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Scooby-Doo... Where Are You! Vol 1

Scooby-Doo... Where Are You! Vol 1: (published by Gold Key Comics)
left

Back to title selection : Comics S : *Scooby-Doo... Where Are You! Vol 1*

***Scooby-Doo... Where Are You!* #1**
*"What A Night for a Knight"*
(1970)

***Scooby-Doo... Where Are You!* #2**
*"The Galleon Ghost"*
(1970)

***Scooby-Doo... Where Are You!* #3**
*"One Spook To Many"*
(1970)

***Scooby-Doo... Where Are You!* #4**
*"The Ghostly Sea Diver"*
(1970)

***Scooby-Doo... Where Are You!* #5**
*"The Swamp Witch"*
(1970)

***Scooby-Doo... Where Are You!* #6**
*"The Ghost of Redbeard"*
(1970)

**See Also:**

* Full list of comics from this series that are in the database.

Back to title selection : Comics S : *Scooby-Doo... Where Are You! Vol 1*
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Template:Summary Needed
Isle of Tiamat

## History

Placing Troth near the Isle of Tiamat was no mistake - keeping infantry and guards near one of the most dangerous locations in the entire region was needed for the safety of all inhabitants.  It is strictly forbidden from anyone to venture to the Island, and naval ships patrol the waters.

The Isle used to be home to the Cult of Tiamat, but they have been banished from the Isle and cutoff from their goddess that they would kill for. Often, there will be attempts by the Cult to get to the Isle, but they have so far been fended off.

## Organizations

### **Cult of Tiamat**

This organization wants to gain Power at any cost, and more often than not are evil individuals who have understood that there is power in numbers.  They are responsible for a lot of terrible things that have happened, all in the pursuit of controlling and ruling through fear and oppression.

Nobody knows how big the Cult is, but it is wide and expansive, and members are seemingly hiding in sight sometimes. A random layperson murders a nobleman? Check for the mark - a tattoo on their back that signifies that random layperson is actually part of the Cult. You never know until they commit a heinous act.
Duchy of Montréal

The **Duchy of Montreal** is an independent country in 2666. It's considered a de jure part of the Kingdom of Québec and the Empire of Canada.

## History

Montréal was once one of the great city of Canada and as such always occupied an important role in the region. Since the Fall, the city is not what it was but it's still an important hub of trade. The duchy is in an advantageous position since the fall of the Castel dynasty as its neighbors are quite weak.

## Location

Located in the continent of North America, the Duchy borders to the east the Convent of Estrie, to the South the occultists tribes and the Hudsonian kingdom, to the West the Kingdom of Ontario and to the North the Quebecois counts.

## Geography

The region is mostly plains and is cross by the Saint Lawrence river. The Hochelaga county is the most important region as it have 5 holdings at the start of the game and can have up to 7.

## De jure provinces

* As of 2666 the Duchy is ruled by Régis Turcot. The Duc control the counties of Hochelaga and Saint-François.
* Some de jure provinces of the Duchy are not under the rule of the count at the start of the game. County of Matawinie under the rule of the independent Count Montcalm Dugas and the County of Kiryas Tosh under the Jewish count Meshulim Tosh.
* The duc of Montréal have two vassals: the count Cécil Matieu-Gallant-Giguère of Montérégie, lord of Montérégie and Vaudreuil-Soulange and count Maurice Valeur of Lanaudière.

### Not de jure provinces part of the Duchy in 2666

* The County of Saint-François is under the rule of Count Régis Turcot since the foundation of the Duchy in 2642. This land is normally a de jure part of the Convent of Estrie.

## Maps

Duchy of Montréal (de jure).pngThe lands considered de jure part of the Duchy of MontréalDuchy of Montréal (de facto).pngThe lands part of the Duchy of Montréal in 2666
Cajun

**Cajun** is a Culture in After the End. It's part of the Louisianais Culture group.

## Description

This southern people holds dominance over the bayous of Louisiane, ruled by house Creaux. Having been forced out of eastern Canada in ancient times, they have mingled with the Creole people of Louisiana for centuries. Western cajuns chiefly adhere to the Voodoo faith, but the traditionalist East follows the Catholic pope in New Rome.

## Cajun Characters in 2666

* King Louis Creaux of Louisiane, also known as The Good;
	+ Duchess Jacquotte Creaux of Neches;
		- Mambo Sur Pwen Ida of Tyler;
	+ Countess Ada Creaux of Beaumont;
	+ Count Louis Creaux of Lafourche-Trebonne;
* Duchess Lisa Grenouille of Ouachita;
	+ Count Thomas Grenouille of Caddo;
	+ Houngan Sur Pwen Tim of Ruston;
* Colonel Avery of Omega Guard;
* Count Louis Roysoleale of Versailles;

## Cajun Titles

### Exclusive

* Cajun Empire
* Nouvelle-France

### Traditional Titles

* Plaquemines
* Lafourche-Terrebonne
* Lafayette
* Vermilion
* Cameron-Calcasieu
* St. Landry
* Rapides
* Catahoula
* Vernon
* Natchitoches
* Ouachita
* Caddo
Monetarist

**Monetarist** is one of the faiths practiced in After the End. Monetarist is part of the Old World Cultist religious group.

## Description

> *"Monetarist differ from Consumerist in that the believe that overzealous "shopping" actually weakens the Almighty Dollar, and that one should instead seek to "save" its power by collecting holy artfacts such as dollar bills and bonds. This position is condemned by mainstream Consumerists." --in game description*
>
>

## Monetarist Characters in 2666

there is no Monetarist Characters in 2666

## Holy Sites

* Manhattan
* Philadelphia
* Los Angeles
* Las Vegas
* Chicago

## In-Game Features

Weaker Monetarist rulers can prepare an invasion. Priests can marry, inherit titles, and women can own temple holdings. The High Chairman can grant divorces, invasions and claims.

Consumerist men can have up to three concubines.

