Atomic Postman
Vault Archives Overseer
Boomtown (New Version) and The Celts
Overview:
Formed from the ruins of Brady, Texas, Boomtown is a hub of bartering and merchant trade that naturally emerged primarily due to its location: An intersection of major highways and trade routes, effectively an equidistant neutral point from Sidewinder, Meridian (AKA the Dynasty), Twin Graves, Brahmaville (AKA The Mayorate), Pleasant Hills and Cooktown. The city has little to no natural or raw resources of its own, relying on the flow of commerce as well as its own buisnesses.
The beating heart of the city is "The Pen", the large bazaar built on and around a huge old world six-stack interchange. Caravans swarm through here, pop-up stalls and tents come and go. The interchange has been repaired with scrap metal in areas, and has numerous platforms, make-shift elevators, staircases and ramps interconnecting the various raised highways, making sure there's always some way to change level. It of course stinks to high hell of Brahmin shit. This is where most of the wheeling and dealing of Brahmin caravans occur, more permanent buisness or other places of interest are located either in the surrounding shanty favelas of 'New Town' or the charred pre-war buildings of Old Town.
The city is largely anarchic with no ruling government, however as always there are major blocs of power. Lonestar Trading Company, The Playmaster, Bounty Bob, The Prospector Union and most recently (and very disruptively) with their immigration via the Western Expedition and settlement into the city, Cillian The Celt and his people accompanied by Archie Kidd
Lonestar Trading Company:
Once upon a time Boomtown was full of numerous competing caravan companies, but those days have passed. The Lonestar Trading Company is probably the most powerful single group in Boomtown, managing all Boomtown caravan companies and employing most Boomtown merchants (i.e taking a cut of their buisness) or buisnesses from armor trading to cafes. Lonestar were always the richest caravan company, but it wasn't until what's referred to as the 'Big Takeover' fifteen years back that they eliminated the competition either by buying them out, forcing them to submit or gunning them down in the spanse of three short days. Lonestar is run by a bickering council of 'Caravan Masters' that live in luxury in Old Town.
The root of Lonestar's power lies with their unique possession of the Highway Haulers, three functioning fusion powered pre-war buses that act as highly efficient super-caravans carrying hoards of only the most valuable supplies across the Wasteland in record time (By comparison to foot travel, that is). The buses aren't hugely fast, and the external armor added to the buses has only slowed them further, but they're still massively faster than Brahmin travel. Most often the buses are stuffed to the brim with supplies, with two drivers (Primary and backup) squeezed in at the front. Sitting in makeshift sidecars or harnesses on the roof and side are often 2 or 3 Sidewinder mercenaries hired by the Trading Company to protect their goods with Anti-Material Rifles and Grenade Launchers.
The Lonestar Trading Company also operates a salt-mine out of town (previously owned by the Salt Merchants) which is highly valued for its utility in preserving foods.
Since the recent collapse of the Prospectors Union (Breakdown in relations between the crews at the Twin Graves have left the Union offices in Boomtown high and dry), they've begun to predate on the junk trader market too. Their commercial tendrils are beginning extend and root in numerous spots across the Wastes.They have even begun to establish small "Company Towns" in areas to procure raw resources.
The Playmaster:
Eugene 'The Playmaster' is the oldest surving merchant in the city at about 80 years of age. His reprehensible sons (of wildly varying ages and mothers) run his buisnesses these days, and he lives a life of decadence and retirement, giving out orders from a fancy leather wheelchair. The backbone of his hedonistic empire is the Boomtown Brewery which creates a uniquely potent (and popular) moonshine, which has since expanded into a large sprawling bar with numerous poker, blacjack and roulette tables and a lounge for singers. He also owns Dusty's Desires, a large multi-floor pleasurehouse/brothel operating out of an old world court building, and The Kennel, a grim space used for animal racing and animal fighting.
