recursal/Fanatic-Fandom huggingface dataset:
Gerda

**Gerda** is an NPC in Anderson.

### Background

Gerda is a central character in the quests that take place in Anderson. She holds a significant position within the settlement and plays a crucial role in its governance and well-being. Gerda rose to leadership within Anderson through her exceptional leadership skills, determination, and genuine care for the people under her protection. She is a resilient and strong-willed woman who has earned the respect and loyalty of the residents of Anderson. Gerda's dedication to the community's survival and well-being is unmatched.

Gerda is known for her loving and caring nature, often going above and beyond to ensure the safety and happiness of the people in Anderson. She is a wise and experienced leader, always striving to maintain a balance between protection and diplomacy. Gerda is fiercely protective of her settlement and will do whatever it takes to safeguard its interests.

Gerda's character embodies the balance between strength and compassion, making her an influential and respected leader in Anderson. Her leadership skills and genuine care for her people make her a significant character throughout the quests, ensuring the settlement's survival and fostering a sense of community.

### Quests

* The Jellicle Ball

As the leader of Anderson, Gerda is actively involved in the social gathering taking place in the settlement. Gerda's presence during the event showcases her strong leadership and fosters a sense of unity among the residents of Anderson. The player can interact with Gerda to gain insights into the different factions and characters present, helping them make informed decisions.

### Notes

Gerda is a reference to Gerda from The Snow Queen, by Hans Christian Anderson, from whom Anderson derived its name from. There are statues of HCA's literary figures throughout the area.
Ezekiel Walton

**Ezekiel Walton** is an NPC in Juilliard.

Ezekiel Walton is a resilient and determined individual who has found a purpose in defending the settlement of Juilliard. Prior to the war, Ezekiel was an ordinary family man, living a peaceful life with his wife and daughter in the suburbs. However, tragedy struck when his family fell victim to a raider attack, leaving him the sole survivor. The loss of his loved ones ignited a burning desire for vengeance and justice.

### Background

Ezekiel is fiercely protective of the people of Juilliard, especially those who have suffered from raider attacks. He dedicates himself to safeguarding the settlement, vowing to prevent anyone else from experiencing the pain and loss he endured. With an unyielding spirit, Ezekiel never backs down from a fight. He is known for his determination and willingness to confront even the most formidable opponents. His resilience makes him a force to be reckoned with. The loss of his family at the hands of raiders has fueled Ezekiel's deep-seated hatred for them. He holds a longstanding grudge against Lennon, the raider stronghold responsible for the attack. This grudge drives his desire for preemptive and retaliatory strikes against Lennon.

Ezekiel possesses exceptional marksmanship skills. He is armed with a trusty rifle and is known for his accurate and deadly shots. His sharpshooting abilities make him a formidable adversary in combat situations. Despite the hardships he has faced, Ezekiel maintains a stoic demeanor. He rarely reveals his inner emotions, opting instead to focus on his duty of protecting Juilliard. He keeps his emotions tightly guarded, allowing his actions to speak for him.

Ezekiel serves as a complex character, driven by both grief and a sense of duty. His actions and decisions reflect his unwavering commitment to protecting the settlement of Juilliard, even if it means resorting to violence to achieve justice.

### Quests

* The King of Broadway

Ezekiel plays a central role as the catalyst for a preemptive or retaliatory attack against Lennon. Fueled by his personal vendetta and the desire to avenge his family, he seeks assistance from the player to launch a decisive strike against the raider stronghold.

Throughout the quest, Ezekiel demonstrates his unwavering resolve and provides the player with crucial information about Lennon's vulnerabilities and strategic points of attack. Depending on the player's choices, they can aid Ezekiel in planning and executing the assault or find alternative solutions to address the conflict between Juilliard and Lennon.
Chelsea

**Chelsea** is a settlement in Western Manhattan, located the same as the prewar neighborhood of the same name.

## Locations

### Exteriors

Chelsea Park
Chelsea Piers

## Background

Chelsea did not have a vault of its own, and many of the pre-war residents went to Vault 99 in Greenwich.

Post war, many residents returned to the South, and ghoul residents entered to the North East by the North Sea. Chelsea has close relationships with Greenwich and the two support each other.

## Inter-City Relations

Chelsea is half-located within the North Sea, and borders the Hudson River, as well as with Meatpack and Greenwich, and is in close proximity to Kayto and NoMad

Greenwich and Chelsea protect Meatpack, by land-locking them away from the rest of the city, removing the opportunity for raider invasion.

## NPCs

**Pike's Opera House** This 19th century Opera House was demolished in our world, but remained open in the divergence. Next to it is the Pickford Theater, unique to this world, and named after Mary Pickford, who filmed her first pictures in Chelsea.

* Mary

**London Terrace** One of the world’s largest apartment blocks, with a swimming pool, solarium, and gymnasium. The pre-war doormen dressed as “London Bobbies” and the tradition has remained. Many of the residents enjoy life in the building.

* Hotel Management
* "Bobbies"
* Hotel residents

Barker & Williams Warehouse

* Security Officer
* Owner
* Salesman

**YMCA** The YMCA from the titular song by the Village People is here, although the song was never popularized due to conservative laws regarding entertainment such as art, music, and movies. In fact, the men who became the Village People in our timeline were arrested in the 1970’s, leading to the dissolution of the band.

