recursal/Fanatic-Fandom huggingface dataset:
Nestorian

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

## Description

> "*Nestorians are an ancient branch of Christianity deemed heretical for their belief in the dual nature (humane and divine) of Christ. The Nestorian position was historically adopted by the Church of the East, offshoots of which have periodically drifted into and out of communion with the Pope. Some of those offshoots relocated to the United States during the 20th century, and fell out of communion with the St. Louis Papacy after the Event. Because of this, Nestorians are now considered by most to be a Catholic heresy.*"
> ― In-game description of Nestorian
>
>

## Gods

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

## History

Nestorian is an ancient Christian faith, whose belief were carried to America long before the Event by immigrants. Surviving the event, the faith is however in great minority against the more organized Catholic church, that considers it an heresy. Briefly having its center in Chicago in 2376 under Patriarch Homan, after the death of his successor Eliya in 2410, the Patriarchy disappeared, going into hiding until it finally resurfaced two and a half centuries later in 2666, led by the current Patriarch of the East.

## Holy Sites

* **Chicago**
* **Denver**
* **New Orleans**
* **St. Louis**
* **Washington**

As of 2666, there are no Nestorian rulers in the Americas, therefore the faith doesnt control any of its Holy Sites.

## In-game features

* The Patriarch of the East excommunicate Catholic characters
* The Patriarch of the East can grant divorces
* The Patriarch of the East can grant the Invasion Casus Belli
* Rulers can order adult unlanded courtiers to take the vows
* Fleets can navigate major rivers
* There is always a Patriarch of the East, landed or not

As of 2666, Nestorian has a 25.3 moral authority. A temple holder of the Nestorian faith is called a bishop.

## Trivia

* Nestorianism is a real branch of the Christian faith, presently mostly practiced in the Church of the East, it was brought to the United States by members of the Assyrian diaspora.
Quechua

**Quechua** is a Culture in After the End. It's part of the Andean Culture group.

## Description

The Quechua culture refers to the various speakers of the Quechua language. After the Event, those groups' survivors seem to have united in a single culture, calling themselves Quechua. Only one Quechua duchy is known to exist, but it is likely more survive south of the known world, in the central and southern Andes.

## Quechua Characters in 2666

* High Chief Viracocha Chasca of Cauca;
* Captain Choque of Lost Legion;
Factory of Detroit

Great Lakes area in 2666

his Rust Cultist merchant republic starts off in a good position at the start of the game. Starting the game with your capital atop a interstate, with another one nearby it. This allows for a good reliable source of Income at the start of the game. You also start with the Center of Islam, a level three great work based on your capital and a holy site for the Islamic faiths, and the Rust Cultist faith. Since you start off as a Rust Cultist, you are able to loot the structure for a boost to your treasury at the start of the game. As for your Dutchy level title, you are missing two of it's De Jure claims, owned by the Tribe of Geeyem. While they do have slightly more men then you at the start, 1.88K compared to your 1.69K, the fact that you can just hire mercenaries due to your sizable income as well as the fact that they are still tribal, it allows you to get two extra counties with good economy.

Recommended opening plays: Before unpausing the game, use the character finder to get better Commanders or Positions just in case you did get ones with very bad stats. Demolish the Center of Islam for a Sizable cash boost at the start and pick the amass wealth ambition for an extra stewardship on your character. Build a trade post on Motown and the tip of Michigan if you can get the wealth quicker then the Norse who own the county. Hire a small Mercenary group and declare war on Geeyem for your De Jure claims. Once you unpause, proceed to stackwipe Geeyem's troops and besiege the land you're not fighting for, as to keep the devastation down in them and allow for you to capture land with good economy. Once you finish this war, get claims on the people nearby you and fight your way into the De jure Tycoonship of Michigan or your nearby Rust Cultist holy sites.
Battleborn

**Battleborn** is a culture in After the End. It is part of the West Anglo culture group.

## Description

In the Deserts and Watersheds of the Great Basin, the people have managed to eek out a humble existence. Those who recall the histories of the American Empire took inspiration from the state of Nevada, created in the midst of their greatest struggle, thus giving them their name- the Battleborn State. Today, their land is likewise divided- Nazarenes try to assert their independence from the philosophies of Elton, while Atomicists and Mormons try to claim the passes for themselves, to hopefully gain another avenue into the Celestial Empire of California.
Riverlander

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

## Description

The hardy Riverlanders live at the Great Confluence of the Missouri and Mississippi, and have the pleasure of hosting the Pope in their great city of New Rome, also known as Saint Louis. They also are distinct from their Dixie and Southron cousins culturally, their attire and attitudes being more of a Midwestern mold. Religiously divided: some are Catholic, some are Revelationist, some Evangelical, and a very small number subscribe to Rust Cultism.

