Republic of Dave

The Republic of Dave is run by a man called Dave, with his two wives. The country is located in the northeast part of the Capital Wasteland, nearly in the top corner of the map. The Republic of Dave's economy seems to prosper despite its exceptionally small size, with trading happening, however rarely, with the trade caravans nearby. The country also has its own agricultural sector to the left of the entrance into the Republic of Dave.

Overview
The country's standing is as follows:


 * The Republic of Dave Military: Joint Security Force, consisting of Dave and his son Bob.
 * The Immigration Bureau: to become a "refugee" within the country, you must pay the 250-cap immigration fee.
 * The Tourism Office: Answers any questions an Ambassador from the Wastes is likely to ask upon arriving.
 * While the size may fool the player, Dave wishes to remind visitors that there IS a Museum, School, Capitol Building and Men and Women separate sleeping quarters.

The elections are a fairly important time in the Republic of Dave, though it does seem to be biased (Dave being the only Presidential Candidate), the population blindly believe that Dave is their rightful leader and will vote for him unless convinced otherwise with Speech.

The law of the Republic of Dave is also another crucial element. Everybody should refer to him as "Mr. President," and treat him with the utmost respect or they will have an hour to leave the republic, or be executed.

Citizens

 * Dave
 * Rosie, his first wife
 * Jessica, his second wife
 * Bob, second in command
 * Shawna, teacher and curator of the Museum of Dave; with enough speech you can convince her to buy your loot. She does not have anything to sell.
 * Dave and Rosie's children

History
The history of the Republic of Dave is fairly simple. In his earlier days, Dave is believed to have been in exile from the Kingdom of Tom, wandering the wastes, gaining experience and maturing into a Mercenary. He returned, instigated a rebellion, overthrew his father, Tom, and renamed the Kingdom to the "Republic of Dave" where all citizens were safe from dictatorship, replaced with democracy (cough autocracy cough).

Notable items

 * Dave keeps one of the two existing special hunting rifles named Ol' Painless, that does significantly more damage than the standard hunting rifle.
 * The Perception Vault Boy Bobblehead can be found in the museum.

Related quests

 * The Republic of Dave is the location of one part of the side-quest You Gotta Shoot 'Em in the Head in which you have to assassinate several characters that have offended the quest giver, Mister Crowley. You can choose either to kill Dave or persuade him to give you his key and pretend that you've killed him.


 * The Election of Dave: There also appears to be a minor quest in which you can attempt to affect the outcome of the "election" that is currently taking place in the Republic of Dave. The player can convince at least two of citizens of the republic (Rosie or Bob) to run for President themselves, but it is unknown if the other two can also be persuaded to take part.  You can determine the winner of the election by taking away other votes from the ballot box (you can only do this at the moment Dave unlocks the box). The box text will be red, but you won't lose karma for opening it or taking out ballots.  If Rosie or Bob win the election they will award you with the combination for Dave's safe, where you can find his unique rifle.  The safe text will also be red, but this time you will lose karma if you take things from it.  If Dave loses the election, he will immediately leave the Republic and head to Old Olney to establish The New Republic of Dave, though he will most likely be killed on his journey unless safeguarded by the player. Once in Old Olney, Dave will simply sit in front of a corpse filled alley, and will warn/attack the player if talked to three times.

Trivia

 * This location is possibly a reference to Will Selfs, Book of Dave.
 * The Republic of Dave is apparently based on a Mormon Fundamentalist model of a poligamist compound. There is a single leader who wields all power.  The leader has multiple wives and a litter of children.  Power is transfered from father to son.  Contact with the outside world is discouraged and curtailed for fear that outside influence could "corrupt" the good people within.