Just about everyone in the Capital Wasteland has a story to tell about the Lone Wanderer that one day emerged from Vault 101, even though precious few ever really knew them. They, as the tales often go, left widespread destruction and pain in their wake; the likes of which is rivaled only by the Great War itself within the living memory of the inhospitable region (every bad karma quest outcome is hereby canon). Although their actions ultimately made the former District of Columbia a graveyard, crippling the Enclave and the Brotherhood of Steel, in time the Purifier was deactivated, allowing the steadfast outposts of humanity once reduced to mere holdouts to reclaim much of what has been lost as both old and new factions alike begin to now exert their growing influence a mere decade after the eventful year of 2277.
Interested roleplayers can create or assume leadership over an existing faction of their choosing within reason, so long as it does not significantly involve the Lone Wanderer, the Pitt, or Mothership Zeta. The Capital Wasteland will be livelier than it is canonically as of the third installment in the Fallout Series, but know that, unless explained in rational detail, it's highly unlikely for the Enclave or the Brotherhood of Steel, respectively, to be as strong as they were in the aforementioned video game. For story purposes, for mysterious reasons the devilish Lone Wanderer could've spared minor factions (at the request of interested roleplayers).
Suggested Factions
(if you don't want to make your own, pick these, inquire with me the specifics of what the Lone Wanderer has done with these factions if you're confused)
Brotherhood of Steel Remnants (screwed by L.W.)
Brotherhood of Steel Outcasts (spared by L.W.)
Canterbury Commons (saved by L.W.)
Chinese Remnants (spared by L.W.)
Enclave Remnants (screwed by L.W.)
Evergreen Mills Raiders (spared by L.W.)
Megaton Remnants (screwed by L.W.)
Paradise Falls Slavers (helped by L.W.)
Regulators (spared by L.W.)
Republic of Dave (spared by L.W.)
Rivet City (spared by L.W.)
Reilly's Rangers (helped by L.W.)
Tenpenny Tower (spared by L.W.)
Talon's Company (spared by L.W.)
Underworld (spared by L.W.)
Vault 87 Supermutants (spared by L.W.)
Vault 101 Remnants (screwed by L.W.)
Vault 108 Garys' (spared by L.W.)
Interested roleplayers can create or assume leadership over an existing faction of their choosing within reason, so long as it does not significantly involve the Lone Wanderer, the Pitt, or Mothership Zeta. The Capital Wasteland will be livelier than it is canonically as of the third installment in the Fallout Series, but know that, unless explained in rational detail, it's highly unlikely for the Enclave or the Brotherhood of Steel, respectively, to be as strong as they were in the aforementioned video game. For story purposes, for mysterious reasons the devilish Lone Wanderer could've spared minor factions (at the request of interested roleplayers).
Suggested Factions
(if you don't want to make your own, pick these, inquire with me the specifics of what the Lone Wanderer has done with these factions if you're confused)
Brotherhood of Steel Remnants (screwed by L.W.)
Brotherhood of Steel Outcasts (spared by L.W.)
Canterbury Commons (saved by L.W.)
Chinese Remnants (spared by L.W.)
Enclave Remnants (screwed by L.W.)
Evergreen Mills Raiders (spared by L.W.)
Megaton Remnants (screwed by L.W.)
Paradise Falls Slavers (helped by L.W.)
Regulators (spared by L.W.)
Republic of Dave (spared by L.W.)
Rivet City (spared by L.W.)
Reilly's Rangers (helped by L.W.)
Tenpenny Tower (spared by L.W.)
Talon's Company (spared by L.W.)
Underworld (spared by L.W.)
Vault 87 Supermutants (spared by L.W.)
Vault 101 Remnants (screwed by L.W.)
Vault 108 Garys' (spared by L.W.)