survivors in South Wales could do to stem the tide of the forests growth. Within fifteen years of the war, it had utterly consumed most of the interior of South Wales, spreading to the coast, and only at the ruins of Swansea and Cardiff did the growth stop. Some assume that it is the urbanisation of these cities, and the pollution of the pre-war era that has rendered them some defence against the growth of the plants, but they are isolated by the forests growth, mostly surviving with a lifeline of supplies transported by sea. Crossing the forest is a dangerous option - while its growth has preserved many pre-war artefacts and places, the plant life is far from static. Rumours persist of carnivorous plants - and worse -living in the depths of the forest.

Development: Low (Advanced inside Automated Complex) Currency: Meantime Brewery Bottle Cap, EAA Pound, FSR Dollar, Barter
Prior to the Great War, the near meltdown of the Windscale nuclear power plant led to the relaxation of the use of robotic workers. The concept of an automated power plant was a popular one, given Britains technological lead in robotics and artificial intelligence, and this led to a grand undertaking in the construction of the Gwynedd Conwy National Power Complex - a fully automated chain of nuclear and thermal power plants built directly into what had once been the Snowdonia region of Wales. Though its construction completely devastated the surrounding area, the complex runs for miles beneath the mountains of Snowdonia, with only limited elements of the facilities located above the surface. Capable of providing enough power output to sustain most of Britain following its completion, the complex survived the Great War largely intact and now serves as the major source of power for the entire wasteland, where the national grid is intact. Naturally, the disagreement as to who retains control over the power lines leading out of the region has sparked massive conflict between the factions within Britain. The ability to control the power for the entirety of Britain has attracted numerous groups to send expeditionary forces to this region. The entire North of Wales has become a series of reinforced fortifications for the various factions, each locked in constant conflict with each other. Some seeking to retain their access to the power, others seeking to take control of the power lines and hold the other nations to ransom.

WASTELAND UK Player Guide .13


Irish Wasteland Major Inhabitants: Wastelanders? Population: Low? Development: Low? Currency: Barter? Island Wastelands Major Inhabitants: Varied Population: Varied Development: Varied Currency: Varied (Mostly Barter)

For the majority of the survivors living in the British wasteland, Ireland is something of a mystery. Prior to the Great War, the land was on the periphery of British interests - the British government had long relaxed its grip on its tiny holdfast in the North, and by and large it remained neutral towards Britain during the European Wars for fear of attack by its more powerful neighbour and once-ruler. For the most part, it is not known how badly Ireland was hit, if at all, because of the limited numbers of seagoing vessels available. Little information is available on the country beyond what is passed on via those who have had limited contact with Irish survivors and those few British Wastelanders with boats. It is largely believed that Ireland was devastated by tidal waves and civil strife following the war at the very least. Many find it hard to believe that there could be any possibility of the rumours spread by sea captains being true - some say it is lush and fertile, that the people there are thriving in limited numbers safe from the horrors of the Wasteland. Others talk of an isolationist people, who turn away or even attack boats getting too close to their shores. Still more talk of some horrific mutant horde that has taken up residence in the region. Truly outlandish claims speak of strangers from across the Ocean taking up residence in the region. But no one believes those who ply the seas around Britain - the motion of the waves, the isolation, and something polluting the water obviously makes them completely insane.

Asides from the British Mainland and Ireland there is a plethora of smaller islands that form a part of the British Isles, many of these were wiped barren of life as a result of the massive tidal disturbances triggered by the Great War, but a limited number survived, the more far-flung islands such as those close to the Continental Wasteland have had little to no contact with the mainland since the war - those that are closer to the mainland have limited contact with the Wastelanders in the mainland wastes via the various sea captains who still operate in the former British waters. Naturally as these people are wont to do, the outlandish rumours of the practices of the Islanders are many and difficult to believe - talk of cults and large wooden men are particularly popular amongst those with more classical tastes, but rumours of these small communities resorting to desperate measures to survive, going so far as to eat human flesh, mean that many are somewhat suspicious of those coming from these islands. For the most part the Islanders are on the periphery of the concerns of the major factions, there are rumours that the NUK maintains several island bases as well as the North Sea Oil and Gas Rigs, but these are largely ungrounded, and few willing to risk confirming them. Given that many of the large Canadian-owned Oil assets in the region were acquired by the American Poseidon Oil company following the annexing of Canada was a major source of contention with the old government, and the possibility that the NUK would have taken over such assets is not unlikely.

