THE GREEN MOUNTAIN WASTELAND

Welcome to the Green Mountain Wasteland, a land scarred by radiation and the remnants of a world long gone. In this treacherous expanse, the fate of Vermont hangs in the balance, caught between the ambitions of rival factions and the ever-present dangers of the post-apocalyptic landscape.

At the heart of this struggle lies the resilient capital of Monty P, standing as a beacon of civilization amidst the chaos. Yet, its survival owes much to the discovery of Vault 116, nestled in the nearby hills of what was once known as Moretown. With its doors opening in 2199, Vault 116 signaled the beginning of a new era for the region, giving rise to the settlement of Valleytown and fostering alliances with neighboring communities.

But peace is a fragile thing in the wasteland. The Republic of the Green Mountains (GMR), the largest and most organized faction in the region, faces internal power struggles and competing agendas that threaten to tear it apart from within. Meanwhile, the Rangers of the Long Trail (RLG), disillusioned with the GMR’s perceived inaction, patrol the long trail with ruthless efficiency, acting as a brutal deterrent against raiders and traffickers. Yet, their methods often cross the line between justice and brutality, leaving some to question the morality of their actions.

To the west lies the desolate wasteland of the Champlain Coasts, ravaged by direct nuclear strikes and overrun by raiders. Further east, the Fatal Hills are home to cannibalistic raider families, a testament to the depravity that thrives in the lawless wilderness of the wasteland.

In the Northeast Kingdoms, fief-like communities cling to survival amidst the harsh realities of post-apocalyptic life, while the Southern Champy region is a patchwork of farming communities united by the central trading hub of Middlebury.

And then, there’s The Zone, a mysterious and dangerous region to the south. Here, reality bends and twists, defying comprehension, while strange creatures and dangerous cryptids lurk amidst the radioactive fog. Among its twisted landscape stands the Vault-MTN Ski Resort, a grim reminder of Vault Tec’s dark experiments. Nearby, the sprawling Emerald Valley Research Facility looms ominously, its experiments rumored to be responsible for the bizarre phenomena that plague The Zone.

As you navigate the perilous landscape of the Green Mountain Wasteland, the choices you make will shape the fate of Vermont and determine the outcome of the conflicts that threaten to consume it. Will you stand with the Republic of the Green Mountains, fight alongside the Rangers of the Long Trail, or forge your own path in this unforgiving world? The decision is yours to make, but choose wisely, for the future of Vermont hangs in the balance.

Map of the Green Mountain Wasteland around 2281.

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Our home, vermont

History

Pre-War

1777 – 1955ish

https://en.wikipedia.org/wiki/Vermont

1955ish – 2077

2077 – 2199: The Devolved Era

A dark and difficult time for the people of Vermont, especially those many who were not so lucky (or unlucky) as to have a slot in Vault 116, 117, or Vault-MTN.

Life in the Green Mountain Wasteland

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Inside Vault 116

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After years of integration and earning the community’s trust, the outsider ascended to the Select Board. By 2198, as external crises escalated, he championed the cause of opening the vault to aid nearby struggling communities. Despite initial resistance, Vault 116 established its first official external contact with Monty P on November 11, 2199, promising a future of mutual aid and collaboration.

2199 – 2243: Open Vault 116

In the early months following the historic radio contact with Monty P, Vault 116 adopted a cautious protocol for engagement with the outside world. The vault’s leadership, under the influence of the newly appointed outsider on the Select Board, orchestrated a methodical and controlled exchange system. At predetermined times, the massive vault door would creak open, revealing a well-organized setup for the distribution of supplies—medical aid, technological gadgets, clean water, and preserved foods—carefully allocated to avoid any sudden depletion of the vault’s resources.

Simultaneously, the vault began to welcome external visitors. Initially, these visits were strictly timed and heavily supervised. Outsiders from Monty P and nearby settlements were allowed to enter under the watchful eyes of vault security, participating in scheduled exchanges of knowledge, medical check-ups, and technology workshops. This controlled openness served dual purposes: it allowed vault dwellers to gradually adapt to external interactions, and it provided an essential lifeline to the struggling communities outside.

As the months turned into years, the positive outcomes of these interactions became undeniably apparent. The once-struggling crops of Monty P flourished, thanks to the agricultural technologies and expertise provided by Vault 116. In return, Monty P began to share the bounty of their harvests, sending fresh produce back to the vault, enriching the diet of its inhabitants and reducing their reliance on preserved stock.

