THE NORTH
Arroyo: Founded by the Vault Dweller, birthplace of the Chosen One. Originally a primitive, tribal village, a sudden famine spurred the Chosen One on his mythical quest known as Fallout 2. After recovering the GECK (Garden of Eden Creation Kit), Arroyo became a lush, thriving town and ally to NCR. Upon being provided with technology by NCR, Arroyo became an important northern outpost city of the Republic. Currently under rule by the Chosen One.
Klamath: A small town with an economy based primarily around gecko trapping. A trade partner with Arroyo, and sometimes deals with the Den.
The Den: Sometimes referred to as 'New Reno Jr.', the Den is full of gambling and prositution. Headquarters of the Slavers Guild. Also home to Smitty's junkyard where aspiring mechanics can attempt to refurbish old pre-war wrecks. A major trading partner with Reno- Jet's raw chemicals come from the Den.
Modoc: A small, depressing, farming town. Modoc is relatively primitive and relies almost solely on Brahmin for its income. An unimportant town on the decline.
Broken Hills: Founded by the Supermutant Marcus and the Brotherhood Paladin Jacob, Broken Hills is a thriving, lawful town where humans, mutants, ghouls and Supermutants alike can all live in peace. A major caravan hub that trades with Redding, NCR and New Reno. Also one of the more technologically advanced towns behind NCR, Vault City and San Francisco.
Redding: A mining town with an old west flavour. Fairly lawful under the watchful eye of Sherrif Marion, and a trading partner with NCR. The three gold mines- The Kokoweef Mine, the Morningstar Mine and the Great Wanamingo Mine- provide both NCR and Redding with a steady flow of cash and the 'Ascorti's Ace' casino, run by mayor Ascorti, provides the miners with a great way to lose their money. Redding continues to battle with the influx of Jet from New Reno, and Sherriff Marion has implemented a thorough search policy on all incoming caravans.
New Reno: see New Reno description.
Vault City: Founded by the descendents of Vault 8 after using the GECK, Vault City is a well protected, highly educated and technologically advanced city. Most Vault City citizens are egotistical and look down on outsiders as inferior. Newcomers must pass a Citizenship test in order to be allowed to stay in the city. Visitors must buy a pass. There are no drugs or alcohol in the city.
Gecko: A city populated entirely by Ghouls. Some people say the city glows at night. Other people say the Ghouls glow at night. Whatever the case, these terribly deformed but often quite friendly and technically-knowledgeable Ghouls run a power plant that supplies several cities with electricity. They have a weak alliance with Vault City and strong ties to Necropolis and Broken Hills.
Vault 15: Just outside of NCR, a small group of squatters have established a town to protect the Vault that the founders of NCR are descended from. They have an agreement with NCR and are protected by the military.
NCR: The capital city of the New California Republic, which stretches over much of the wasteland. NCR is a well-defended, lawful, peaceful oasis in the middle of the chaotic wastelands. Some might not agree with their policies, but NCR is dedicated to bringing stability and order to the post-war world. NCR itself is a large, thriving town with a population of more than 3000, not counting the outlying settlements of the Republic itself. It is a caravan hub, trading with Redding, Arroyo, Broken Hills, Junktown and to a small extent, San Francisco.
Navarro: An abandoned Enclave military outpost with Vertibird hangars. Automated defense systems still prevent raiders from scavenging at the remains of the base.
San Francisco: Home of the Shi, descendants from a disabled Chinese submarine. The reconstructed city is full of traditional Chinese archetecture with a post-apocalyptic flavour. Home of martial arts and some of the most brilliant biologists and doctors in the wastes. The Shi are reknowned for their experimentation with ressurrection.
THE SOUTH
Shady Sands: Originally the inhabitants of Vault 15 populated this small farming community... that has now grown of the last 80+ years into what we now know as the capital of the New California Republic, NCR.
Junktown: Just like the name says, this town is made of junk. The protective wall surrounding the town is made of junk. The houses are made of junk. The casino is made of junk. The city was kept in order by Killian Darkwater's brand of frontier justice until his death, and the city is now under the lawful rule of his grandson, Jacob Darkwater. Junktown is a main trade stop on the trip between the Hub and NCR, and makes most of its money off luring caravaners into the casinos and taverns.
The Hub: Just like it's name implies, the Hub is the single most important trading hub of the southern wasteland cities. It is home to several different caravan companies inclusing the Far Go Trading Co. and the Water Merchants. Also home to the infamous thieves' guild, the mysterious Underground crime organization and some of the best blackmarket weaponry around.
Necropolis: Ghoul city, the result of Vault 12's door not closing when the bombs hit. This desolate hole-in-the-ground ruin is home to a large population of Ghouls. However, many Ghouls have begun migrating north to Gecko and Broken Hills in search of a better life.
The Glow: West-Tek. Home of the FEV Virus and possibly the most heavily concentrated site of radiation in the entire wasteland. West-Tek was hit by one of the bombs and even hundreds of years after they hit, the radiation is no less concentrated. It is possibly the most deadly, intimidating, terrifying place in the world.. and it is the Holy Grail of technology. Only one person has ever survived a trip into The Glow, and that was the Vault Dweller. Nobody knew how he possibly survived the automated defenses and the extreme radiation.. but he did. And he never went back again.
Adytum: Nestled in the ruins of Los Angeles (the surrounding area is known as the Boneyard), the town of Adytum is the southernmost settlement in California. The town itself is small, surrounded by a cheap chainlink fence with armed guards posted at every entrance. They've been known to have problems with Deathclaws. Adytum is known for its weapons trade as the famed Gun Runners camp is barely a ten minute walk east of the town. Adytum isn't a major trading center but is known to have some small dealings with The Hub
Mariposa Military Base: The site of the terrible FEV experimentation on the Master's part. Mariposa became his base of operations as The Master captured hapless travellers and turned them into lumbering beasts by 'dipping' (immersing them in a vat filled with FEV). The base was destroyed by the Vault Dweller, excavated many years later by the Enclave, and destroyed again by the Chosen One.
Lost Hills: The Brotherhood of Steel's HQ. Nobody is quite sure of the exact location and those who stumble upon it by accident are sure to never return to it. While the guards on the surface don't operate on a shoot-on-sight policy, they warn passers by to just keep walking. Only the BoS themselves know of the technological treasures hidden in this vast underground complex.