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The Windy Wasteland · Chicago, 2277

THE WASTELAND

☢︎

Chicago is a graveyard of crumbling skyscrapers, toxic water, and buried Vaults — all of it scoured by radioactive wind. Caps are currency, everything is scavenged or fought over, and everyone fears the rads. This is the ground you have to survive.

The City

Two centuries of decay turned Chicago into a vertical ruin. Crumbling skyscrapers lean over highways choked with rusted cars; toxic Lake Michigan laps at a poisoned shore; the irradiated Union Stockyards still reek of the slaughter that built them. Beneath it all are buried Vaults full of secrets, and the long-dead elevated El tracks now run half-buried through the rubble.

Landmarks anchor the chaos: the skeletal Sears Tower — the contested ‘Brotherhood Spire’ — looms over everything; ruined Navy Pier juts into the dead lake; and pockets of the living hold fortified ground in Wrigleyville, in The Loop, and across the South Side.

Notable Locations

The wasteland is a hundred-plus places to live, trade, and die. A few you'll hear about no matter where you start:

Wrigleyville

The largest human stronghold in the Midwest — a fortress built into and around ruined Wrigley Field, its walls made of stadium seating and scrap, floodlit night games still running in the stands. Abbi Taylor’s boutique, the Cub House bar, and a casino all thrive inside, under heavy Union Mob influence.

The Loop

The dense, vertical heart of the city — a labyrinth of crumbling skyscrapers and swaying El tracks where control shifts floor by floor between Brotherhood, mob, raiders, and super-mutant holds. Dr. Evie Park’s clinic, black-market shantytowns, and a machine-cult cathedral all share the canyons.

The South Side

Big Sal Moretti’s true kingdom — miles of collapsed neighborhoods, buried Vaults, and shantytowns where the Union Mob’s word is law. Lawless, sprawling, and slowly being reclaimed one fortified block at a time.

Soldier Field

The wasteland’s most notorious arena, where the Union Mob runs the wildly popular ‘Sunday Night Slaughter.’ Anyone can sign up; winners walk away with caps and glory, losers end up dead, enslaved, or sold to the Butchers.

Brotherhood Spire (Sears Tower)

The tallest structure left standing and the Midwest Brotherhood of Steel’s stronghold — wind turbines and anti-air guns bolted to the roof, paladins rappelling the sides, raiders and Reaver Cultists clawing at the trapped lower floors. Scribe Kerrigan is posted here.

The Union Stockyards

A nightmare industrial district of ruined slaughterhouses ruled by the Stockyard Butchers, its pens full of Slaughterbeasts and the air thick with blood and rads. Gorehound Rex ranges here — and after dark, the Butchers ‘process’ their captives.

Navy Pier

Half-sunk into irradiated Lake Michigan, now a lawless trading post and gambling den. Lakewardens dive for pre-war salvage amid glowing fog and bioluminescent Chi-Lurks, and the old Ferris wheel still stands — repurposed as a sniper nest, or a gallows.

The Wind

The wind is what makes this wasteland its own. It never stops, and it kills as surely as any raider.

The Howlers

Near-constant gale-force rad-winds that tear through the skyscraper canyons — fast radiation buildup, zero visibility, and hurled debris. Survivors ride them out in subways and improvised ‘wind anchors.’

Lake Michigan ‘Brew’ Storms

Toxic green acid-fog rolling off the irradiated lake. It mutates exposed flesh and drags aquatic horrors up out of the water with it.

Stockyard Blizzards

Radioactive ash-snow that freezes limbs solid while it slowly cooks you with rads — the worst of both seasons at once.

The ruins of Chicago

The Powers That Be

No one rules the Windy Wasteland. Everyone is fighting over what's left.

Midwest Brotherhood of Steel

Pragmatic descendants of a crashed airship expedition, holding the vertical ruins and old factories. They're split between Airship Loyalists and Grounders — some idealists, some isolationists, some little better than raiders in power armor.

The Union Mob / Outfit

Capone-style gangsters in pinstripes under leather, running rackets, lake-water chem stills, swing clubs, and stadium ball games — armed with Tommy guns and laser Tommy guns, and obsessed with rebuilding the Mob's pre-war glory.

The Stockyard Butchers

Raider-slavers in the old meatpacking plants who ‘process’ captives like livestock for the black market. Clad in human and mutant hide, they worship industrial efficiency above all.

The Lakewardens

A mutated fisher-diver cult ‘taming’ Lake Michigan with jury-rigged boats and aquatic Mr. Handys, revering the irradiated depths as something holy.

The Reaver Cultists

Techno-worshippers performing bloody ‘maintenance’ rites on old robots, terminals, and El trains — treating dead pre-war machinery as scripture.

…and everyone else

Greaser- and mobster-styled raider gangs, Enclave remnants, ghoul communities in the meatpacking district, and fortified high-rise settlements all carve out their own corners of the ruin.

The Things That Hunt You

The wasteland's wildlife adapted to Chicago. None of it adapted in your favor.

Wind Ripper Ghouls — ‘Howling Feral’

Emaciated, long-limbed ferals that sail the winds between rooftops on scavenged parachutes, their packs howling like old Chicago blues.

Slaughterbeasts

Huge, multi-headed carnivorous FEV cattle-hogs with bone blades, that herd and gruesomely ‘process’ the dead.

Chi-Lurks — ‘Lakers’

Cold-water mirelurks with pollutant-hardened shells that climb the pier ruins; some are bioluminescent, luring prey with fake Nuka-Cola lights.

Skyscraper Claws

Smaller, agile deathclaws that ambush from elevator shafts and El tracks, their hides studded with scrap and old billboards.

Rad-Roach Swarm Lords

Hive-mind subway roaches that pheromone-herd lesser swarms through the old train cars.

Daley Dogs

Malfunctioning pre-war K-9 cyber-dogs in tattered CPD vests, barking distorted 1950s commands as they hunt.

…and the usual

Standard deathclaws, radscorpions, feral ghouls, and factory security bots round out a wasteland that has a hundred ways to kill you.

Staying Alive

Caps buy what scavenging can't find. A wrist Pip-Boy tracks your health, your gear, and your rads. Chems — Jet, Psycho, Mentats — can turn a fight, or turn on you. Power armor and laser rifles help, but nothing makes you safe.

Cleverness, caution, and the right allies keep you breathing longer than firepower alone. The wasteland rewards scavengers, talkers, and survivors who think — and it punishes everyone, eventually.