BoS Story - Squire
The Squire is a very special category in the Brotherhood of Steel. They stand above the Initiates, who are just undergoing training, they are already entrusted with participation in hostilities, albeit in auxiliary roles - as cover for paladins and knights, or as scouts. In the end, most of the squires are promoted and become knights, however some remain in this role, becoming master squires. They are similar to paladins, since they have nothing to do with the logistics of the Brotherhood, being exclusively combat specialists, but their task is to covertly penetrate the enemy's territory, and not a frontal attack by paladins. They are led by the prelate-squire who answers to the Elder.
It is to the number of master squires that the main character belongs. He undergoes not so much training as testing for admission to the ranks of these. And then he is sent to Maxson, where he awaits being assigned to reconnaissance positions in the New California Republic. Imagine his surprise when one of the Elders accepts him, declaring that he has a special task for the squire who has shown exemplary skills - the fight against the remnants of the oldest enemy of the Brotherhood of Steel - the Master's super mutants. An enemy comparable in danger to the Enclave itself. And that there are still those who share his ideas, considering the destruction of all mankind through mutations to be correct. He was able to learn that an organization known as the New Children of the Cathedral was active in Maxson and would need to be investigated. They will certainly resist, but the player so far sees only the brute strength of this faction - mutants hiding under the hoods with guns.
Traces of the organization go to the Wandeberg base. And there the players will have to meet with a serious threat - a group of super mutants covering the base. Assuming that they intend to destroy the settlement of the Brotherhood of Steel, the player will kill them, but what his surprise will be when he learns that their true goal is to evacuate the mutants from the territory of the Brotherhood of Steel. And not only super mutants, they accept everyone in general. The next destination is Santa Barbara.
There, the player learns that the super mutants have found the FEV storage and create new super mutants, presumably preparing a new army. The player will have to fight their way through the base of super mutants in order to find out that they simply voluntarily convert into themselves the likes of those who die of disease or old age. And he has to either destroy the super mutants, or just leave them.
In the end, from Santa Barbara, he learns about the existence of two small channels for the escape of mutants from the territory of the base. Both go through the mountains of California to the New California Republic and the Legion. And if everything is clear with the NCR, in it the rights of mutants are protected by laws, although they are officially despised, then the flight of mutants to the Legion is surprising. But the mutated ones have heard that there is a Reservation for ghouls, and the Legion also believes that mutants will not make good soldiers and they will not leave good offspring, and therefore they will not become soldiers there, and women are not made slave wives for reasons of genetic purity. Of course, considerations are primitive, and based on such things as extra fingers and the like. But they consider this to be better than a virtually disenfranchised position in the territory of the Brotherhood of Steel, since many in the Brotherhood, out of ignorance, consider them the initial stage of transformation into super mutants.
In the end, the information points to the main base of the New Children of the Cathedral - the Old City of the Hub. There, ghouls and super mutants settled in the catacombs, creating their own complex, where they accept a wide variety of mutants. From common varieties to the most exotic ones like Harold. The player will have to fight them in order to finally see who makes up the majority of the mutants - not adults who are ready to fight against the Brotherhood of Steel, but children born with mutations who are denied access to Maxson's society. The player can either help the Brotherhood team to destroy the complex, or oppose the Brotherhood of Steel's destroyer team.
In the end, he will either receive a reward from the Elder, or at the tribunal he will deploy his accusations against the Elder, stating that he, bypassing possible instructions, sent an armed team to kill civilians of another state, which is too much even by the standards of the most conservative representatives of the Brotherhood of Steel. In the first case, he will be sent by an Elder in Mojave at the head of a team of cleaners who will have to get rid of mutants in the region. In the second case, he will be made his representative by the Supreme Elder, whose task will be to fight against the excesses of the Brotherhood of Steel.
It is to the number of master squires that the main character belongs. He undergoes not so much training as testing for admission to the ranks of these. And then he is sent to Maxson, where he awaits being assigned to reconnaissance positions in the New California Republic. Imagine his surprise when one of the Elders accepts him, declaring that he has a special task for the squire who has shown exemplary skills - the fight against the remnants of the oldest enemy of the Brotherhood of Steel - the Master's super mutants. An enemy comparable in danger to the Enclave itself. And that there are still those who share his ideas, considering the destruction of all mankind through mutations to be correct. He was able to learn that an organization known as the New Children of the Cathedral was active in Maxson and would need to be investigated. They will certainly resist, but the player so far sees only the brute strength of this faction - mutants hiding under the hoods with guns.
Traces of the organization go to the Wandeberg base. And there the players will have to meet with a serious threat - a group of super mutants covering the base. Assuming that they intend to destroy the settlement of the Brotherhood of Steel, the player will kill them, but what his surprise will be when he learns that their true goal is to evacuate the mutants from the territory of the Brotherhood of Steel. And not only super mutants, they accept everyone in general. The next destination is Santa Barbara.
There, the player learns that the super mutants have found the FEV storage and create new super mutants, presumably preparing a new army. The player will have to fight their way through the base of super mutants in order to find out that they simply voluntarily convert into themselves the likes of those who die of disease or old age. And he has to either destroy the super mutants, or just leave them.
In the end, from Santa Barbara, he learns about the existence of two small channels for the escape of mutants from the territory of the base. Both go through the mountains of California to the New California Republic and the Legion. And if everything is clear with the NCR, in it the rights of mutants are protected by laws, although they are officially despised, then the flight of mutants to the Legion is surprising. But the mutated ones have heard that there is a Reservation for ghouls, and the Legion also believes that mutants will not make good soldiers and they will not leave good offspring, and therefore they will not become soldiers there, and women are not made slave wives for reasons of genetic purity. Of course, considerations are primitive, and based on such things as extra fingers and the like. But they consider this to be better than a virtually disenfranchised position in the territory of the Brotherhood of Steel, since many in the Brotherhood, out of ignorance, consider them the initial stage of transformation into super mutants.
In the end, the information points to the main base of the New Children of the Cathedral - the Old City of the Hub. There, ghouls and super mutants settled in the catacombs, creating their own complex, where they accept a wide variety of mutants. From common varieties to the most exotic ones like Harold. The player will have to fight them in order to finally see who makes up the majority of the mutants - not adults who are ready to fight against the Brotherhood of Steel, but children born with mutations who are denied access to Maxson's society. The player can either help the Brotherhood team to destroy the complex, or oppose the Brotherhood of Steel's destroyer team.
In the end, he will either receive a reward from the Elder, or at the tribunal he will deploy his accusations against the Elder, stating that he, bypassing possible instructions, sent an armed team to kill civilians of another state, which is too much even by the standards of the most conservative representatives of the Brotherhood of Steel. In the first case, he will be sent by an Elder in Mojave at the head of a team of cleaners who will have to get rid of mutants in the region. In the second case, he will be made his representative by the Supreme Elder, whose task will be to fight against the excesses of the Brotherhood of Steel.