As of 2666, Consumerism has 20.0 moral authority.

A temple holder of the Consumerist faith is called a Manager.

The Monetarist faith give +2 to Stewardship when following the faith
Daffy Duck Vol 1 31

## Appearing in *****Daffy Duck*  #31****

**Featured Characters:**

* Daffy Duck

## Recommended

* No recommended reading.

This comic book article does not have its appearances completely filled out.
It is automatically categorized in the "Missing Characters" category.
This comic book article does not have its synopsis completely filled out.
It is automatically categorized in the "Missing Synopsis" category.
This comic book article does not have any quotes listed.
It is automatically categorized in the "Missing Quotes" category.
This comic book article does not have anything in its gallery.
It is automatically categorized in the "Missing Gallery" category.
Template:Missing Credits
Template:No Notes Listed
Template:No Trivia Listed
Template:No Recommended Listed
Réduction des statistiques

## **Description**

La réduction de statistiques est une méthode de contournement de durabilité qui est l'inverse de l'augmentation de statistiques,par conséquent elle permet de réduire un ou plusieurs stats de l'adversaire (vitesse, durabilité, potentiel d'attaque,etc) pour l'affaiblir dans un combat

## **Remarques et faiblesses**

* il ne faut pas confondre cette capacité avec la négation qui permet les annuler au lieu de les réduire
* La réduction de statistiques par des moyens tels que le poison sont des incitations aux effets de statuts
* les effets de ce pouvoir sont souvent temporaires c'est pour ça que la plupart du temps l'utilisateur, qui peut cumuler ses effets la réutilise
* Parfois l'utilisateur réduit certains attributs et non tous

## **Autres utilisateurs**

* **Inuyasha dans Inuyasha**
* **Certains pokémons**
* **Atreus de God of War**
* Les Valkyries et Herrscher dans Mihoyoverse

## **Voir aussi**

Incitation aux effets de statuts, négation, augmentation de statistiques
Mr. Guff

**Mr. Guff** is a male anthropomorphic dog.

## Description

A man who saw the worst in situations, Mr Guff lived in Elm City during the part of his childhood that Donald Duck spent there, and was still around during his return to the city in 1962.

## Behind the scenes

Mr Guff appears in the 1962 story *Business Before Pleasure*.

## Appearance

Bald, yellow shirt, blue trousers, white gloves.

## Behind the scenes

Old Man Dripple appears in the 1962 comic story *Business Before Pleasure*.
Angeline

**Angeline** is one of the Religions practiced in After the End. Angeline is part of the Christian religious group, and considered an heresy of the Ursuline faith.

## Description

> "*The Angelines also originated as an antediluvian religious order, but they live very different lives from their Ursuline counterparts. Whereas the Ursulines emphasize the monastic lifestyle and the primacy of the Church, Angelines more strongly emphasize cohabitation with the secular world.*"
> ― In-Game description of Angeline
>
>

## History

The Angeline survived the fall of the Old World much like the Ursuline, but it was only the second group that raised to a prominent role of power, especially after the ascension of an Ursuline to the Papal seat (the first and last woman to hold the title, followed by a definitive split between the Ursuline and the Papacy). Overtime, the two groups became bitter rivals, but the political power of the Ursuline guaranteed their ascension to the main faith, while the Angeline were deemed an heresy and forced into hiding.

## Angeline Characters in 2666

There is no prominent Angeline character in 2666

## Holy Sites

* Cap Diamant
* Hochelaga
* Baawitigong
* Detroit
* New Orleans

## In-Game Features

Women may own temple holdings and receive no opinion penalties for ruling or being heir. There is (and can be) no religious head.

As of 2666, Angeline has 20.0 moral authority.

A temple holder of the Angeline faith is called a prioress.

## Trivia

* The Company of St.Ursula, better known as Angeline is a real institution within the Roman Catholic Church. It is from them that the Order of St.Ursula, better known as Ursuline and inspiration for the faith in After the End, derives.
Bugs Bunny Vol 1

Bugs Bunny Vol 1: (published by Dell Comics)
left

Back to title selection : Comics B : *Bugs Bunny Vol 1*

***Bugs Bunny* #28**
*"Football Luck"*
(December, 1952)

***Bugs Bunny* #29**
*"Roamin' Roman Rabbit"*
(February, 1953)

***Bugs Bunny* #30**
(April, 1953)

***Bugs Bunny* #31**
(June, 1953)

***Bugs Bunny* #32**
(August, 1953)

***Bugs Bunny* #33**
(October, 1953)

***Bugs Bunny* #34**
(December, 1953)

***Bugs Bunny* #35**
(February, 1954)

***Bugs Bunny* #36**
(April, 1954)

***Bugs Bunny* #37**
(June, 1954)

***Bugs Bunny* #38**
(August, 1954)

***Bugs Bunny* #39**
(October, 1954)

***Bugs Bunny* #40**
(December, 1954)

***Bugs Bunny* #41**
(February, 1955)

***Bugs Bunny* #42**
(April, 1955)

***Bugs Bunny* #43**
(June, 1955)

***Bugs Bunny* #44**
(August, 1955)

***Bugs Bunny* #45**
(October, 1955)

***Bugs Bunny* #46**
(December, 1955)

***Bugs Bunny* #47**
(February, 1956)

***Bugs Bunny* #48**
(April, 1956)

***Bugs Bunny* #49**
(June, 1956)

***Bugs Bunny* #50**
(August, 1956)

***Bugs Bunny* #51**
(October, 1956)

***Bugs Bunny* #52**
(December, 1956)

***Bugs Bunny* #53**
(February, 1957)

***Bugs Bunny* #54**
*"The Disappearing Incas"*
(April, 1957)

***Bugs Bunny* #55**
*"The Woo Woo Warriors"*
(June, 1957)

***Bugs Bunny* #56**
*"Joins the Indian Tribe as the Brave Brave Bunny"*
(August, 1957)

***Bugs Bunny* #57**
*"The Genie with the Light Grey Hare"*
(October, 1957)

***Bugs Bunny* #58**
*"Sealing Zero"*
(December, 1957)

***Bugs Bunny* #59**
(February, 1958)

***Bugs Bunny* #60**
*"Prisoner of the Vikings"*
(April, 1958)

***Bugs Bunny* #61**
(June, 1958)

***Bugs Bunny* #62**
(August, 1958)

***Bugs Bunny* #63**
(October, 1958)

**See Also:**

* Full list of comics from this series that are in the database.

