recursal/Fanatic-Fandom huggingface dataset:
Duchy of the Quad Cities

The Duchy of the Quad Cities is a small, two-county Grangelander Catholic duchy. It is a de-jure vassal of the Kingdom of Iowa, and a de-jure part of the Empire of the Heartland.

The Duchy of the Quad Cities is ruled by House Rodman. It is unlikely to accept Iowa's vassalization requests until Iowa has formed either the Grangelander Empire or the Empire of the Heartland, despite its cultural and religious similarities, due to the duke's rank.

## Location

The duchy borders Iowa to the west, and is in close proximity to a number of Norse and Rust Cultist nations to its east.

## Geography

The Duchy of the Quad Cities consists of plains and farmland straddling the Mississippi River

## Rumors

Th Duchy of the Quad Cities is mentioned several times in the the primer Our Liberties We Prize And Our Rights We Will Maintain.

Categories:Independent Duchies
Fanon

Fanon are fan made additions to the canon that expand upon official material.

## 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.

## Editing and Removing Fanon

Everyone who contributes to the site wants an impact, especially a lasting one. With fanon being a lot more personal in nature than simply copying established material (as fanon requires some creativity) there are rules here place to make the removing of fanon something that isn't reduced to 'I don't like it.'

Spelling and grammatical errors may be edited to correct them.

Material that contradicts official sources is not canon and may be removed without issue. Fanon expands upon canon, it does not override canon.
Cayennais

**Cayennais** is a Culture in After the End. It's part of the Antillais Culture group.

## Description

The people of Cayenne are the oddest of the Antillais. While separation from the French in the centuries since the event caused some natural distortion in language in customs, influence from the Guyanese, Sranan, and Brazilians have morphed it into something almost unrecognizable, even to the French Caribbean cultures. And while some might find solace in the familiarity of their voodoo practices, others practice the Candomblé faith of the Amazon.

## Cayennais Characters in 2666

* Duke Lyrical Boulet of Cayenne
	+ Count Vincent Chuí of Uaça
Brasileiro

**Brasileiro** is a Culture in After the End. It's part of the Portuguêse Culture group.

## Description

The primary culture of the Brazilian Empire, the Brasileiro are primarily found in the Southeastern parts of the Empire- such as São Paulo, Espirito Santo, Minas Gerais, and, of course, Rio de Janeiro- and in the Center-West.

While there are many cultural identities within these regions beyond simply "Brazilian", many from outside of Brazil itself either cannot, or refuse to, see such differences.

## Brasileiro Characters in 2666

* Emperor Pedro Péres de Bragança of Brazil
* Governor Militant Xabier de Bragança of the Northern Captaincy
* Archbishop Manuel Nóbrega of the Archdiocese of Manaus

## Culture Sprawl

There are no Brasileiro counties in 2666.
Quisqueyano

**Quisqueyano** is a Culture in After the End. It's part of the Caribeño Culture group.

## Description

On the eastern side of the island of Hispaniola are the Quisqueyano people, who completely follow the Santería faith and are under the sway of the Caribbean Empire. They are a racially mixed people with their island being the site of the first cathedral, castle, monastery, and fortress built in the Americas.

## Quisqueyano Characters in 2666

* Marquis Jaime Báez of Dominica;
	+ Earl Antonio Luperón of La Vega;
	+ Earl Oscar Báez of Puerto Plata;
	+ Countess Clara Báez of La Romana;
Northlander

**Northlander** is a culture in After the End. It's a part of the Ameronordic Culture group. It used to be a part of the Amerodeutsch Culture group.

## Description

The cold lands of Minnesota and the Dakotas are where the Northlanders dwell. As the heartland of the Norse faith the fierce warriors have had to contend with the presence of Grangelanders and Natives on their borders. With their Norse faith comes some of the more Scandinavian-inspired nomenclature of the New World.

## Cultural Retinue

The Northlander culture has the Housecarl cultural retinue. It has 200 Heavy Infantry, and combat bonuses of Heavy Infantry Morale +20% and Heavy Infantry Attack +40%. It costs 600 retinue cap usage, monthly maintenance of 0.15, and a creation cost of 84.

## Northlander Characters in 2666

* High Chief Lief Oreck of Beargrease;
* Jarl Jens Lundgren of Pembina;
* High Chieftess Margareta Lundgren of Sheyenne;
* Jarl Pal Tarsus of St. Anthony;
	+ Chief Frans Modig of Cannon;
* Duchess Arnbjorg Davidsen of Upnorth;
* Jarl Chlodoald Clodoalding of Minnesota;
	+ Chief Adoniram Johnson of Rush;
	+ Chief Jesse Skarp of Cuyuna;
* Lord Proprietor Thorstein Fondulack of Superior;
	+ Count Haakon Noquet of South Shore;
* Jarl Stein Davidsen of Copperland;
	+ Chief Sebastian Davidsen of Gogebic;
	+ Chief Amund Davidsen of Porcupines;
	+ Chief Greta Davidsen of Keweenaw;
* Chief Stenvar of the Minnesota Norsemen;
* Chief Holger Rotvig of Mandan;
Ammon-Jaffar Ababwa

**Ammon-Jaffar Ababwa** is the Emir of Suncoast. An adventurer who lead his fellow Orientalists down to old Tampa Bay to establish a new homeland for the faithful. Providing escort in the employ of Ammon-Jaffar was Captain Joseph Gasparilla, a pirate who knew the waters well. In the year 2633, at the age of 33, Ammon-Jaffar's ships came into the bay and laid claim to Tampa, Palmetto, and St. Petersburg. For his service Ammon-Jaffar provided Joseph Gasparilla a government position and vast liberties in governing neighboring Caloosahatchee from which is pirates now operate as a stronghold. Work at securing the new territory lead him to marriage with Za'eema, the daughter of then ruler of Lochloosa- an Americanist feudal realm to the north. This union has bonded the realm in an agreement of non-aggression allowing Ammon-Jaffar to focus on his eastern ambition; the holy site of Kissimee in Oralando.

