The 2188
A settlement carved from ruin, where every drop of water is a question of who lives and who doesn't.
They are the places where the Desert Rangers and other factions must navigate alliances, betrayals, and the brutal arithmetic of survival.
- Playable Factions
- Desert Rangers, independent settlements
Lore & Background
The Wasteland universe depicts a world where nuclear war and the subsequent collapse of infrastructure have reduced much of the American Southwest to irradiated wasteland. Decades after the initial destruction, small communities have re-emerged from the rubble, each clinging to whatever water source they can claim. Like other settlements in the series, it exists in a state of perpetual tension: the Guardians of the Well and mutants at the Agricultural Center vie for control of water, while the Servants of the Mushroom Cloud worship nuclear weapons and technology as a religious cult. Independent groups fight to maintain autonomy. Governance is pragmatic and often authoritarian; disputes over rationing, trade routes, and defense are constant. The pre-war world is remembered in fragments—broken infrastructure, half-buried vehicles, and the occasional functioning piece of technology that reminds residents of what was lost. The settlement's identity is less about grand ideology and more about the daily, grinding work of keeping people alive in a hostile environment. A decision to ally with one faction, to divert water, or to leave a settlement to its fate reshapes the political landscape across the region. The franchise's signature moral ambiguity is most felt in these smaller communities, where there is no clean answer and every choice carries a human cost.
In Their Own Story
The wind off the flats carries the taste of rust and old ash. Mara presses her back against the sun-bleached wall of the outer perimeter and watches the dust settle after the third exchange. Somewhere behind the corrugated sheets, the water pump is still turning—still turning, thank God, even if the pressure is dropping again. A child's voice calls from the inner courtyard, asking if the Rats are coming. She doesn't answer. She never answers that question. Not yet. The radio crackles with a frequency she's tuned to for six hours now, and the static sounds almost like breathing. It holds because people like Mara refuse to let it not. And because the water, for now, still runs.
Reader's Guide
The palette is dominated by sun-bleached tan, oxidized rust, and the pale grey of irradiated concrete. Tarpaulins, scavenged sheet metal, and hand-painted signage give the area a layered, improvised feel. Lighting is harsh and directional, typical of the Wasteland series' arid Southwest setting, with long shadows and a hazy, heat-shimmer atmosphere. The settlement is governed by a local council or warlord figure, with factions of residents split between those who want to trade with the NCR and those who want to remain independent. Core encounters revolve around water allocation, defense of the perimeter, and negotiations with passing caravans. Quests anchored here typically involve securing a water source, mediating a faction dispute, or defending the settlement from a raid. It functions as a mid-journey waypoint where the player can resupply, gather intelligence, and make faction-altering decisions. How to reach it: From the main overworld hub, follow the marked road or trail heading toward the settlement's general region.
Did You Know?
- The Wasteland franchise, created originally by Brøderbund and later continued by inXile Entertainment, has been running since 1988, making it one of the longest-running post-apocalyptic RPG series.
- The core conflict in the original Wasteland (1988) revolves around a deadly plague, the Guardians of the Well, and the AI Cochise, with the Servants of the Mushroom Cloud appearing as a minor faction that worships nuclea
- The Desert Rangers, the player's faction, are a law-enforcement and protection force formed after the war; their mission in the first game involves investigating the source of a deadly plague and dealing with various thr
- Wasteland games are known for their morally ambiguous choices, where siding with one settlement or faction often means compromising with another, a design philosophy inXile has maintained across the series.
More in World & Locations
Elsewhere in the Wasteland universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
