Fallout Wiki
Fallout Wiki

Wanderer, I shall believe you . . . for now. You may enter Shady Sands, but be warned your every move will be watched.

Aradesh is the leader of Shady Sands in 2161 and a major character in Fallout with a talking head. In the following decades, Aradesh and Tandi were the key driving force behind the establishment of the New California Republic, with Aradesh serving as its first president until he died in 2196.


Descended in a straight line from the founder of Shady Sands,[4] Aradesh was elected[5] as elder by the community, to lead with his experience.[2] Over the years, he earned a reputation for kindness, patience, and strength, maintaining Shady Sands as a small, self-sufficient community of peaceful, hard-working people. This has earned him respect among travelers,[6] although his mannerisms have also resulted in some considering him a bit loony.[7] Regardless, among his people, he's revered as a hero, always found in the communal hall to help others,[8] and even those who don't think of him as a hero, give him credit for maintainig the most promising community in the wastes.[9]

Much of Aradesh's outlook on life stemmed from the teachings of Dharma, who he descibed as a great religious man whose words guided him in his daily actions.[10] Humble to a fault,[11] Aradesh firmly believed in maintaining a protective, tightly knit community (as a stick can be broken, but a bundle cannot),[12] including closely examining any visitors entering the town (Caution is life in troubled times), to determine whether they can be allowed to remain - under close watch by the community - or ejected from the community by Seth and his guard. Origin mattered less than intent,[13] and even secretive people were allowed to remain - though they were advised to not think of Shady Sands as a city of open hospitality[14] He had little patience for liars and was quick to call people out on it - especially if they claimed to come from a Vault, as Aradesh's community was descended from one, Vault 15. Demonstrating knowledge only known to a dweller would be proof enough.[15]

The only sure fire way to anger him was to demonstrate insolence of the highest sort, which led to prompt expulsion, especially when he was carrying out his duty to the town.[16] On the other hand, anyone who earned his respect or seems like a trustworthy sort, could readily earn his respect and help. He would even ask them to excuse the behavior of his peers, as Tough times tan the human hide.[17]

The Dweller comes (Fallout)[]

In December 2161, Aradesh was a well-respected leader of the community. Although he did some traveling, enough to pick up rumors of the deathclaws,[18] he never crossed the Sierra Nevadas,[19] and since becoming elder, he has ensured the community kept to itself, away from wasteland politics. His brazen daughter, Tandi, firmly believed that the Shady Sands should open itself up to trade, but Aradesh believed safety was more important and so refused to even entertain the notion of tightening trade relations with Junktown,[20] nevermind the Hub. While caravans did come,[21] they did so infrequently.[22]

Aradesh's approach to self-sufficiency was tested. While radscorpions were a permanent nuisance since the town's foundation, their numbers increased steadily and by the time the Vault Dweller arrived, they were claiming victims every week among citizens looking to keep them from killing their brahmin.[23] At his wit's end, Aradesh asked the stranger to look into the monsters killing the herds and aid Razlo with finding a cure for their venom.[24]

The conflict with the raiders also reached its peak; angered by Shady Sands' resistance, the Khans abducted Aradesh's daughter. Although Aradesh and the community had a wealth of knowledge about the raiders in the region,[25][26][27][28] they lacked the skill necessary to launch a rescue. Three patrols sent out to track Tandi and her captors down failed to return, leading to the Dweller being asked to intervene once more.[29] The Dweller obliged and rescued Tandi from the Khans, destroying them as a fighting force.[30]

Having earned the trust of Aradesh and his daughter through spectacular feats of bravery, the Dweller moved on, leaving an indelible mark on Aradesh.[Non-game 2]

Founder of the NCR[]

Fallout Magic Aradesh, the Founder art

Aradesh during the founding years of the NCR.