Bounty Bob and Boomtown Radio:
Bounty Bob is a Saul Goodman-esque figure that runs Bob's Bounties, the nexus of all mercenary contracts, hired hits and bounties in the Great Wastes. If you want someone captured or killed for money, you go to Bob to sort you out. For the amount of traffic he has, Bob runs a fairly small operation in his offices with just him and a handful of exasperated secretaries. Bob effectively manages the admin and makes known bounties in exchange for a fraction of the reward money. Though there's no official law in Boomtown, it's a social no-no to organized hired guns without Bob. Bob refers to his hired guns as 'Headhunters' for obvious reasons.
Bounty Bob also owns Boomtown Radio, operating out of an Old World radio tower on the edge of the city, which other than doing the regular job of playing fancy tunes and announcing the news, also runs Bob's Bounty Show which announces and co-ordiantes bounties across the region, an invaluable asset for hired guns on the move. Additionally, they offer a weather service by radio - connecting with the rural northern settlement of Lighthouse at the border of Tornado Alley - to report on the movements of oncoming tornadoes and giant sandstorms. Information that's pretty invaluable to just about everyone in the Great Wastes.
The Celts and Archie Kidd :
Out on the West Coast in the year 2244, Cillian the Celt and his 'tribe' of nomads, The Celts, organized a large expedition intended to head East in search of somewhere called 'Boston' believed to be their homeland. The Celts are a unique group, originating with the lineage of a single man known as Patrick the Celt (Of Fallout 1 fame). They embrace, practice and preserve the culture of an ancient tribe that was born long, long before the Great War. Initially a volunteer group of friendly travellers adopting this culture, generations later they're "true" products of it. Most of them speak Irish and English both. Though they think their practice of Celtic culture is perfectly preserved, in truth a lot of it is real culture blended with American bastardizations or Irish cultural stereotypes/pastiches. Their version of Irish is their own broken, pidgin version.
Along with their tribe they gathered a band of vagabonds, merchants, warriors that were united in their desire to head east. Amongst these was a New Reno merchant named Archie Kidd, skipping town for crossing the wrong family, after attempting to start his own jet operation.
By 2248, this large nomadic expedition crossed the great stormlands at the Four Corners after an arduous odyssey led by Cillian the Celt, Archie the Silver Tongued and Bear the Super Mutant. With time they arrived in a great caravan on the outskirts of Boomtown, settling this place as their new home for the time being, seeking to make fortune and finally rest. This was much to the disruption and surprise of the residents of Boomtown, however, as they rooted themselves in New Town. Bear shortly left, despite urging, in search of the famed Battle Arena at Meridian, and hasn't been seen since.
The Celts run a successful buisness growing and selling tobacco on the outskirts of Boomtown (which they also additionally roll into cigarillos and cheap cigars as a seperate product), as well as operating a bar - Tábhairne - which specifies in musical performances and entertainment of all kinds, primarily their own traditional celtic songs (Which have rose to extreme popularity) but also allowing local performers and musicians to play, fostering Boomtown's growing post-war bluegrass scene. There's also a fairly popular bare-knuckle boxing ring.
Much to the ire of the Playmaster, they also brew their own recipe of whiskey which is far less likely to make you go blind than Boomtown Moonshine. Periodically they also run large events that are some combo of festival and circus called feis with all manner of spectacle that rake in cash and visitors from surrounding areas.The biggest being St. Patrick's Day, in which booze is sold at heavily discounted price, the Celts get massively drunk and paint their entire bodies luminescent green.
Archie Kidd is the real rising power of this expedition, however. Archie effectively established a Jet production operation in Boomtown - the first in the Great Wastes - spreading Jet like wildfire. Within five years he has risen to being one of the most powerful chem kingpins in the Great Wastes with his monopoly on Jet production, beginning to rival that of Foreman in Cooktown. Kidd and The Celts are effectively partners, watching eachother's backs and forming a bloc of power against any potential mistreatment from the other powers of Boomtown. Together they have begun to reshape the climate of Boomtown in just five short years.
Most commonfolk of Boomtown are fine with the Celts, but resentment has begun to foster amongst the oligarchical powers that be at their new rivals.