This burgeoning exchange bolstered the trust and dependency between Vault 116 and the surrounding communities. As the benefits became evident, the periods during which the vault remained open grew longer. What began as brief, cautious openings transformed into longer sessions, eventually fostering regular daily interactions. The vault’s once impenetrable barrier became a revolving door of resources, ideas, and people.

As the cooperative exchanges between Vault 116 and Monty P grew more frequent and fruitful, a new settlement, Valleytown, emerged nearby, spurred by the increased safety and prosperity surrounding the vault. Strategically located at the intersection of revitalized trade routes and benefiting from the technological and medical support of Vault 116, Valleytown quickly evolved from a makeshift trading post into a vibrant, permanent community. It became a crucial agricultural and cultural hub, providing fresh produce and a melting pot of wasteland cultures right next to the vault.

2243 – 2278: Republic of the Green Mountains

By the year 2243, the once tentative exchanges between Vault 116, Valleytown, and Monty P had blossomed into a deep and enduring alliance. This partnership, built on decades of mutual support and shared prosperity, laid the groundwork for a more ambitious project: the creation of the Republic of the Green Mountains (GMR). The three polities, recognizing the strength and stability that could come from formal unification, signed an agreement to merge into a single nation, marking a historic moment in the Green Mountain Wasteland.

The GMR was envisioned as a beacon of cooperation and technological progress. Vault 116 brought advanced technology and scientific knowledge, while Monty P contributed robust agricultural practices and a resilient community spirit. Together, they established a governance structure that combined Vault 116’s technocratic approach with the democratic traditions that had flourished in Monty P. This new government focused on sustainable development, security, and the expansion of civil liberties, setting a standard for post-apocalyptic governance.

Moreover, the creation of GMR prompted other nearby communities and settlements, including Valleytown, to consider joining this nascent nation. As the GMR expanded, it started to form a regional power, emphasizing the importance of collective security and economic interdependence. The republic implemented policies that encouraged technological innovation and cultural exchange, fostering a society where the scars of the past were healed by the promises of a cooperative future.

The GMR also began to lay down a network of trade and diplomatic relations with other factions and groups, becoming a pivotal entity in regional politics. Its formation was not only a testament to the power of unity in the face of adversity but also a hopeful example for other communities striving to rebuild civilization from the ashes of the old world.

2274 – 2281: Champlain Crisis

By the early 2270s, the Green Mountain Republic (GMR) had firmly established itself as a beacon of civilization in the wasteland. However, the shadows of corruption and bureaucratic inaction began to stretch across its governance, diminishing the idealism that had once fueled its creation. As the once menacing glow of Champy faded, new threats emerged more boldly from the Bolton Gap, with raider attacks becoming a frequent and bloody nuisance.

The situation escalated dramatically after a vicious raid on Waterbury, which proved to be the tipping point for Colonel Herkimer Powell of the GMR Waterbury Militia. Disillusioned by the GMR’s inability to protect its citizens and spurred by a personal vendetta against the lawlessness encroaching from the west, Powell declared his independence from the GMR’s command. He retreated into the mountains with a loyal contingent of militiamen, vowing to confront the raider threat head-on.

Dubbed the Rangers of the Long Trail, Powell’s forces adopted guerrilla tactics and harsh punitive measures against raiders, slavers, and traffickers. Their brutal methods, though controversial, proved remarkably effective at curtailing the raider activity that had plagued the region. Unable to locate Powell’s elusive mountain bases and faced with his growing popularity among the rural populace, the GMR found itself in a precarious position.

By the late 2270s, the Rangers had not only decimated raider groups but had also begun to administer the territories they protected. The rural communities, long feeling neglected by the GMR’s centralized policies, saw the Rangers as saviors. Powell’s regime, though authoritarian and militaristic, filled the vacuum left by the GMR’s inefficacies, providing security and order in areas where the government had failed.

The rise of the Rangers of the Long Trail posed a significant challenge to the GMR. On one hand, they were indispensable in keeping the raiders at bay; on the other, their growing autonomy and aggressive expansion threatened to fracture the Republic. The GMR was forced to grapple with the delicate balance between maintaining its authority and leveraging the undeniable benefits that Powell’s forces brought to the table.

