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#ghoul lore
iamthecomet · 2 months
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If the ministry/Abby have a glamour is it just the outside or is the actual building broken
That's the beauty of magic, it could be either. I think, for most people, the glamour extends. It's a broken building. Dangerous. Rotting floors. Cracked stone. Broken glass. The peices are all there. Nothing extra, nothing missing. They're just in the wrong places, the plants are a little more wild. Pushing up through the stone, climbing through busted windows. Quintessence is a hell of a drug. We talk about it being used for hallucinations all the time. So, it stands to reason that there are wards, protections, hallucinations, that extend to anyone who walks in without the right intentions. That being said I think it's a little goofy when you're inside the real ministry and some outsider is walking around. The siblings/ghouls/clergy members can see them--but they can't see the clergy. It's almost like they're the ghosts. Walking through, eyes darting around. Stepping over felled beams that no one in the actual abbey can see. They're given wide birth, the people who need to know about them are summoned (Swiss, usually, he really loves to fuck with them. And Dew, on occasion, though he tends to be a little more malicious. Omega or Aether to make sure the hallucination holds). And they are watched/tormented/followed until they leave or die.
No wonder people feel so weird when they go into certain rooms. Sick, cold, dizzy. They attribute it to EMF fields or ghosts, but really it's just Aether dragging his fingers down their spine and pumping them full of quintessence. I'm also plauged by the idea of these people wandering into ghoul rooms. Seeing overturned bookshelfs. Trinkets littering the floor. Bending down to pick up a small glass turtle and roll it between their fingers before they're unceremoniously shoved over and the turtle just disappears. Rain really doesn't like it when they touch his things.
On the other hand--those with good intentions. Or those who do a very specific ritual in the basement ritual room--will find the glamor draining away when they step into the main abbey. They'll find themselves in the real abbey. How else do you think Siblings get recruited? They have to pass the test (do you know the ritual OR are you "pure of heart" for lack of a better phrase). And if they do--they'll find themselves welcomed home.
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yesandpeeps · 7 months
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Ghoul ranks
Maybe unpopular opinion but can I get a magical story without fantasy racism/homophobia please. There are plenty of ways to make a conflict interesting other than bigotry. This is a post about folks putting ghouls in slave-like positions. Granted, I am not versed at all in any religion, so take my phrasing with a grain of salt. Here is my alternative take on ghouls:
Ghouls are a hardworking class of demons that are granted access to the living world, to be summoned. To be special messengers of Satan himself. You think that He’s just sending rinky-dink lower class demons that probably wouldn’t survive the summoning process?? They are living, breathing proof that the Dark Lord exists! You think the humans are abusing these elemental beings like SLAVES??? Dead, immediately.
I think Satan sending Ghouls to the humans is like. Daddy giving his daughter the keys to his expensive car. Ghoulish coworkers are a privilege, an honor to work beside.
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ghostbc-headcanons · 2 years
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GHOULS! what are they?
i'm glad you asked! (keep in mind, none of this is official... i just like worldbuilding and hoarding headcanons)
GHOULS are a species of demon, summoned from hell by the church for many different reasons. a lot of the time they're used for grunt work due to their immense natural strength in comparison to humans, but on occasion they are 'hired' (for lack of a better word) as personal servants (ie, butlers lol), bodyguards, and to help with press if the papas are too exhausted/hungover/busy.
there are also many different subtypes of ghouls! as we know, each ghoul is assigned an element - air, water, earth, fire, and quintessence (and special... we'll get into him as well, don't worry!).
unlike what most people think, hell is not all fire, lava and pits of death. it's actually very geographically diverse, with ghouls sprinkled throughout all of the different climates.
because of this, many ghouls traits are different from one another on account of living in different environments which call for anatomical differences.
these traits exist in ALL GHOULS, no matter the type:
horns, of course! well, as far as we know - a ghoul born without horns has yet to be discovered...
tails!
claws and digital pads on both their hands and feet.
sharp teeth and forked tongues.
magic! this varies depending on their element (i'll probably make a separate post about their magic)
i'll be getting into specifics under the cut cause this post is gonna be LONG !!