## Riverlander Characters in 2666

* Pope Praised-Be;
	+ Prince-Bishop Brookmount of Cuivre;
* High Chief Ellis Crockoone of Tenesi;
* Grand Duke Napoleon Ramsays of Little Egypt;
* Grand Duke Stephan Earle of Blue Grass;
* Grand Duke Azor Plumbum of Lead Belt;
* Grand Duke Ronald Cygnus of Kentuckiana;
* Grand Duchess Sarah Leitner of Great River;
	+ Prince-Bishop Stirling Leitner of Gasconade;
* Lord Proprietor Callaway Lohman of Boonslick;
	+ Prince-Bishop Lorton of Boone;
	+ Count Lorton Mudshore of Saline;
* Chief Bradley Escreve of Blue Licks;
* Chief Patrick Mudcray of Mammoth;
* Chief Vick Procambarr of Chillicothe;
* Count Hamilcar Bark of Hannibal;
* Count Fulton Bertelsmeyer;

## Riverlander Titles

### Traditional Titles

* Middle Tennessee
* West Tennessee
* Tribe of Tenesi
Kingdom of Iowa

One of the 4 Catholic kingdoms, **The Kingdom of Iowa** is usually either the most powerful or second most powerful of them, after the Kingdom of Comancheria. It is one of two Grangelander Kingdoms, along with the Kingdom of Platte.

## Geography

Iowa has an easily defensible geographic position. It is bordered by The Papacy and the Duchy of Boonslick to the south, the Kingdom of Platte and the Duchy of Kansas to the west, the Kingdom of Lakotah and the tribe of Freeborn to the north, neo-norse and rust cultist tribes to the northeast, and the Duchy of the Quad Cities and the Duchy of Forgottonia to its east, sharing the Mississippi river with Iowa. The kingdom has a compact form, making it a difficult target for raiders.

## Power

Iowa's strong defensive position and nearby allies, in particular the pope, make Iowa a true stronghold of Catholicism. However, Iowa is threatened by its heathen neighbors to the north and east, who tend to launch prepared invasions against it.

## Politics

AI Iowa is very defensive and, more importantly, won't waste its energies in useless wars against its catholic neighbours, thus the region is stable and able to stand against threats like Lakotah. Interesting is the relation with Platte. It's not rare that the two kingdoms will form a deadly alliance, usually this means the downfall of Lakotah, or at least the fact that between the Pope and the other religions there are 10k men defending him.

A canny (and lucky) player can place a Greysnow on Platte's throne in the early game, bringing Iowa much of the way towards forming either the cultural Grangelander Empire or the geographic Empire of the Heartland.

## Rumors

A purported history of Iowa is related in the primer, 'Our Liberties We Prize And Our Rights We Will Maintain.'

The Iowan king Daniel is rumored to have secretly gotten married in California and adopted a child, but there is no way to prove this ever happened.
Deitsch

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

## Description

The Amish and Mennonite population naturally had advantages after The Event, and their descendants maintain parts of their unique culture up to and including 2666. Their naming tradition is largely Old Germanic, with the ruler of the Kingdom of Dietscherei called the Kaynich. The Deitsch are the traditional power behind the Anabaptist movement, centered in their homeland of what was once Pennsylvania. They are cousins of the Plautdietsch.

## Deitsch Characters in 2666

* Keenich Abram Lengacher of Deitschrei;
	+ Duke Reuchlin Loyalsock of Ostsukahnen;
	+ Count Cajus Ecksellon of Dreimeileninsel;
* Grandmaster Zachariah of Lebanon Brethren;
* Lord Mayor Carl of Comal;
* Count Otto Markie of Bismarck;
* Lord Christian Oppermann of Fundy;

## Cultural Retinue

The Deitsch culture has the Shieldwall cultural retinue. It has 400 pikemen, and combat bonuses of Pikemen Morale +20%, Pikemen Attack +20%, and Pikemen Defense +40%. It costs 1000 retinue cap usage, monthly maintenance of 0.25, and a creation cost of 140.
Inuit

**Inuit** is a Culture in After the End. It's part of the Subarctic Culture group.

## Description

The Inuit are the ancient inhabitants of the cold, northerly lands of Old Canada. Isolationist and tribal, the Inuit of Northeastern Labrador have adopted the Code of the Sea, as their soil is not that conductive to good agriculture.

## Inuit Characters in 2666

* High Chief Qimmiq Puvirnituq of Nunatsiavut;
* Captain Nerromiktok of the North Sea Whalers;
* Chief Unalaq Kangirsuk of Netagamiou;
Bickertonite

**Bickertonite** was one of the faiths practiced in After the End. Bickertonite was part of the Latter-Day Saints religious group, and was considered a Mormon heresy. It was replaced by the Neo-Godbeite faith in the February 25th 2021 update as part of the "Fixed issue with religious features" changelog.