Back to title selection : Comics B : *Bugs Bunny Vol 1*
Old Man Dripple

**Old Man Dripple** is a male anthropomorphic dog.

## History

A notoriously grouchy old man, “Old Man Dripple”, always seen wearing his orange cap, blue jumper and green trousers, lived in Elm City in 1962. He was not a fan of Donald Duck during Donald's brief stay in the city, though he was not really a fan of anything *else*, either.

## Appearance

Blue jumper, orange cap, green trousers and brown shoes.

## Behind the scenes

Old Man Dripple appears in the 1962 comic story *Business Before Pleasure*.
Walt Disney's Donald Duck Vol 1

Walt Disney's Donald Duck Vol 1: (published by Dell Comics)
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Back to title selection : Comics W : *Walt Disney's Donald Duck Vol 1*

***Walt Disney's Donald Duck* #26**
*"Trick or Treat"*
(*To be Released: **Error: Invalid time.***)

***Walt Disney's Donald Duck* #27**
*"Flying Horse"*
(*To be Released: **Error: Invalid time.***)

***Walt Disney's Donald Duck* #28**
*"Robert the Robot"*
(*To be Released: **Error: Invalid time.***)

***Walt Disney's Donald Duck* #29**
(*To be Released: **Error: Invalid time.***)

***Walt Disney's Donald Duck* #30**
(*To be Released: **Error: Invalid time.***)

**See Also:**

* Full list of comics from this series that are in the database.

Back to title selection : Comics W : *Walt Disney's Donald Duck Vol 1*
Aria de Machete

**Aria de Machete** is one of the faiths practiced in After the End, a pagan religion in South America. All the Aria de Machete rulers are tribal and are of Llanero culture. Since they are the only large pagan religion outside of the former USA and Canada, you are aren't gonna be able to marry or ally any of the surrounding Tres Potencias or Patria Grande rulers.

## Description

*"The Songs of Machete are the old oral tradition of the nomads who roam the Llanos. The storytellers preserve in the form of joropo ballads the tales of the terrifying “rancheros”, capricious supernatural being who govern the destinies of men. The faithful of the Llanos spirituality are sharply divided between those who think men should govern the land and those who favour the rule of women" ― In-game description of Aria de Machete*

## Gods

* **High God:** Rucio Moro
* **God Names:** Juan Machete, Florentino Cazadiablos, La Bolefuego and La Sayona
* **Evil God Names:** Satan
* **Scripture:** The Songs of Machete

## Holy Sites

* **Apure**
* **Caracas**
* **Ciudad Bolívar**
* **Sogamoso**
* **Villacencio**

As of 2666, only Villacencio and Apure all held by rulers of the Aria de Machete faith. Caracas and Ciudad Bolívar are held by the Tres Potencias faith, while Sogamoso is held by Marquis Pablo Vicario of Santander, a follower of the Patria Grande faith.

## In-Game Features

* Female rulers may try to supernaturally obtain a lover.
* Rulers can try to supernaturally affect their child's health, either positively or negatively. The child must be below the age of 6 for this decision to be available.
* Male rulers may attempt to pray for strength or fertility for themselves or others.
* Rulers can not demand conversion
* Priests (Temple holders) can inherit titles
* Priests can marry
* Rulers can raid infidel neighbors for loot
* Vassals do not mind if their levies are raised
* Rulers lose Prestige if at peace for too long
* Can be Reformed
* There is (And can´t exist) no religious head
* Women may hold spymaster positions

Aria de Machete has two religious branches that control succession. The first, Macho Stallions, limits rulers to Agnatic succession. The second, Night Mares, limits rulers to Enatic succession. Players can change their branches once per lifetime. This decision is disabled for the AI to prevent succession weirdness. Rulers can pray to Rucio Moro for prosperity. The Religious head of the Aria de Machete faith holds the titular title of the Song of the Machete.

## Aria de Machete Characters in 2666

### Independent and their vassals

* High Chieftness Bárbara Gallegos of Apure
	+ Chieftess Catalina Ortega of Arauca
	+ Chieftess Zoraida Otero of Órocue
* High Chief Arturo II Cova of Meta
	+ Chief Joaquín Gutiérrez of Barranco Minas
	+ Chief Norberto Ureno of Cumaribo
* High Chief Evaristo Luzardo of Portuguesa
	+ Chief Hidalgo Cayes of Calabozo
	+ Chief Emilio Quevedo of El Baúl

## Trivia

* The Aria de Machete faith is the only major pagan faith outside of the former United States and Canada.
Grande peste de Thaamar

Maladie semi-magique créé par le seigneur noir “....” pour contrer la montée en puissance rapide de l'humanité.

Elle causa la mort de près de la moitié de la population humaine.

de nombreuse guerres et guerres civiles éclatèrent durant cette période.

Les elfes n'étant pas touché par la maladie, les humains les accusèrent d’être a l'origine de la tragédie.

elle fut soigné par un groupe de médecin herboriste de la jeune guilde des Herboriste de Kortheod avec l’aide des elfes de Cerulë.
Anglo-Catholic

**Anglo-Catholicism** was one of the Religions practiced in After the End. Anglo-Catholic was part of the Christian religious group and was considered an heresy of the Anglican faith.