The way Shady Sands' two biggest issues were resolved by a wanderer led Aradesh to reverse his policy of isolationism. Together with Tandi, he started reaching out to other settlements, opening Shady Sands up to the world. First, Aradesh tightened relations with Junktown, Shady Sands' oldest trading partner, forming a provisional alliance.[Non-game 3] As trade spread, the community prospered, cultural exchange increased, and eventually a movement to form a national entity started to take root,[31] thanks to Aradesh's and Tandi's guidance.[32]

In 2186, Aradesh formed a trial council government to draft a constitution, proposing the idea to other major cities in the region. As the people of New California voted in favor of the NCR, Aradesh presided over Shady Sands no longer as elder, but as mayor.[1] In 2189, the last referendum in the Hub resulted in a victory for the Republican side, and the NCR formed. Aradesh was chosen as the Republic's first president, addressing the crowd in Shady Sands before the newly finished Hall of Congress.[33] Commonly credited as The Founder of the NCR, Aradesh was elected by the Congress for two terms (2189-2194 and 2194-2196),[3] but did not complete the second one. Heading an expedition into the Sierra Nevadas to discover Vault 13, with First Ranger Seth at his side, Aradesh and Seth died on the trail.[34] Tandi was unanimously elected as his successor, ruling the NCR for the next ten terms.[1][Non-game 1]

His legacy lived on in his daughter, who shaped NCR into a superpower over the next decades, carefully navigating its politics and trying to stay true to her father's values. He was immortalized on the $5 banknote of the Republic, as the elder of Shady Sands with no honorific,[35] and a frontier NCR fort in the American southwest was named after him, before it was lost as the NCR withdrew.[36] Indirectly, Aradesh also inspired Caesar's view of the NCR: The way he was elected as the first president and succeeded by his daughter, caused Sallow to mock the NCR as a hereditary dictatorship, rather than a true democracy.[37]


While looked up to by the community as a hero (and certainly a good leader),[38] Aradesh was closer with some members of Shady Sands. Razlo was a good friend of his,[39] also respected for his medical skills.[40]

Naturally, his closest relationship was with his only[39] daughter, Tandi. She was his guiding reason for enduring the hard life on the frontier of civilization,[41] leading him to overcompensate at times and be overprotective. For example, he rarely shared knowledge of the outside world with her,[42] and could be prudish at times - especially when possible matches are concerned.[43] He actually tried to encourage Tandi to consider Seth, the captain of the guards, as a possible partner,[44] but Tandi shot the attempts down.[45] Regardless of his faults, Tandi considered him an "okay" parent overall.[46]

Interactions with the player character[]

Interactions overview[]

Icon talkinghead
This character has a talking head.
Icon quest starter
This character starts quests.


  • Stop the Radscorpions: Aradesh asks the Vault Dweller to help with the radscorpion plague and directs them to Seth, to seek out the cave and wipe out the menace.
  • Rescue Tandi from the Raiders: Once the radscorpions are wiped out and the player spends two full days outside Shady Sands, this quest becomes available. Aradesh's daughter was kidnapped by the Khans, and the elder asks for aid. If the player agrees, he receives a spear (evidence of the Khan involvement). Delivering Tandi alive nets 400 experience points and 500 caps, and maxes out Aradesh's attitude.
    • The quest is not available if the player wipes out the raiders beforehand.

Other interactions[]

  • He is likely to be among the first non-player characters with a talking head that are encountered.
  • While Aradesh has a complex reaction mechanic (see here), it's impossible to get a negative reaction on first talking to him, and even lying to him and failing Speech checks associated with the origin of the Vault Dweller (eg. lying that the village in the west is called a Vault due to the natural terrain), will only result in the player being kicked out. They can then return and re-initiate dialogue at will with no consequences.
  • Whether Aradesh and Tandi are alive or dead determines the endings for Shady Sands. The NCR forms if both remain alive by the endgame, while if only one is alive, Shady Sands becomes a powerful force in the region (Aradesh is killed by a desert raider eventually). If both are dead, Shady Sands is razed by raiders. It is razed by the mutants either way if the player enters the town once 230 days pass (past July 23, 2162).
  • Aradesh's Tell-Me-Abouts are limited by the script: Apparently, at a certain point the feature did not support spaces, and so the Tell-Me-Abouts about Shady Sands are split into either Shady or Sands.

