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This page is about the city from . For the founder of , see .
Hub
Site
map markerThe Hub
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People
factions





(2189)
leaders (2093-2125)
and Sheriff:
(formerly)
(2161)
doctors
merchants



Other
quests







 

The Hub was a larger city than both Junktown and Shady Sands combined. You could drop the Vault in there, and you probably would not notice. But the people of the Hub had no life, and it was a desolate place just the same.

The Hub is a major trading city located in southern . The Hub can be found one square east and thirteen squares south of .

The Hub is a large community of traders, barterers, gamblers, and other interesting scum. The Hub is a stopoff point for caravans north to , , and the and south to the . The wide variety of people passing through ensures that there is always something interesting going on. The caravan houses that work the routes trade in everything, chems, tires, guns, bullets, food, brahmin, dirt, even scraps of metal.

It is also one of the core states of the , with representatives (or "governors") from it having a major say in the affairs of the fledgling republic.

Contents

[] Background

The Hub was founded in by a man named , who set up camp around a filthy oasis in the desert and an old town, relatively untouched by the , and proceeded to begin trading with other settlements.

In , a man called rose to the level of a caravan boss in the Hub. His caravans suffered occasional attacks in the wastes, but Harold's caravan outfit survived and prospered... until the mutant attacks begin to pick up a few years later. Increasing mutant attacks on Harold's caravans so infuriated Harold that, in , he financed an adventuring party to find out where the mutants were coming from. Consulting with a scientist and doctor at the Hub, a man by the name of , the two of them decide to join forces. They, along with two others, sought out the source of mutants that had been attacking civilians in the area. Their travels led them to the , where, after stiff resistance from robots, everyone was separated, and both Richard Grey and Harold were exposed to the FEV vats. A few months later, Harold was found by traders and taken back to the Hub. But he wasn't human anymore - he was transforming into a strange -like mutant. His former caravan partners and employees, horrified by his condition, abandoned him without even two to rub together. However, he soon became the leader of the Hub's small ghoul population.

In , Angus established himself as the governor of the growing Hub. Five years later he managed to stop the ' attempt to raid the Hub. In the winter of the same year, however, he was murdered which threw the Hub into chaos.

In , the started when a band of merchants seized the water tower in the Hub. They demanded anyone wanting water must pay a toll. The war lasted for two years. The Water Merchants sealed up the town, but were outnumbered. A man named ('s grandfather) made the peace and negotiated a settlement. The was formed, composed of two representatives from each of the Hub caravan companies. With six members, votes required at least four votes to pass. A long period of indecisiveness and meetings maintain the status quo in the Hub.

In , the began ordering his to gather human stock from caravans. For many years, the caravan disappearances were blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the blame lay on wild . The was formed by a man called in , who quickly started pulling the strings in the town.

With the 's assistance, old Harold brought the ghoul population of the Hub into equality with the humans. The two sides worked together, and the Hub prospered. Old Harold is still alive, as far as anyone knows. In Hub became on of the five founding states within the NCR.

[] Layout

The Hub is divided into five districts and two outside sections.

[] Hub Entrance

Welcome to the biggest traders city in the Wastes!
Main article:

Fundamentally, the entrance of the Hub serves as both a landing and a jumping-off point for the countless caravans that crisscross the wastes. At any time, several caravans will be loading or offloading goods, typically accompanied by a retinue of heavily-armed mercenary guards. Apart from the staging areas for the caravans, much of this outskirts area is given over to agriculture, under the protection of the .

[] Downtown

Heart of the city
Main article:

The busiest section of the Hub, is second only to the entrance in terms of foot traffic, the entrance only busier due to caravans. Downtown is host to most of the city services, including the Hub Police station and library, as well as a number of commercial interests: both the and hold offices in Downtown, as does the , as well as a few arms merchants. One colorful character in Downtown is , proprietor of a lucrative stand. The , the local bar and flop house, rounds out the area. The occasional homeless or drifter, such as , can also often be found here.

[] Old Town

Have you ever danced with the devil in the pale moonlight?
Main article:

The enigmatic section of town, is a combination residential and commercial district. Several important characters, including Harold and can be found in Old Town, along with a handful of arms merchants and miscellaneous Hub residents. Despite its unassuming appearance, however, a great deal of danger can be found in Old Town by the adventurous or unwary, and several miscellaneous quests have their roots here.

[] Water Merchants

Vitality of the city

One of the most vital sections of the Hub, yet home to one of the most unscrupulous commercial entities in California, the is home to the titular , a trading group specializing in the sale of portable water to various settlements in the wasteland. As "clean" water is a precious commodity, the Water Merchants section of town is the site of great wealth, both in coin and in water, and is therefore well-guarded. Any person wishing to do business with the Water Merchants must come to this section of the Hub. There is also a hospital run by the Children of the Cathedral in this area.

[] Heights

High society, Hub style
Main article:

is the upper-class residential area of the Hub, and is home to , a local and very wealthy merchant. That Hightower keeps considerable valuables in his mansion is an open secret, any merchant as rich as Hightower certainly has items of value worth taking. Hightower, however, has not made his money through foolish risk-taking, so the Heights are often patrolled by paid mercenary guards. Any visitors without a good reason - or at least a good story - for being in the area are promptly ushered out, usually at gunpoint.

[] Irwin's Farm

Farm, Hub style
Main article:

This location is only accessible during the quest "". It's a small farm, next to the Hub owned by Irwin, which was now under the control of a band composed of seven raiders.

[] Deathclaw's Lair

Find out about the deathclaw?
Main article:

This location is only accessible during the quest "". The deathclaw's lair is a cave near the Hub, and the home of one of the fearsome deathclaws and a dying super mutant.

[] Inhabitants

Several factions constantly vie for control of The Hub:

  • attempt to maintain law and order in town, however, their attempts are coming under increasing pressure from both the merchants and the Hub Underground.
  • Merchants companies, principally the , , and the all seek to maximize profits, which sometimes runs at odds with the law. Additionally, the merchants constantly find themselves the target of raids or extortion attempts.
  • The , a criminal element headed by , seeks to control the Hub and its massive trading profits.
  • The , run by Loxley, does not necessarily want to control the Hub as such, but nevertheless is at odds with all three of the other factions by the simple virtue of endeavoring to steal what they have.

As of the arrival of the Vault Dweller, the Underground is known to have been destroyed by him (with the help of the Hub Police or not), since the Hub is still here in both and .

[] Appearances

The Hub appears only in . However, while not appearing in-game, it's mentioned by several characters in , in one of 's terminal entries and scratched into the playing area of the game.

[] Behind the scenes

  • Although the Official Survival Guide gives the name of the old city Hub was founded upon as , its actual location corresponds closely with the present-day Edwards AFB, whereas the lies where Barstow would be. This is most likely due to the fact that the developers moved the locations around to spread them out across the map.

[] References

  1. 's : "{227}{}{There are six representatives two from each of the main merchant groups. Everything needs at least four votes to be passed. They can never agree on anything.}"
The Hub