Fallout faction overhaul project
Reputation image from Fallout: New Vegas.
Doesn't he? Caesar's representative tells a different tale. The glory of the Great Khans will be restored, and once the NCR is pushed back to California, all the land from here to the Colorado will be ours.”— Papa Khan, Fallout: New Vegas
The history of the Khans did not end with Darion's death. Though his mercenary war band was the governing band, it was not the only one. Over the next 25 years, the fragmented Khans gradually coalesced into a single group. No longer were they small raiding bands, this time the Khans became an unified, large tribe united under the leadership of Papa Khan, who led an exodus into the Mojave Wasteland, abandoning New California in 2267. The Follower vanguard in the Mojave taught the Khans basic science skills: Chemistry, reading, writing, hoping that they would use that knowledge to manufacture medicine. The attempt to civilize them failed, as the Khans turned to drug running instead. Drugs were nothing new for the Khans: They already knew how to use plants and herbs to create mind-altering substances. The Followers just made them more efficient - and indirectly contributed to the popularity of substance abuse among the Khans.
With their martial prowess and know-how provided by the Followers, the Great Khans were the single most organized tribe in the wasteland and effectively its rulers. However, their hegemony would not last long. When Robert House detected NCR scouts at the dam, he moved to claim New Vegas, end the tribal conflicts, and establish his rule. He offered the tribes their own Casinos to operate under his aegis. He gave the tribes that declared loyalty to him (the Boot Riders, the Mojave's cannibals, and the Slither Kin) weapons, ammunition, medicine, and other necessities to allow them to push back the Khans. With House's aid, the three tribes drove the Khans out of the northern Mojave, forcing them to settle at Bitter Springs.
Instead, the Great Khans began to attack the New California Republic, raiding their caravans, towns, and camps. They seemed easy pickings... For four years. Things changed in 2278. After the First Battle of Hoover Dam and the defeat of the Legion and the Brotherhood, the NCR stood virtually unopposed. Great Khan raids continued on, but it was the abduction and killing of four NCR soldiers that tipped the scale. The NCR decided to cut off the head from the serpent and mounted an assault on Bitter Springs. In what would become known as the Bitter Springs Massacre, NCR military units ended up killing a large number of Great Khan non-combatants, including women, children, and the elderly, breaking the power of the raider clan, but also causing the Khans to become bitterly hostile.
The surviving Great Khans were permitted by NCR military authorities to resettle at Red Rock Canyon without interference. In an effort to create a source of income, the Khans established a drug lab in the desolate gorges. By 2281, drugs manufactured in this lab formed the basis of their economy, providing much needed basic living necessities unavailable in the inhospitable Canyon, where there's no food, barely any water, and nothing of note. Unfortunately, this drug business has destroyed what good will they had among others, as the drugs made their way to dozens of villages west of Vegas, thanks to their knowledge of the land, making it easy to make deliveries and escape the NCR's wrath. The Republic was unwilling to deal with the problem directly, as an assault on the Red Rock Canyon would be expensive in terms of both caps and men. Remnants of Khan presence who remained outside the Canyon waged a desperate guerrilla war against the Republic, further straining their supplies.
Easy access to narcotics has also led to many Great Khans becoming addicts, trying to cope with the trauma of Bitter Springs through alcohol and hard drugs. Red Rock Canyon, already desolate before their arrival, became little more than a drug den filled with the stench of alcohol and drug fumes, where even the flies buzzing around are hopped up on one drug or another. The steady stream of narcotics turned dozens of villages out west into junkie dens, on top of the aforementioned fiends.
Such an existence is understandably intolerable to many, most importantly Papa Khan himself, who longs to leave behind a strong legacy. This is why Caesar sent Frumentarius Karl to act as ambassador to the Khans and in exchange for promises of land, wealth, and revenge against the NCR secure their allegiance. Papa Khan's hatred of the Republic caused him to agree to the alliance almost instantly. The Khans would march to assist Caesar when the time came. Karl has appeased Papa Khan's advisers with promises of holding positions of power within the Legion. However, in reality, the Legion does not intend to keep any of the promises made. Karl secretly despises the Great Khans, considering them to be unworthy of the Legion and sub-par warriors at that. He fully expects that the Great Khans will have to be decimated first in order to bring them to heel. The Khans remain oblivious - perhaps they want, as they know of no alternative way to move forward. They're dying out and every day brings their enemies closer to launching a strike against them. The dream of becoming Caesar's elite cohorts is tempting, to the point that the Khans are blind to the reality of absorption by the Legion.