## Family

* Wife: Za'eema Azalea (an Americanist from the northern realm of Lochloosa where her brother governs as a Major)
* Son: Ali Ababwa
Dellsman

**Dellsman** is a Culture in After the End. It's part of the Ameronordic Culture group. It used to be a part of the Ameroduetsch culture group.

## Description

The area directly west of Lake Michigan is controlled by the largely tribal Dellsmans. The many small fiefdoms are all Norse and are the closest among the pagans towards a semblance of feudalism.

## Cultural Retinue

The Dellsman culture has the Housecarl cultural retinue. It has 200 Heavy Infantry, and combat bonuses of Heavy Infantry Morale +20% and Heavy Infantry Attack +40%. It costs 600 retinue cap usage, monthly maintenance of 0.15, and a creation cost of 84.

## Dellsman Characters in 2666

* High Chief Melis Dachs of Badgerlings;
* Jarl Paul Hedagling of The Northwoods;
* Jarl Widukind Heileman of Chippewa;
* Jarl Krullig Kleutsch of Green Bay;
* Prophet-President Whichmann, head of the Strangite faith;
* Chief Molkereik Husbil of Sheboygan;
* Chief Rambert Abbrederis of Kickapoo;
* Lady Mayor Gertrude of Milwaukee;
* Chief Kasefred Ameche of Peshtigo;

## Dellsman Titles

### Traditional Titles

* Wisconsin
* Coulee
* Green Bay
* The Badgerlings
Kingdom of Platte

The **Kingdom of Platte** is a Grangelander Catholic independent kingdom in 2666. It is a de jure part of the Empire of the Heartland.

## Location

Located to the West of the Kingdom of Iowa, to the North of the Duchy of Verdigris and Chisholm, to the south of the Kingdom of Lakotah and to the east of Trialwalker tribes, most prominently the Trailwalker Kickatus. The Kingdom of Platte begins the game in a precarious position.

## Politics

The Kingdom of Platte is likely to have its king and his heir die early, destabilizing the realm and making it easy pickings for any neighbor with a religious CB, or for an Iowan ruler who has married their dynasty into a position where the Greysnows will inherit Platte. Alternatively, a strong Kickatus or if Kickatus gets subjugated, will mean a extremely strong pagan kingdom on its border, and Platte holds a Trailwalker holy site.

## Geography

Platte is mostly covered in plains and farmland. It borders the Missouri river to its east and north.

## History

In 2666, Platte is ruled by King Ned Brasge, who gained control the kingdom 16 years prior and is descended from the king who freed Platte from a union with Iowa and a despotic king of house Rodman.

## Rumors

Platte features prominently in the primer Our Liberties We Prize And Our Rights We Will Mantain.

Categories:Independent Kingdoms
Grangelander

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

## Description

The flat farmland of the American Midwest is home to a flourishing culture of new nations. Centered around the Kingdom of Iowa and the Kingdom of Platte, the Grangelander ethic remains similar to the salt-of-the-earth attitude carried by the inhabitants since the colonization by white settlers. The better settled areas in the east are completely Catholic, while the wilder, tribal areas in the west have a strong Trailwalker streak.

## Grangelander Characters in 2666

* King Franklin Greysnow of Iowa;
	+ Duke Truman Still of Chariton;
	+ Duke Poynter Adams-Farwell of Driftless;
	+ Chief Lyman Wapello of Ottumwa;
	+ Count Zerubbabel Oto of Kanesville;
	+ Prince-Bishop Flint Beese of Shoquoquon;
	+ Count Dale Dedale of Icaria;
	+ Count Zedkiah Crossing of Prairie Rapids;
* King Ned Brasge of Platte;
	+ Duke Cyrus Heliantus of Kansas;
	+ Chief Zechariah Strongroot of Niobrara;
	+ Prince-Bishop Blaine of Grand Island;
	+ Chief Absalom Dobytown of Kearny;
	+ Chief Hezekiah Arpee of Republic;
* High Chief Galen Hiramson of Kickatus;
* Duke Jeroboam Gammton of Forgottonia;
* Duke Calvin Rodman of The Quad Cities;
	+ Count Amos Rodman of Galena;
* Chief Jeroboam Aestivum of Arp;
* Count Zebediah Barley of Freeborn;
* Count Clifton Cambariday of Bluffwoods;
* Count Peter Antilocapra of Khangi Wakpa;
* Count Hannibal Barnes of Osage;
* Count Morrell Okableck of Minnehaha;
* Lord Mayor Orlyn Maizeflower of Floyd;
* Countess Ana Sedgwick of Wichita;
* Chieftess Henrietta Amberfield of Independence;
* Count Wyatt Masterson of Dodge, also known as The Peacemaker;
* Count Timothy Granlo of Coteau;

## Grangelander Titles

### Traditional Titles

* Iowa
* Platte
Creole

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

## Description

This unique composite descended from French, Afro-Carribean and Cajun cultures have formed a nation at the mouth of the Mississipi, ruling over the swampy flooded remains of New Orleans. They mostly follow the cult of Voodoo.

