Fallout 5 Side Story: "Ashes of Tomorrow"

 

Fallout 5 Side Story: "Ashes of Tomorrow"

Quest Type: Companion/Side Story Chain
Tone: Quiet, emotional, character-driven
Length: Medium-long (4–6 quests)
Themes:

  • Hope versus reality
  • Loyalty
  • Human worth in the wasteland
  • Protecting someone who cannot fully protect themselves
  • Dreams that survive the apocalypse

Main Characters

Of Mice and Men Inspiration Structure

Instead of George and Lennie:

Elias Ward

Age: 42

Appearance

  • Worn duster coat
  • Grey beard
  • Hunting rifle patched with scavenged parts
  • Constantly scans the horizon

Personality

  • Patient
  • Practical
  • Tired
  • Protective
  • Doesn't trust settlements

Background

Elias has spent nearly twenty years moving from town to town protecting his companion.

Many believe he is simply dragging around dead weight.

Elias ignores them.


Noah

Age: Mid-20s

Appearance

  • Massive build
  • Gentle eyes
  • Carries stuffed brahmin toy made from old fabric

Personality

  • Kind
  • Curious
  • Childlike optimism
  • Tremendous physical strength

Background

Noah was exposed to experimental neurological treatments as a child.

His body grew powerful.

His mind developed differently.

He struggles to understand danger, intentions, and consequences.

Yet Noah remembers every promise anyone ever made him.


First Encounter

The player arrives at a half-destroyed roadside diner.

Raiders surround it.

Inside:

Elias is desperately trying to keep Noah calm.

Noah repeatedly says:

"Elias... you said we'd find our place."

Raiders are attempting to force Noah into fighting creatures for gambling entertainment.


Quest 1:

"Keep Walking"

After helping them:

Elias explains:

"We've been trying to reach a place called Green Hollow."

Rumors say Green Hollow is:

  • Safe
  • Self-sustaining
  • Open to outsiders

Noah becomes excited:

"The place with brahmin?"

Elias smiles.

"Yeah. The place with brahmin."


Quest 2:

"Dreams Grow in Dirt"

Traveling with them reveals conversations.

Noah repeatedly asks:

"Tell me again."

Elias repeats the dream:

"Small place. Water. Crops. Real beds."

The player notices Elias changing details.

Sometimes the place has:

  • Chickens
  • Fruit trees
  • Windmills

Because Green Hollow might not even exist.

The dream itself is keeping Noah moving.


Companion Interactions

If the player has companions:

A cynical companion:

"You're lying to him."

Elias:

"No."

Pause.

"I'm trying to make tomorrow exist."


Quest 3:

"The Strongest Hands"

At an abandoned research site:

Logs reveal Noah's past.

Children were experimented on to create laborers capable of rebuilding America.

Most subjects died.

Noah survived.

Terminal Entry:

SUBJECT N-12
Physical adaptation successful.
Cognitive instability remains unacceptable.

Noah quietly asks:

"Was I broken?"

Player choices:

1.

"No."

2.

"You survived."

3.

"They were broken."


Final Quest:

"Green Hollow"

After days of travel:

They find Green Hollow.

It exists.

But reality hits.

The settlement leadership refuses Noah.

Residents fear him.

Children hide.

Guards reach for weapons.

Leader:

"We can't risk him hurting someone."

Noah overhears.


Ending Paths

Ending A: New Beginning

Through speech checks, reputation, and side objectives:

The player convinces Green Hollow to accept Noah.

Months later:

You return.

Noah works fields and repairs fences.

Elias sits on a porch.

For the first time:

He isn't looking over his shoulder.


Ending B: Wanderers Again

Elias and Noah leave.

Later random encounters can occur.

You may see them:

  • Fishing
  • Helping settlers
  • Traveling roads

Noah smiles:

"Still looking."


Ending C: Ashes of Tomorrow

Raiders attack during negotiations.

Noah loses control trying to protect Elias.

Multiple people die.

Elias faces an impossible choice.

The player may intervene.

Noah:

"Did I ruin the place?"

Elias:

"No."

"You never ruined anything."

Screen fades.


World Reward

Perk: Gentle Giant

Effects:

  • +15 carry weight
  • Nearby companions gain increased resistance when health drops low
  • Strong companions become more effective in combat

Hidden Environmental Storytelling

If the player later revisits Green Hollow or certain campsites:

You can find:

  • The stuffed brahmin toy
  • Drawings of houses Noah imagined
  • Notes describing "the place we'll have someday"

The notes gradually become more detailed.

Not because the dream became more real.

Because someone kept believing in it.