Tell me about[]


Apparel Weapon Other items
Brown robe Spear
Bottle caps x41

Behind the scenes[]

  • Aradesh appears to have a darker skin tone than the base clay model, though it appears to be post-processing to match the adobe hut interior background. He also wears a ball hoop earring in his right ear.
  • The name hints at a Hindu ancestry, although there's no direct analogue. Aradesh's name may be derived from Pradesh (प्रदेश), or province, with one letter changed.
  • As one of the earliest characters, Aradesh has a complex reaction calculation mechanic that's not the same as other characters implemented later in development. It includes three variables set through local_var 0 through 2, which roughly correspond to opinion (0) and attitude (1), with the last one ensuring the reaction check is only ran once.
  • Opinion ranges from 1 to 100 and starts at 50. This is modified as follows:
  • The resulting sum sets Aradesh's attitude:
    • 1-25 gets a bad reaction (local_var(1) set to 1).
    • 26-75 gets a neutral reaction (local_var(1) set to 2).
    • 76-100 gets a good reaction (local_var(1) set to 3).
  • The resulting attitude is then randomized within the range, and can be further modified in dialogue, in small (+/- 10 opinion) and large (+/- 25) increments. Saving Tandi sets it to maximum level.
  • In practice, this complex calculation is meaningless, as without deliberately going for the negative karma titles with 1 Charisma it's impossible to get anything but at least a neutral reaction. Furthermore, the reaction does not lock away any quest opportunities and exists mostly for flavor.


Aradesh appears in Fallout as a talking head. He is mentioned by Tandi in Fallout 2, and appears on the NCR five dollar bill. He is also mentioned by Caesar in Fallout: New Vegas and in Fallout 4 on the radio broadcast while exploring Conrad Kellogg's memories.