AIR GHOULS:
the two major differences in air ghouls compared to the rest of them are the fact that they have feathers, and wings.
most people wouldn't notice the feathers at first glance because they are minuscule, almost like a light coat of fur. they're sleek, range from grey to black and are occasionally patterned (though this is uncommon). they stop growing up to the hands and feet.
with some ghouls, the feathers become more noticeable around their neck and hips. they tend to be thicker/longer and fluffier!
onto the wings - air ghouls are the only ghoul to have wings, since most of the other types are land-bound and as such, wings tend to be a hindrance. they can be made of all feather, but typically are a combination between the leathery, demon-esque wings and bird wings.
some ghouls only have a coat of feathers on the outside of their wings while the inside is skin, other ghouls have a thick coat of feathers that gradually morphs into the bat-like wings. it all depends on genetics baby!
they usually live in places with higher elevations. in fact, a lot of air ghouls who are summoned to earth have experienced sickness due to the sudden altitude differences.
air ghouls tend to be on the speedier side, rather than the tough and beefy side. their social dynamics are also quite different than the other ghouls, as they are more conflict avoidant than anything. a lot of air ghouls do not have many close relationships with their kin, as that's just the way they are raised.
WATER GHOULS:
compared to some other types of ghouls, you'll know a water ghoul when you see them!
they are usually dappled in scales across their skin, but some water ghouls have been known to be completely covered in them. along with that, they have gills on the side of their neck and torso. they do still have lungs, thankfully, but they much prefer to spend their time in the water.
in most cases, they've got swimmers builds - lanky, but lean. long torsos and arms with short legs. but of course this is not the end all be all, water ghouls come in many shapes in sizes just like the rest of the ghouls!
somehow, whether they've been in water that day or not, they always feel moist. hydrated, slick, almost like frog's skin. many humans find this offputting. (copia being one of those humans)
they tend to have beefy tails, built for controlling their swimming pattern.
they live in marshes in hell, and socially are probably the nicest out of all ghouls. they are the kindest to each other and tend to be shockingly pacifistic when it comes to demonkind. familial bonds are incredibly important in water clans.
EARTH GHOULS:
BIG. BIG BIG GUYS. this is all you need to know about them.
i joke, of course. earth ghouls are probably the most normal looking of all ghouls. they're just gigantic, usually over the 6' mark (not even counting how large their horns can get!). they also have huge ass heavy ass tails. like, imagine the weight of an anaconda in tail form.
these ghouls are the ones typically hired for grunt work and bodyguard roles. they're incredibly diligent and stubborn and will put all their effort into their assigned jobs. they're also very strong and could knock a bitch out if need be.
all ghouls are omnivorous, but usually the lean to the more carnivorous side. this is not the case for earth ghouls. they are fantastic foragers and have the most balanced diet of all the ghouls. because of this, their teeth tend to be the most similar to humans! it's not easy to eat berries with a mouth full of canines, so they evolved to have flatter teeth.
an interesting fact about them is that they grow a winter coat of fur. in the environments they live in (forests and mountains), it can get incredibly cold, and unlike fire ghouls they don't have a heater inside their bodies at all time. along with the winter coats, they also hibernate for the winter, huddling together in a closed off space to keep warmth in.
many earth ghouls do not know another ghoul outside of their (typically large) families, especially the ones who live in mountains. they are not particularly social, similarly to air ghouls, but they are incredibly close with their families, similarly to water ghouls. that's part of the reason earth ghouls are seen as stoic at times - friendship does not come naturally to them.
