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#Post#: 280--------------------------------------------------
Crimson Caravan
By: Victoreno Date: November 12, 2012, 12:28 pm
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Crimson Caravan is the largest caravan outfit in the Core
Region, and quite probably the entire Wasteland. The Crimson
Caravan Company is the largest supplier to the NCR of
military-grade weaponry, and an assortment of provisions and
other equipment types.
A well-known trading company with a number of Caravaneers in
their employ, the Crimson Caravan Company originally plied their
wares in the Hub, historically famous for plying their trade
across the most inhospitable areas, the Crimson Caravans now
contract out much of their deliveries to wandering merchants
across the Mojave. Recently, the Company has been hit hard by
the instability along their trading routes. Deathclaw incursions
at Quarry Junction have impeded trade south of New Vegas, and
three sub-contractors have had their Caravans destroyed;
possibly by Raiders, although Ash Piles at the scene of the
massacre suggests otherwise. A hard-nosed, no-nonsense Alice
McLafferty has been recently drafted in to aid in the recovery
of the Company, to look for any openings in trade or rival
companies to undercut, and to keep the trade flowing with the
NCR and other favored clients.
The company was originally a small caravan outfit specializing
in high risk jobs, such as delivering water to the Necropolis
and Adytum. They were considered insane by other caravan
drivers, but a combination of high pay and high hiring standards
for caravan guards meant that they provided services where
others refused to. This benefited them in the long run, as the
Crimson Caravan prospered and its influence grew.
With the maturing of the New California Republic, the company
naturally embedded itself into its organism, becoming a key
supplier of general goods and armor, just as the Gun Runners
dominated the weapons market. Their operations expanded
immensely over the years and by 2281 they operate offices in all
the major NCR cities and company outposts in outlying
territories, such as the Mojave Wasteland.
This success has not been earned entirely legally, as expected.
While it does compete commercially (such as for the trooper
armor contract, which the Far Go Traders are eager to take away
from them), it isn't below hiring mercenaries to increase their
advantage, for example, by stealing the competitor's trade
secrets (e.g. the Gun Runners), price dumping (e.g. New Canaan
Mormon caravans) or even outright attacking their caravans and
killing their staff (e.g. the alliance with the Van Graffs).
In order to bring the Mojave branch back to financial stability,
Alice McLafferty made the decision to aid the Crimson Caravan in
person. To dominate trade in the area, the Crimson Caravan has
made a secret alliance with the Van Graffs to forcibly remove
any competition that threatens, or may threaten, each other's
established business.
The Crimson Caravan are also attempting to establish a branch in
New Canaan. As the taxes would bring the Crimson Caravan a
disadvantage compared to the New Canaan caravans, they might
overwhelm them with a flood of cheap NCR goods as a long-term
solution. For this, Alice McLafferty would have to call in some
favors with her contacts back in California, but the potential
profit margins are apparently worth it.
The Crimson Caravan are rivals of the several other caravan
companies including Cassidy Caravans, Durable Dunn's, Griffin
Wares, Gun Runners and the Happy Trails Caravan Company.
The Crimson Caravan use conventional weapons while defending
their caravans. Guards generally use shotguns while the drivers
use a pistol of some sort. The caravaneers regularly use leather
armor for light protection while drivers wear more common
clothing such as a Caravaneer outfit. The caravans themselves
use brahmin as pack animals, either strapping goods to the back
of the animal or making them pull a makeshift trailer made from
the back of a truck.
In 2161 they are headed by Demetre Romara, with his daughter
Keri working the schedules (and caravaneers from time to time).
Their travel destinations include Junktown, Boneyard, Necropolis
and Brotherhood of Steel. The pay is $600 per run and they
operate on the 3rd and 17th of every month.
The Courier is offered work (You Can Depend on Me and later
Pressing Matters) by Alice McLafferty and may release Janet from
her contract in Young Hearts. The Crimson Caravan can also be
brought down by peacefully completing Heartache by the Number,
or assassinating McLafferty.
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