WASTELAND UK Player Guide .14

THE NEW UNITED KINGDOM Major Inhabitants: Shelter-Born Humans (NUK citizens) Refugee Wastelanders (Slaves/Peasants). Population: Medium/High (Scattered Major Settlements) Development: Advanced Currency: Pound Sterling

The New United Kingdom (NUK) is different to any of the other factions currently active within the British Wasteland. The NUK represents the surviving elements of the New Britain Party (NBP), the extreme-right (some would say totalitarian fascist) coalition that held power in the United Kingdom leading up to the Great War. Self-serving and selfish, the NBP retained a monopoly on the Havens the network of underground shelters constructed to preserve humanity in the case of Nuclear War and equip them with the ability to retake and repopulate the surface once the hazards of the war had cleared, and the environment above was capable of sustaining life. No one had counted for the ability of some humans to adapt to the environment of Britain after the Great War - certainly not the NBP. The NBP had expected that the surface would be wiped clean by the Nuclear Holocaust, that they would emerge into a world free of those elements of society they hated and despised... communists, liberals....the NBP rechristened themselves as they retreated they became the New United Kingdom, as that is what they would found when they emerged. The NUK discovered a very different world when they did emerge from the Havens, those they had abandoned to die on the surface had survived, and had, to some extent thrived, the surface had not been purged as expected and the NUK quickly found that it was competing with others for land and resources. Though the NUK retains a major military force that is incomparably better armed then any of the other major factions in the Wasteland it is plagued by major supply issues which prevent it from sustaining the growth in population it needs to expand. Several of the Havens expected to provide resources to the others have either failed, been overrun by other factions or simply have failed to communicate with the NUK since it emerged - for all its incredible pre-war technology and immense firepower, the NUK has been forced to seek solutions for this issue that have led to major conflict since its emergence. It does not control one unified territory, rather there are several Havens up and down the British Wasteland that have formed the centre-points of NUK civilisation. Very little is known about their Government, in conversations some NUK individuals have spoken highly of a King and the Party but very little information exist on either of these.

To this end many Wastelanders who found themselves suddenly living in the shadow of this immensely powerful faction, have become its slaves, the NUK extends practically feudal dominance via the threat of force beyond the walled-off settlements its citizens call home - fear of repercussions and the introduction of explosive collars to maintain discipline has kept many in line. It is a sad fact that, to an extent, this pitiful life attracts many Wastelanders to submit to NUK rule, the limited benefits being enough to encourage many to sacrifice their freedoms for the relative safety of NUK rule. Very few ever get to see the inside of the NUKs much-vaunted cities, and the rumours of life within the walls are varied and wild, there truly is a belief that the NUKs streets are metaphorically paved with gold, that life inside of these Havens is clear of sickness and radiation, sustained by pre-war wonders. No one really knows for sure what lies behind the foreboding heavily defended walls of these settlements, the dangerous, gruff and loyal soldiers of the NUK have no interest in communing with outsiders, and those who leave the walls are sworn to secrecy. Certainly no one has betrayed the secrecy of the NUK and lived, and neither have those who they have spoken to - no one knows how the NUK finds people, but any smart Wastelander is very careful about dealing with the NUK - many would rather deal via intermediaries, usually representatives from those Wastelanders in NUK service then deal directly with these grim people. Not even the greatest of the Raider factions are stupid enough to risk the ire of the NUK, talk of heavily armed troopers, and powerful pre-war power armour is enough to discourage even the hard headed and most violent individuals.