  1. 1.0 1.1 1.2 Chosen One: "{244}{}{The Vaultdweller had many such adventures.}"
    Tandi: "{245}{tand30}{I used to envy 'em that. I wanted a life of adventure, but I stayed here and took over as mayor when my dad died. Been running this place and building NCR ever since. Guess it turned out to be a pretty big life after all.}"
  2. 2.0 2.1 Shady Sands citizen: "{101}{}{Welcome to Shady Sands, stranger!}"
    Vault Dweller: "{103}{}{What's the deal with this place?}"
    Shady Sands citizen: "{105}{}{We are a true community. We all work and share together.}"
    Vault Dweller: "{106}{}{How do you survive out here?}"
    Shady Sands citizen: "{108}{}{We have farms and irrigation, and we herd Brahmin. Everybody contributes their skills to making something useful.}"
    Vault Dweller: "{107}{}{Who's your leader?}"
    Shady Sands citizen: "{109}{}{Aradesh is our current elder. With his experience he helps to lead the community.}"
  3. 3.0 3.1 Chosen One: "{116}{}{President Tandi?}"
    Dusty: "{118}{}{Daughter of President Aradesh, the guy who founded NCR. She's been president for years. Does a good job too.}"
  4. The Vault Dweller: "{108}{}{Tell me a bit about the town.}"
    Jarvis: "{111}{}{Well, Shady Sands was founded by a great ancestor of our current leader, Aradesh. He could tell you more of the story. We have a well and irrigation, so we do well for ourselves.}"
    (Jarvis' dialogue)
  5. Fallout endings: "With Aradesh dead, and Tandi missing or killed, Shady Sands needs a new leader. After several elections, they find they cannot be governed by a single person and create a guiding council. Shortly afterwards, the Raiders regroup and attack Shady Sands, burning the small community to the ground."
    Note: While not canonical, this ending explains the democratic structure of Shady Sands.
  6. Vault Dweller: "{124}{}{What do you know about Shady Sands?}"
    Patrick: "{134}{}{Shady Sands is a small, self-sufficient community led by Aradesh, a kind man and strong leader. They are peaceful and hard-working. They are probably the best chance for a new civilization here.}"
  7. Vault Dweller: "{1054}{}{Aradesh}"
    Ian: "{1154}{}{Aradesh is the leader of Shady Sands. A kind and patient man, although he's kinda looney.}"
  8. Vault Dweller: "{16007}{}{Aradesh}"
    Generic Shady Sands Tell-Me-About: "{16107}{}{He is the leader of our community, and a true hero. You can always find him at work in the communal hall.}"
    (OBJ DUDE.MSG (Fallout))
  9. Vault Dweller: "{1008}{}{Sands}"
    Ian: "{1108}{}{A small and peaceful village. Probably the most promising community in the wastes.}"
  10. Vault Dweller: "{1001}{}{Dharma}"
    Aradesh: "{1101}{Ara_49A}{Dharma was a great, religious man. You would do well to listen closely to his sayings.}"
  11. Vault Dweller: "{1000}{}{Aradesh}"
    Aradesh: "{1100}{Ara_49}{I am he. I lead this humble town of Shady Sands.}"
  12. Aradesh: "{174}{Ara_23b}{We are a very protective community. As Dharma said, 'Many sticks can be broken. A bundle cannot.'}"
  13. Vault Dweller: "{114}{}{Are you saying you know every location from here to the ocean?}"
    Aradesh: "{131}{Ara_9}{As Dharma said, 'Caution is life in troubled times. Your origin is not the issue. Your intent is.}"
    Vault Dweller: "{132}{}{Okay.}"
    Aradesh: "{133}{Ara_9A}{I will let you pass, but know this: Seth and I will watch you very, very closely. Do not even consider bringing trouble here.}"
  14. Vault Dweller: "{106}{}{My reasons are mine to keep.}"
    Aradesh: "{134}{Ara_10}{And keep them you may. But this is not a city of open hospitality. If you desire that, go to Junktown. You may enter, but know we have our eyes on you.}"
  15. Aradesh: "{135}{Ara_11}{A Vault. How shall I trust you, wanderer, when you are not honest with me?}"
    Vault Dweller: "{136}{}{No, honestly, I come from a Vault!}"
    Aradesh: "{139}{Ara_12}{Hmmm, yes, yes, yes. Then tell me of this Vault.}"
    Vault Dweller: "{141}{}{It's a big place built into a mountain far to the west. My people have been there for the last 80 years.}"
    Aradesh: "{143}{Ara_13}{Wanderer, I shall believe you . . . for now. You may enter Shady Sands, but be warned your every move will be watched.}"
  16. Vault Dweller: "{105}{}{What's it to you?}"
    Aradesh: "{122}{Ara_5}{It is my town, wanderer. You must answer my questions or leave. This is not a matter of choice.}"
    Vault Dweller: "{123}{}{I don't have to tell you anything.}"
    Aradesh: "{126}{Ara_6}{You are quite insolent. I believe you should leave. Do not return. You will not be welcome.}"
  17. Aradesh: "{101}{Ara_1g}{Greetings, wanderer. Please do not be offended if the gentlefolk about seem rude. As Dharma said, 'Tough times tan the human hide.' Your business in Shady Sands might be?}"
  18. Vault Dweller: "{1008}{}{Claw}"
    Aradesh: "{1108}{Ara_58}{Yes, yes. yes. It is a rumor of a monster created during the War.}"
  19. Aradesh: "{111}{Ara_2}{I know of no village to the west.}"
    Vault Dweller: "{112}{}{Have you been through the mountains west of here?}"