Fallout 5 Side Story Expansion

"Ashes of Tomorrow"

Story Structure

Act I

  • The Road
  • Learning who Elias and Noah are

Act II

  • The Past
  • Discovering Project origins

Act III

  • The Choice
  • Defining what "home" actually means

Act IV

  • Echoes
  • World consequences after the story ends

Random Travel Events

During travel with Elias and Noah, they can trigger unscripted world moments.

These are designed to make them feel alive rather than "quest NPCs."


Event:

"Brahmin Counting"

Night camp.

Noah points upward.

"How many stars?"

Elias:

"Too many."

Noah:

"Count them."

Elias sighs.

"One."

"Two."

Player choices:

Join counting

Stay silent

Mock them

If you join:

Noah later gains hidden affinity.


Event:

"The Dog"

Player discovers an injured mutated dog.

Noah kneels.

Dog growls.

Elias immediately reaches for his rifle.

Noah:

"He's scared."

Player choice:

Help dog

Leave

Put dog down

If helped:

Dog may later appear at camp.

Noah names him:

"Rust."

Rust can later become a settlement pet.


Event:

"Broken Music"

Player discovers a damaged jukebox.

Noah repeatedly presses buttons.

Static.

Then music starts.

Old pre-war song plays.

Noah begins awkward dancing.

Elias quietly laughs.

Potential companion dialogue:

Aggressive companion:

"He's dancing in radioactive dust."

Compassionate companion:

"Leave him alone."


Additional Settlement Reactions

Different settlements react differently to Noah.


Raider-controlled town

Leader:

"Look at that monster."

"Imagine him in the arena."

Noah:

"Monster?"

Elias:

"...keep walking."


Farming settlement

Child approaches Noah.

"You're huge."

Noah:

"You're tiny."

Child:

"Can you pick me up?"

Noah looks terrified.

"I don't wanna break you."


Brotherhood-like faction

Officer:

"Subject may possess experimental biological alterations."

"Recommend containment."

Noah quietly moves behind Elias.


Mutant settlement

Super Mutant:

"Human giant scared of tiny humans?"

Noah:

"...maybe."

Super Mutant:

"Understandable."


New Quest:

"Ghosts Underground"

Player discovers buried laboratory beneath collapsed mountains.

Environmental storytelling:

  • Child drawings
  • Tiny handprints
  • Small beds
  • Recording stations

Terminal:

SUBJECT N-12 displaying emotional attachment patterns.

Subject repeatedly asks if subjects can "go outside."

Recommend memory suppression.


Deep within facility:

Player finds Noah's old room.

Inside:

  • toy rocket
  • books
  • hand-drawn home

Picture says:

Me and Dad

Only two stick figures.

Noah stares silently.


Noah:

"I never had a dad."

Elias says nothing.


Player notices:

Elias cannot look at Noah.


Hidden Twist

Logs reveal:

Elias was once security at the facility.

Not a scientist.

Not leadership.

Security.

He discovered the experiments and helped children escape.

Most died.

Noah survived.

Elias has carried guilt for twenty years.


Confrontation scene:

Player:

"You knew."

Elias:

"Every day."

"I knew every day."

Noah:

"...you saved me?"

Elias:

"Not enough."

Noah:

"Enough for me."


Companion Reactions

Hardened companion

"People died because of him."

Idealistic companion

"People lived because Elias cared."

Cynical companion

"Dreams get people killed."

AI companion

"Human emotional attachment exceeds logical prediction."

Pause.

"Interesting."


Hidden Ending D

"Our Place"

Requires:

  • Help Rust survive
  • Complete all conversations
  • Resolve settlement disputes peacefully
  • Discover all laboratory logs

Instead of Green Hollow:

Player can establish a small community.

No giant city.

No legendary settlement.

Just:

  • Crops
  • Scrap walls
  • Water pumps
  • Homes

During ending slideshow:

Noah built fences.

Elias slept through an entire night.

Rust chased brahmin.

Travelers stopped calling it wasteland.

They started calling it home.


Unique Reward

Perk: Keep Walking

Effects:

  • Companion revive speed increased
  • Temporary resistance bonus when protecting allies
  • Increased dialogue success when defending weaker characters

Final hidden scene

Long after the quest ends:

Player finds an old campsite.

On a rock:

A carved message:

We found it.

Underneath:

Three handprints.

Large.

Medium.

Paw-shaped.

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Fallout 5 Side Story: "Ashes of Tomorrow"

  Fallout 5 Side Story: "Ashes of Tomorrow" Quest Type: Companion/Side Story Chain Tone: Quiet, emotional, character-driven L...