## Creole Characters in 2666

* Duke Pierre Vallencourt of Alexandria;
* Lord Proprietor Samuel Edi of Orleans;
* Captain Achille of Sons of Samedi;
* Captain Maugris of Delta Blues;
* Lord Mayor Lionell of Cypress;
* Count Momus Grenouille of Catahoula;
* Count Leon Penalver of Itta Homma;

## Creole Titles

### Exclusive

* Creole Empire
* Nouvelle-France
Ktunaxa

**Ktunaxa** is a culture in After the End. It is part of the Interior culture group.

## Description

The Ktunaxa people (called *Kootenay* by the Prairielanders and Canuck, and *Kootenai* by the Mountainers and Inlanders) are, linguistically speaking, utterly unique on the continent, and are usually grouped with the Nez Perce or Paiute bands more for their geographic locations than any real cultural similarities. While their origins remain shrouded in mystery and myth, they currently straddle the pre-event borders of British Columbia and Alberta, in a land that now bears their name.
Maritimer

**Maritimer** is a Culture in After the End. It's part of the North Atlantic Culture group.

## Description

The people of the Maritime Provinces of Ancient Canada. True to the large presence of Celtic settlers in the land's history, they have adopted Scottish Gaelic-inspired customs. Unlike their southern cousins, they are not only Anglican, but also feudal.

## Maritimer Characters in 2666

* Queen Caitlin Beaton of the Maritimes;
	+ Duke Richard Kilmarnock of Nua-Shéalainn;
		- Lord Caragh Criss of Passamaquoddy;
		- Lady Paige Bunbury of Saint John;
	+ Duke Rory Carmody of Alba Nuadh;
		- Lord Nioclas Lynde of Pisiguit;
	+ Duchess Sarah Birnberg of Miramichi;
		- Lord Lorcan O'Tuairisc of Mount Carleton;
		- Lord Caden Walsh of Kouchibouguac;
		- Lord David O'Connor of Gloucester;
	+ Duchess Anne de Avonlea of Eilean Eòin;
	+ Lord Michael Conmora of Cape Jouriman;
	+ Lord Eamon Mac Scalaidhe of Chignecto;
	+ Lord Ivor Beaton of Unamakika;
	+ Lord Labhras Beaton of Antigonish;
* Captain Neil of San Patricios;
Libertarian

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

## Description

> "*The devoted of Lady Liberty, the Mother of Old America and the Goddess of Freedom, the Libertarians were once a matriarchal Patriotic order of the Americanists dedicated to the defense and restoration of the Statues of Liberty who broke from Washington in protest against the 'overemphasis' of the Founders over Lady Liberty. In the centuries since the continued revelation and dedicated study of the First Lady and her Justices have lead the libertarians and the Americanists to opposite positions on a vast number of theological points, from the approved methods of establishing proof of presidential deification after death all the way to structure of the old world pantheon.*"
> ― In-Game description of Libertarian
>
>

## History

Libertarianism is a sparse faith in 2666 that no lord practices officially. The First Lady, Athena, is supposedly in hiding somewhere around Nashville.

## Libertarian Characters in 2666

There is no notable Libertarian character in 2666 aside from the First Lady.

## Holy Sites

These are the five Libertarian holy sites;

* Manhattan
* Palisades
* Philadelphia
* Washington
* Boston

## In-Game Features

Priests can marry and inherit titles, and women may own temple titles. The First Lady can Excommunicate, grant divorce, grant invasions (that can also be prepared by fairly weak rulers) and claims to titles. There is no opinion penalty against female rulers and heirs. Rulers are allowed to hold larger Demesnes, and there is a lower chance of provincial revolts.

The religion does not allow Holy Wars, and has a strict restriction on Consaguinity. It gives access to the Enatic Succession Law.

As of 2666, Libertarianism has around 20.0 moral authority (the exact number depends on the Diplomacy and Patriotism of First Lady Athena).

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

## Trivia

* Libertarian is one of the two faiths that gives access to the Enatic Succession Law, the other being Gaian.
* Although they share the name, the in-game Libertarian faith doesn't have anything to do with the real-life ideology of libertarianism.
Jeffersonian

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

## Description

> "*The old legends speak not of just Washington, Jefferson and Lincoln, but also of the farmers, the soldiers, and all the common men of the Old World. As widespread as the statues of the Founders are, are there not statues of the common infantryman in many old towns? What of the farmers and the grand grange halls they established? Jeffersonians hold that the Americanist gods of the old world were just a few of many, and that the entire nation of ancient America was home to gods. All the land was blessed by the gods, therefore, and thus all the land must be reclaimed by the true faith!*"
> ― In-Game description of Jeffersonian
>
>

## History

Jeffersonianism, like other Americanist heresies is incredibly obscure. Only a select few ever practice it.

## Holy Sites

These are the five Jeffersonian 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 (Jeffersonians are barred from running for the office of President).

As of 2666, Jeffersonianism has 20.0 moral authority.

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

Jeffersonian characters can make the decision to follow the example of an American archetype. The Citizen, the Soldier, the Farmer, or the Scholar. This decision gives the character a boost to patriotism and stats associated with the archetype. The Citizen has a bonus in Diplomacy and general opinion, the Soldier in Martial and personal combat, the Farmer in Stewardship and national tax, and the Scholar in Learning, patriotism generation, and vassal opinion. Though with those also come penalties as some aspects of character are not attended to as the person seeks to live up to the example. There also comes a penalty to opinion from having the opposite trait of another Jeffersonian. The Citizen and Soldier have opinion penalties. The Farmer and the Learned have opinion penalties.