|#||Slide||Voice-over narration||In-game condition|
|1||After generations of being beaten down, the Great Khans were finally broken by the Courier. Those few who avoided the Courier's wrath moved north, into the wilderness of Idaho, where they tried once more to rebuild.||Kill Papa Khan and Regis|
|2||After the Second Battle of Hoover Dam, the Great Khans returned for a time to Red Rock Canyon. The NCR's pressing need to expand proved greater than its promise of amnesty, and before long the government decided the Khans had to go. The surviving Great Khans were relocated to an isolated, barren reservation, well north of NCR trade routes.||Convince Papa Khan to break his alliance with Caesar's Legion, replace Papa Khan with Regis in For the Republic, Part 2, and complete the endgame quest Eureka! for the NCR.|
|3||For supporting the NCR, the Great Khans were ruthlessly hunted down by the victorious Legion. Caesar destroyed all evidence of their existence at Red Rock Canyon, and forbade mention of their name in any history. The Great Khans' legacy was swiftly forgotten.||Convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
|4||As reward for their loyal service, Caesar forcibly integrated the Great Khans into the Legion. The sick and elderly were killed, the women sold as wives to ranking officers, and the tribe's identity was annihilated. Though many Great Khans mourned the death of their tribe, many more were ultimately satisfied with their revenge against NCR.||Do not convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
|5||After driving the Legion out of the Mojave Wasteland, the victorious NCR turned its attention to those who had allied themselves with Caesar. The Great Khans were among the first tribes to suffer this fate, and the few who survived Hoover Dam were driven north, into the wilderness of Idaho.||Do not convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Eureka! for the NCR.|
|6||During the Battle of Hoover Dam, the Great Khans quickly evacuated Red Rock Canyon and headed north and east into the plains of Wyoming. There, they reconnected with the Followers of the Apocalypse and rebuilt their strength. Bolstered by ancient knowledge of governance, economics, and transportation, they carved a mighty empire out of the ruins of the Northwest.||Convince Papa Khan to break his alliance with Caesar's Legion, but do not replace him with Regis. Afterwards, convince Papa Khan that the Great Khans should claim their own legacy. This ending is compatible with all 4 endgame quests and will override the others if both conditions are met.|
|7||After their suicidal last stand at Hoover Dam, the Great Khans ceased to exist as a tribe. The few surviving members dispersed, joining up with other tribes and gangs across the Mojave, and quickly forgot their heritage.||Do not convince Papa Khan to break his alliance with Caesar's Legion, complete either All or Nothing for Mr. House or No Gods, No Masters for an Independent Vegas or convince Papa Khan that the tribe has no true legacy.|
The Great Khans reside in Mongolian style tents called Gers (yurts) within Red Rock Canyon, however unlike the other settlers of the Mojave, these homes are used for little more than sleeping in, as they usually only have room for a couple beds and a central fire. A Great Khan often carries all of their possessions with them, if they should decide to have anything besides the bare essentials. Because of this, as well as their aggression, the other factions view them as savages. However, unlike the Jackals, Fiends, Scorpions, and Vipers, the Great Khans are not hostile towards new-comers. If the Great Khans begin to dislike someone, however, they will often show great hostility.
The Great Khans subsist mainly on hunting and farming. In the 2270s, the Followers of the Apocalypse taught the Great Khans reading, writing and basic science in hopes that would create medical supplies, but the efforts backfired. Instead, the Khans began produce chemicals and drugs in the Red Rock drug lab. The canyon is a harsh environment for plants, however, leading to the Great Khans dependence on drugs, which they can create quite easily, and can sell to a multitude of factions. Coincidentally, one of their most frequent consumers is also their largest enemy, the New California Republic. The NCR officially has a ban on illegal drugs; however, the Crimson Caravan and wealthy merchants that make up the NCR frequently turn a blind eye in order to make a profit. While these merchants make up a large portion of their custom, their biggest consumer is, by far, the Fiends, violent raiders constantly searching for new and exciting drugs. However, the drug trade is not their only form of self-sufficiency. They constantly hunt geckos and bighorns for their meat and pelts, which are tanned into the leather outfits they wear. The Great Khans also wear crude armor plating on their legs, meaning they either have a loose grasp on basic mining and forging, or more likely that they use decorated and charred bones from the animals they hunt.