Regardless, the YMCA still stands, and houses many of the more transient members of Chelsea, and the player can use the building to sleep.

* Travelers
* Owner/Head of YMCA

**TIFA** The Tech Institute of Fashion & Art (TIFA) is the game’s stand-in for FIT, the Fashion Institute of Technology. The concrete campus buildings survived relatively well in the nuclear zone and are now inhabited by ghoul creatives, who use the space to discover art and fashion.

* Ghoul Residents

## Side Stories/Quests

I Am What I Am

I'd Rather Be Me

Popular

The Music of the Night

## Player Interaction

[Put results of the player’s actions here]
Enclave Remnants

**The Enclave Remnants** are a group of civilian survivors and low-ranking officers who managed to escape the devastating destruction of Raven Rock, as seen in the events of Fallout 3. These survivors include wives, children, and a few former low-ranking officers who have now risen to positions of power due to the chain of contingency. In the aftermath of the President's self-destructive act at Raven Rock, which obliterated much of the Enclave's leadership, the Enclave Remnants regrouped and made their way to Liberty Island. Here, beneath the iconic Statue of Liberty, they found shelter in Fort Wood, a facility that has seen better days but offered them a place to rebuild.

## **Background**

The Enclave Remnants are remnants of the once powerful and technologically advanced Enclave, a faction with a history of dogmatic beliefs and a militaristic approach. The destruction of Raven Rock marked a turning point, leaving these survivors to contemplate their uncertain future. Some members of the group aspire to regain power and dominance, while others have been profoundly affected by the losses they've endured, seeking only to ensure the survival and well-being of their community.

Leadership within the Enclave Remnants is a reflection of the new order that has emerged after the fall of the original Enclave's power structure. The former low-ranking officers, who have risen to prominence in this new context, play central roles in decision-making. The group operates more democratically than the authoritarian regime they once belonged to, with leadership positions based on merit, experience, and the ability to adapt to their current circumstances.

The Enclave Remnants find themselves at a crossroads. Some members of the group are motivated to rebuild the Enclave and return to power with an iron grip. They believe in the Enclave's ideals and principles, even after the catastrophe at Raven Rock. Conversely, others within the community are more focused on survival, and they emphasize the importance of community, cooperation, and adaptability. These differing viewpoints lead to internal conflicts and debates about the group's direction.

The Enclave Remnants' approach to other factions in the post-apocalyptic world varies. Some members are cautious and seek alliances to bolster their chances of survival. Others retain the Enclave's historical stance of isolationism and a belief in their superiority. These divisions create complex interactions with neighboring factions.

The Enclave Remnants represent a shadow of the former Enclave, once an influential and powerful organization that harbored extreme ideologies. As the survivors try to come to terms with the fallout from the past, they are challenged to adapt to a world profoundly different from the one in which the Enclave was born.

Despite their weakened state, the Enclave Remnants remain a potent force, shaped by their unique history and struggle for survival. Their story serves as a poignant reminder of the consequences of blind loyalty and the capacity for transformation in the face of overwhelming adversity.
Sons of Liberty

In the turbulent landscape of the post-apocalyptic world, where factions and ideologies clash for dominance, the **Sons of Liberty** stand out as a unique and controversial group. A fusion of a fraternal organization, biker gang, and the fervor of the Republican National Convention, the Sons of Liberty are unwavering in their veneration of the old world, capitalism, and all things Americana. Their belief system, bordering on cult-like devotion, makes them a formidable, albeit divisive, force in the wasteland.

## **Background**

At the heart of the Sons of Liberty's doctrine is an unyielding reverence for pre-war America, a near-religious devotion to its values, symbols, and traditions. They worship the concept of capitalism, idealizing the economic system of the past as if it were a deity. The old world's culture, history, and way of life are seen as sacrosanct, and the Sons of Liberty have elevated these ideals to near-mythical status.

Despite their affinity for Americana, the Sons of Liberty harbor intense xenophobia, viewing mutants and ghouls as abominations that defile the memory of a pure, pre-war America. Even descendants of immigrants or those they perceive as "foreign" are met with suspicion and hostility, considering their presence an affront to the memory of the old world. This unwavering bigotry is a dark undercurrent in their otherwise patriotic zeal.

The Sons of Liberty embrace the trappings of American patriotism with unwavering zeal. Their members can often be seen adorned in attire reminiscent of the pre-war era, including leather jackets, denim, and various patriotic emblems. The group's headquarters, known as the "Liberty Lodge," is a shrine to the past, filled with historical artifacts, flags, and symbols of the old world.

The rigid beliefs and aggressive nature of the Sons of Liberty have brought them into conflict with other factions, particularly those advocating for unity and acceptance in the wasteland. Their uncompromising stance on mutantkind and their xenophobic tendencies have made them a divisive presence in the post-apocalyptic landscape.

In a world characterized by turmoil and uncertainty, the Sons of Liberty emerge as a fervent, if not polarizing, embodiment of American nostalgia and idealism. While their dedication to the past is unparalleled, their rigid beliefs and deep-seated prejudices have cast them as both protectors and adversaries of the remnants of the old world. The Sons of Liberty's influence in the wasteland continues to be a subject of debate, with their presence sparking conversations on the values and conflicts that define the post-apocalyptic era.