    Aradesh: "{116}{Ara_3}{Ah well, to my regret, I have not. Which begs the question, how did you make that passage?}"
    Vault Dweller: "{117}{}{It was pretty tough, but I made it.}"
    Aradesh: "{121}{Ara_4}{Yes, hmmm, yes, yes. yes. I shall believe you...for now. But we do not trust easily, especially those who might be dangerous. Know that Seth and I will be watching you.}"
  20. Vault Dweller: "{1007}{}{Junktown}"
    Tandi: "{1107}{TAND_53}{Junktown's a small city to the southwest. It's supposed to have pretty good trading, but my father won't even look into it. He says we need to stay 'protected'. Yeah, right. Caged is more like it. }"
  21. Caravan driver: "{220}{}{These are the caravans. We cart goods to just about all corners of the wastes. Junktown, The Brotherhood, Shady Sands, and numerous other places. Necropolis and the Glow are the only areas we steer clear of. Im headin this group and we will be leavin shortly. The group across the street just arrived.}"
  22. Vault Dweller: "{1009}{}{Junktown}"
    Aradesh: "{1109}{Ara_60}{Junktown is south of here. Their merchants occasionally come to trade, but not often.}"
  23. Seth: "{122}{}{Those damn Radscorpions have been after our Brahmin since we moved here. Not a week goes by that someone doesn't get poisoned trying to keep them out of the pens. Last week they took my brother Jarvis. Razlo, our doctor, is looking for an antidote as quickly as he can. Hey, if you have the means to help us, why don't you talk to our leader, Aradesh.}"
  24. Vault Dweller: "{194}{}{What's going on around here?}"
    Aradesh: "{196}{Ara_28}{Oh my yes. Great packs of Rad Scorpions are killing our herds. We don't know where they're from, and no matter how many we kill, there's always more!}"
    Vault Dweller: "{197}{}{Go on.}"
    Aradesh: "{198}{Ara_28a}{And now the monsters are attacking my people! Razlo is trying to find a cure for their poison, but I'm not sure how it goes.}"
  25. Vault Dweller: "{1004}{}{Raiders}"
    Aradesh: "{1104}{Ara_54}{Ummm, um, um. Very bad. There are two bands of raiders that we know of. They call themselves the Vipers and the Khans.}"
  26. Vault Dweller: "{1005}{}{Vipers}"
    Aradesh: "{1105}{Ara_55}{Be very careful with such as these. Raiders who are fanatically religious can be quite dangerous. No one here knows of their base.}"
  27. Vault Dweller: "{1006}{}{Khans}"
    Aradesh: "{1106}{Ara_56}{Umm, yes, yes. The Khans are nastier then the Vipers, let me tell you. These barbarians attack from the southeast.}"
  28. Vault Dweller: "{1010}{}{Spear}"
    Aradesh: "{1110}{Ara_61}{The Vipers and Khans both use spears. We know this from their attacks.}"
  29. Aradesh: "{228}{Ara_39}{Thank goodness you came! I am in desperate need of assistance. My daughter, Tandi, is missing. I do not know what to do!}"
    Vault Dweller: "{229}{}{Have you tried to save her?}"
    Aradesh: "{231}{Ara_39a}{My people are not skilled in this. Already three patrols have gone out to look, but none returned. Will you help me?}"
    Vault Dweller: "{232}{}{Okay. Who could have taken her?}"
    Aradesh: "{235}{Ara_40}{Seth and I believe one of the raider clans is responsible - retribution for our resistance to them. Take this spear. It was found where my daughter was last seen.}"
    Vault Dweller: "{236}{}{Okay, I'll check it out.}"
    Aradesh: "{237}{Ara_40A}{Please, talk to Seth. He knows much about these raiders. And God speed, wanderer.}"
  30. The Chosen One: "{241}{}{I'd like to hear your story.}"
    Tandi: "{242}{tand29}{Figures. (sigh) Well, I was pretty young when we met. There was a gang of raiders - The Khans - Who'd gotten hold of me. Things were looking pretty bad when, all of a sudden, this stranger shows up and rescues me. Your Vaultdweller.}"
  31. Fallout: New Vegas Official Game Guide Collector's Edition p. 41: "The New California Republic"
    The New California Republic was born from the remnants of the survivors of Vault 15 and the small walled community they founded, Shady Sands. Under the leadership of Aradesh, and with the assistance of the Vault Dweller (who saved Tandi, Aradesh's daughter and a future president of the NCR), the community prospered. Trade routes with other settlements allowed cultural exchange, and a movement to form a national entity gradually took root and won popular acceptance. In 2186, the town of Shady Sands changed its name to "New California Republic" and formed a trial council government to draft a constitution. Four more settlements joined the council, and in 2189 the NCR was voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, Hub, and Dayglow."
    (Fallout: New Vegas Official Game Guide faction profiles)
  32. Fallout endings: "In Shady Sands, Tandi helps her father Aradesh bring a new community and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land."
    Note: This is the canon ending.
  33. Kellogg memory radio broadcast
  34. Tandi: "{315}{tand14b}{My dad and Seth searched for years trying to find Vault 13. They died looking - always said it was west of here. If somebody were to find Vault 13, that'd do us even better than 15.}"