## Description

> "*As the Anglican Church was defined by its "Middle Path", many fringe groups existed within the Communion that were of varying degrees more Protestant or Catholic. One such trend is that of Anglo-Catholicism, which as the name implies is a strand of Anglicanism that is closer in practice to Rome without being in communion with the Holy See. Some use the Book of Common Prayer all other Anglicans use, some use the Catholic Mass, and some even use the Latin or medieval English mass. In the 27th century, such groups are persecuted as the Anglicans are surrounded on all sides by heathens and heretics, and the Anglo-Catholics are seen as possible enemies from within.*"
> ― In-Game description of Anglo-Catholic
>
>

## History

Anglo-Catholicism is a sparse faith in 2666, with no lord practicing it publicly, nor any significant communities present.

## Anglo-Catholic Characters in 2666

As of 2666, there are no Anglo-Catholic characters anywhere on the map.

## Holy Sites

* Toronto
* Ottawa
* Meduxnekeag
* Aucpaque
* Chebucto

## In-Game Features

Anglo-Catholic rulers can order adult unlanded characters to take the vows. There is (and can exist) no religious head.

As of 2666, Anglo-Catholicism has 20.0 moral authority.

A temple holder of the Anglo-Catholic faith is called a Bishop.

## Trivia

* This religion was removed after v. 0.4 of the mod.
* Anglicans can now choose opinions regarding how the church should function and thus can adapt a position akin that expressed previously in the mod by the Anglo-Catholic faith without leaving the Anglican religion.
After the End Fanfork Wiki

## After the End Fanfork

After the End Fanfork is a **Crusader Kings 2** Mod based on the now discontinued mod "After the End" for Crusader Kings. While the base setting is the same, the mod has changed a lot, becoming very different from its predecessor. This wiki will collect the lore created by the users and the mod itself, allowing for an easy exploration of the mod's content for all players.

***REMEMBER THAT THIS WIKI IS FOR THE CK2 VERSION OF THE MOD ONLY***

## Fanon guidelines for the wiki

Due to the nature of the mod, the wiki welcomes fanon. However, fanon has to respect some rules:

1. The content of Fanon has to be pointed out as such in the page. As a rule of thumb, canon events and descriptions are located under the == History == section, while fanon is to be located under the == Rumors == and == Legends == section.

2. The content of Rumors is supposed to be realistic, while the content of Legends can be more varied. A rumor is for example that the current emperor of the Brazilian Empire is a bastard an not the legitimate heir, while a legend is that the last king of New England rode a Jersey Devil in battle.

3. Remember to give a title to your fanon post. Use === Title === in the source edit mode, or the Subheading 1 in the normal edit mode.
Tower of Destruction

## History

This Tower was a tower formed by dark magic that was used as a massive weapon used in an ancient war.  Now dormant, many glyphs and inscriptions adorn the walls, and at the top is a platform with a divot that an powerful magic item would have been placed to activate it.  Many dangerous creatures and individuals linger around here, threatening anyone who comes near, but many creatures that seek to prevent the Tower from ever being used again also linger around here in conflict with dark forces.

The room on top of the power can sometimes be seen to have flashing blue lights and flickering flames, as if someone resides on top of this tower. Obviously, many have tried to explore this Tower, but most have failed. There are several people who would pay handsomely to gather information about the Tower of Destruction, but as of now, there is no known mission for intelligence gathering.
Palisade

**Palisade** is located west of Manhattan and is where the Statue of Lady Liberty is. It's a holy site for the Libertarian branch of the Americanist faith and for the Rust Cultists. One of the most prestigious honorary titles associated with this county is the Keeper of Liberty whose tasked with maintaining the statue and it's torch light. As part of the Republic of New York Palisade falls under the ducal laws of the Republic and thus experiences a good degree of religious freedom however it's administration is largely comprised of Traditionalists who have instituted a degree of Ghazi law into the county's administration creating mild tension as the two legal systems have a tug of war for superior authority in the county with Ghazi been the traditional law of Palisade.
Moravian

**Moravian** is one of the Religions practiced in After the End. Moravian is part of the Christian religious group and is considered an heresy of the Falling Star faith.

## Description

> "*Moravianism is one of the oldest branches of Protestant Christianity, and followers of the Church are noted for their intense dedication to missionary work. Following the Event traditional Moravianism was subsumed beneath the newly-formed Cult of the Falling Star, although pockets of "old believers" still persist throughout the Americas.*"
> ― In-game description of Moravian
>
>

## History

While almost all Moravians joined the Cult of the Falling Star, pockets of believers do exist, and those determined enough may find some evidence of it's former prevalence.

## Moravian Characters in 2666

There are no rulers of Moravian faith as of 2666.

## Holy Sites

* Panamá
* San Salvador
* Bluefields
* Coyatoc
* Belize

## In-Game features

Priests of the Moravian faith can inherit titles and marry. There is (and can be) no religious head.

As of 2666, Moravian has 20.0 moral authority.

A temple holder of the Moravian faith is called a bishop.

## Trivia

* The Moravian faith is based on a real life protestant doctrine, like many other religions in the game.
* While Moravian can spread like any other heresy through Falling Star Land with low Moral Authority, it is also possible to go through an event chain that may convert your character.
Quebecois

**Quebecois** is a Culture in After the End. It's part of the Gallomerican Culture group.

## Description

Spread around the Saint-Lawrence river basin, the land of Quebec forms by far the largest stronghold of French Culture in North America. Having their own strong Catholic tradition, the Vatican rupture drove the Quebecois to come back to their roots and follow the Ursuline faith, a matriarchal monastic religion based in Quebec City. While once ruled by a strong kingdom that stretched to Detroit in 2226, their realms are now fragmented and relatively weak.