## Notes

The Sons of Liberty was also the name of a political organization active in the Thirteen American Colonies during British rule.
No Good Deed

**No Good Deed** is a side quest in Empire Wastes.

## Summary

Horus, Nephthys's older brother, has been secretly aiding the citizens of Juilliard, a nearby settlement, by providing them with information and supplies from Ammu Nahi. The quest presents the player with a moral dilemma and offers multiple paths to resolve the situation. Depending on the player's choices and alliances, they can either side with Seth and eliminate Horus, or work with Nephthys to confront and potentially reconcile with him.

## Walkthrough

The quest initiates when the player overhears a conversation or receives a tip about Horus's clandestine actions in aiding Juilliard. They can then approach either Seth or Nephthys to discuss the matter and gain their perspective.

If the player chooses to side with Seth, he insists that Horus's actions are a betrayal to Ammu Nahi and must be dealt with. He tasks the player with assassinating Horus discreetly, without causing unnecessary alarm. If the player choses this path, Horus is killed, reinforcing Seth's authority within Ammu Nahi, but leaving a sense of loss and grief for Nephthys. Juilliard loses a valuable ally.

If, instead, the player decides to side with Nephthys, she acknowledges Horus's actions but believes in giving him a chance to explain himself. She allows the player to speak with Horus, emphasizing the importance of diplomacy. The player travels to Juilliard and meets with Horus, initiating a conversation about his actions and motivations. The player can use persuasion, evidence, or even threats to convince Horus to stop aiding Juilliard. If diplomacy fails, the player is given the option to kill Horus with Nephthys's permission. They can choose to do so or find alternative ways to neutralize the situation, such as exposing his actions to the raider gang or striking a compromise.

If diplomacy succeeds, Horus agrees to cease his actions, and a fragile truce is established between Ammu Nahi and Juilliard. Nephthys sees potential for cooperation and a brighter future. If diplomacy fails and the player kills Horus, Nephthys mourns the loss of her brother but appreciates the player's loyalty. Ammu Nahi remains powerful but with a lingering sense of internal conflict. However, if the player finds an alternative solution, such as exposing Horus's actions to the raider gang, tensions rise within Ammu Nahi, and the future relationship between the two settlements remains uncertain.

## Notes

* ***No Good Deed*** is from the Broadway Musical "*Wicked*"
West Burgbridge

## People

### Enemies

**West Burgbridge** is situated to the West of the Williamsburg Bridge, and includes the western part of the Bridge itself. Being relatively close to the South Sea, it is one of the poorer and more dilapidated towns in Manhattan still occupied by humans.

## Background

Ironically, *West* Burgbridge occupies the *Eastern* half of the Lower *East* Side. The eclectic neighborhood is where gritty alleys and tenement-style buildings mix with upscale apartments and chic boutiques. Nighttime once drew hip, young crowds to the area's trendy bars, music venues and restaurants. The neighborhood's Jewish heritage lives on through the Tenement Museum and old-world fabric stores, as well as traditional delis such as Katz's Delicatessen.

The bridge spanning between East and West Burgbridge is one of the last remaining connections from Manhattan to the outside world, and even that just leads to Queens/Brooklyn. Regardless, this commodity has become highly sought after, and paid passage through the bridge has become one of West Burgbridge's largest incomes.

## Inter-City Relations

West Burgbridge often fights with Delancey St. Raiders, or ghouls and mutated creatures that make their way over from the South Sea. It has a strong cultural, economic, and security connection with East Burgbridge, but often skirmishes with Loisada.

The town also has an interestingly positive relationship with GuiCheng, as their "Little Fuzhou" sector also houses Chinese-American ghouls and humans.

## NPCs

Delancy Street Raiders

Bridge Operators

**Katz** - Food/Supply store

Generic quest givers for reputation

## Side Stories/Quests

1. *Skid Row*
2. *Aquarius*

## Player Interaction

The player may choose to take a boat from Navyard as part of the The Road You Didn't Take questline. To access Navyard, the player will need to travel via the Williamsburg Bridge, and will either need to pay a toll, have a major faction vouch for you, or otherwise become ingratiated with West Burgbridge by completing the Skid Row quest.

## Relation to Main Games

The entrance gate to the Williamsburg Bridge from the west side is situated similarly to the entrance to the Strip in *Fallout: New Vegas*. Similarly, you had the option to pay outright, or earn entry through working for the Kings.

## Notes

“Burgbridge” refers to the area on either side of the Williamsburg Bridge. Burgbridge is split West and East, for Manhattan and Brooklyn, respectively.
East Harlem

## People

### Enemies

**East Harlem** is located in the same area as the real-world neighborhood of the same name

## Background

East Harlem has a high hispanic population, and many of the citizens are still Latinx, even 200 years later. There are also remnants of pre-war religion active in the area’s many churches. Regardless, East Harlem is surprisingly a technological powerhouse. While they might not have advanced AI or robotics at levels like the Institute, they have extensive computer networks, and there are many Mr. Handy and Ms. Nanny robots still in use.