## Version Notes

* Originally Jeffersonian didn't provide any unique decisions but this has been rectified.

## 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 Jeffersonians invest an emphasis on the power of the people.
* The Jeffersonian concept of Citizen, Soldier, Farmer, and Scholar parallels like many American aspects a Roman one called the Romanitas; Roman identity and self image. The citizen was a rational man who discussed political issues and voted. The farmer was a hardworking and practical man who worked the land with his hands. The soldier was a courageous, strong man who obeyed orders and was willing to lay down his life in the name of the Republic/Empire.
Charlie the Rat

Count Charlie the Rat of San Jose is a legendary feudal count who governed the county of San Jose from 2150 to 2200. Charlie the Rat was a Bayfolk Sedevacantist in that bygone year. He died of natural causes at 50 years of age. Charlie became Count the same year he was born suggesting a regency lost to time governed before him. Charlie would have become the ruler of San Jose in 2166 when he turned sixteen years of age. While his parentage is lost to time it is known that he was of House Chester, a dynasty that seems to have died out with him. It is unknown who became Count after Charlie Chester's death; his successors if any not being immortalized in legend.
Bowman Bulkeley

**Bowman Bulkeley** is the Colonel of Gitmo, vassal under the Caribbean Empire

## Personality

Bowman is a tough soldier. Born naturally strong, despite being known to have cruel tendencies he is regarded as hardworking and frugal at matters of both realm and war which he is rather proud of

## History

Born in 2629 to John Bulkeley and an unknown mother. Bowman ascended to title of Colonel of Gitmo in 2653 at the age of 24 following the death of John Bulkeley.

## Sigil

The Sigil of House Bulkeley is a black omega symbol over Cuba on a white field

## Trivia

* The Sigil of House Bulkeley is a reference to Camp Omega from the Metal Gear series
Gaúcho

**Gaúcho** is a Culture in After the End. It's part of the Portunhol Culture group.

## Description

Even further south of the Brazilian empire is a vast land of plains and grasslands, known as the Pampas. The people here have adopted nomadic traditions similar to that of the Llaneros, or even the Cree. While those under the Brazilian states of Paraná, Rio Grande do Sul, and Cisplatina are administered by the mighty Empire, raids do occur from across the border. While many and disunited, a strong leader could unite the Gauchos under a single banner.

## Gaúcho Characters in 2666

There are no Gaúcho Characters on the Map in 2666.

## Gaúcho Titles

There are no titles for the Gaúcho culture
Calypsonian

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

## Description

Descendants of Afro-Anglo settlers in the Antilles and Tucupita, this culture is split between the Caribbean Empire and Grand Trinidad. Similarly to their West Indian brothers, they follow the Rastafarian faith.

## Calypsonian Characters in 2666

* King Stokely Best of Grand Trinidad;
* Captain Bravo of Freesails of Trinidad;
* Marquis Clifton Collymoore of Windward Isles;
* Marquis Ramjohn Opel of Leeward Isles;
* Countess Millicent Conner of Andros;
Pagan

**Paganism** is one of the religions practiced in After the End, as of 2666 there are no pagan counties or characters. The Pagan faith is part of the religious group of the same name.

## Description

*"Since the dawn of history, both North and South America have been home to countless Pagan religion and cults unrelated to the Abrahamic faiths." ― In-game description of Paganism*

## Gods

* **High God:** The Spirits
* **God Names:** The Spirits and The Ancestors
* **Evil God Names:** The Dark Spirits
* **Scripture:** The Legends

## Holy Sites

* **Chicago**
* **Green Bay**
* **Mototown**
* **Sault Ste. Marie**
* **St. Paul**

As of 2666, no Holy Sites are controlled by Pagan rulers.

## In-Game Features

* Priests (Temple Holders) can inherit titles
* Priests can marry
* Religion allows women to hold Temple Holdings
* Fleets can navigate major rivers
* Non-Pagans (With very low tech) have a very low Supply Limit in Pagan counties
* There is (And can exist) no religious head
* Women may hold Spymaster positions
* Inferior at conversion
* Rulers cannot delcare Holy Wars

As of 2666, Paganism has 20.0 moral authority.

## Trivia

* Paganism seems to be more of an agroupation of faiths and cults, rather than a religion.
Kingdom of Jefferson

A kingdom located in the wooded northern part of Old California, along with the northwestern corner of Old Nevada. It is neighbored by the Gaians to the north and contains many important pilgrimage sites for their faith. It is presided over by the descendants of Kirk Gable, one of the Emperor's most loyal and able generals
Salishan

**Salishan** is a Culture in After the End. It's part of the Northwest Coast Culture group.

## Description

The indigenous people of the Old State of Washington. Despite having some luck in reestablishing their rule over the area, they have been generally subjugated by their northerly neighbor. They follow either the Raven or Gaianism.

## Salishan Characters in 2666

* High Chief Pugwis Spatsatlt of Git'awyaas;
	+ Chief Yeptah Keltakkaua of Taw'laa;
	+ Chief Nsskioos Tlakaumoot of K'aayhlt'aa Sk'awíi;
	+ Chief Comcomly Tumkoaakyas of Ts'angaay;
* Chief Chelamela of Walla Walla Warriors;
* Chief Nessick Potlas of Kinbasket;
* Count Anta Tokoaïs of Heiltsuk;
* Countess Clowwewalla Spukpukolemk of Nuxalk;
* Count Sadziskeh Queptlmamish of Sdaaguhl;
* Chieftess Haiwee Pentlatc of Whitman;

## Salishan Titles

### Traditional Titles

* The Coast
* Colville
Jacobite

**Jacobite** is a religion in the Evangelical group that was introduced recently to After the End. It replaced Antinomian as a heresy in the Evangelical group. Jacobites believe the KJV Bible is the bible everyone should be using and is put in opposition to the Evangelical mainstream which has it's own translation.