## Quebecois Characters in 2666

* Abbes-General Anne Houde;
* Mother Superior Jeannine of Estrie;
	+ Count Régis Castel of Chaudière;
* Duke Arthur d'Arvide of Saguenay;
	+ Countess Céline Fortier of Charlevoix;
	+ Abbess Marie d'Arvide of Saint-Jean;
	+ Count Pierre d'Ushabatshuan of Saint-Maurice;
* Duchess Louise Cornud of Outaouais;
	+ Count Xavier de Saint-Rose of Bas-Labelle;
* Duke Régis Turcot of Montréal;
	+ Count Cécil Mathieu-Gallant-Giguere of Montérégie;
	+ Count Maurice Valeur of Lanaudière;
* Charter-President Ambrose of Hell's Angels;
* Sir Bors of Anachronists;
* Sister-Militant Sibylle of the St. Ursula's Chosen;
* Count Paul Castel of St. John Valley;
* Count Adrien Blanchet of Chic-Chocs;
* Count Montcalm Dugas of Matawinie;
* Count Rémi Marathe of Mauricie;
* Count Henri Castel of Caribou;
* Count Jean Gault of Rivière-du-Loup;
* Count Jérome Blanchet of Rimouski;
* Countess Sarah Blanchet of Gaspé;

## Quebecois Titles

### Exclusive

* Québecois Empire
* Nouvelle-France
Landless Characters

There are many landless characters AtE that will be going by regions rather the culture and Religion. this will also include **references** characters that are landed or unlanded to other game series and etc

(be aware this is very much in working progress, so it would be nice if you helped out)

## Atlantica

* Finn is a landless character that is in Morgan Fay court at the start of the game. In which he is a Newfie, **Druidic** character. And the only person to start with the Paladin trait, and also is a adventurer. also is a Reference to Adventure time character Finn the Human
* Merlin is a landless character that is also in Morgan Fay court at the start of the game. And has druid trait at the star of the game and also is a genius. is a reference to the Famous wizard Merlin
* Morgan Fay

## California

~~(A lot these are dev characters :)~~

* Vivienne Flowers
* Joesph Hall
* Khalil Abdulfattah
* Yusuf Ayyubi
Carpetbagger

**THE CONTENT OF THIS ARTICLE IS NOT CONSIDERED PART OF THE CANON LORE OF AFTER THE END, BUT IS INSTEAD A *POSSIBLE* RESULT OF EVENTS IN THE GAME**

**Carpetbagger** is a Culture in After the End. It's part of the South-Anglo Culture group.

## Description

The Carpetbagger culture has a chance to appear in counties with a Dixie, Southron, Gulfard or Appalachian culture if they are ruled by a Yankee, Gothamite, Hudsonian or Delawarean character.

## Legend

The term "Carpetbagger" has a long and ancient history. It rose to prominence immediately after the ending of the "American Civil War," a war so long forgotten by most, excluding Americanists who believe it to be caused by misguided men who turned their back on the Founders and their wishes. After this war, people from the northern lands of America moved into the Deep South and settled in the region. The native "Dixie" population took to derogatorily calling these men and women "Carpetbaggers" after their luggage that was conveniently made of carpet fabric. The term has faded in use over the centuries; however, the re-emergence of "Yankees" in the Deep South may lead to a return of the word to describe them and their subjects.

## Carpetbagger Characters in 2666

There are no Carpetbagger characters in 2666 America, as the Culture does not exist.

## Culture Sprawl

There are no counties of Carpetbagger Culture in 2666 America.
Walt Disney's Comics and Stories Vol 1

Walt Disney's Comics and Stories Vol 1: (published by Dell Comics)
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Back to title selection : Comics W : *Walt Disney's Comics and Stories Vol 1*

***Walt Disney's Comics and Stories* #1**
(October, 1940)

***Walt Disney's Comics and Stories* #2**
(November, 1940)

***Walt Disney's Comics and Stories* #3**
(December, 1940)

***Walt Disney's Comics and Stories* #4**
(January, 1941)

***Walt Disney's Comics and Stories* #5**
(February, 1941)

***Walt Disney's Comics and Stories* #6**
(March, 1941)

***Walt Disney's Comics and Stories* #7**
(April, 1941)

***Walt Disney's Comics and Stories* #8**
(May, 1941)

***Walt Disney's Comics and Stories* #9**
(June, 1941)

***Walt Disney's Comics and Stories* #10**
(July, 1941)

***Walt Disney's Comics and Stories* #11**
(August, 1941)

***Walt Disney's Comics and Stories* #12**
(September, 1941)

***Walt Disney's Comics and Stories* #13**
(October, 1941)

***Walt Disney's Comics and Stories* #14**
(November, 1941)

***Walt Disney's Comics and Stories* #15**
(December, 1941)

***Walt Disney's Comics and Stories* #16**
(January, 1942)

***Walt Disney's Comics and Stories* #17**
(February, 1942)

***Walt Disney's Comics and Stories* #18**
(March, 1942)

***Walt Disney's Comics and Stories* #19**
(April, 1942)

***Walt Disney's Comics and Stories* #20**
(May, 1942)

***Walt Disney's Comics and Stories* #21**
(June, 1942)

***Walt Disney's Comics and Stories* #22**
(July, 1942)

***Walt Disney's Comics and Stories* #23**
(August, 1942)

***Walt Disney's Comics and Stories* #24**
(September, 1942)

***Walt Disney's Comics and Stories* #25**
(October, 1942)

***Walt Disney's Comics and Stories* #26**
(November, 1942)

***Walt Disney's Comics and Stories* #27**
(December, 1942)

***Walt Disney's Comics and Stories* #28**
(January, 1943)

***Walt Disney's Comics and Stories* #29**
(February, 1943)

***Walt Disney's Comics and Stories* #30**
(March, 1943)

***Walt Disney's Comics and Stories* #31**
(April, 1943)

***Walt Disney's Comics and Stories* #32**
(May, 1943)

***Walt Disney's Comics and Stories* #33**
(June, 1943)

***Walt Disney's Comics and Stories* #34**
(July, 1943)

***Walt Disney's Comics and Stories* #35**
(August, 1943)

***Walt Disney's Comics and Stories* #36**
(September, 1943)

***Walt Disney's Comics and Stories* #37**
(October, 1943)

***Walt Disney's Comics and Stories* #38**
(November, 1943)

***Walt Disney's Comics and Stories* #39**
(December, 1943)

***Walt Disney's Comics and Stories* #40**
(January, 1944)

**See Also:**

* Full list of comics from this series that are in the database.