FIRE GHOULS:
definitely the most rambunctious and prevalent of ghouls. if shit's getting fucked up in the clergy, you can bet your ass it's the fault of a fire ghoul.
if earth ghouls weren't so damn big, you wouldn't be able to tell the difference between them visually. but the second you walk up to them you immediately notice the heat emanating off the smaller one and go, yeah, that's a fire ghoul for sure. if incredibly stressed or agitated, their body temperature can go up to 160° fahrenheit! (but usually it's at 90°)
fire ghouls are the most 'battle-hardened' of all the ghouls. their clans run on physicality and strength, and they fight for their spots in their homes. they have many scars (and stories that go with them), missing teeth, and some are even missing a horn, due to clashing together to fight for dominance. runts, such as dewdrop, are seen as outcasts and not considered useful to the clan, and unfortunately most times they are either exiled or worse - killed.
as mentioned before, fire ghouls are the most prevalent type of ghoul in all of hell. i said that the biomes were diverse and that's true, they are! but there is also a lot of fire and pits of death and volcanos and that's where fire ghouls live. or they live in arizona, which they have affectionately dubbed hell on earth.
because there's so many of them, there's also a lot of them in the clergy, ranging from big to small! while ghouls are typically summoned, many fire ghouls who have been exiled come to earth by themselves. it's easier to fit in here when no one's trying to kill you, y'know?
QUINTESSENCE GHOULS:
not much is actually known about quintessence ghouls. they're incredibly sparse, but also incredibly powerful.
quintessence as we know it is (rather ironically) defined as 'a substance thought to compose the heavenly bodies'. unfortunately, medieval alchemists were half-wrong in this theory - it makes up demons, too.
these ghouls are strange, to put it simply. they don't have any societal standards the likes of their fellow ghouls... they're actually much more 'human', per say. they get along well with humans incredibly easily and even enjoy their company.
they aren't much different from earth and fire ghouls in their physical presence, other than what looks to be glowing freckles scattered all across their skin. some people have said they look to be constellations at closer examination.
though they may seem silly and friendly, it is partially a front. quintessence ghouls know a lot more than they tell us. possibly more than humans could even comprehend...
it is rumored if a quintessence ghoul is angered so deeply to the point where something in their essence cracks, they become a being of pure fury, lost in the ether. supposedly, their physical form becomes nothing but a concept, but no human has come into contact with a quintessence ghoul at their most emotionally disturbed (at least, they haven't lived to tell the tale).
there is one thing that's certain about quintessence ghouls, however:
they do love bananas.
...SPECIAL GHOUL?:
no one knows what the hell he is or where he even came from. a lot of people in the clergy aren't even sure he's a ghoul.
he's oddly mysterious and aloof, which makes people question how much power he actually has. but he's also... incredibly happy to help with the press??? he loves a good joke and thinks humans are particularly endearing. he especially enjoys the music they create (he has a thing for ABBA).
most people know that he's a shapeshifter. he's never used it for anything in malice, mostly to pull pranks on the other ghouls or papa. it's all in good fun!
the weird thing about it though is that no other ghoul in history has been known to have shapeshifting abilities. even the other ghouls are baffled by this at first. when asked about it, he just shrugs and changes the topic.
the ghouls have theorized that he's like, the ruler of all ghouls. or perhaps he's lucifer himself.
it's a mystery that special will not let be solved.
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Omg why did i see this now!? Spanky time
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ghouljams · 8 months
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ghoul, love, precious writer. have u considered you have endometrosis
periods should not send u to the hospital, ghoull loml pls
....I have considered it.
It's gotten better, doesn't hurt as bad these days as it did in college. The best answer the doctors gave me then was my iron probably hit bottom.
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mari-0w0 · 8 months
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murderboi game jame
Tada!! I did a thing!
We'll update it in the next week or so to include the lovely voice of SocksualVixen (Tumblr here!)
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copias-thrall · 2 years
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Can the Ghouls control when they react to certain things like cats? Do any of the siblings enable or purposely make the ghouls do feline things? because I would absolutely put little cat toys everywhere for them
Can the Ghouls control how they react? Yes. Do they want to? No.
They enjoy getting scritched behind the horns and they could refrain from purring but why would they want to? It feels good and let’s you know to keep going. Besides, most of the Siblings find it kind of relaxing to pet a good Ghoul and have them purr.
