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The Mirage is a settlement introduced in Winter of Atom.

Background[]

A wandering casino, built in a shape akin to a metal beehive, pulled by brahmin that offers booze, caps, and gambling to any visitors. Originally, the inhabitants of the fortress were Vault dwellers who lost their home to raiders, repurposing the supplies of the Vault to construct the Mirage, giving the raiders the now-empty Vault, exploding and trapping them inside.[Non-game 1] The Mirage now serves as the home of the nomadic dwellers, having plenty of supplies, protection, and warmth for those who can afford it.[RPG 1]

By the time of the winter of 2286, three major issues were affecting the Mirage: Losses of caps and customers to the harsh weather conditions, a push for more recruits to give to the Children of Atom, also made difficult by the weather, and the rules of the casino being waived to accommodate the Children of Atom instead of the permanent residents they're reserved for.[RPG 2][RPG 3] [RPG 4]

During the Mirage's dealings with the Last Son of Atom, residents of the casino argued about a potential pause on the "No Caps, No Entry" rule, which had yet to be formally decided by Kantor, which could potentially bring in more patrons.[RPG 5] In addition to this, Kantor developed a close relationship with the Church, allowing for the Church's members to disregard Mirage rules by letting them carry concealed weapons, stay well over the 72 hour limit, and enter without caps. Although he argued that the Church was persecuted, and that supplies to survive the winter were more valuable than caps, the breaking of house rules led to many Mirage residents becoming uneasy or even feeling unwelcome in their own home.[RPG 6]

House Rules[]

After the creation of the Mirage, the Vault dwellers instituted strict house rules that have allowed for the casino to assure the safety, prosperity, and survival of its owners. Should any of these rules be broken or unable to be followed, those who have broken them will be refused entry, or forced to leave by bouncers posing as tourists.[RPG 7]

The rules are:

Characteristics[]

This roaming casino, likened to a "wandering fortress" by chem addicts, has just 32 settlers, somewhat strong defenses, a food supply just enough to survive the winter, and a very happy outlook on life.[RPG 13] The Mirage is pulled by a massive herd of brahmin, which also serve to power the reactor of the casino. Permanent residency in the Mirage is given only to the original Vault dwellers and their immediate families.[RPG 14]

Endings[]

The side quest Midnight At The Oasis results in the potential 4 endings occurring depending on actions taken:

  • Freed the Prisoners.: Due to the loss of the prisoners who had been powering the casino, the casino loses power within a day, resulting in the closure of the Mirage as they reallocate all efforts on scavenging for power and supplies to survive the winter.
  • Did No Harm (Except to the People Who Deserved It).: If the prisoners are freed without any innocents harmed, the longtime residents treat those who freed them as heroes when they visit in the future.
  • Kantor Escaped.: Should Maxwell escape, he fully joins the Children of Atom, becoming a zealous and vengeful enemy in the Glowing Sea.
  • The Last Son Revealed.: If the truth of Kantor's deal at the Mirage is revealed, all non-indoctrinated settlements exile their Children of Atom members, who retreat to the Glowing Sea.

The main quest A Thousand Feet of Terror can see the Mirage being attacked, resulting in the gigapede eating a few of the brahmin herd, and sending the rest into a panicked scatter. If at least 70% of the brahmin are not recovered, the Mirage becomes immobile until the spring, when its settlers can purchase new pack brahmin from traveling traders. In the meantime, the settlement becomes a sitting duck for desperate raiders and other threats.

During Scene 3, Encounter 3A - The Final Battle, the Mirage can aid the attack against the Atomites by sending the herd of brahmin into an enemy formation, crushing them under the weight of the brahmin and the giant metal casino.

Finally, during the conclusion of the Winter of Atom, Great Division, the Mirage can either:

  • Fall under the Last Son's thrall, resulting in the roaming fortress becoming the Last Son of Atom's mobile base of operations when he flees the Commonwealth.

Or:

  • Hosts a grand going-away party for one night only, inviting all friendly groups in the Commonwealth to attend. Once the party occurs, they announce a road-trip south as far as the coast takes them, with the Freeques of Big Top and The Jambakers band from Beatsville potentially joining them on the road.

Notes[]

  • Chelsea Steverson originally wished to create a Vault for the book, but was asked to avoid writing a Vault settlement, and instead created a settlement created from a Vault.[Non-game 2]
    • Although not described in the book, Steverson described the wheels of the Mirage as being made from the Vault doors collected from abandoned Vaults across the wasteland,[Non-game 3][Non-game 4][Non-game 5] mentioning that the dwellers "still built a vault."[Non-game 6]

Appearances[]

Mirage appears only in Winter of Atom.

References[]

Fallout: The Roleplaying Game

  1. Winter of Atom p. 122: "To most, Mirage is a rumor at best. Chem-heads babble about the “wandering fortress on the horizon”—a roaming casino offering booze, caps, and gambling for anyone who can find it. The original inhabitants of the fortress were vault dwellers who bravely gave up their home to a gang of vicious raiders, but not before they repurposed the vault’s supplies and rigged an explosion to trap the vault’s usurpers. Now, these nomadic people live in a metal, beehive-like fortress drawn by brahmin. Though winter storms rattle the steel stronghold, Mirage is never at a loss for supplies, protection, or warmth for those who seek it out and have the caps to pay for it. Paradise may seem too good to be true, especially in a time of such scarcity, but the Children of Atom pamphlets at the bar hint where the leadership’s loyalty resides. Look too closely, and just like with any mirage, the truth behind the illusion is revealed."
  2. Winter of Atom p. 122: "The conflict within the Mirage is built upon these core issues:

    * A decline in caps and customers due to extreme weather conditions keeping people from traveling.