Many people are well versed both in computer science, as well as mechanics. Repairs are frequent, and people come great distances to have their weapons, robots, or other electronics repaired. They even have begun to repair a large water purifier connected to the East River. Such an accomplishment would greatly increase East Harlem’s influence in the area.

Unfortunately, East Harlem is currently going through a food shortage, straining the population, which is still rising. The area’s average age is also much lower, due to a high birth rate, which worsens the food shortage as the younger members eat more than their elders while they continue to grow.

## Inter-City Relations

East Harlem and Harlem share a ‘checkpoint’ at Duke Ellington Circle, Marcus Garvey Park, and 125th Street Station. Citizens of the NCSC may freely pass at these checkpoints, but non-citizens will be subject to search or even be denied entry.

## Side Stories/Quests

1. *Greased Lightnin’* Help the East Harlem Mechanics Guild make repairs around town
2. *Get Me to the Church on Time* Bring Little Sicily to the Church of Our Lady of Mt. Carmel
3. *It’s Quiet Uptown* East Harlem elders are growing concerned by the population age disparity.

## Relation to Main Games

Ghoul NPCs may mention “The Ghost of Mexico City”, referencing Raul Tejada from Fallout New Vegas

## Notes

East Harlem has its own radio station, and East (Spanish) Harlem is referenced in Ben E. King’s song “Spanish Harlem”, Louie Ramirez’s song “Lucy’s Spanish Harlem”, Bob Dylan’s Song “Spanish Harlem Incident”, Phil Ochs’ song, “Lou Marsh”, and Elton John’s song, “Mona Lisas and Mad Hatters”.
Enwaiu

## People

### Enemies

**Enwaiu** is named after the Phonetic Pronunciation of “NYU” or New York University

## Background

Enwaiu was established only 66 years ago in 2211, only 2 years after the re-establishment of Greenwich. The area was based around the pre-war New York University, but the institution was not revitalized for education. Most of Enwaiu’s money comes from trade of scavenged scrap from the area. They also have relatively strong agriculture due to the available land in Washington Square Park

## Inter-City Relations

Enwaiu is situated between Greenwich and NoHo, and has amicable relations with both. Enwaiu does not trust GuiCheng, and is paranoid of Bowery’s proximity to them. Enwaiu actively trades with Mercy for drugs.

Enwaiu is also close to, but outside of the blast zone around the southern crater.

## NPCs

### Washington Square Park

The famous park, with the beautiful 5th Ave arch, has become a farming hamlet. Wooden shacks populate the park, and the arch area has been turned into a small outdoor trade area.

### Tisch School

The old school of the arts, along with the rest of NYU, has several buildings that survived the war, and are being used in the post apocalypse for housing, storage, indoor agriculture, etc.

## Side Stories/Quests

* *Another Hundred People* Enwaiu is becoming overpopulated, and needs to either stop further settlers from joining, or to expand to the South West for more room.

## Player Interaction

* Enwaiu can either become a walled settlement, or can expand several blocks, due to the player’s actions.
* Helping Enwaiu will make GuiCheng dislike you, and vice versa. Same goes for helping Grand Central, or even helping the Underground Society of the Blighted.

## Relation to Main Games

A reference to Kimball (Fallout: New Vegas) can be heard by the guard at Kimball Hall.
“Welcome to Kimball Hall. If you’re from way out West; no, not \*that\* Kimball.”
The Rock

## People

### Enemies

**The Rock** is named after Rockefeller Center, built by John D. Rockefeller Jr.

## Background

The Rock is situated around Rockefeller Plaza, and includes Rockefeller Tower, Radio City Music Hall, St Patrick’s Cathedral, Saks Fifth Avenue, and NBC Studios. Originally, directly after the war, the location was abandoned, but about a decade after the Great Winter, the town was enclosed and established. The town quickly reverts back to the grandiose capitalism it was known for pre-war.

## Inter-City Relations

The Rock is a self-sustaining and walled-in community. While traders and travelers are welcome in the settlement, The Rock typically does not have formal agreements with other settlements.

The Rock is also the main headquarters for the Rad Pack, whose members are found elsewhere in the city.

## NPCs

* **Sean Wilde** As the “head” of The Rock, Sean Wilde is a swindler and a conman. He may not stab you in the back outright, he’d rather keep you in debt or otherwise useful/paying to him in the long run.
* **Miss Sophie** Sophie thinks of herself as an aristocrat. She is ‘above’ everyone, and talking to those below her is a chore. She’s motivated by the finer things; fine dining, fine clothing, decorative items, money. But she doesn’t believe she needs to work for them. She seems indiscriminately flirty, but it is only her work facade. Underneath it all, she hates everyone.
* **Urch** Urch is an indentured servant who just doesn’t know any better. While she’s content enough to just continue as-is, she would much rather go home.
* **Johnny Carbine** Johnny Carbine is the typical Italian-American New Yorker with an almost comically sized accent. Little is known about him, but he’s an older gentleman, probably with a lot of secrets. But these days, he sells guns at the Rock Plaza.

## Side Stories/Quests

1. *Mama, I’m a Big Girl Now*

Decide what to do with Urch’s situation

1. *Now I have Everything*

Miss Sophie wants fancy hair brushes

## Player Interaction

The player can free Urch from her indentured servitude.