Back to title selection : Comics W : *Walt Disney's Comics and Stories Vol 1*
Siskiyouan

**Siskiyouan** is a culture in After the End. It is part of the North Pacific culture group.

## Description

Torn between two worlds at their peripheries, the Siskiyouan people find themselves having to choose between the philosophies of Imperial California and the traditions of their Cascadian sisters. While closer in practice to their northern neighbors, the Californians see them as legally bound to Sacramento, as they once were.
Dené

**Dené** is a culture in After the End. It is part of the Athabaskan culture group.

## Description

While the Dené have a wider range than most native groups on the continent, the territories they inhabit are cold and harsh. Spanning most of what were the Northwest Territories, and a significant chunk of the Yukon and Nunavut, their core territories are represented largely by their holdings in Northern Alberta.
Imamite

Refusing to abandon Shia Islam after the Event, the Persians and Arabs of Socal still practice their old faith, centered around Orange County and headed by the Abbas family. They once ruled all of Socal, until they were usurped by the Carmines. Can they take it back?

## Description

> "*Refusing to abandon Shi'ism in the wake of the event, the Imamite faithful clung onto their beliefs, isolating themselves from the Traditonalist community. Developing on a trejectory of their own, the Imamites continue to await the Twelfth Imam's coming, and the corresponding deliverence of freedom and justice.*"
> ― in-game description of Imamite
>
>

## Imamite Characters in 2666

### Vassalized by a different faith

* Imam Zakariyya II
* Patrician Dariush of Tehrani

### Mercenary Bands

* Fighting Javidan, currently led by Grandmaster Casim
* Crossed Scimitars, currently led by Sir Rodger Dowler
* Balboa Warriors, currently led by Captain Ward

## Holy Sites

These are the five Imamite holy sites in North America:

* Orange, site of the Islamic Center of Irvine, one of the largest mosques in pre-Event America
* San Diego
* San Francisco
* Mototown, site of the Highland Park Mosque, the first ever mosque in North America
* Hochelaga

All of the cities these holy sites are in have major Muslim communities. As of 2666, only the site of Orange is held by the Imam, who is a vassal to the Cetic king of Socal. The other two holy sites in Socal are ruled by the Cetics, the holy site of Mototown is ruled by Rust Cultists, and Hochelaga is ruled by Ursulines.

## In-Game Features

As head of the faith, the Imam can declare Jihads. Since the Surpreme Islamic Majis is secular title, it can be created or destroyed normally. Priests can marry and inherit titles. Like other Islamic religions, populations of other religious groups under Muslim rule pay an infidel tax. Imamite counties and characters are hard to convert, and non-pagans with low tech have low supply limits in Imamite counties. Imamite characters can observe go on Pilgrimage and gain sympathy of Pacific religions by decision. Unlike other Islamic religions, Imamite men can only have one wife.

Unlike other Muslims, a normal realm led by an Imamite ruler will use the "Bureaucracy" government type instead of Ghazi.

As of 2666, Imamite has 31.3 moral authority.

A temple holder of the Imamite faith is called an Imam.
Sunny Kitpoo

**Sunny Kitpoo** is the Duke of Sept-Rivières in 2666.

## Personality

Duke Sunny is a brave warrior, a true expert of warfare, an ability that suits well his endless ambitions. However, he is a known lunatic, a cynical individual that meddles in mysticism on a regular basis. This and his ugly appearance makes him quite untrusted by most of his neighbours, although he is also known for his honesty, for better or for worse.

## History

Born in 2621 from unknown parents, Sunny ascended to the title of duke of Sept-Rivières in 2652, at the age of 31. As of 2666 he has no family.

## Family

In 2666, Sunny is the only member of House Kitpoo.

## Sigil

The Sigil of House Kitpoo is a dark brown band on a white and green field.

## Trivia

* Sunny Kitpoo is the only Christian Ruler in the Kingdom of Cote-Nord.
Paisa

**Paisa** is a culture in After the End. It is part of the Andino Culture group.

## Description

Where the Río Magdalena and Río Cauca converge begins the Paisa region, and thus, the Paisa people. Nestled between the Cordillera Occidental and the Cordillera Central, the Paisa are largely isolated from the rest of Colombia, and have marked differences in their language and customs as a result.

## Paisa Characters in 2666

* Duke Nestor Salazar of Antioquia
* Capitán Magallanez of Cafeteros
* Chief Wílmar Rengifo of Manizales
Prodnanicnici

The Prodnanicnici are the decendents of a group from across the pond in the Old world. The majority of them live in former Cook county. While the majority of them are Traditionalist Muslim, there is a small minority that live within Saint Louis that have converted to the Catholic Faith.

https://en.wikipedia.org/wiki/Bosnian\_Americans
Gullah

**Gullah** is a culture of people in After the End. Gullah is part of the South Anglo culture group.

## Description

The Gullah people are largely overlooked by the majority of the realm they inhabit, being far outnumbered by the Southrons, Dixies, and even the Tuskegeans. While they have a similar background to their neighbors, their insular traditions and unique creole language mark them as a people apart.

## Rumors

### The Geechee Tongue

The Gullah language is often referred as Geechee, some people speculating the name comes from the Ogeechee river. This also suggests to historians that their culture could have originated there. However since their language is in the same group as the Creole of the Caribbean there's also speculation that they might be the descendants of foreign settlers.