    * A rising demand for more recruits to fulfill their deal with the Children of Atom, made more difficult by the recent decline in visitors.

    * The house rules being bent for the Children of Atom as Maxwell Kantor allows them freedoms reserved for permanent residents."
  3. The reasoning for the deal with the Children of Atom was that, due to a decline in customers, as well as frost feral ghoul attacks that have killed many of the brahmin powering and pulling the casino, the Mirage's current leader, Maxwell Kantor, agreed that the Mirage would get supplies and brahmin to survive the winter in exchange for recruits for the Children.
  4. Winter of Atom p. 123: "Mirage requires brahmin to power their reactor, and recent frost feral ghoul attacks have killed many of the settlement’s herd. This forced Mirage’s leader, Maxwell Kantor, to strike a secret deal with the Children of Atom—deliver recruits for the Church in exchange for brahmin and supplies to survive the cold months. Unfortunately, the very existence of the bargain disregards several of the community’s valued house rules."
  5. Winter of Atom p. 123: "Tensions rise among residents as fewer people visit Mirage. There is a philosophical divide on whether the “No Caps, No Entry” rule should be paused to draw in more patrons. Some believe the people of the Commonwealth would take advantage of this kindness and bleed them of supplies. Maxwell Kantor has yet to make an official ruling, and differing opinions on the matter lead to heated arguments. Those who suspect something sinister is going on in the engine room are increasingly uncomfortable in their own home."
  6. Winter of Atom p. 123: "Since making a deal with the Children of Atom, a divide has opened up among Mirage’s permanent residents. Kantor, supported by the few people who know the truth of the deal, allows the Children of Atom to disregard the house rules occasionally. He lets the Atomites carry concealed weapons, enter without caps, and even overstay the 72-hour limit. Kantor tries to excuse this blatant rule-breaking by claiming that the Children of Atom are being persecuted and fear for their safety—and that their supplies are more valuable than caps. Other residents, unaware of Kantor’s deal, are grateful for the Church’s supplies but grow uneasy at their leader’s relationship with the Church."
  7. Winter of Atom p. 122: "During Mirage’s inception, strict house rules were created for the safety and prosperity of its original residents. These rules have assured the survival of the original vault dwellers. Anyone who doesn’t follow the house rules is refused entry or forced to leave by bouncer-types posing as tourists."
  8. Winter of Atom p. 122: "What happens at Mirage, stays at Mirage. To maintain its allure and mystery, residents and visitors alike agree to the utmost secrecy for all who visit—what you choose to do in paradise stays in paradise."
  9. Winter of Atom p. 122: "72-hour limit for all visitors. Mirage offers delights and luxuries beyond any others found in the Commonwealth, but only permanent residents have the privilege of utopia all the time. All visitors have a 72-hour limit on their stay, and squatters are prohibited."
  10. Winter of Atom p. 122: "No caps. No entry. There is no cover charge for admission, but spending caps once inside is required of all parties during their stay. There are many ways to pay, including renting accommodations, gambling, drinking, and tipping entertainment. Anyone who doesn’t spend caps becomes evicted (or secretly kidnapped for Church of Atom recruitment)."
  11. Winter of Atom pp. 122-123: "No violence. All weapons checked. Mirage is a paradise away from the Commonwealth’s harsh realities and never-ending violence. Visitors must check all their weapons at the door and handle disagreements with words, not fists. Upon departure, checked weapons are returned. Armed Mirage guards stand ready to toss people out if violence does arise."
  12. Winter of Atom p. 123: "Cheaters must pay. Gambling and caps may rule the scene at Mirage, but the residents believe that fair play is the only way. Anyone attempting to cheat or steal is offered the ability to pay off their debt by working in the kitchens or janitorial details at the casino. Recently, Maxwell Kantor has been secretly kidnapping some of these individuals to produce power for Mirage, before he hands them over to the Children of Atom as part of their vile deal."
  13. Winter of Atom p. 122: "Population: 32 settlers

    Defenses: Somewhat Strong

    Food Supply: Just Enough

    Denizen Outlook: Very Happy

    Starting Settlement Reputation Rank: Neutral"
  14. Winter of Atom p. 123: "Residential status belongs only to the original vault’s dwellers and their immediate families. All have agreed to discretion regarding the inner workings of Mirage so long as it remains their personal paradise. But as hard as they have tried to shape the perfect life behind steel, they cannot control the external effects of nuclear winter’s onslaught."

Non-game

  1. littlereddot: "Then once they built the Mirage, they gave Raiders the empty vault and collapsed it in on them."
  2. littlereddot: "It's funny. I wanted to write a vault but was asked to avoid writing a vault settlement.... so I just took the vault to the surface. Lol"
  3. littlereddot: "I think somewhere in that massive tome of a book it mentions they use vault doors for wheels and things like that"
  4. littlereddot: "In my minds eye they used the Vault doors to structure wheels."
  5. littlereddot: "And with the dwellers being as smart as they are, they could easily grab more doors in their travels.
    So many vaults abandoned or distroyed."
  6. littlereddot: "I liked the idea that the Vault dwellers still built a vault."
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