## Relation to Main Games

Sean Wilde is distantly related to Moriarity from Fallout 3.

## Notes

References to Saturday Night Live and other shows can be found at the Abandoned Television Studio in the South section of The Rock.

The Atomic Rockettes are a pun on the Rockettes and Atomic Rocket.
Underground Society of the Blighted

The Underground Society of the Blighted (USB) is a unique faction in the post-apocalyptic world of New York City. Composed entirely of pre-war ghouls, the USB has embraced their condition and seeks to live in harmony, hidden away from the humans on the surface. Their primary base of operation is situated in the Lincoln Tunnel, serving as both a sanctuary and a strategic location to control access to New Jersey.

## **Background**

The USB's history is rooted in the aftermath of the Great War. Many pre-war humans were transformed into ghouls due to radiation, and they found themselves marginalized and hunted by both humans and more radically changed ghouls. In response, a group of cognizant ghouls decided to seek refuge underground, taking residence in the extensive subway tunnels of New York City. Over time, they formed a tight-knit community focused on peaceful coexistence.

The USB values peaceful coexistence, knowledge preservation, and mutual support. Their society embraces their ghoulification and seeks to demonstrate that ghouls can live in harmony. They have established a unique subterranean culture influenced by pre-war history, music, and literature.

The USB maintains a neutral and isolated stance with the surface world, avoiding direct confrontations with humans and surface-based ghoul factions. They control access to New Jersey via the Lincoln Tunnel, making peaceful negotiations the only way for outsiders to cross into the state and reach destinations such as Liberty Island.

## **Members**

### Elder Marcus Wilkins

Elder Marcus, often referred to as the "Tunnelmaster," is the charismatic and wise leader of the USB. His leadership has ensured the survival and growth of the ghoul community. He is known for his diplomacy, vision, and commitment to maintaining peaceful relations with both humans and other ghoul factions.

### Lucinda Calhoun

Lucinda is a skilled scavenger and explorer. Her job is to venture into the dangerous surface world to collect essential supplies for the community. Lark's knowledge of the city's underground and topside is invaluable to the faction.

### Carter Blackwood

Carter serves as the USB's diplomat. He is responsible for negotiating with various surface factions and ensuring the USB's safety. His soft-spoken yet persuasive demeanor has helped establish alliances and maintain peaceful relations.

### Isabelle Malone

Isabelle is the faction's scribe. She meticulously records the USB's history, culture, and discoveries. Her role is vital in preserving the ghoul community's identity and knowledge for future generations.

## **Interaction with the Player**

The player can choose to interact with the USB in various ways. They may negotiate with Elder Marcus to gain access to New Jersey and reach Liberty Island. Additionally, completing quests for the USB can earn their trust and support. However, they should exercise caution as tensions with certain surface factions may jeopardize relations with the USB.

## **Notes**

The Underground Society of the Blighted was also seen in the Mod Author's previous entry: Into the Ark
Factions

## Location-Based Factions

The following are major factions that The Tourist can interact with, or become part of, in *Empire Wastes*. These groups are typically geography dependant, and will only be found in their associated settlements.

During the game, there will be choices made that will influence your reputation with each of these.

## Other Factions

The following are major factions that the Tourist can interact with, or become part of, in *Empire Wastes*, that are not associated with a specific settlement location, although they may be found within one or more settlement also.

During the game, there will be choices made that will influence your reputation with each of these.
Northern City State Coalition

**The Northern City State Coalition** is the unification of Bloomingdale, Harlem, East Harlem, and Morningside.

## Location

The Northern City State Coalition (NCSC) surrounds Central Park and stretches from the Hudson to the East River. It has entrances from Central Park at Duke Elington Circle and Frederick Douglass Circle. The individual city-states have their own borders and entrances.
Where Did We Go Right

**Where Did We Go Right** is a side quest in Empire Wastes.

## Summary

The TriSci area has been plagued by a series of mysterious deaths. The player receives a request for help either from scientists within TriSci or concerned citizens living nearby. The investigation will lead to a meeting with Adelaide Fuchs and set the stage for the subsequent quest, Adelaide's Lament.

Completing "Where Did We Go Right" sets the stage for the player's involvement in uncovering the unethical experiments conducted by Dr. Erebor, as explored in the following quest, "Adelaide's Lament." The information gathered during this investigation will play a crucial role in Adelaide's efforts to expose the truth and bring justice to Trisci.

## Walkthrough

1. Either scientists from TriSci or concerned citizens provide information about the recent deaths and express their worries about the safety and integrity of the research being conducted. Agree to investigate and uncover the truth behind the deaths.
2. Speak with witnesses, both scientists and residents, to gather information about the circumstances surrounding the deaths. Listen to their accounts, ask probing questions, and follow up on any leads they may provide.
3. Visit the locations where the deaths occurred and carefully examine the surroundings for any clues or evidence that could shed light on what happened. Look for anomalies, traces of chemicals, or signs of unauthorized access.
4. Visit the libraries and research facilities within TriSci to delve into past experiments, projects, and records that might be relevant to the investigation. Search for connections between the recent deaths and any ongoing or discontinued research.
5. Collect samples from the crime scenes and bring them to the appropriate laboratories for analysis. Work with the scientists at TriSci to identify any toxins, pathogens, or other substances that could be responsible for the deaths.
6. Present your findings to Adelaide Fuchs, the head of the Laboratory of Mammalian Studies at Rockefeller University. Discuss the implications of the evidence and seek her insights into the situation. This meeting leads directly into the subsequent quest, "Adelaide's Lament."