As tensions continued to simmer, the stage was set for either a potential integration of the Rangers into the GMR’s official framework or an inevitable confrontation that could redefine the power dynamics within the Republic. The future of the GMR hung in balance, dependent on the actions of its leaders and the allegiances of its people.

Factions

Major Factions

Republic of the Green Mountains

The Green Mountain Republic (GMR), established in the post-apocalyptic wilderness of Vermont, is a federation that emerged from the collaborative efforts of Vault 116 and the communities of Valleytown and Monty P. Combining advanced technological prowess with robust agricultural practices, the GMR stands as a beacon of progress and stability in a world riddled with chaos and decay. Governed by a blend of technocratic insight and democratic principles, the GMR prioritizes sustainable development, security, and the expansion of civil liberties. However, by the 2270s, the Republic grapples with internal challenges, including corruption, bureaucratic inertia, and increasing raider threats from the Bolton Gap, leading to the rise of the authoritarian and militarily effective Rangers of the Long Trail. Despite its struggles, the GMR remains a key player in regional politics, aspiring to model a balanced approach to post-apocalyptic governance and community resilience.

Rangers of the Long Trail

The Rangers of the Long Trail, a formidable paramilitary group led by Colonel Herkimer Powell, emerged in response to increasing raider threats in the early 2270s. Originating from the GMR Waterbury Militia, the Rangers declared independence following a critical raid on Waterbury, retreating into the mountains to wage a relentless war against raiders, slavers, and traffickers. Known for their brutal effectiveness and guerrilla tactics, the Rangers operate from hidden mountain bases, making them elusive and formidable. While their authoritarian and military-style governance raises concerns, their success in providing security and order has won substantial support, especially among rural communities. By the 2281, the Rangers of the Long Trail not only safeguard their own territories but also pose a challenge to the authority of the Green Mountain Republic, representing a complex blend of heroism and harsh governance in a lawless world.

Minor Factions

Knights of Long Lake

Established: 2174

Location: Northeast Kingdoms

Winsir Technocracy

Established: 2265

Location: Winsir

Eastern BOS

Coming to the Green Mountain Wasteland in search of the fabled Vermont Yankee Nuclear plant, (also known as Ol’ Yankee), the Eastern BOS entered Vermont directly through the southern edge of The Zone. This proved to be a tactical decision after being assailed by “mutated wildcats” and other Zone creatures to the point of total retreat back south.

Burly Pit Vipers

One of the most prominent raider groups in the shattered ruins of Burly.

Name comes from their home base, which is in a fortified pit of an unfinished pre-war high-rise project downtown. One of the main sources for Jet and a regional drug “Creemee” in the northern Green Mountain Wasteland.

The Champs

Dominating the northern frontier of Burly, this hard bitten gang is known for using baseball bats to brutal effect.

Snappers

Scattered throughout the hazardous stretches of the Burly-Shelburnt Deathway, the Snappers venerate the viscous Hydrosnap, which is believed to be a mutated version of the pre-war snapping turtle.

Zoners

A catchall for the raiders and settlers alike who call The Zone home. From the toughest fortune seekers to hardened outlaws on the run, you never know what to expect when running into a Zoner.

Creigh

Denizens of what was known as “North Hero” pre-war. Under the watchful “apple-eye” king and his loyal court, not much is known of this repressive and isolated island kingdom.

Champlainers

Residents of the floating city of Floatila. Known for kidnapping “landers” and sacrificing them to the lakemonster Champ.

Sublime Confederation of The Rutt

A loose confederation located in The Rutt, centered on The Rutt Proper. Comprised of 7 “sectors”, each sector provides a member of a council, which resolves disputes between the sectors. However, this system doesn’t seem to function fantastically well as they are frequently embroiled in civil conflicts. As well as being under the growing pirate and raider threat from the north and west.

Canadians

Survivors and remnants from the ruins of Occupied Canada. Located in towns dotting the former northern border, with the bulk of them in the townships just north of the border.

91ers

Residents of 91 City, a settlement constructed in a quiet stretch of the former I-91. Large trading hub between the Northern Kingdoms and the GMR.

Cookman Raiding Family
Killingtonnians
Copperheads
Brattleboro Peace Keepers
The Middlebury Council

Regions

Republic of the Green Mountains

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Northern Champy

Southern Champy

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The Northeast Kingdoms

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Red Forests

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Fatal Hills

Winsir (Precision Valley)

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The Zone (Bennington Triangle)