## Description

> "*The Bickertonite faithful consider themselves the true continuation of the Mormon faith, following the events of the calamity. The Bickertonites believe that they have a sacred duty to share the gift of salvation with people of every race, and allow women to be ordained into the priesthood, unlike other LDS sects.*"
> ― In-Game description of Bickertonite
>
>

## History

Bickertonites are one of the many Latter-Day Saints sects that detached from the main branch before the Event. While their beliefs have survived the Event, their faith is not followed at present by any ruler.

## Bickertonite Characters in 2666

There is no notable Bickertonite character in 2666.

## Holy Sites

* Tuba
* La Moine
* Salt Lake
* Moks
* Provo

## In-Game Features

There is no religious head of the Bickertonite faith, but The President can be nominated by a powerful character's decision. Bishops may pay tax to the President or to their liege, and are allowed to marry.

* There is no opinion penalty against female rulers or heirs.

* As of 2666, Mormonism has 20.0 moral authority.

* A temple holder of the Bickertonite faith is called a Bishop.

## Trivia

* Bickertonite is based on the Church of Jesus Christ, also known as Bickertonite Church. Part of the Latter-Day Saints movement, the Church was founded by William Bickerton.
Crow

**Crow** is a culture in After the End. It is part of the Plains culture group.

## Description

The Crow have a long and storied history. Unfortunately, much of that history has been lost to the ages. What is remembered is their love of horses, and their rivalry with the Blackfoot, Sioux, and Cheyenne tribes- as well as their displacement by the Americans. They seek to avenge these grudges, and create a safe and free home for their people.
Hopi

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

## Description

The smallest of the Natives, the Hopi were not nearly as lucky as their fellow natives in reclaiming their old land. Still, being surrounded by the Navajo has also helped them remain protected from most conflicts. Like their neighbors, they are mostly Mormon.

## Hopi Characters in 2666

* Duke Yukiuma Loololma of Hopituskwa;
* Count Lomahongyoma Tuuvi of Tuba;

## Hopi Titles

### Traditional Titles

* Hopi
* Hopituskwa
Ozlander

**Ozlander** is a Culture in After the End. It's part of the Ozzi Culture group.

## Description

Ozlanders are descendants of natives of Australia. After the End, they have survived in the harsh environment of their homeland and sometime can appear in ports on the eastern coast of the Americas.

## Ozlander Characters in 2666

There are no Ozlander characters in America in 2666.

## Culture Sprawl

The Ozlander Culture does not appear on the map.
New English

**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**

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

## Description

To reclaim the glory of the Queen, the Redcoats must integrate the lands they have conquered after their invasion of New England.
This is a melting pot culture that appears when a British character holds Yankee, Gothamite, Hudsonian or Delawarean provinces in the New England region (which is basically the New England kingdom plus the norteast tip of Gotham kingdom).
The process speeds up the more learning the british character has and if it's cultural converting the provinces.

## New English Characters in 2666

There is no New English Character in 2666.
Texaner

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

## Description

Wedged between the Anglo leaning Texans and the Latin leaning Tejanos, the Texaners have traditions closer to those of the German settlers of the area. While not nearly as influential as either of their neighbors, they are not to be discounted. While small, they dream of uniting Texas under a single Kaiser.
Luciano Nogueira

**Luciano Nogueira** is the High Chief of Roraima in 2666.

## Personality

Luciano is a flamboyant man. Kind and Patient, he is however a womanizer, expert in seducing and having his way with all kind of women. A decent diplomat and an expert schemer, he is however not well learned, and only slightly better in war and economy. Despite all this, he is a firm believer of the Candomblé faith, with an hard stance against any other religion.

## History

Born in 2624 from parents whose name is unknown, but of Amazonense origin, in 2655 he married a woman named Sofia. The two don't currently have children. In 2657 Luciano ascended to the High Chiefdom of Roraima. As High Chief, he rules over the regions of Amajari, Bonfim, Takutu and Boa Vista. The latter is also his capital and an holy site of his faith, the Candomblé.

## Sigil

The Sigil of House Nogueira is a crowned yellow skull on a yellow sun, surronded by white.

## Rumors

### The Nogueira Kings

Some folk tales narrate of a series of king ruling over the lands of Roraima. Those kings, supposedly ancestors of House Nogueira, ruled from their throne in Boa Vista, protecting and preaching the Candomblé faith to all. After death, their skulls were covered in gold and put to rest in a crypt in Raposa Serra do Sol.