  35. Despite being a president of the NCR, he is not referred to as such on the 5 dollar bill. He has no title unlike "First Ranger Seth" and "President Tandi," who both appear on other bills.
  36. Ulysses: "Circle Junction. Reno. Vault City. Word of you at Fort Aradesh... Fort Abandon. Even further West than that, Brahmin drives on the Big Circle."
    (Ulysses' dialogue)
  37. Courier: "What do you think of the NCR?"
    Caesar: "Do you want my opinion as a former citizen, or future conqueror? {shrug}Actually, my opinion's the same either way. As a young man I was taught to venerate {mocking slightly}President Tandi of Shady Sands. "The Founding Mother of the New California Republic." Did you know her Presidency lasted 52 years? And that her father, Aradesh, was the Republic's first President? Does that sound like democracy to you, or a hereditary dictatorship?"
    Courier: "President Tandi was voted into office each time."
    Caesar: "Because the council didn't dare oppose her. She was too popular. She had the people's love. So things ran smoothly, more or less. And as soon as she was gone, as soon as there really could be "democracy" - what happened then? Ever since losing its queen, the NCR has been weaker, more diffuse. Democracy has been its weakness, not its strength."
    (Caesar's dialogue)
  38. Vault Dweller: "{107}{}{What can you tell me about your village?}"
    Curtis: "{111}{}{Our village is small, but we support ourselves. Aside from the attacks by raiders and the occasional Rad Scorpion, we have no problems. Aradesh is a good leader.}"
  39. 39.0 39.1 Razlo: "{119}{}{My grief knows no end. Tandi, the only child of my good friend, is gone. I cannot work right now.}"
  40. Vault Dweller: "{1003}{}{Razlo}"
    Aradesh: "{1103}{Ara_51}{Hmm, yes, yes. Razlo is our doctor. If it ails you, he can heal it. I would wager he is just a little north of here at this moment.}"
  41. Vault Dweller: "{1002}{}{Tandi}"
    Aradesh: "{1102}{Ara_50}{She is my daughter. It is she that makes this hard life worth living.}"
  42. Vault Dweller: "{1003}{}{Raiders}"
    Tandi: "{190}{TAND_49}{Pretty bad bunch or so I've heard. My father knows more about them. He never tells me much about the outside world.}"
  43. Vault Dweller: "{105}{}{Tandi has been kidnapped.}"
    Razlo: "{108}{}{Hmm, Tandi is gone? I find this hard to believe, but maybe she ran away with Seth. I know that they have been eyeing each other lately. Aradesh was always a little bit of a prude, perhaps it was too much for her finally.}"
  44. Vault Dweller: "{1015}{}{Seth}"
    Aradesh: "{1115}{Ara_52}{A fine young man, Seth. Captain of our guards. He is likely to be at the Guard House. } "
  45. Vault Dweller: "{1002}{}{Seth}"
    Tandi: "{1102}{TAND_47}{Seth's the captain of the guards. My father tried to set us up once, but he is not my type.}"
  46. Vault Dweller: "{1000}{}{Aradesh}"
    Tandi: "{1100}{TAND_44}{Aradesh is my father. He's okay, as far as dad's go.}"
  1. 1.0 1.1 Fallout Bible 0: "2196 Tandi unanimously elected President of NCR by the NCR council. As expected, she proceeds to do a kick-ass job."
  2. Vault Dweller's memoirs "Life on the Outside
    My first few days were harrowing to say the least. I fought off some giant mutant rats that were more interested in eating me than they should have been.
    My only clue was the location of another Vault, number 15. I spent a couple of days stumbling through the desert before I came upon a small settlement. I stopped there for help, and encountered the little town called Shady Sands. I helped them, and they helped me. Understand that survival requires that you work together, even with people you may not trust. I did earn the trust, however, of two prominent citizens of Shady Sands - Tandi, and her father, Aradesh."
  3. Fallout Bible 5: "14. One thing - what's happened to Junktown? Was it just too little to be it's own state? Or maybe it has managed to survive as an independent enclave inside NCR, a hive of scum and villainy, so to speak. And what kind of folks would live in Glow? After all, that place must still, well, glow, at least somewhat. Ghouls?
    Junktown became part of NCR as part of the state of Shady, and it was one of the first provisional states, considering it was one of the first (and most trustworthy) of the Shady Sands trading partners during its early formation. Its alliance with Shady Sands did cause some alarm from the caravans in the Hub, but it didn't hurt the Hub communities any... and the Hub eventually became part of NCR as well. As for the Glow (or the state of Dayglow), most of the state is actually north and west of the glow, but they are still able to see the Glow from their borders. A number of ghouls are rumored to live there now, as part of the Great Migration from Necropolis - once the ghouls learned of West Tek, they were eager to see if they could scavenge technology from the abandoned center. Some ghouls formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. At least one super mutant, a refugee from the Cathedral, was also rumored to be working with the ghouls and humans in Dayglow."
Fo2 NCR Seal