WASTELAND UK Player Guide .15

a rough guide to the groups or races of the Wasteland
Note :: On the usage of Wastelander ::
Within Wasteland UK terminology, and that of the Fallout universe as a whole wastelander is a generic and interchangeable term - by and large it is used in the same way that we refer to the human race. Because of the variance of human culture after the great war, and the number of minor mutations that make post-war humans distinct from pre-war humans, the term has largely come as a replacement for humanity and other such terms, allowing for the term to incorporate mutants and other post-humans. banditry and violence to survive. Some of them are well organised, militarily organised raiding parties that plan their Shelter-Born sometimes called Vault Dwellers are to an extent a different breed attacks and train their people - others are simply psychopathic murderers of human from those that have grown up in the Wasteland, these are the lucky few and worse who have banded together whose family were rescued from the fires like packs of animals for some form of mutual protection and to work against the of nuclear extermination and survived in defences of civilised settlements so they deep underground shelters, the majority may continue their lifestyle. of these individuals that wander in the British Wasteland come from the Vaults Raiders tend to organize into loose the shelters originally constructed by confederations of gangs in the postthe American company Vault-Tech and apocalyptic wasteland and are a constant later administrated by the British Vault problem, because its much easier for Administration Company (BVAC) which Nomads and Settlers took them over in the wake of Vault-Techs them to just shoot people for their money, food, and other valuables than to earn an pullout from Britain. Very few of these Nomads and Settlers are the two honest living. Raiders typically prey upon individuals emerge from the safety of most common groups of individuals travelers and very small towns, leaving the Vaults, instead preferring the safety encountered in the Wasteland these more populous or larger areas alone, of their self-sustaining communities. groups are those individuals who have Those who do emerge are almost entirely where they are outnumbered, often faced endured the war as best they can without considered to be complete oddities, often with superior firepower, and have no devolving too savagery or other methods, their pre-war naivety gets them killed very element of surprise - some of the larger they are the civilians of the Wasteland, Midlands factions are known to attack fast, or the fact that unlike humans who the ordinary average folk. What sets larger civilisations, notably plaguing the have grown up on the surface, they are them apart from the pre-war world is borders of the EAA and the FSR. ill adapted to survival in the Wasteland the world they live in and that they have and often die of illnesses, exposure, adapted to survive. By and large they are starvation or rad-sickness before long. Slavers descended from cultures of the pre-war They are however somewhat useful as world, retaining a similar moral outlook, if their greater technological knowledge Slavery is an unfortunately common adapted for the practicalities of living in gives them something of an advantage occurrence in the British wastes, while the Wasteland. over those who have grown up with factions such as the EAA and the FSR lack of information available to common outlaw the practice and many Settlers and There is really no unitary culture for these Wastelanders. Nomads are incredibly hostile to it, the people the only thing that distinguishes needs of Raider factions and other less them apart from each other is that Those who did not grow up in Vaults by morally inclined Wastelanders for fresh Nomads are the homeless many, making and large grew up in Havens and are, as supplies of meat to carry out certain their home on the road, moving from place one might expect, subjects of the New duties they are unwilling to undertake, to place only for as long as an area can United Kingdom there persists rumours drives the need for Slaves. Slaver is a term sustain their travelling communities. Some that some of these have broken away applied to both those who actively acquire of these are cultural groups, others are from the NUK but there is little to confirm simply wandering merchant caravans, these rumours. Many believe that the NUK and sell slaves as well as those who entertainers and other such professions would have discovered these rebels long use them. Many Slavers work alongside Raiders buying those taken in their raids that call upon a person to travel to make ago given that it must have a map of the - as one might expect many Raiders are a profit. locations that Havens were placed. also Slavers. In the EAA and FSR as well as many other areas, Slavers are treated Settlers are those Wastelanders lucky Raiders with the same attitude as raiders, they enough to find habitable and stable are shoot on sight - the idea of slavery regions that are capable of sustaining brings out a deep moral objection in most larger communities, they are a far smaller Like Wastelander or Nomad or Settler, Raider is a generic term used to describe Wastelanders. number than the Nomads because of the a varied group of individuals. Raiders are inability of most areas of the Wasteland any group of Wastelanders who pillage, Slaves come in all shapes and sizes, the sustain permanent life either because plunder, murder, or otherwise ruin the day reasons for enslaving an individual are of devastated ground, or because of the of anyone unfortunate enough to not be greatly varied - some might be for work, conflicts that still rage across Britain. one of them. In pre-war Britain they would some for pleasure and others still might be The majority of these people make their be criminals and outlaws, hunted by bought for pit-fighting - the endless varied homes in either the EAA or the NSR as reasons for enslaving an individual are only these factions really have the forces authority, and while some Wastelanders what keeps Slavers in business. NUK(and interest) to maintain a level order that attempt to bring them to justice they are those who have endured the reality of the ruled Wastelanders might not be referred really secures permanent nuclear holocaust by turning to barbarism, to as slaves, but the tight controls placed


WASTELAND UK Player Guide .16

upon them by the faction makes them little more than that - it is Brum that most actively utilises Slaves sending hundreds to work in its dark and dangerous factories every day.