They could also control the swish of their tail if they wanted to, but it’s just another form of communication to them, and they’re not going to clam up and filter how they feel. What do you take them for? Humans?
Copia has tried to teach them to at least not hiss in annoyance at the Siblings with varied success. Dewdrop just melted the spray bottle end Rain found it refreshing. They have at least learned to only scratch and bite each other (unless you ask for it, of course and then they’re more than happy to mark you up).
If they see a warm patch of sun, they’re going to lie down on it because it’s warm and reminds them of hellfire, so Primo has known to keep little patches of his garden plant-free. Around noon you can always see a pile of Ghouls sunning themselves lazily. If you’re OK with being petted and cuddled, humans are free to join in!
Tag is one of their favorite games because it reminds them of the chase and they will never not join a game when they see you playing. (You will absolutely catch Dewdrop in the nursery playing Monster with all the kits.) Running away from a singular Ghoul is a good way to signal interest, but a group of Siblings running away from a group of Ghouls is just a good way to start a game of freeze tag.
As for toys…
Look, you’re going to get Ghouls like Aether or Cirrus & Cumulus who look at the toy and want to pounce on it, but instead they’ll pick it up and take it back to the room to play with.
And then you get the Ghouls like Dew or Swiss who will just immediately jump on it and roll around with it and bat it at each other. They’re a bad influence on Sunshine who looks at them like, “We can do that?” and then the older Ghoulettes have to take her aside.
Rain will actually save them so he can toss them around the common room later and watch the rest of the pack chase after them.
Mountain will only play with ones he hasn’t seen before; he has a trophy shelf like a collector and he’s always on the lookout for shiny, new toys.
And they absolutely know who is leaving them about—they can smell you on them—so don’t be surprised if sometimes you open the door to find a hopeful Ghoul looking for a new toy to play with!
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Aether and Omega's tattoos
Took me a loooot longer than intended to finish these, but I finally have them figured out to where I'm happy with them.
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Aether
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Omega
lengthy blurb about them under the cut
Omega's were designed by the lovely @theproblematiclife, I did a few tiny tweaks to work them into a bit of my lore-- namely, the bands on his arms.
The healer tribes mostly have clan tattoos that cover a sizable portion of their upper body in solid blocks of ink, typically adorned with simple geometric patterns and shapes.
The bands on their arms indicate their prowess with their element. Kits just beginning to learn have a single thin band around the middle of their arm, usually given to them at the same time they start having their clan patterns inked in.
Once they've learned the very basics of the aether (recognizing it, being able to open their mind's eye and see the currents around them, and being able to direct its flow) they earn their second band right above the first, signaling that they are ready to learn how to use it to heal. They start with learning medicines, slowly working up to using the aether to mend physical wounds. When their clan elders determine them capable they are given their third band--the thickest and highest one on their upper arm--and are then sent on their Trials. They'll spend the next two or three years travelling across Hell, going from village to village, to offer aid and healing as its needed. Some will go from place to place in short order, while others tend to find one spot and stay there for an extended amount of time before moving on.
During their Trials they hone their skills, the more powerful healers typically focusing on specific type of healing, which gain them a new set of tattoo bands just below their elbow. These are referred to as mastery bands which consist of a wide top band, thin middle band, and a medium-sized lower band, which are given for different strengths and abilities that they have gained and learned, with the full 3 being the highest amount they can earn.
The wide red bands on Omega's wrists are shun markings, a visual indication that he's been cast out from his tribe. While he used to hide them, since being on earth he's become accustomed to leaving them uncovered.
