The Commonwealth Rookery / Wakefield Vault

This section of the Rookery is established "Rookery Year 10" as with many of these outlaying otherdimensional locales. However, this one did come at a bit of a weird cost: parts of it were moved as with the Grounds, by the Lanes. Out from the deep areas where Vault Tec was building numerous Vaults for whatever nefarious purposes, they found one that had been incomplete and wasn't yet more than a shell of a structure within a semi-natural cavern. It was finished enough that it could be safely transported above-ground with a little work, and then added to by the industrious settlers that would surely come to it.

The problem was, with where it should be placed? And who to run it? Levi had more duties than ever elsewhere - his magical Void was in turmoil at that time, and he needed to dedicate some time to it and his students in Carramba. But sure enough it was Melissa and Rhea that came to the rescue there. A quick, easy way to actively duplicate people was available at this point. They weren't supposed to, but they would easily be able to use the reclamation machines in Rapture to spit out multiples of whoever was needed with a little tweaking.

It was a little tweaking but not much, that allowed them to create (a few) copies of Aretha and download her skills and memories into them. Her ability to unify and act as a dignitary even in the face of absolute ruin was important, and even Levi admits that she's better at that whole 'bringing disparate people together' thing than he is. Dejanira and Trinity were released in two separate areas of the east coast: Deja covers the old DC, Point Lookout, and Pitt areas cycling through the north occasionally, while Trinity has the northern portions of Boston, Nuka World, and Acadia under her careful eye from their vault-settlement. It is from both of these ares that settlers have been brought to this centrally located spot, near the General Atomics settlement, which supplies quite a few services and goods that are otherwise unavailable to these settlers. This settlement is very close to the northern border of the Boston Commonwealth area, putting it along routes that may be patrolled less frequently by enemies but also slightly more habited by dangerous animals - those get hunted!

Commonwealth Rookery Riders
Trinity Dejanira Rose
Kenshin Joanna Avery
Dan Gadget Amelia
Leia Dora Daryl
Hognose Tart Howard
Willow Quantum Vic
Alice Hamed Cody+Holly
Quinn Harebell Dorian
Shamira L1-16 X3-80
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Function / Room

Rider/Dragon

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Function / Room

Rider/Dragon

 

Leader / Overseer Suite Trinity / Blue Corenth   Recruiter / Overseer Suite Dejanira /
         
Farmer Rose / Red Akane   Farmer Kenshin / Opal Storm Rathriejith
Farmer Joanna /   Farmer Avery / Green Pearl Orath
Farmer Holly (a) /   Farmer Leah /
Food Storage/Herding/Plants Dan / Bk-Bwn Birryth   Herder Quinn / Bronze Quinnsk
Pest Control/Modification Harebell / ?      
Produce Stand Mia /   Supply Line Amanda /
Meat Stand Stella /   Butcher Rick /
         
Bartender / Brewer Alice /   Cook / Restaurant Chad /
Cook / Lunch Coutner Lincoln /   Cook / Cafeteria Nour /
Restaurant / Bar Server+ Hamed / White Zairth   Server / Cafeteria Jon /
         
Trade Caravan Leader Gadget / Green Aponyath   Trade Caravan Assistant Gabrielle /
Trade Caravan Guard Dorian / Earth Uivoxll   Trade Caravan Guard ? /
Postal Carrier Joan /      
         
General Store Leia /   Clothing Tailor Dora / Threadbare
Barber Ricky /   Barber Willow / Silver Chainuth
Interior Maintenance L1-16 /      
         
         
Armorer Amelia / Copper-Granite Dugee   Armorer's Assistant / Forge Aries / Gems Smidse + Ambeld
Power Armor ** /   Power Armor Repairs Shamira / White Ceblith
Weaponsmith Darece /   Weaponry Assistant Kim /
Weapony Assistant Kelvin /   Guard ** /
Guard Hognose /   Guard Tartan / Pearl Rialoth
Guard Grey /   Guard Leslie (m2)/
Guard Pam /   Artillery Bobbi /
Southern Perimeter X3-80 / Blue-Rust Kiorimith      
         