### On the relation of the Afro-Anglo and the Holy Columbian Confederacy

While the exact nature of the relation between the ancient Southanglo and the Afro-Anglo population is lost to history, most erudite believe there was once great strain between the two cultures. It is believed that once the Afro-Anglo population was enslaved (a form of servitude today not considered legal in the HCC) and divided, something that the Holy Columbian Confederacy would only suffer from. Still, it appears that some of this old strain of relation exists in the form of a lack of intermarriage between the Gullah and other cultures.

## Notes

1. ↑ https://www.reddit.com/r/AfterTheEndFanFork/comments/avdh2y/weekly\_fanon\_prompt\_write\_about\_the\_afroanglo/ehef66l
Dakelh

**Dakelh** is a culture in After the End. It is part of the Athabaskan culture group.

## Description

Long before Simon Fraser named the river that now bears his name, the Dakelh lived along the *Lhtakoh*, or "the rivers within one another". While they find protection from the mountains surrounding their homes, they still must defend their Keyoh from the Plautdeitsch in the Eastern plains, as well as the Imperialistic Haida along the coasts.
Hamiltonian

**Hamiltonianism** is one of the religions practiced in After the End. Hamiltonian is part of the Old World Cultist religious group and considered an heresy of the Americanist faith.

## Description

> "*Hamiltonians differ from mainstream Americanism in that they take their faith in the gods of the Old World to a higher level. Legends outline the gods' abilities and deeds, but Hamiltonians believe the gods had more powers beyond those explicitly stated. They hold, furthermore, that it is within the capabilities of all believers to attain these 'implied powers' for themselves.*"
> ― In-Game description of Hamiltonian
>
>

## History

Hamiltonian, like other Americanist heresies, is incredibly obscure, and of little consequence to how one practices their faith. Only a select few ever practice it. It has however been deemed Heretical by established Americanists. Hamiltonians are barred from holding the office of President on the grounds that they may seek to use these 'implied powers' to assert a tyranny over America.

### Doctrine

Hamiltonians seek to uncovered the implied powers of the gods through focus on explicit powers stated as held by them. Among the few Hamiltonians that do practice in 2666 the the primary power they focus on is that of insuring the General Welfare through all necessary and proper means. Despite mainstream Americanist fears that a Hamiltonian presidency would be tyrannical with all actions being justified as 'necessary to achieving general welfare' the Hamiltonian stipulation of 'proper' suggests 'honorable' means and 'necessary' would suggest something not excessive. Regardless to suggest the founding documents have 'implied meaning' has been enough for the concern that any action can be justified under a Hamiltonian president. On a more mild note the belief that any believer can attain these implied powers is also seen as diminishing the deification of past Presidents and considered too close to the Jeffersonian doctrine which is also heresy to the Americanists.

## Holy Sites

These are the five Hamiltonian holy sites;

* Manhattan
* Philadelphia
* Washington
* Boston
* Rushmore

## In-Game Features

Fairly weak rulers may gather a large host to prepare an invasion. Priests can marry and inherit titles. There is (and can exist) no religious head.

As of 2666, Hamiltonianism has 20.0 moral authority.

A temple holder of the Hamiltonian faith is called a judge.

## Trivia

* Hamiltonianism and Jeffersonianism are both references to the debate between Alexander Hamilton and Thomas Jefferson on how much power the federal government should hold.
* In reference to the government of America before the event, the Hamiltonians invest an emphasis on the power of the Judicial branch.
High Chiefdom of Eeyou Istchee

The **High Chiefdom of Eeyou Istchee** is an independent country. It's considered a de jure part of the Kingdom of Jamésie and the Empire of Arctica.

## Location

Located on the border of the Arctic territory in the north, Eeyou Istchee borders the Duchy of Sept-Rivières and the Duchy of Saguenay to the east, the Arctic Territory and James Bay to the north, the High Chiefdom of Mushkegowuk and the wastelands of Cochrane to the west, and the Chiefdom of Abitibi and the wastelands of Coucoucache to the south.

## Geography

The lands of Eeyou Istchee are cold even during summer, with a general arctic climate. Due to it's closeness to the arctic territory, as well as to other wastelands, Eeyou Istchee is mostly isolated, although still connected to the lands of Quebec and the other Jamésie rulers.

## De jure provinces

* Nemaska;
* Chibougamau;
* Matagami;
* Waskaganish;

## History

The Algonquin people of Eeyou Istchee follow Midewiwin, the faith of many of the Arctica natives. This has of course brought conflict between the natives and the christians of Quebec, but so far it has never come to a full war.

Since 2640, the High Chiefdom is ruled by High Chief Mahvipah Amikons. It is unknown when it first formed and who ruled it before him.

## Maps

Jamésie (de jure).pngThe lands considered de jure part of the High Chiefdom of Eeyou IstcheeJamésie (de facto).pngThe lands part of the High Chiefdom of Eeyou Istchee in 2666
High Chiefdom of Nunatsiavut

The **High Chiefdom of Nunatsiavut** (also known as *High Chiefdom of Labrador*) is an independent country. It's considered a de jure part of the Kingdom of Côte-Nord and the Empire of Arctica.

## Location

Located in the northernmost part of North America, Nunatsiavut borders the Arctic Territories to the north and west, from which it's separated by the Michikamau Lake and the Melville Lake, the Chiefdom of KakKasuak to the east, the Chiefdom of Manicougan, from which it's divided by the Labrador Lakes, to the southwest, and the wastelands of inner Labrador to the south.

## Geography

Nunatsiavut is an harsh, cold land rich of waterways, be it rivers or lakes like the Melville, Michikamau or Ossokmanuan Lake. The climate of the region is Arctic. There are no locations of interest in any of the counties that form the High Chiefdom.

## De jure provinces (common name in italics)

* Kamistiatusset (*Labrador*);
* Sheshatshiu (*Goose Bay*);
* Chisedec (*Thule*, part of the Chiefdom of KakKasuak in 2666);

## History

In some unknown moment before 2642, the Druidic population of Kimistiatusset and Sheshatshiu united under a single ruler.