## Notes

* ***Where Did We Go Right*** is from the Broadway Musical "*The Producers*"
Navyard

**Navyard** is a settlement in Western Brooklyn, South of East Burgbridge.

## Background

Pre-War Military (Navy) connection.

Boarded by the East River to the North, and Highway 278 to the South, with destruction to the West, and East Burgbridge and Highway to the East.

## Inter-City Relations

Strong relation with East Burgbridge

Physically separated from all other groups

## NPCs

Boat Captain

Generic Dock Workers

Quest givers for relations

**Dominic** Lynn's Son from The Rock.

## Quests

1. *Lost in the Stars*
2. *My Ship*
3. (Additional Favor Quests for reputation)

## Player Interaction

### Main Quest:

Once across the Williamsburg bridge, they can make it to Navyard, and speak with the dock workers. There’s a boat, but there’s a fee. The player can:

1. Pay the Fee
2. Present the captain with a specific trinket
3. Steal the Boat
4. Have high relations with Navyard

Once on the boat, they will ‘teleport’ to Liberty Island.

### Extra

Player can obtain a playerhome between East Burgbridge and Navyard
Tony Stradivari

**Tony Stradivari** is an NPC in Juilliard.

Tony Stradivari is a talented musician and instrument curator who resides in Juilliard. His love and passion for music run deep, and he possesses an extensive knowledge of various musical instruments, sheet music, playbills, and the history of classical compositions. Tony's expertise lies in stringed instruments, particularly the violin, and he is rumored to have a special connection to a rare Stradivarius violin.

### Background

Tony is a middle-aged man with salt-and-pepper hair, neatly groomed beard, and a warm smile. He dresses in a refined yet practical manner, favoring tailored shirts, vests, and trousers, which complement his love for the arts.

Tony is a gentle and reserved individual who finds solace and joy in the world of music. He is introspective and contemplative, often spending hours practicing and perfecting his skills on the violin. While he may appear somewhat shy at first, he possesses a genuine kindness and passion for sharing the beauty of music with others.

Tony's character arc within the quest involves breaking out of his shell and embracing the possibility of love. Through the player's guidance and Feather's genuine interest, Tony gradually opens up, revealing his softer, more vulnerable side. Together, Tony and Feather embark on a journey of shared passions, culminating in a heartwarming connection that brings joy not only to their lives but to the entire community of Juilliard.

### Quests

* Razzle Dazzle

Tony Stradivari plays a significant role in the "Razzle Dazzle" quest as the potential love interest for Feather. As an accomplished musician and curator, Tony spends most of his time in the basement of the L-PAC, surrounded by musical instruments and artifacts. However, he often yearns for a deeper connection beyond the world of music.

Upon interacting with Tony during the quest, the player learns of his longing for companionship and the desire to find someone who appreciates music as much as he does. Tony is initially hesitant to pursue a romantic relationship due to his reserved nature and his dedication to his craft.

As the quest progresses, the player has the opportunity to introduce Feather to Tony, recognizing their shared interests and potential chemistry. The player can facilitate conversations, create opportunities for them to spend time together, and encourage the development of a deeper connection.

### Notes

Tony Stradivari is named after Antonius Stradivari, the notable member of the Stradivarius family, maker of Violins, Violas, Cellos, and other string instruments during the 17th and 18th centuries.
Anything Goes

**Anything Goes** is a side quest in Empire Wastes.

## Detailed walkthrough

There's a chance a random NPC in the area may mention The Brazen Fox, giving you a miscelaneous quest to investigate the restaurant. Either after finding it this way, if you stumble upon it yourself, the quest will begin after speaking to Zero.

Speaking to Zero, he will mention the restaurant is famous for their "Bone Marrow Burgers" that came from a 'rare source of bones', that he no longer has access to. Asking where he sourced the bones, he said he used to get it from the Bazaar nearby, but forgot the guy's name.

Searching the bazaar, which is actually the Bellevue Cantina, the only meat vendor is Lee Jackson. Speaking with Lee, he will explain that the only bones worth using for marrow were Deathclaw Bones, but he's too old to be hunting deathclaws anymore.

You can offer to hunt a deathclaw, but Lee continues that it can't be just \*any\* Deathclaw, but one from a certain location. He'll offer you 2,000 caps to kill a specific Deathclaw in the area, and promises to give you some of the marrow.

## Notes

* ***Anything Goes*** is the titular song from the Broadway Musical "*Anything Goes*"
Church of St. Monica

**The Church of St. Monica**, a prominent religious institution in the post-apocalyptic ruins of Manhattan, is centered around the teachings and miracles of St. Monica, a modern prophet from the city of Great Lanta. With its geographical proximity to Manhattan, the church has made footfall in the region, mirroring its presence in the nation's capital as seen in Fallout 3. At its core, this faith embodies the concept of forgiveness, although, like many belief systems in the wasteland, not all of its followers consistently live up to its ideals.