Scrap Dealer Leslie (m1)/   Robotics Expert Lois /
Parts Scavver Sammy /   Goods Scavver Scarlett /
Construction Hugh /   Repairs Chadwick /
Tunnel Clearing Vic / Blue-Purple Vyudhall   Radiation Cleanup Quantum /
         
Physician Hope /   Chemist Randy /
Surgeon Gene /   Specialist (Eyes/Skin) Howard / Brown Skorath
Internal Medicine Colton /   Psychologist ?? /
         
Confessor Damien /   Entertainment Rhianna / Blue Onath
Entertainment Lea /   Usher Tristan /
         
Teacher / Younger Adalyn /   Teacher / Elder (Willow?) /
Student (Leia/Dora) Daryl / (chentuu)   Student Christiane /
Student Clint /   Student Layla /
Student Debra /   Student Becky /
Student Holly (k) / (chentuu)   Student Max /
Student Cody / (chentuu)   Student Peggy /
Student Amir /   Student Ken /
Student Riley /   Student Teddy /
Student Ollie /      

Individual Locations

This area apparently used to be called Wakefield, and thus internal memos and information refer to it as the Wakefield Vault. The structure itself is awkwardly atop a now-barren hill, though there are remnants of the communities that used to thrive in this spot. The hill itself is hollowed, though the cavern is deeper than merely 'dig and you find it'. There is an entry point to the settlement that has been dolled up with local flavor, that also serves as a transportation area to the cavern below. The main hill itself serves for the humans. But the dragon entry... that's actually a connection to a very secure Xenian cavern. Both the Atrium above ground, and the Vault itself some 200 meters below the surface, are shielded from radiation and secure against any earthquake or explosion-based shifting that might occur in the area. Power comes from both small rustic windmills, as well as several very tall more modern ones, though also there are generators and an unused nuclear reactor available should they be needed. It's unlikely that this vault will require such an amount of power. The radio tower which had been in this location has been repurposed for communication with both Institute and Minutemen frequencies, and they are monitored constantly for signs of incursion by any forces - the Brotherhood of Steel, Gunners, Raider gangs, and possibly other such groups are all active in this area. The comm tower is also used to broadcast information as well about more mundane issues such as mutants, ghouls, or rampaging animals. Mainly those serve to warn the Galleria and Outpost Zimonja, but basically the entire Commonwealth benefits from knowing who's where.

Numerous types of crops are grown on the hillside, including razorgrain, corn, tato, gourds and melons, mutfruit, and later on much more nutritious berries, tubers, rice, and citrus. It does take several years for these crops to really get going, as well as to have enough of a population to tend them. By the time RY 15 rolls around and several generations of Rookery riders are available for clutches and more hatchings... This place is absolutely hopping with activity.

A small herd of brahmin graze the short still-mutating grasses in the gulley closer to the Galleria, several types of goat, chickens, and even deer are often found there being tended to by Dan and some of the Vault Kids - and their Chentuu herd imported from another dragonry has situated itself nicely into this scheme too. The butcher station is kept away from view, and its waste does not run into the water feed going into the vault. Overlooking that hill are the traders' stalls, which are both too large to be settled into the actual building, as well as a bit too smelly! The scrap and robotics stands make a lot of noise (and sometimes risk explosions), and the produce and meat stands provide for both the locals and traveling traders. A brisk business is done at all of those, and numerous caravans run between this settlement and others, but they primarily send materials to the Galleria nearby.

The lake to the north is still heavily radioactive, however the Lanes have established 'scrubbers' that will clean it before it gets through the caverns below the Vault. Also, dragons and certain Settlers are able to tolerate it with ease, so the worst of it can be cleaned up by them before it even goes into the underground system feeding the Vault. There is a specific pond with still-toxic water that is effectively where all the rest of the barrels and items are dumped, but it's slowly being taken care of by those locals.