Overview:
Formed from the ruins of Brady, Texas, Boomtown is a hub of bartering and merchant trade that naturally emerged primarily due to its location: An intersection of major highways and trade routes, effectively an equidistant neutral point from Sidewinder, Meridian (AKA the Dynasty), Twin Graves, Brahmaville (AKA The Mayorate), Pleasant Hills and Cooktown. The city has little to no natural or raw resources of its own, relying on the flow of commerce as well as its own buisnesses.
The beating heart of the city is "The Pen", the large bazaar built on and around a huge old world six-stack interchange. Caravans swarm through here, pop-up stalls and tents come and go. The interchange has been repaired with scrap metal in areas, and has numerous platforms, make-shift elevators, staircases and ramps interconnecting the various raised highways, making sure there's always some way to change level. It of course stinks to high hell of Brahmin shit. This is where most of the wheeling and dealing of Brahmin caravans occur, more permanent buisness or other places of interest are located either in the surrounding shanty favelas of 'New Town' or the charred pre-war buildings of Old Town.
The city is largely anarchic with no ruling government, however as always there are major blocs of power. Lonestar Trading Company, The Playmaster, Bounty Bob, The Prospector Union and most recently (and very disruptively) with their immigration via the Western Expedition and settlement into the city, Cillian The Celt and his people accompanied by Archie Kidd
Lonestar Trading Company:

Once upon a time Boomtown was full of numerous competing caravan companies, but those days have passed. The Lonestar Trading Company is probably the most powerful single group in Boomtown, managing all Boomtown caravan companies and employing most Boomtown merchants (i.e taking a cut of their buisness) or buisnesses from armor trading to cafes. Lonestar were always the richest caravan company, but it wasn't until what's referred to as the 'Big Takeover' fifteen years back that they eliminated the competition either by buying them out, forcing them to submit or gunning them down in the spanse of three short days. Lonestar is run by a bickering council of 'Caravan Masters' that live in luxury in Old Town.
The root of Lonestar's power lies with their unique possession of the Highway Haulers, three functioning fusion powered pre-war buses that act as highly efficient super-caravans carrying hoards of only the most valuable supplies across the Wasteland in record time (By comparison to foot travel, that is). The buses aren't hugely fast, and the external armor added to the buses has only slowed them further, but they're still massively faster than Brahmin travel. Most often the buses are stuffed to the brim with supplies, with two drivers (Primary and backup) squeezed in at the front. Sitting in makeshift sidecars or harnesses on the roof and side are often 2 or 3 Sidewinder mercenaries hired by the Trading Company to protect their goods with Anti-Material Rifles and Grenade Launchers.
The Lonestar Trading Company also operates a salt-mine out of town (previously owned by the Salt Merchants) which is highly valued for its utility in preserving foods.
Since the recent collapse of the Prospectors Union (Breakdown in relations between the crews at the Twin Graves have left the Union offices in Boomtown high and dry), they've begun to predate on the junk trader market too. Their commercial tendrils are beginning extend and root in numerous spots across the Wastes.They have even begun to establish small "Company Towns" in areas to procure raw resources.
The Playmaster:

Eugene 'The Playmaster' is the oldest surving merchant in the city at about 80 years of age. His reprehensible sons (of wildly varying ages and mothers) run his buisnesses these days, and he lives a life of decadence and retirement, giving out orders from a fancy leather wheelchair. The backbone of his hedonistic empire is the Boomtown Brewery which creates a uniquely potent (and popular) moonshine, which has since expanded into a large sprawling bar with numerous poker, blacjack and roulette tables and a lounge for singers. He also owns Dusty's Desires, a large multi-floor pleasurehouse/brothel operating out of an old world court building, and The Kennel, a grim space used for animal racing and animal fighting.