## Notes

* The inclusion of Jacobites who are described as thumbing through the pages of their revered book retconned a previously established aspect of their only being four known copies of the KJV bible in the world. This concept had already been brought up as conflicting with the Mormons whose scriptures consist of the Book of Mormon, The Pearl of Great Price, the KJV, and The Doctrines and Covenant. An early solution was to have the Mormons possess one of the four remaining copies of the KJV.
* The 'Only Four Copies' aspect regarding the KJV was also already put into opposition as the Mormons would have been making more copies as they already do. Though by hand rather than a printing press much as the Catholic church does in it's monasteries in AtE. A fix following the introduction of the Jacobite faith has been to alter the KJV artifact text in game to express that there are only four 'Pre-Event' copies in known existence. Thus resolving the issue.
* The Jacobites are by some considered a bit redundant as the Mormons already use the KJV and a lot of Charismatic Churches do as well. The concept the dev team had in mind was to create a conflict between the Evangelical's Translation and older pre-convention translations though choosing the KJV seems to have been a misstep.
Yiddish

**Yiddish** is a Culture in After the End. It's part of the Amerodeutsch Culture group.

## Description

The Yiddish culture takes its name from the Yiddish language used by the Askhenazi Jews before the Event. As this suggests, it's the dominant Jewish culture, with most Jewish people belonging to it.

## Cultural Retinue

The Yiddish culture has the Maccabee cultural retinue. It has 200 Heavy Infantry, and combat bonuses of Heavy Infantry Morale +10% and Heavy Infantry Defense +20%. It costs 600 retinue cap usage, monthly maintenance of 0.15, and a creation cost of 84.

## Yiddish Characters in 2666

* Count Lazar Rotschild of Brooklyn;
* Count Meshulim fun Tash of Kyrias Tosh;
* Count David Twerski of Newburgh;
* Earl Leonard Horowitz of Palm Beach;
* Count Levi Gutfreund of Lakewood, also known as "The Liberator";
Edokko

**Edokko** is a Culture in After the End. It's part of (and the only Culture in) the Nihonjin Culture group.

## Description

The Emperor of Japan has ruled for millennia, and it seems that him and his Empire still live, more powerful than ever before. And now, they look to the Pacific Ocean, and to the lands beyond.

## Edokko Characters in 2666

There are no Edokko Characters in America in 2666.
Tlingit

**Tlingit** is a culture in After the End. It is part of the Northwest Coast culture group.

## Description

Perhaps one of the most iconic indigenous groups in the Pacific Northwest, the Tlingit have developed an identity among Canadians, Americans, and even Russian colonizers. Occupying the Alaskan Panhandle for centuries even before the Event, the Native people of the region came to adopt the religious (and several cultural) practices of those colonizers in what is now called "*Kanéist Átk'aheen*", or the Cross Faith- as well as including several of their own practices.
Manhattan

**Manhattan** is the location of New York City, the capital of the Republic of New York. Manhattan is considered a holy site by a number of religions in North America. It's one of the pilgrimage destinations for Americanists of all varieties. Manhattan is the center of the Gothamite heartland.

## Holdings

### Cities

* New York City (County Capital)
* Yonkers
* Mamaroneck

### Temples

* Court of the Bronx
* Court of Sleepy Hollow

### Others

* House Falcone (the most developed of the houses)
* House Laggard (has produced the most Speakers of New York as of 2666)
* House Rothschid (has the position of Mayor of Brooklyn currently producing additional revenue compared to the other houses)
* House Theovelt (currently the largest of the five Patrician Houses in the Republic of New York as it has the most living members)
* House Wayne (the smallest of the five houses with only three living members it's patriarch Thom Wayne is known for his charity work and a risk taking attitude)

## Religion

Manhattan is primarily an Americanist county in 2666 however it is the location of holy sites for other religions. Being under the laws of the Republic of New York the people of Manhattan enjoy a higher degree of religious liberty compared to those living in Hudsonia, Connecticut and other neighboring lands.

### Holy Sites

* Court of Bronx - Americanist, Hamiltonian, Jeffersonian, Libertarian, Consumerist, Monetarist, Haredi, Meshichist, Thelemic, Reform, Orientalist and Traditionalist
* Court of Sleepy Hollow - Occultist (Note; a bit like graphical inconsistencies there is a bug where upon the holy site is moved to the Bronx when using Custom Set up)

## Unique Features

* **Central Park** which is a shared space in the center of Manhattan which has some mysterious features such as an obelisk covered in an indecipherable script.
* **The Subway** which is a network of flooded underground tunnels said to be inhabited by monsters and filled with treasure of which a few thrill seekers seek out.

## Administration

The County of Manhattan is currently held by Speaker Florell Laggard of the Republic of New York.