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ghostbandxyou · 1 year
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An excerpt from one of the clergy's many books on ghoul classifications
"Wraith ghouls or ghoul spirits are a rare but powerful type of ghoul. They do not have a physical body often appearing as shadows or phantom-like apparitions. Unlike other variants of ghouls, wraith ghouls have no individual identities or personalities they appear only to be used as messengers for the dark lord and manifest just long enough to deliver their message before rejoining the either. Not much else is known about them for they rarely appear and those who have encountered them directly usually loathe to discuss their experiences. Out of the few documented encounters a majority of them involve the recipient dying violently or succumbing to madness, it is for this reason that they are considered bad omens believed to convoy the dark lord's displeasure directly to their targets before either disappearing or inflicting physical or mental torture as a sort of punishment. One of the only accounts from a receiver of one of these ominous messages was described to have said that “their body was stripped of its skin and bathed in a burning acid there was no mercy shown even death being ripped from them forced to remain alive and conscious while they endured such horrors for days on end until the dark one saw his displeasure to be thoroughly understood.” the other few accounts are very similar most also mentioning that the delivery of the message was not an option the Wraith ghoul will not relent until its message is received no physical or spiritual barrier can serve to deter them."
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iamthecomet · 3 months
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hey there, I just read your dewther fic about Dew helping Aether in the infirmary, I love how your write their dynamic so much <3 I was just wondering about this one sentence: “Aether kisses him right between where his horns would be and Dew looks up and over at him.” Does Dew usually have horns in your fics, and if he does, why doesn’t he have them in this story? I hope my question isn’t too blunt, I was just wondering!
Hi, thank you!!
Not too blunt at all, in fact I'm glad you asked because now I get to talk more about my ghoul lore!
Dew has horns, they're just glamored away in that fic. I hc that unless they're in the ghoul wing, or just with their Papa, ghouls are either masked or fully glamored. Masks seem sort of impractical for infirmary work, so I went with full glamor for this one.
Siblings for sure know, or suspect, that the ghouls are actual ghouls. But I think Aether especially doesn't want to inadvertently scare off any sick or injured siblings by letting his normal, partially glamored, form through when he's helping them. And Dew is much more secretive about his true features in general and would never even think about leaving the ghoul wing without the protection of his human disguise (even when masked).
tl;dr ghouls are in full human glamor when interacting with siblings so they don't accidentally traumatize anyone lmao.
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fagdykemuppet · 1 year
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mountain is the only band ghouls thats a turned ghoul as opposed to a summoned ghoul. he is the only one that knows this. he keeps it extremely underwrapped bc technically turned ghouls are not supposed to be band ghouls. he doesnt know if the clergy is aware when they grabbed him in the hallway for impromptu auditions one day they grabbed a turned earth ghoul but also they may have been desperate enough; thats how it was w the rest of the current ghouls, they just grabbed whoever could play good enough with exception of swiss, who was put on the band bc hes a pure multi. but he doesnt want to test this theory.
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lowkeyliminal · 1 year
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A couple of sketches of long haired Sodo. This is what I feel like he looked like before the Trauma Cutting fic and relating picture. I also included my original design which is what he ends up looking like after Aether and Swiss fix his impromptu haircut.
Also, probably unpopular headcanon: I don’t headcanon Sodo to have changed elements. So even with the long hair while Ifrit and Co. were around, he was a fire ghoul. I DO headcanon the ghouls going through a process to get to their elements. So, when ghouls are young, they can do things with all/many elements until they land on one. This also explains multighouls a little better as they just never fully land on an element.
Sodo was summoned young and remains one of the youngest of the gang. So when he was summoned, he could manipulate multiple elements, water being one. They let him fill the water niche within the band, and, even though it was quickly clear he was a fire ghoul, it was logistically hard to change his band element label for a while. He was secretly too insecure about his performances (and a little intimidated by Ifrit, the older stronger fire ghoul) to push too hard for a change until things came to a head. 
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I’m actually doing research, and want to know where we’re at here.
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ghnosis · 2 years
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ghoul nicknames
who has a list of ‘em
how did they start
I know that around Terzo’s (?) time we had Alpha, Omega, etc, and I know that’s bc they had little alchemical symbols on them
now obviously I know we’ve got Swiss, Dew, Mountain, Rain, Aether, Cirrus, Cumulus, and Sunshine
help an academic out
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cowboybabeop · 12 days
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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zzoupz · 11 months
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I'm not saying I've been lurking. but well I've been lurking,
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