## **Background**

St. Monica, a figure of great reverence and devotion, hails from the coastal city of Great Lanta, possibly known in the pre-war era as Atlantic City. Her journey is marked by a series of miracles and acts of forgiveness, which are central to the church's teachings. St. Monica's legacy is one of compassion, redemption, and the belief in the power of forgiveness to heal even the deepest of wounds.

The Church of St. Monica is firmly rooted in the principles of compassion, reconciliation, and forgiveness. Its followers believe that St. Monica's miracles were acts of divine forgiveness, and they strive to embody these ideals in their daily lives. The church teaches that through forgiveness, individuals can find redemption and healing, both for themselves and others. St. Monica's teachings emphasize the importance of understanding, empathy, and second chances.

While the church's core tenets center around forgiveness, the reality in the post-apocalyptic wasteland can be far more complex. Many who profess faith in St. Monica may struggle to fully embrace her teachings in their actions, often facing difficult moral choices and the harsh realities of survival. This paradox of sorts highlights the ongoing struggle between idealism and pragmatism within the church and its followers.

### **Father Diego**

St. Patrick's Cathedral, an iconic landmark in Manhattan, serves as a significant hub for the Church of St. Monica. Here, the faithful gather to seek solace and guidance. Father Diego, a prominent figure in the church who brought the teachings to the region, holds a leadership role at St. Patrick's Cathedral. He is known for his wisdom and understanding of the church's teachings. Visitors to the cathedral may engage with Father Diego, who can share his own experiences of loss and personal challenges in the unforgiving world.

In the post-apocalyptic world, where survival often necessitates harsh decisions and the quest for resources can lead to moral ambiguity, the Church of St. Monica provides a sanctuary for those seeking a path of compassion, forgiveness, and redemption. It stands as a testament to the enduring power of faith and the belief that even in the most dire circumstances, forgiveness can be a guiding light in the darkness of the wasteland.

## **Notes**

* The Church of St. Monica was a religious group found in Fallout 3's Rivet City.
* Father Diego is the same Diego from Rivet City. In this version of the story, he married Angela who sadly died after the Brotherhood of Steel invaded Rivet City for its power supply.
NoMad

NoMad Map Border (yellow) on Manhattan Map (Google Maps)

NoMad is a city-state in the Empire Wastes.

## Background

Nomad is a portmanteau of North Madison, and shares its name with the real-world neighborhood of the same location. NoMad contains historic landmarks, such as the Flatiron Building, The New York Edition Clocktower, and the New York State Supreme Court.

## Inter-City Relations

Rose borders Kayto, Rose, and Mercy. Part of Nomad is also within the Northern Sea.

NoMad and Rose contest ownership of Madison Park.

NoMad is often invaded by feral ghouls from Kayto.
The Tourist

**The Tourist** is the player character and main protagonist in the Empire Wastes. The Tourist is synonymous with the Sole Survivor from the base game, Fallout 4.

## Background

The Tourist, regardless of gendered background, is aware of New York City through Popular Culture, geographic proximity, and Nationalism/Patriotism. The Tourist has a unique perspective on many of the landmarks, pre-war companies, and background lore of the city, as they know all of this from before the war. Conversely, they are unaware of the city's current state, and it is understood, albeit begrudgingly, by the locals that you don't have the local understanding.

The Tourist was kidnapped from the Commonwealth by Scribe Souza and is outfitted with a bomb collar, which is said to explode if The Tourist attempts to leave the Empire Wastes before doing a task for the scribe. The player's factions have no barring in this interaction, but the factions do come up in dialogue once in the city.

## Notes

* The Tourist is no longer fully voiced when in the Empire Wastes.
* Codsworth can refer to the player character by name, as Bethesda has recorded over a thousand popular names for use in-game. This includes both real names and joke names, including Assface, Bacon, Badass, Bastard, Boobies, Cherrybomb, Erectus, Fragile and Fuckface.
* The Sole Survivor has the option to romance any/all of their New Yorker companions.
	+ The Golden Tiger, John Ellison, Anja Schuchman, and Joey Davis can all be romanced, or otherwise have their affinity raised.
	+ Temporary companions, such as the scavver in the quest Defying Gravity, cannot be romanced.
Crow Trophin

**Crow Trophin** is a character at Bellevue Hospital in Bellevue.

### Background

Alba was born in 2210 and married Alba Trophin in the 2230's. By the early 2240's, the two, along with their first child, Martin, had occupied a dilapidated Hospital. At that point the Trophin family fortified it as a family settlement. Soon, the family’s children discovered the secret of the hospital’s past. After discovering the ruse, the Trophin family continued to fortify the hospital, and began to monopolize the ‘service’ for travelers.

Soon, people came from all over to see the “Health Capitol of Manhattan”, and fell victim to the scheme. Many patients felt that they couldn’t go home, as the trips back and forth were too far or too dangerous, they couldn’t be without medicine, or other medical/logistic reasons. This created a dense town around the hospital, and as the demand for living space increased, the family extorted these people for even more money.

After Crow and Alba retired, Martin took over the hospital from them. The two have lived in the large suite in the Hospital ever since.

### Interactions with the Player Character

#### Quests

* The Circle of Life
* And I Am Telling You, I'm Not Going

#### Other Interactions

Crow, along with Sasha and Alba Trophin, live in the large living quarters at the heart of the Hospital.