## Trivia

* The obelisk in Central Park is referred to by New Yorkers as 'Cleopatra's Needle' though it was not commissioned by her. The Obelisk is a genuine Egyptian artifact commissioned by Pharaoh Thutmosis III around 1450 BC for his third jubilee. In the late 19th century it was moved to New York after being gifted by the Khedive of Egypt as a thank you for helping to modernize his nation. This obelisk is, along with New York's revolutionary war history, the reason for Manhattan being one of the areas to hold a Thelemic holy site.
Yucateco

**Yucateco** is a culture in After the End. It is part of the Mayan Culture group.

## Description

A close cousin of the Maya, the Yucateco differentiate themselves with their more mixed ancestry and practice of the Neomayan faith. The recent conquest of the Yucatan peninsula has led to a powerful Yucateco kingdom, however their domination of other cultures and religions has led to growing discontent among the nobility and the people.

## Yucateco Characters in 2666

* King Israel II Soberón Salazar of Yucatán, often called "the Proud"
	+ Duke Salvador Marin of Quintana Roo
	+ Count Enrique Alberto of Campeche
	+ Count Santiago Cuellar Louisville of Dzilam
	+ Count Jacawitz Sanabria of Cancún
	+ Count Pascual Ramiro Seibal of Cárdenas
	+ Count Luis Chocano Viniegra of Calakmul
	+ Count Isidro Xunantunich of Celestún
* Duke Blanco Hocchob of Lacandón
* Captain Lamat of Oxyotl Skirmishers
Tapatio

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

## Description

While originally, the term Tapatio was used exclusively for the people of Guadalajara, it eventually came to mean anyone from the general area of the city- usually anyone from Jalisco or Colima. The Tapatio are generally regarded with a favorable light by the other Mexicanos, as they see them as the bastion of Sagrado Corazón on the Pacific.

## Tapatio Characters in 2666

* Lord Director Gustavo Lázarez Pistolas of Colima
	+ Gran Alcalde Rubín del Toro of Manzanillo
	+ Patrician Ramón Fregoso
* Duke Natividad de las Chivas of Jalisco
	+ Count Nicolás Tenamaztle of Ameca
* Duke Oswaldo Orozco of Nayarit, often called "the Mad"
	+ Count Oswaldo Orozco of Costalegre
	+ Count Oswaldo Orozco of Puerto Vallarta
* Captain Enrique of Chivas
* Captain Zeferino of Colima Traders
* Calpixqui Everardo Acatl of Coalcomán
* Countess Adrianna Oroz of Sierra de Amula
Jarocho

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

## Description

The Jarocho are the Mexicanos who live along the Caribbean coastline. Their control over major cities such as Tampico, Xalapa, and Heroica Veracruz, have led to a reputation of a wealthy class of people. The stereotypical Jarocho lives in a beach-side villa, with his own personal carriage to take him to the local *iglesia*.

## Jarocho Characters in 2666

* Duke Adalberto de Zocalo of Huasteca
* Duke Aureliano Lizardo of Olmeca
	+ Count Javier Salmerón of Chimalapas
* Lord Proprietor Guillermo Portocarrero of Veracruz
	+ Patrician Yanga de Cos
	+ Patrician José Ignacio de Ulúa
	+ Patrician Pedro Pasquel
	+ Patrician Venustiano Valenzuela
* Captain Gokú of Granaderos
* Countess Lucrecia Lara of Las Montañas
Iyyu

**Iyyu** is a culture in After the End. It is part of the Subarctic culture group.

## Description

Around the James Bay, and parts of the Hudson Bay, the Iyyu, or Eastern Cree, people make their homes. With Whale hunter pirates to the North and Quebecois Crusaders to the south, they try their utmost to hold on to their ancient traditions and way of life.
Neo-Gnostic

**Neo-Gnosticism**  is one of the Religions practiced in After the End. Neo-Gnosticism is part of the Christian religious group, and is considered a heresy of the Catholic faith.

## Description

> "*Neo-Gnostism (re)emerged in Colorado ad a syncretic faith combining teachings coming from the Cetic west and the Catholic east. Neo-Gnostics have amalgamated the belief in the Christian God with the rejection of the material world often found in Cetic school of thought. They believe that Salvation can be found in worship of Christ and that they can find Elightenment through his teachings. Gnostics see material processions and desires as secondary to Oneness of God. They reject the material world (matter, flesh) as being the work of Satan and seek to embrace the 'Gnosis' of God (knowledge, enlightenment, salvation).*"
> ― In-game description of Neo-Gnostism
>
>

## Gods

* **High God:** God
* **God Names:** God, the Lord, Jesus and the Blessed Virgin
* **Evil God Names:** Satan, Lucifer, the Devil and the Demiurge
* **Scripture:** The Evangelion

## History

The Neo-Gnostism faith first appeared in Colorado a few centuries after the Event and the establishing of the Papacy in St. Louis. The faith was created due to the influx of the western Cetic beliefs on the Catholic faith of the nobles and smallfolk of Colorado. They are considered a Catholic heresy owing to their agreement with the Catholic understanding of God and the Saints, while dismissing the teachings of most Cetic Gurus.

In present day, Neo-Gnostism still survives in Colorado, and a lord of Neo-Gnostic faith has also ascended to rule in the north, in Alberta.

## Holy Sites

* **Canyonlands**
* **Denver**
* **Las Vegas**
* **Sacramento**
* **Salt Lake**

As of 2666, no Holy Sites are held by Neo-Gnostics, as there are no playable characters of this faith.

## In-game features

* Rulers can order adult unlanded courtiers to take the vows
* Priests (Temple Holders) can inherit titles
* Religion allows women to hold Temple Holdings
* No opinion penalty against female rulers and heirs
* Fleets can navigate major rivers
* There is (And can exist) no religious head
* May have ambitions to remove vices.
* Homosexual Neognostic rulers are allowed to marry other homosexual characters.