Since 2642, the High Chiefdom is ruled by High Chief Qimmiq Puvirnituq. It is unknown when it first formed and who ruled it before him.

## Maps

The lands considered de jure part of the High Chiefdom of NanutsiavutThe lands part of the High Chiefdom of Nanutsiavut in 2666
## Trivia

* The High Chiefdom of Nunatsiavut is the northernmost Druidic country in the game;
Neo-Godbeite

Neo-Godbeite is a Mormon heresy added to the game in the February 25th 2021 update and replaced Bickertonite in the mod.

## Description

*"Neo-Godbeites are a relatively new movement in the Latter-Day Saints community. Originating after the Event, members of these groups drew influence from both Pacific philosophy and heterodox pre-Event Mormon groups to inform their religious practices. Neo-Godbeites believe that woman are capable of leading communities despite lacking access to the priesthood, and often emphasize the mystical and spiritual aspects of faith. They also reject the theodemocratic system, adhering instead to more secular forms of government."*

## In-Game Features

* Priests (Temple holders) can inherit titles.
* Priests can marry.
* Religion allows woman to own Temple-Holdings [n2]
* No opinion penalty against female rulers and heirs.
* Fleets can navigate major rivers.
* A religious head (the Prophet-President) can be created by a special decision.
* May have ambition to remove vice.
* Neo-Godbeite priest are educated in the mystic arts.

## Notes

1. The original Godbeites were members of the *Godbeite Church*, officially called the *Church of Zion*, organized in 1870 by William S. Godbe. This dissident offshoot of The Church of Jesus Christ of Latter-day Saints was aimed toward embracing all belief systems. Known for embracing spiritualism and mysticism, the church died out by the 1880s. During it's decade of influence it was at the core of Utah's Liberal Party until that party's supporters became increasingly anti-polygamous and anti-Mormon which drove the Godbeites out of the party.
2. Despite the official description which reads; "*Neo-Godbeites believe that woman are capable of leading communities despite lacking access to the priesthood...."* the in-game features do allow woman to be temple holders.
Chilango

**Chilango** is a culture in After the End. It is part of the Mexicano Culture group.

## Description

The Chilango are found at what was once the center of Old Mexico, nestled in the eponymous Valley. What was once considered a derogatory term is now worn with pride by those who make up the Kingdom of Mexico, and people of this culture are often considered noble, zealous, and just people.

## Chilango Characters in 2666

* King Wenceslao Iturbide of Mexico
	+ Duke Urbano de Bastidas of Hidalgo
	+ Duke Marcos Zarco of Puebla
	+ Count Baltasar de Oñate of Temascalcingo
	+ Count Cuauhtémoc Iturbide of Toluca
* Duke Baltasar Ceinos of Guanajuato
	+ Count Ponce de Fuenleal of Celaya
	+ Countess Cacilda de Herrera of León
* Duke Jofre Ceinos of Querétaro
* Duke Tito Ceinos of Los Altos
	+ Count Bartolomé Chirino of Tapatitlán
* Captain Olid of Palace Guard
* Captain Kino of Tricolor Footmen
* Patrician Cabrillo Madueña
Chiraqi

Chiraqi is a Culture in After the End. It's part of the Laurentian Culture group. It is the only culture in the Laurentian culture group that has no county of it's culture in the region of The Rustlands. It only has one county to it's name, being Milwaukee under Gertrude Stoklasa, who is Dellsman.

## Features

Female Rulers and Heirs do not get opinion penalties.

## Chiraqi Characters in 2666

There are no Chiraqi Landed Characters in America in 2666.
Czexan

**Czexan** is a culture in After the End. It is part of the Star-Folk culture group.

## Description

The people of New Praha are in a very similar situation to their neighbors in New Braunfels- a people in the minority, with a tradition that seems strange to all others. The Czexans are unique in being some of the only (primarily) slavic based peoples on the continent.
Navajo

**Navajo** is a Culture in After the End. It's part of the Plateau Culture group.

## Description

The Navajo in the Southwest have generally been the most successful nation in the area, preferring to rebuild their lives after the event in comfortable isolation around their homeland near Fort Defiance. However, they still seem to have a warrior streak about them, and rumors have begin to be heard about a possible expansion. They adopted the Mormon faith en-masse thanks to their proximity to the kingdom of Deseret.

## Navajo Characters in 2666

* Duke Hastiin Dodge of Diné Bikéyah;
	+ Count Klah Déélgééd of Shiprock;
* Chief Mingan Tinde of Haak'oh;
Sranan

**Sranan** is a Culture in After the End. It's part of the Caribbanglo Culture group.

## Description

Perhaps the greatest stronghold of Dutch culture in the Caribbean, the Sranan people are descended from the people of Suriname. The rarity of Dutch influence, combined with their Hindu religion, makes Sranan populations one of the most unique areas in the known world.

## Sranan Characters in 2666

* King Geert-Jan Zonnebeld of Guyana
	+ Count Jules Honenkamp of Marowijne
	+ Count Lucien Smits of Sipaliwini
Arixan

**Arixan** is a Culture in After the End. It's part of the West Anglo Culture group.

## Description

The Arixans are the descendants of the English-speaking people of the old states of New Mexico and Arizona. Their unhospitable environment has rendered them into a hardy folk, adopting some of the ways of the Native Americans and nearby Mexicans. Unlike their West Anglo brethren, they are religiously divided into the northern Mormons and the southern Atomicists.

## Arixan Characters in 2666

* High Chief Allen Grey of The Saucers;
* High Chief Jojo Kino of Gadsden;
* High Chief Marston Buntline of The Pharaohs;
* Grandmaster Pete of the Sons of Oppenheimer;
* Chief Brumby McJunkin of Ahwe Nyava;
* Chief Earp Driskill of Hidalgo;
* Count Ditatdeus Bullpine of Flagstaff;
* Professor Pollard of Los Alamos;

## Arixan Titles

### Traditional Titles

* Arixo
* The Pharaohs