### Note

Crow's name is a very loose reference to Kosovo (Ko > Crow) which is where Martin Shkreli's (inspiration for Martin Trophin) father is from.
Flopsi-Synchronic Ringsplit Immolation

Flopsi-Synchronic Ringsplit Immolation (F.R.I.) was a highly infectious disease which spread across much of mainland Australia in 32 B.B.

F.R.I. was quite a mysterious pathogen, as nobody could identify the cause or source of the deadly outbreak. Our readers should not be shocked to learn that the actual creator of this bizarre disease was the United States Government.

## Why

As part of a plan of contingency, should the rest of the world fall to Combine control, the United States Government began engineering the disease. The rings were created from hyper-energetic bacteria which consumed any and all manners of organic material laid before them. The rings were first tested on captive Combine soldiers in the Black MESA Research Facility.

The Science Team Captain, Dr. Tyren White, had encouraged torturing Combine troops, rather than capturing innocent civilians, as torture of prisoners of war was a patriotic American Tradition.

The disease leaked from the lab and spread to U.S. President George H.W. Bush, who then traveled to Australia on diplomatic business. George H.W. Bush was Patient Zero of Flopsi-Synchronic Ringsplit Immolation.

Over 9 million Australians died from this disease, and most of the rest of the population perished thirty years later after the unwelcome arrival of the Downward Spiral over of most of Australia.
Feather

**Feather** is an NPC in Juilliard.

### Background

Feather is a vibrant and vivacious woman who adds a touch of elegance and glamour to the post-apocalyptic settlement of Juilliard. She is a performer, known for her enchanting stage presence and captivating performances. With a flair for the dramatic and a love for the finer things in life, Feather has managed to retain her passion for beauty and art even in the midst of chaos.

Feather possesses an innate artistic soul. She finds solace and joy in the performing arts, whether it be singing, dancing, or theater. Her creative spirit brings a sense of enchantment to the otherwise desolate world. She often reminisces about the grandeur of the pre-war performing arts scene and dreams of restoring it someday. Feather's magnetic personality and charm make her a captivating presence among the people of Juilliard. Her ability to captivate and inspire others with her words and actions has earned her the admiration and respect of the community. She has a way of making everyone feel special and valued. Feather has an impeccable sense of style and a deep appreciation for fashion. Despite the scarcity of resources, she manages to create stunning outfits out of whatever she can find. She values beauty and elegance, often adorning herself with unique accessories and garments that reflect her vibrant personality. Feather is a hopeless romantic, yearning for love and connection in a world torn apart by chaos. She believes in the power of love and dreams of finding a partner who appreciates her for who she is. Her romantic nature often leads her to seek out stories of love and create fantastical narratives in her mind. Feather has high standards and expects nothing short of perfection in everything she does. She holds herself and those around her to rigorous standards of excellence. While her pursuit of perfection can sometimes come off as demanding, it is rooted in her deep passion for the arts and her desire to create something extraordinary.

Feather brings a touch of elegance and romance to the quest, reminding players of the enduring power of love and the transformative nature of the arts even in the harshest of environments.

### Quests

* Razzle Dazzle

In the quest "Razzle Dazzle," Feather takes center stage as she seeks the player's assistance in her romantic pursuits. She longs for a love connection and sets her sights on Tony, a talented individual who works with musical instruments in the basement of L-PAC. Feather enlists the player's help in orchestrating a meeting and creating an enchanting atmosphere to win Tony's heart.

Throughout the quest, Feather's enthusiasm and artistic sensibilities drive the player's actions. They will need to use their creativity and resourcefulness to set the stage for a memorable encounter between Feather and Tony. Depending on the player's choices, they can either successfully unite Feather and Tony, kindling a beautiful romance, or explore alternative paths that lead to unexpected outcomes.
Locations

The map of Empire Wastes stretches from New Jersey to Brooklyn, encompassing Manhattan from the South Tip to 130th St. Many of the neighborhoods of the old world have become settlements in the Post-Apocalypse.

## Manhattan Locations

### NCSC

* Bloomingdale
* Harlem
* East Harlem
* Morningside

### Central Park (1)

#### Group 1

* Ammu Nahi
* Juilliard

#### Group 2

* Lennon
* Anderson

### Central Park (2)

* Yorkville
* TriSci
* Sutton

### Midtown West

* Hell's Kitchen
* Chelsea
* Meatpack
* Greenwich

### Midtown East

#### Group 1

* Grand Central
* Murray Hill

#### Group 2

* Kayto
* Rose
* NoMad

#### Group 3

* Bellevue
* Mercy
* Gas House

### Midtown South

* Enwaiu
* Noho
* Loisada

### South Tip

* West Burgbridge
* GuiCheng
* Bowery

## New Jersey Locations

* Independence Harbor
* Union City
* Hoboken
* Journal Square
* Shocen
* Liberty

## Queens/Brooklyn Locations

* Astoria
* Woodside
* Hunter's Point
* New Town Creek
* McCarren
* East Burgbridge
* Navyard
* Broadway Triangle

## Other Locations

* Governor's Island
* Ellis Island
* Randall's Island
* Roosevelt Island
* Sevelt