A Tribal is a Wastelander who relies on far more superstitious and primitive methods to survive - as one might imagine the Woads are by far the most common Tribals found in the British Wastes, Mercenaries and Law Bringers certainly they retain the most territory. But up and down the wastes and on some Some people are born fighters, in settled of the outlying islands there are smaller, civilisations these people become Soldiers varied Tribal groups. By and large what and Warriors but in the wasteland, where unites these individuals is that they largely such things are not needed, they usually reject technology, some might utilise find themselves falling into various roles. firearms but either out of lack of supply, These people are distinct from Raiders in lack of understanding, or outright fear and the eyes of most Wastelanders because hostility towards technology most will not they do not kill and prey on others to make use of anything more complex than survive. These people have made some a bow and arrow. Most of these cultures element of moral choice not to use their reject drugs, instead relying by and large abilities to help them survive, either out of on natural medicines made from plant life some moral conscience or the concept of and other ingredients. Many of these have profit.. Some people simply arent barbaric little more effect than eating an apple, but and uncivilised enough to resort to murder a few have some grounding as cures for to survive as a first course of action. things, and some are at least valued by other Wastelanders as recreational drugs. The greater majority of these people become Mercenaries simply because The reasons for a Wastelander to resort they need to feed themselves - often they to such a primitive state are numerous, might exploit those in need of protection for instance a number of tribal groups from threats, sometimes they will use were founded by children left to fend for fear of violence to earn their keep, but themselves, over the generations the they rarely kill unless they have to. The technical knowledge simply has been greater majority are employed by smaller left out of these groups, leaving them in a factions and settlements that do not primative state. Others such as the Woads have individuals within their community simply reject it out of a pseudo-religious capable of providing the kind of protection principle, and anti-tech stance that they need - either due to major Raider their cultures take. By and large Tribals threats, or because of some of the more are rare, and strange people, who hide deadly mutant creatures found in the themselves from civilisation. Wastes. Law Bringers are the noble few, usually members of the EAA based Association of British Constables, who do not seek to profit from their talents and instead seek to provide some semblance of law and order in the Wasteland, at the very least protecting innocent folk from the threats that the Great War bore. These individuals do not seek payment for their work (though they might accept gifts from those they protect) instead they are motivated by moral reasons - the Constables of the Association are a ranger-esque number, largely devoted to providing some form of frontier law and protection to the settlements scattered out in the wastes away from the major centres of civilisation.

are outcasts from society, rejected out of fear by those around them, often they band together, and many turn feral, preying like Raiders. The uniformity of mutations is rare, the mutagenic plague found in the Forsaken Wasteland rarely produces mutations that remain the same, rumours persist of other species of Mutants in other areas of the wastes, but by and large this is a diverse lot, with only the Ghouls forming any kind of a distinct race of mutants.

Necrotic mutations were an unforeseen consequence of the nuclear fallout of the Great War, some believe it to be the result of faulty environmental shielding, others that it is attributed to some genetic factor in those who suffered them, and others still attribute it to certain environmental factors in areas where such mutations are most prominent. Given the number of necrotic mutations that have emerged since the War in areas outside cities, suggests it may be a combination of all these factors. Given the massively diverse population of London prior to the Great War, it seems that more than simple genetics were at work in creating such a large number of these mutants inside of London While out-would appearances of necrotic mutants are hideous to look upon, giving them the appearance that has earned them the common nick-name of Ghouls, the mutation has proven advantageous in the extent of granting these mutants a state of cellular regeneration that keeps them effectively young allowing them to have massively extended lifespans, there are no known cases of necrotic mutants dying of old age. Radiation has no physical effect upon Ghouls though it has been noted that high levels of radiation have a profound effect on brain chemistry, driving them gradually more feral and insane. Ghouls generally belong culturally to one of the above groups, but many are distinctly aware of their conditions, having lived with them since the Great War leading them to be somewhat sarcastic when met with racism, a very human attribute that makes others accept them more easily than other mutants.

Racism is still a problem, even in the British Wasteland, while colour and creed might not be a defining factor, it is fear of the mutant that often brings out the worst side in most Wastelanders, while some have come to accept Ghouls despite their rather grisly appearance, many struggle to accept the more dramatically mutated individuals that might have once been humans. Mutations in the wasteland are rarely due to nuclear fallout, radiation is not the greatest of catalysts, as it more often poisons and kills individuals then it does mutate them. Rather it is a series of pre-war chemicals and viruses that seem to be capable of encourage dramatic evolutions of humankind. Most Mutants

WASTELAND UK Player Guide .17