New California Republic

New California Republic (NCR) - a federation of towns in North California. The capitol of NCR is the town of the same name (population: 3000+), previously known as Shady Sands. It is west of the Rockies, in the middle-eastern portion of California (almost straight east inland from San Francisco). In 2241 the Republic consists of 5 states - Shady, Los Angeles, Maxson, Hub, and Dayglow. The population is about 700,000 people. The NCR is arguably the largest known power group in the world of Fallout, and maintains the largest standing army.

The following information is based on design documents from Chris Avellone's Fallout Bible #6:

Government
The government of NCR is much like the Pre-War United States, with a House of Congress staffed by elected representatives (Congressmen elected by their states). These representatives decide upon the President and Vice-President to head the council and govern the republic - under advice from the representatives, of course (NCR, at the time, has no existing term limits - Tandi was currently serving her tenth year at the beginning of Fallout 2). The titles for these representatives have ranged from "Councilor," "Counselor," "Councilman," "Representative," "Senator," and in particular, the Hub (in its own obstinate way) prefers to call their representatives "Governors." (There is a lot of friction between the Hub and Shady for a variety of reasons, usually related to trade rights and caravan routes.) In any event, all titles are recognized and accepted outside of the council chambers, but within the chambers, the titles are occasionally used as insults and spark furious debates - nothing more than petty displays of each state trying to exert its independence.

NCR has outlawed slavery in their territories, have one of the best and largest standing armies in the wastes, and have benefited under their current President, Tandi, who has been with the Republic since she was a young girl in Shady Sands (see History, below). On the plus side, the NCR has outlawed slavery in their territories, has attempted to bring civilization and law back to the wasteland, and they don't (openly) discriminate against ghouls and mutants.

There is little to no sexism in NCR (unlike most other territories in the wastes), most likely due to the community's origins in Vault 15 and because of Tandi's extended presidency. The republic also has shown little discrimination against ghouls and mutants, though many political analysts argue that this is because NCR has had limited contact with them (NCR had little contact with Necropolis or the Master's Army).

The NCR military is composed of several Divisions,1 including special cavalry and mechanized units. One of their "Special Forces" units consists of the Rangers, a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old. The Rangers are said to have numerous safehouses throughout the wastes, and they use these to strike at slavers outside of NCR territory (usually in the North). As expected, the two groups hate each other with a passion. NCR was also in the habit of establishing marshals in the major population centers in their territories, responsible for enforcing the laws of NCR throughout the Republic. Ghouls, super mutants, and humans were all known to serve in the NCR armed forces, even in the rangers.

Although nearly hitting a hundred years of age, Tandi has done more to unite the people of the wastes than any other leader born from the ashes of the Great War, and she is revered as a saint and even a "Great Mother" by some of the tribals outside of the Republic territories. Tandi's State of the Republic messages were famous for inspiring countless people to join the "service" and rebuild civilization.2 Under her rule, the republic has grown, and she has focused efforts on rebuilding the pre-war infrastructure to support the growing population, finding new forms of transportation and manufacturing, clearing roadways and rail lines, building forts, fostering caravans and trade in the republic (and with other territories), and dealing with threats swiftly and efficiently. In all her years, she has never forgotten her roots in the small village of Fallout 1, and she has always strived to put the welfare of the common man above the wheels of progress.

When people talk about "good people," Tandi's good people.

Common NCR Laws include:


 * No weapons may be carried openly within the city limits.
 * Public drunkenness and drug use is grounds for arrest.
 * Slavery, gambling, and prostitution are not permitted within the city limits.

These laws were more relaxed in the outlying settlements, but became more rigidly enforced the closer one came to a major NCR population center.

History
The New California Republic was born out of the remnants of the survivors of Vault 15, a sister vault to Vault 13 that opened earlier and released its occupants out onto the wasteland. Abandoning their vault (after scavenging most of what they could from the surviving technology and collapsed lower levels), the former residents of Vault 15 founded the small walled community of Shady Sands, a town midway between Vault 13 and 15. In the period of Fallout 1, this community was led by Aradesh, and his daughter, Tandi, eventually rose to become president of the sprawling New California Republic in Fallout 2. (Without the efforts of the Vault Dweller in F1, however, the raiders in the region - the Khans - would have claimed Shady Sands and stamped out the republic before it even got started). At the time of Fallout 2, NCR's main resource is its great brahmin herds, which provides most of the wasteland with as much meat and leather as they require. The brahmin barons and ranchers in NCR (along with the Stockmen's Association) hold a great deal of sway with the caravans and the government.

The NCR's relationship with their old Vault has undergone some violent upheavals over the years. From nests of monsters, raiders, Vault 15 worshippers, ghoul scavengers, to more innocent (and not-so-innocent) Squatters and Salvage Teams and the Republic arguing over excavation rights, it seems to be difficult for the government or any other inhabitant of the wasteland to leave the area alone... because, well, it's a Vault.

The brahmin herders hatred of radscorpions is famous, and it dates all the way back to the founding of Shady Sands. Rumors of herds being attacked by talking deathclaws are unfounded.

The Hard Sell
NCR has a decent marketing and public relations department, and they are constantly sending couriers out into the wastes to nail up NCR posters or disseminate NCR propaganda.

NCR in Fallout games
The New California Republic was first mentioned in the Fallout 1 end cutscenes for Shady Sands and it first appeared in Fallout 2, and was to appear again in the cancelled Van Buren project. It is not yet known if it will appear in Bethesda's Falllout 3.

Alternate versions
In one of the endings for the Brotherhood of Steel in Fallout 1, it is said that in the 2180s the Brotherhood, now called the Steel Plague, devastated the newly formed NCR and started a Dark Age that could last a thousand years. This ending is, however, not part of the canon Fallout background.

Holodisks about NCR
Holodisks with information about New California Republic:
 * NCR History Holodisk
 * NCR Spy Holodisk
 * Vault City Travel Log