As of 2666, Catholicism has a 20.0 moral authority. A temple holder of the Neo-gnostic faith is called a bishop. Neo-gnostic rulers can mend the Urusline schism if they control St. louis, Quebec City, and are not considered a heresy anymore. Neognostic rulers can abdicate the throne and become a "Perfectus", a perfect follower of god.

## Trivia

* While Neo-Gnosticism is not a real faith, it's based on the ancient Gnostic beliefs that originated in the Middle East in the first and second centuries AD.
* Neo-Gnosticism the only catholic heresy with different holy sites.
Batallón Colombia

Batallón Colombia, or Battalion Colombia, is the only holy order of the Patria Grande faith, they were a unit of the Colombian Army that served during The Korean War on the side of South Korea. They seemed to have been revived as a Holy Order of The Patria Grande faith. The current leader is Colonel Juan José, a lowborn, his heir is Nicolás, the chancellor of the battalion

## Characters

All characters part of the battalion are of Costeño culture, and reside in sogamozo, santander.
Guyanese

**Guyanese** is a Culture in After the End. It is part of the Caribbanglo Culture group.

## Description

While almost certainly the most prevalent culture within the Guyanas, the Guyanese are prevented from regional dominance by the power struggle between the Kingdoms of Grand Trinidad and Guyana, with Guyana proper split between the two. While traditionally Hindu, those conquered by the Calypsonian warlord have adopted his Rastafarian faith, as to prevent him from stripping them of their land- meanwhile, one ambitious man plots to lead the Kingdom under a Jewish banner.

## Guyanese Characters in 2666

* Captain Ian of Golden Jaguars
* Countess Bonita Consalvi of Essequibo
* Countess Mariam Consalvi of Barima
* Earl Cheddi Jagan-Rosenberg of New Amsterdam
British

**British** is a Culture in After the End. It's part of the Britannic Culture group.

## Description

Far across the vast Atlantic lies the exotic Isle of Britain. It is said that a British goddess known only as the Queen once ruled all the Old World, and even the very waves of the sea. While some scoff at their pretensions and strange Thelemic faith, most welcome the wealth and wisdom that British merchants bring to the American shores; but all are wary of dire rumors concerning a vast navy in the east...

## British Characters in 2666

There is no British character in America in 2666.

## Culture Sprawl

There are no British counties in America in 2666.
Wladfaeg

**Wladfaeg** is a Culture in After the End. It is part of the Patagonian Culture group.

## Description

In the far south of the American continent, beyond even the realm of the Brazilians and Gaúchos, lies a land known as Vespugia. The people of this land speak a language that is unknown even to their closest neighbors, and claim that their ancestors came from an island far to the northeast. However, after hundreds of years of separation, they now have little in common with their far eastern cousins.

## Legends

### **The Language of dragons**

The Wladfaeg people have piqued the interests of many due to their almost otherworldly language and their myths about all sorts of dragons. Anyone who has met them has noted that when they speak they sound more like their reading names from a fairy tale than any language known to them. In fact, Wladfaeg is not related to any known other language. Many superstitious folks have explained told stories about how their language was descendant from the languages of elves, fairies and especially dragons. Even the Wladfeag themselves stories (often contradictory) of an ancient Wladfeag king who one day got fed up with the dragons flying about completely free in his lands particularly all the damage that was caused to peasant villages when two dragons would fight. The King, using his skill in taming animals and tips from the locals was able to either domesticate or lock up all the dragons. His people at peace at last, one dragon he was able to not only pacify but also domesticate. This was the red dragon they use on their flags.

## Wladfaeg Characters in 2666

The wife of the governor of the Northern Captaincy.

## Culture Sprawl

There is no county of Wladfaeg culture in America in 2666.

## Trivia

* Wladfaeg culture as a whole is a reference to Y Wladfa, a real-life Welsh settlement in Argentina that was established in the 19th century. To this day, several thousand Patagonians speak Welsh as their native language, and many local features have Welsh place names.
Rolo

**Rolo** is a culture in After the End. It's part of the Andino Culture Group.

## Description

Rolo culture stands to represent the Colombian people inhabiting the areas around the **once** capital (Bogotà) of Colombia.

## Rolo Characters in 2666

* Marqués Pablo of Santander
	+ Señor Ayron of Sumapaz
	+ Señor Bayardo of Cimitarra
* Marqués Pedro of Gran Cafetal
	+ Señor Laureano of Barrancabermeja
	+ Señor Cristian of Bucaramanga
* Caudillo Zacarìas IV
Haitian

**Haitian** is a Culture in After the End. It's part of the Antillais Culture group.

## Description

Haitian is the culture of the people that live on the western side of the Island of Hispaniola, in the Caribbeans, where before the Event the country of Haiti was located. After the event the Haitian remained mostly isolationist, not expanding outside of the border of their ancient country. Some Haitians took the sea as pirates, joining the Brethren, and one of them was a brave adventurer that traveled to South America, leading to his sons forming colonies in the Andes, but a vast majority remain in Haiti, were they practice the Voodoo faith. After the formation of the Caribbean Empire, the rulers of the region became vassals of the Empress, albeit begrudgingly.

