The Glowing Gulf
A Fallout campaign set primarily in the ruined wastes of Florida, ranging from The Fort out in the Keys all the way up to Eglin AFB at the end of the panhandle, focused on exploration and seeing what the Great War did to the Gulf Coast. Players will have the option to interact with locals: the Rafters who ply their trade up and down the coastline, the Miccosukee descendants who somehow continue to live and thrive in the Foreverglades, the Swampers who try to build settlements on the soaked bones of the past, and even the Raiders who prey on those who wander too far off the beaten paths. As characters develop they may even build reputation among the factions of the Glowing Gulf: The Brotherhood of Steel, the Enclave, the Followers of the Apocalypse. and all the regional gangs and organizations to discover like the Final Family, the Cult of Walt, and the Islanders.
When the bombs fell and the oceans rose, the coastlines of Florida and the entirety of the state changed forever. The Everglades, swamps that had seen the dawn of history and will remain long after any who could record events have long since turned to dust, soaked up the radiation and began to twist and grow. Renamed the Foreverglades, they creep ever northerward and may one day blanket the entire continent if the secrets of their unnatural expansion are not discovered and dealt with. Miami fell beneath the rising tides but on its bones arose the concrete islands of Neversink, a place of refuge for those who managed to survive the horrors of the war and its aftermath. Orlando was leveled, though its ruins remain to be picked clean by scavengers, but The Parks remain - perhaps forevermore - calling out to those who yearn either for the simple pleasures of the Pre-War times or those desperately seeking the relics and technology sure to be hidden somewhere deep inside those once happy places of leisure.
War... War never changes. But Florida will always be weird!