History. 1st is 1st lol if you are younger then 55 you have never seen the outside world lol, or the sky.
Fallout 3 History
That leaves the
unwashed masses, gamers who never delighted in the fruits of
Interplay's Fallout and Fallout 2. Sure, they'll enjoy killing mutants
and barking orders at the in-game dog, but will they really pick up on
the underlying narrative, one built on several hundred years of
fictional history? We honestly cannot say, but our nights are spent
gripped in cold terror for the lot of you. Not really, but it sounds
much more dramatic that way. In any event, every Fallout survivor knows
that it's best to always plan for the worst-case scenario. With that in
mind, we give you this brief look at the alternate history/future of
events leading up to the start of Fallout 3.
2052 to 2076: The Resource Wars, the Building of the Vaults and the Beginning of the End Following
decades of increased privatization on a global scale and deterioting
relationships between international governments, the Resource Wars
erupt in April 2052. Over the next two-plus decades, skirmishes major
and minor rage as the world's superpowers confront one another. The
feud, which has its roots in the rising prices of the world's oil
supply, quickly flares into a multi-national rush for control of every
available natural resource. Notable events include the collapse of both
the United Nations and the European Commonwealth, the destruction of
Tel Aviv beneath a nuclear conflagration, China's invasion of Alaska
and the United States' annexation of Canada. This period also sees the
more widespread use of biological warfare, which proves to have lasting
consequences. With the world crumbling all around, the United States
government commissions the construction of a series of subterranean
shelters to be built by the Vault-Tec corporation. These "Vaults," as
they are dubbed, are designed to house a maximum of 1,000 individuals;
only 122 are ever built. As we now know the Vaults were in fact a
series of unique social experiments, each subjecting its residents to a
different set of factors. The ultimate goal of these experiments was to
develop plans for re-colonizing the planet in the aftermath of
whichever cataclysmic event required the use of the Vault in the first
place.
October 23, 2077: "The Great War"After decades of feuding over the world's resources, the breaking point
is finally reached. No one knows who the first one was to press the
button, but in the space of roughly two hours on October 23, 2077,
nuclear arsenals across the world are emptied as nations effectively
destroy one another in a single, collaborative action. The long years
of needless death and destruction in a fight to control Earth's
resources are made futile as society comes crashing down in less time
than it takes to watch the average movie. The survivors refer to this
man-made apocalypse as "The Great War."
2080 to 2160: Humanity Re-emergesThe years immediately following humanity's near-destruction are
unsurprisingly murky. History begins to be written once again in 2080,
when non-Vault survivors begin to emerge from hiding. For many - in
relative terms anyway, considering that a majority of the world's
population was simply wiped out in 2077 - survival is far worse than an
immediate death in the initial explosions would have been. Prolonged
exposure to radiation for humans and lower life forms alike results in
mass mutations, essentially creating a race of post-apocalyptic ghouls.
It isn't until more than a decade after the bombs fall that Vaults
begin to open on the remains of the planet. Some settlements build up
around these emptied shelters, such as Vault City, originally Vault 8.
Other Vault dwellers simply move on, unwilling to continue calling the
shelter of the Vault their home. Some new towns are added to the map as
a result, such as the trading center known as The Hub.
Although
this is primarily a period of rebuilding for the world, it is also not
without its conflict. The quasi-religious faction known as the
Brotherhood of Steel works out some internal differences while The Hub
becomes the center of what would be known as the Great Merchant Wars.
It is also during this time that Richard Grey, the mutant who would
come to be known as The Master, begins to secretly build up his army of
super mutants.
2161: The Vault Dweller and the Super Mutant ArmyThe year 2161 is a pivotal one for two reasons. On the grand scale, a
Brotherhood of Steel squad on patrol makes a shocking discovery when
they find a dead super mutant in the badlands. This event marks
humanity's first glimpse of the impending onslaught. Or it would have,
had a certain hero not risen to the occasion. Speaking of... elsewhere
in the world Vault 13 enters crisis mode when their Water Chip, a
microchip responsible for regulating and cleansing the shelter's water
supply, breaks down. An individual known only as the Vault Dweller -
our aforementioned hero - is sent off into the badlands, tasked with
finding a replacement chip. Surprisingly, this seemingly minor quest
turns out to have far-reaching consequences when the Vault Dweller is
unwittingly swept into the path of the Master's overarching plans. The
Vault Dweller's initial foray into the world beyond Vault 13 refers to
the early events of the original Fallout.
2162: The Vault Dweller's Exile The Vault Dweller's quest ends with a greater success than anyone could
have suspected. Upon obtaining the sought-after Water Chip in
Necropolis, he learns that Richard Grey - now "The Master" - has been
using a pre-war bioweapon to breed an army of super mutants. It is
shortly after this that Grey's super mutants decimate Necropolis, a
city built by the twisted residents of the only Vault that didn't close
throughout the Great War or the years that followed. Upon learning of
The Master's plans, the Vault Dweller sets off to stop the threat at
its source. His efforts are monumentally successful: before the year is
even half over, he has killed The Master and reduced the facility where
the super mutants are created to a pile of rubble. Though he is
declared a hero upon returning to Vault 13, the Vault Dweller is
immediately sent into exile as a result of the changes wrought upon him
by his travels through the world. The homeless hero travels north,
where he finds the village of Arroyo and starts a family. These events
mark the close of Fallout.
2241: The Chosen One and the Quest for a GECK As Earth continues to recover, residents in the Pacific Northwest
section of the United States suffer through their worst dry season in
post-war memory. The Chosen One, son of Arroyo's Village Elder (and of
the Vault Dweller's daughter), is sent out to locate a Garden of Eden
Creation Kit, or GECK. These suitcase-sized items are said to contain
all of the building blocks necessary for creating a sustainable
community in the post-apocalyptic world. These mark the early events of
Fallout 2.
2242: The Fall of the Enclave The Chosen One's journey brings him to his grandfather's former home of
Vault 13, which is believed to contain two GECKs. He arrives to find it
almost completely deserted. As it turns out, the Enclave - a warrior
faction containing the remnants of the United States government -
kidnapped Vault 13's inhabitants shortly before the Chosen One's
arrival, spiriting them away to their base of operations aboard an
offshore oil rig. A similar fate befalls the town of Arroyo, which the
Chosen One learns when he returns from his journey. Enraged over the
loss of the two communities, the Chosen One makes his way to the
Enclave's oil rig. It is there that he learns of the Vaults' true
purpose as social experiments. The sealed Vault 13 inhabitants made
them ideal subjects for the Enclave's own experiments with the same
virus The Master used to create his super mutants. The Chosen One takes
definitive action upon learning of this: he destroys the oil rig and
Enclave leader President Dick Richardson along with it. In making his
escape, the Chosen One also rescues the survivors of the Vault 13 and
Arroyo raids. These events mark the close of Fallout 2.
2277: The Unknown Future Across
the country and 25 years after the fall of the Enclave, Vault 101
cracks open its doors for the first time since the bombs fell. Being
that the Vault's original purpose as a social experiment was to never
open for any reason, this is a noteworthy event. The reason for the
change in plans is Vault 101 Dweller, an inhabitant whose father has
mysteriously disappeared. No one knows how his father left or why, but
the shock of the loss is enough to send Vault 101 Dweller into the wide
open world waiting just beyond his sealed front doors.
this is the main story line of this rp lol XD for the sake of the rp im going to go ahead and go with the dates so no one has seen the outside world. it has been 200 years since the last time any one has seen the outside world.