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Can't trust me?!? I'm routinely trusted to deliver water to people far more paranoid than yourself! What do you think we are? Terrorists?Martha Rastello

The Water Merchants is the biggest caravan company in the Hub in 2161.

Background[]

In winter of 2125, the Governor of the Hub was assassinated. After 32 years of rule by a single figure, the Hub descended into chaos, which turned into open warfare in 2126. The Water Merchants took control of the water tower and declared themselves the sole water distributor in the city. The Great Merchant Wars erupted as others disagreed, violently, leading to two years of fighting. The Water Merchants sealed up the town, but were outnumbered.

Roy Greene finally managed to make peace between the companies and negotiated a settlement that replaced the autocratic rule with a council, the Hub Trading Co., with two representatives from each of the Hub caravan companies. The resulting body maintained the status quo, but was also characterized by indecisiveness and inaction. The most significant change was the introduction of a price cap on the price of water, ensuring it remained accessible to all. Years on, the decision to negotiate, rather than subjugate the merchants is sometimes doubted, as it left the Water Merchants in complete control of the water tower, even under price limits.

Their control over the oasis was remained a point of controversy among the Hubbers[1][2][3] for years to come as rival companies were forced to buy water to sell from the WM. As such, this company became very wealthy, very fast, at the cost of developing some serious enemies, among them Decker of the Hub's Underground in 2140.

Interactions with the player character[]

The head of the Water Merchants in 2161, Daren Hightower, is marked for termination by Decker, likely as part of his campaign to take over the water monopoly and rule the Hub abusing control of the water tower.

Compared to other companies, the caravan guards get the worst pay (only 200 caps each way) although they are less likely to run into fierce opposition, and leave often every five days. Additionally, a shipment of water can be bought and sent to Vault 13, extending the time limit for finding the water chip by 100 days. In the unpatched version, this also lowered the Vault 13 invasion time limit by 100 days.

Relations with the outside[]

Due to their control of all Hub water and being a competing caravan house, the Water Merchants are rivals with the other Hub caravan houses, such as the Crimson Caravan since 2151 and Far Go Traders, and have made enemies with the criminal Underground of the Hub.

The Water Merchants also had some less than above-board dealings with the Brotherhood of Steel. They attempted to exchange a large volume of water for a stockpile of weapons held by the reclusive faction. When the Brotherhood declined the offer, the Merchants sent thieves to take the weapons anyway. Their involvement came to light when the raiding party was caught. The Elders downvoted the proposal of a reprisal action.[4]

Notes[]

In the Fallout 2 manual, the Vault Dweller's memoirs mention the process of organizing water to be sent back to Vault 13, with the Vault Dweller admitting in hindsight it was probably a mistake.[Non-game 1]

Appearances[]

The Water Merchants appear only in Fallout.

Gallery[]

References[]

  1. The Vault Dweller: "{1014}{}{Water}"
    Butch Harris: "{1114}{BUTCH87}{It's south of the Merchant Market. The only source of water here and for a lot of the surrounding area. The Water Merchants own the damn thing.}"
    The Vault Dweller: "{1045}{}{Tower}"
    Butch Harris: "{1145}{BUTCH87}{It's south of the Merchant Market. The only source of water here and for a lot of the surrounding area. The Water Merchants own the damn thing.}"
    (Butch Harris' dialogue)
  2. The Vault Dweller: "{1006}{}{Merchants}"
    Butch Harris: "{1106}{BUTCH79}{Those bastards. Daren Hightower thinks he owns the damn Hub, just because of the Water Tower.}"
    The Vault Dweller: "{1039}{}{Merchant}"
    Butch Harris: "{1139}{BUTCH79}{Those bastards. Daren Hightower thinks he owns the damn Hub, just because of the Water Tower.}"
    (Butch Harris' dialogue)
  3. The Vault Dweller: "{107}{}{Who are the Water Merchants?}"
    Julio: "{110}{}{Those bastards. They think they own the damn Hub just because they have control of the Water Tower.}"
    (Julio's dialogue)
  4. The Vault Dweller: "{1015}{}{Merchants}"
    John Maxson: "{1115}{Gen_67}{You want to hear about the Water Merchants. Hehehe, well you can't trust them. A few years ago, they offered us Water for a huge stockpile of weapons. We told them no, and you know what they did? Sent in thieves to steal the weapons! We caught 'em, but the Elders voted down going to the Hub to teach the merchants a lesson.}"
    (MAXSON.MSG)

Non-game

  1. Fallout 2 manual: "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. It eased my mind, however, to hire some merchants to bring water to the Vault. Looking back, it was probably a mistake to do so, but I was still innocent of the evils that lurked through the ruins of civilization."