The above-ground Atrium consists of two full floors, and a double-height 'attic' area which is used by the Supermutants, with entry points on the sides and rooftop area rather than attempting to squeeze into the human-sized doorways or up too-shallow stairs. Those upper areas are reinforced and sturdy enough, but of course, anyone under them when the pair of mutants are up there might cringe a little as they walk around. If more Supermutants arrive and become settlers here, it's possible that a separate building might be created for them.

The upper floor is currently storage for the crops, tools, and goods that have yet to be sorted or examined on their way into the Vault. There are six comfortable cots and some creature comforts set aside as well, for those caravan groups who need to rest the night (or day) before moving on. This area had formerly been where the original settlers were living full time, until more came and the lower vault was opened up for inhabitation.

The ground floor has exits to several directions including the main underground vault entry point, and also serves as a rest area, lounge, and occasional party hall for those working outside. It offers a lunch counter and seating, as well as speakers with music or news for the folks on break. This area is where numerous shops were set up, though some formally moved into the underground area, but it is still where most people spend a lot of their days, where it's sunny and fresh.

On the top floor of the underground Vault itself, are residential chambers and suites, as well as the Overseer's suite, but also a very pretty park that incorporates the thick flooring and local rock around which the rest of the Vault was formed. Even if the place is underground, it seems sunlit, though there is no obvious opening to the surface aside from the shaft exiting to the Atrium. Eight large suites house the bulk of the settlers here, with room for more than 50 easily even without any expansion. Several of the larger suites have bunk beds and house up to 7 in the biggest common sleep area. These are often used by those without partners or whose work is exhausting enough that they just don't want to worry about heading further into the vault below. Though only a couple of the children that live in Wakefield Vault have parents here as well, everyone tends to them in one or another of these larger suites. Several ramps and stairwells run around the outside of this area, to the lower levels.

The 'middle' floor in the Vault has four suites fitting two to four people, usually the couples or folks who work exclusively underground will reside in these. There is a large gym, a cafe for all other food needs beyond those that the upper floor's residential suites offer, the clinic, security chambers including temporary cells for any problematic folks, and the library and nursery areas. This floor is the most easily expanded, as it is away from the upper and lower layers of stone in the natural cavern.

The currently lowest level of the Vault is the only one which directly connects to the Dragon chambers beyond, but it also houses the Nuka (or Mire) Lurks in their specialized Quantum Pool. This... just don't drink it. Yes, it's Nuka Quantum. No, you absolutely do not want to drink it after the Lurks have been swimming in it. However it is fun to sit around, as it's got an envigorating air and lighting. The main area beyond the pool has entertaining games and even a boxing ring, as well as entrances to the barbershop, adult lounge, kids classroom, and the research center where hydroponics and experimental foods are made.

The Dragon chamber is exotic and colorful, and not entirely situated in Vault Earth's dimension. To those with the senses to perceive it, moving between the Vault and the Dragon chamber is akin to walking through chill mist on a hot day. While most of the chamber is enclosed, there are several ledges and exits that wind up outside on the large Xenian island where Lane put this thing. And though it's possible to fly around with a dragon to visit other Xenian islands, it's not recommended you do so without a map or a crystal to activate as a directional beacon. Getting lost in Xen is forever... Note as well that this chamber's connectivity to Xen also allows it to connect with the same style of chambers at the Mansion's Coffee Grounds, their coffee hills are effectively hollow thanks to 'not actually being in those hills at all'...

 

 
Black Mesa Dragon Rookery is (c) Lethe Gray / Droppin the Fork and is not to be reproduced anywhere. Do not take images from the site unless that page grants specific permission. Always link back appropriately. Rookery layout and Maps are based on visuals from the Half Life game and the Black Mesa Source mod. Maps made using Terragen.