The Great Khans' preferred form of warfare is through war parties, where multiple central figures lead their own individual units into individual battles, and adapt on the fly, rather than being ordered by a main unit.
The Great Khans usually keep to themselves, rarely traveling too far from Red Rock Canyon, besides the odd raiding party or trek into Fiend territory, for fear of being spotted and hunted down by NCR patrols. They frequently visit the Fiends and other tribes or organizations dependent on their drugs. The Great Khans are also hosting an emissary of Caesar's Legion, Karl, and have formed an alliance with the prospect of taking the fight to their mutual aggressor, the NCR.
Besides these people, they are quite isolated and hostile to many factions. They remain suspicious of strangers, because of their memory of what happened to them at Bitter Springs, although they are always ready to accept a newcomer and perform their brutal initiation rituals on them. They are unpredictable and brash and so should be treated with caution, as the wrong word will often set off a fuse in them. They are hostile against anyone wearing NCR apparel, including the Courier.
The Great Khans use a very random assortment of weapons throughout the Courier's involvement with them. While most Great Khans boast of their great strength, very few use melee weapons as their primary weapon, even though a large arena resides in the canyon, where multiple Khans hone their melee fighting abilities. At lower levels, the Great Khans use the 10mm and 9mm submachine guns, and at higher levels they use the hunting revolver and trail carbine, as well as the random odd weapons in between. Because of this, and also because of their tendency to fight in groups, the Great Khans are formidable opponents in a gun fight.
Behind the scenes
- The tribe's culture is based on the Mongol warriors under the rule of Genghis Khan.
- The tribe also lends much of its aesthetic appeal to the American biker sub-culture that budded in the late seventies to the early nineties.
- It is very likely they are also a nod to the real world outlaw motorcycle gang "The Mongols".
- Nellis Airforce Base, after trying to convince the boomers to aid the NCR, coming out of Pearl's shack there were two generic Great Khans. It has been reported that at
- Why Can't We Be Friends quest, the dialog option needed from Papa Khan may not show up. When trying to complete the
- Aba Daba Honeymoon quest that involves the delivery to Motor-Runner when already "Idolized" with the Khans, the player may gain reputation with them, but somehow be cycled back down to "Accepted." This may be related to keeping the Khans faction uniform on when handing the quest in. When completing and turning in the portion of the
- Oscar Velasco in the side quest Climb Ev'ry Mountain, the player might find three Great Khans watching over them while they sleep. Three different Great Khans will appear at each bed and will not move or interact with the player. When talking to them, they will say 'Hi' and nothing else. Their appearance is probably due to the player's Great Khan reputation going down after murdering one of their clan; however, no attempt is made by them to attack or confront the player. After killing
- Lucky 38 Presidential Suite. A Great Khan may run up to you at any place in the Mojave and try to enter conversation but will not say anything. The screen zooms into her face and zooms back out. This may interrupt resting times as well, except when resting at places such as the
- Lucky 38 Presidential Suite one day seemingly at random, after completing Oh my Papa and convincing the Great Khans to leave Red Rock Canyon. They wander around and interact with any companions that are staying in the Suite. Three Great Khans may come with the Courier through the elevator to the
- When talking with the water seller in Freeside, a Khan could be present. After switching to third person view, when trying to kill the Khan, the game will most likely crash.
- After becoming the leader of the Great Khans, the armorer in the Great Khan armory will stop selling you weapons and the option to engage in trading will not even show up.
- Sometimes Great Khans will spawn near the player including NCR bases.
- The Khans will also spawn in areas that don't accept them (behind the Securitrons at the Strip Gate for example), this will generally result in them engaging whomever is hostile to the them.
- After talking Oscar Velasco into returning to the Khans, he can sometimes be found wandering outside near the sharecropper farms and fiend territory.
- Regardless of your reputation with the Great Khans, they will sometimes say "Come to gawk at the Great Khans have you? Fuck off."
- During fast travel or when waiting, one, two, or three Great Khans will appear - even in NCR camps. After extensive in-game testing, I don't believe this is related to a particular quest. Bug is related to reputation combination for Great Khans (tested on a save prior to making contact with Great Khans, using console to adjust fame/infamy.) Bug occurs consistently and repeatably when Great Khan reputation is Mixed, Unpredictable, Soft-hearted Devil, Dark Hero or Wild Child. (Fix On PC: use console to set fame/infamy so reputation is not one of the problem reputations.)