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Khans

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Khans
People
founded byGarl Death-Hand's father
leader(s)Garl Death-Hand's father (2141)
(2161)
(2241)
(2281)
notable
members:


Locations
headquarters (2161)
(2241)
(2278)
(2281)
Connections
divisionsNew Khans
 

They're a sorry group of raiders who attack Shady Sands and think that they're gonna take over the world or some such crap.

The Khans are a band of brutally vicious and semi-organized with a culture based around the basic tenets of . They are probably the most dangerous of the three raider groups (Khans, , and ) that originated in . Most wastelanders viewed the Khans as the founders of the chem trade. They are also known to make , and many other addictive . Their in was located southeast of . At least twice, the Khans have suffered a brutal near-defeat, but, "like a Phoenix", the group has always managed to rise again from its ashes.

Contents

[] Characteristics

The Khans once lived the lifestyles of Mongol warriors: raiding towns, burning what they cannot take, and capturing the survivors for use as slaves. By 2281, however, they have been reduced to making and trading chems to the local group of . They usually travel in small scouting bands, but sometimes roam the wastes as full war parties. The Khans, above all else, respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs. The Khans prefer melee weapons to firearms, although higher-ups carry a few small arms.

[] Background

Main article:

[] The Khans

During the spring of 2141, four groups left Vault 15 to brave the Wasteland. In the winter of the same year, three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans. The Khans were founded and lead by the father of Garl Death-Hand (known as "The Death-Hand"), making regularly pillage raids, especially on Shady Sands, a community created by the last group of Vault 15. Sometime before , Garl Death-Hand killed his father and became the leader of the Khans. After that, they set up camp in and around an open house to the southeast of , with tents around for lesser members.

He continued the work of his father, continuing pillage against those who had the misfortune to spend too near their camp and on Shady Sands. After a hard day pillaging, they sometimes go to to relax after and trade their loot with the , mostly for water and ammunition, but sometimes for weapons. In 2161, Garl was ultimately killed when the came to rescue , who had been kidnapped by the Khans. The Vault Dweller also killed all other Khans in the Khan camp, except for one young man named . Despite the menacing attitude they portrayed, described them as a "crummy" band of raiders, mostly due to their low numbers.

[] New Khans

Darion became paranoid and obsessed with revenge against the Vault Dweller and Tandi, who later became President of the . He was riddled with because he alone had lived, while the rest of his gang had been slaughtered. He organized a raider gang called the New Khans who occupied Vault 15, the same vault from which the original Khans came. In an ironic twist of fate, Darion, now an old man, was killed in by the , the grandchild of the Vault Dweller who had killed his companions 80 years earlier. The remaining New Khans were hunted down by the NCR and chased out of the meeting a similar fate to the original Khans.

[] Great Khans

After the Khans were nearly eradicated in California, led the remaining few to the and formed the Great Khans. After being driven out of the northern Mojave by and the local tribes allied with him, the Great Khans settled at and soon took to raiding the NCR settlers, whom they saw as intruders. After NCR began developing a military presence in the Mojave Wasteland, the Khans began raiding NCR outposts, as well. After so many disputes between the two factions, the NCR began systematically tracking the Khan raiding parties back to their base(s) of operation. NCR soldiers (including snipers) were ordered to seize the town of Bitter Springs, believing it to be a raiding camp and not the Khans' home. The survivors of the attack were driven back to , a place with hardly any resources for survival.

After the massacre at Bitter Springs, the offered their services for medical aid and support once the Great Khans reached . They also taught the Great Khans how to make their own chems as a way of survival, but the Khans used this knowledge to make addictive chems instead of medicinal ones, leading to a successful trading business with the .

To this day, the Great Khan leader, Papa Khan, blames their situation on the NCR. However, he seems to be the only Great Khan higher-up that keeps an ongoing grudge against the NCR, and won't even consider the possibility that the massacre at happened due to a communication mishap. Because of this, in he is deliberating on whether the Great Khans should ally themselves with , the NCR's main adversary in the Mojave Wasteland.

[] Appearances

The Khans are the only one of the three raider groups planned for ( and being the others) to appear in the game as a faction. They also appear in and under a new name.

[] Behind the scenes

  • Their name is a reference to Mongol rulers known as Khans, mainly , an infamous Mongolian warlord.

[] Gallery

[] References

  1. , line 102-113
  2. , line 1102-1104
The Khans