Bounty Bob and Boomtown Radio:

Bounty Bob is a Saul Goodman-esque figure that runs Bob's Bounties, the nexus of all mercenary contracts, hired hits and bounties in the Great Wastes. If you want someone captured or killed for money, you go to Bob to sort you out. For the amount of traffic he has, Bob runs a fairly small operation in his offices with just him and a handful of exasperated secretaries. Bob effectively manages the admin and makes known bounties in exchange for a fraction of the reward money. Though there's no official law in Boomtown, it's a social no-no to organized hired guns without Bob. Bob refers to his hired guns as 'Headhunters' for obvious reasons.
Bounty Bob also owns Boomtown Radio, operating out of an Old World radio tower on the edge of the city, which other than doing the regular job of playing fancy tunes and announcing the news, also runs Bob's Bounty Show which announces and co-ordiantes bounties across the region, an invaluable asset for hired guns on the move. Additionally, they offer a weather service by radio - connecting with the rural northern settlement of Lighthouse at the border of Tornado Alley - to report on the movements of oncoming tornadoes and giant sandstorms. Information that's pretty invaluable to just about everyone in the Great Wastes.
The Celts and Archie Kidd :

Out on the West Coast in the year 2244, Cillian the Celt and his 'tribe' of nomads, The Celts, organized a large expedition intended to head East in search of somewhere called 'Boston' believed to be their homeland. The Celts are a unique group, originating with the lineage of a single man known as Patrick the Celt (Of Fallout 1 fame). They embrace, practice and preserve the culture of an ancient tribe that was born long, long before the Great War. Initially a volunteer group of friendly travellers adopting this culture, generations later they're "true" products of it. Most of them speak Irish and English both. Though they think their practice of Celtic culture is perfectly preserved, in truth a lot of it is real culture blended with American bastardizations or Irish cultural stereotypes/pastiches. Their version of Irish is their own broken, pidgin version.
Along with their tribe they gathered a band of vagabonds, merchants, warriors that were united in their desire to head east. Amongst these was a New Reno merchant named Archie Kidd, skipping town for crossing the wrong family, after attempting to start his own jet operation.
By 2248, this large nomadic expedition crossed the great stormlands at the Four Corners after an arduous odyssey led by Cillian the Celt, Archie the Silver Tongued and Bear the Super Mutant. With time they arrived in a great caravan on the outskirts of Boomtown, settling this place as their new home for the time being, seeking to make fortune and finally rest. This was much to the disruption and surprise of the residents of Boomtown, however, as they rooted themselves in New Town. Bear shortly left, despite urging, in search of the famed Battle Arena at Meridian, and hasn't been seen since.
The Celts run a successful buisness growing and selling tobacco on the outskirts of Boomtown (which they also additionally roll into cigarillos and cheap cigars as a seperate product), as well as operating a bar - Tábhairne - which specifies in musical performances and entertainment of all kinds, primarily their own traditional celtic songs (Which have rose to extreme popularity) but also allowing local performers and musicians to play, fostering Boomtown's growing post-war bluegrass scene. There's also a fairly popular bare-knuckle boxing ring.
Much to the ire of the Playmaster, they also brew their own recipe of whiskey which is far less likely to make you go blind than Boomtown Moonshine. Periodically they also run large events that are some combo of festival and circus called feis with all manner of spectacle that rake in cash and visitors from surrounding areas.The biggest being St. Patrick's Day, in which booze is sold at heavily discounted price, the Celts get massively drunk and paint their entire bodies luminescent green.
Archie Kidd is the real rising power of this expedition, however. Archie effectively established a Jet production operation in Boomtown - the first in the Great Wastes - spreading Jet like wildfire. Within five years he has risen to being one of the most powerful chem kingpins in the Great Wastes with his monopoly on Jet production, beginning to rival that of Foreman in Cooktown. Kidd and The Celts are effectively partners, watching eachother's backs and forming a bloc of power against any potential mistreatment from the other powers of Boomtown. Together they have begun to reshape the climate of Boomtown in just five short years.
Most commonfolk of Boomtown are fine with the Celts, but resentment has begun to foster amongst the oligarchical powers that be at their new rivals.
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