## Haitian Characters in 2666

* Marquis Touissant Duvalier of Haiti;
	+ Earl Francois Loverture of Le Cap;
	+ Earl Fabien Loverture of Artibonite;
	+ Earl Faustin Rivière of La Gonâve;
* Captain Blackbeard of The Boucaniers;
* Captain Frantz of Tonton Macountes;
* Konte Jean-Claude Sylvain of Aburrá;
* Konte Jean-René Sylvain of Bogotá;
* Konte Jean-Louis Sylvain of Vélez;
Nigerian

**Nigerian** is a Culture in After the End. It's part of the Guinean Culture group.

## Description

The country of Nigeria, in the distant continent of Africa, seems to have survived the Event, at least partially, and to be rebuilding. Characters of this culture can appear from time to time.

## Nigerian Characters in 2666

There are no Nigerian Characters in America in 2666.
Efric

Efric used to be the predominant language spoken in Valoran. Now it is barely spoken by anyone, its biggest contribution in current times being holding the names of continents and other features. It is quite incongruous in nature and seeing as it never had a "proper" form, it is often spoken in many different ways, none of which are considered "correct." The spellings of words differs and many words have multiple spellings.

**Script:** Latin
Patron

### Friends:

Chris, Haunter, Mikey, Professor Charles, The Grouchy Richardson, Igor, Eliza, Nick, Matt, Andy, Stephen, Raphael

### Enemies:

Albert Thomas, Enrique Lorenzo, Alonzo, Animatron, Carlos, Robo-Ninjas, The Grouchy Richardson (sometimes)

### First Appearance:

The Skeleton

Patron is the mysterious member of The Lightning Wolves.

## Personality

Patron lives in Sweetville City in the house of professor Charles. Patron is the powerhouse member of the Lightning Wolves. Patron met Chris, Haunter and Mikey at High School Gable years ago and since then they have remained together.

## First Appearance

Patron first appeared in "The Skeleton" episode where he teleported Richardson and the Skeleton in an unknown place.
Tehrangeleno

Tehrangeleno is a culture in After the End. It is a part of the Californian culture group.

## Description

Tehrangeleno culture originated in southern California as a minority mixing with the native Angeleno culture. While there are no areas that are a majority Tehrangeleno, they have a strong presence in the Republic of Los Angeles, with two patricians being Tehrangeleno.

## Cultural Retinue

The Tehrangeleno culture has the Wheeler cultural retinue and the Immortals cultural retinue. Wheeler retinue has 150 Heavy infantry and 150 Pikemen with combat bonuses of +10% Infantry Morale, +40% Heavy Infantry Attack, +10% Pikemen Morale, and +40% Pikemen Defense. It costs 825 retinue cap, monthly maintenance of 0.21, and 116 creation cost. Immortals cultural retinue has 250 Pikemen and 50 Light Cavalry with combat bonuses of +20% Pikemen Morale, +20% Pikemen Attack, +10% Light Cavalry Morale, and +10% Light Cavalry Attack.

## Tehrangeleno Characters in 2666

* Ara Gelecik, Patrician in the Republic of Los Angeles;
* Dariush Tehrani, Patrician in the Republic of Los Angeles;
* Grandmaster Darwish of Fighting Javidan;

## Cultural Sprawl

Tehrangeleno culture is not on the map in 2666.
Pagan Reformation

As of version 0.4, all religions in the Pagan group and American Native group are able to use the reformation mechanics introduced by the *Holy Fury* DLC. As with vanilla, the player must choose four features on reformation to define their religious mechanics and bonuses. Features are divided into three categories, and the player must choose one Nature, two Doctrines, and one Leadership.

## Nature

Characters are allowed to choose one Nature during reformation.

## Doctrine

Characters are allowed to choose two doctrines during reformation.

### Exclusive Doctrines

In addition to standard doctrines available to everyone, each religion has it's own exclusive doctrine that it may use during reformation.

## Leadership

Characters are allowed to choose one Leadership during reformation.

 Hierocratic
 Autocephalous
 Autonomous
Followers of this religion gain +2 base Martial.
The religion will never have a religious head.
Great Holy Wars are NOT allowed.

## Notes

* Rust Cultists use to be, prior to 0.5, considered Pagan and thus capable of having a Pagan Reformation. Back then the unique doctrine for them was 'Iron Fists' whose flavor text read "We must remain steadfast in our faith and firm towards the heathens, for it is the only way to ensure our continued survival. In the name of the Omnissiah!". It's effects where that Base Moral Authority is high. This religion does not allow marriage with infidels. Heir designation is allowed. Religious taxation of subjects of a different religious group is allowed. Rulers do NOT receive Opinion penalties for raised vassal levies.
* Tres Potencias can no longer be reformed, however it was never in the pagan religious group. Prior to this change in v.?, It's unique doctrine was leopard saints, giving these bonuses: The Religious Head can decide upon dead ancestors to give special status, Enables Eldership succession law, This religion can intermarry with it's neighboring faiths, Great Holy Wars are allowed, This religion discourages missionary work, Base Moral Authority is low. It was incompatible with Cosmopolitan nature, ancestor veneration doctrine, and autonomous. Its description was "Our gods have always permitted us to consort with those of other faiths and allowed righteous mortals to ascend to their ranks. It is high time we revived these practices."
* Tongues of the Spirit, the Revelationist unique doctrine, use to provide the benefit of Synchrenism instead of Ancestor Veneration.
* Midewiwin use to be a reformable religion. It's unique doctrine was Niizh Manidoowag. The description of it read In addition to transforming our existing animistic tradition, we must acknowledge the spiritual equality of men, women, and all other followers of Midewiwin.. It's effects where that Absolute Cognatic law was enforced. Female rulers where not penalized. Units from counties following the true faith receive a land morale bonus. Characters preform a rite of passage upon reaching adulthood.