However, the reign of the Nogueira kings ended when their neighbours, the King of Guyana and the High Chief of Gran Sabana, marched together against them. The last king died bravely in battle, and to add insult to injury the High Chief of Gran Sabana took for himself the region of Raposa Serra do Sol, scattering the skulls in the rivers.

Since then, no king has ever sit on the throne of Roraima. But the Noguera still remember their past, and their sigil shows the golden skull their ancestor once made, and the sun that shines bright on the lost province.

## Legends

### The Talking Skulls

People say the Skulls of the Roraima Kings are hidden in a small room under the chieftain fortress in Boa Vista. Here, the chieftain contacts his anchestor with a forgotten dance, and receives their wisdom. The Skulls answer, but also demand. What, no one can say. Some simply talk of gold and iron, but more tell of mysterious blood sacrifices. However, the wisdom of the Skulls is not to be ignored.

## Trivia

* Luciano is the only independent ruler whose provinces all follow the Candomblé religion;
* He is one of the two independent Candomblé rulers, the other being Marcos Lourenço;
Boricua

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

## Description

The Boricua people live on the island of Puerto Rico.Their cultures name derives from the Taino word *Boriken* which translates to "the great land of the valiant and noble Lord". While Santería was present on the island before the fall of America the faith has overtaken Christianity by the time they had joined the Caribbean Empire.

## Boricua Characters in 2666

* Marquis Mario Vilella of Puerto Rico;
	+ Earl Jesús Vilella of Mayagüez;
	+ Earl Jorge Vilella of Abacoa;
Sonorense

**Sonorense** is a culture in After the End. It is part of the Norteño Culture group.

## Description

Settled between the Sierra Madre Occidental and the Sea of Cortés lie the Sonorense people. Divided by the Yaqui in southern Sonora, most in the North follow the practice of Atomicism, while those in Sinaloa follow the Navigente faith.

## Sonorense Characters in 2666

* Duke Fernando de Jesús Fuentes of Sinaloa
* Duke Darío Morentin of Sonora, often called "the Unready"
	+ Count Lucio Fraire of Guaymas
	+ Count Eusebio Serratos of Nogales
Bravo

**Bravo** is a culture in After the End. It is part of the Norteño culture group.

## Description

The Bravo have been blessed by geography. The mighty Rio Bravo (from where they take their name) runs to their north, the great Sierra Madre Oriental forms a barrier to the west, and the Gulf acts as both a defense and a gateway to the Brazilian trade routes. The bastion of Bravo culture, the Kingdom of Rio Bravo, has used this to their advantage, all but unifying their people and launching invasions across the- *their* river.
Confederated

**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**

The **Confederated Church** is a Religion in After the End. Confederated are part of the Christian religious group. It does not exist as part of the game, but is a possible religion that forms if the Ursuline See and the Anglican Church are unified.

As of the latest version, the church has been REMOVED, and it is no longer possible to form.

## Description

> "*The Confederated Church of Canada was formed from the unification of the Anglican Church and the Ursuline See. The head of the Church is the Prime Minister, who also serves as advisor to the Emperor of Canada.*"
> ― In-game description of Conderated
>
>

## History

The Confederated Church does not exist and has never existed as of 2666. The Emperor of Canada can however unite the two religions (Ursuline and Anglican) into one through a decision. It's the only religion that is created in this way.

## Playable Confederated characters in 2666

There is no Confederated character in 2666, as the church does not exist.

## Holy Sites

* Toronto
* Ottawa
* Cap Diamant
* Hochelaga
* Chebucto

## Trivia

* Confederated Church is the only Christian faith that does not exist at game start and is not classified as an heresy.
Shuswap

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

## Description

The Secwépemc (or more commonly, Shuswap) have a long history of defending the claims to their land, and have always stressed the recognition of them. Holding an uneasy peace with their neighbors, they will endeavor to continue their enduring legacy.
Catawba

**Catawba** is a culture in After the End. It is part of the Eastern Woodlands culture group.

## Description

The Iswa people (more commonly referred to as Catawba) have been... less fortunate than many of their cousins in their break from the reservations. While greatly resurgent compared to their former numbers, to many it still feels as it did centuries ago- envassalled to a vastly superior power who would rather force them to conform than tolerate their differences, and seeking to once more strip them of their land.
Portal:Creators

**Featured Article**
**Stan Lee**

**Stanley Lieber** (He would later change his name to Stan Lee.) was born on December 28, 1922. He was the co-creator of such popular characters as Spider-Man, the X-Men, Daredevil, The Incredible Hulk, Thor, The Avengers, and many more. One of his last creation's was She-Hulk. He is still alive today at the age of 90. The first issue that Stan Lee ever wrote was Captain America Comics #3. He wanted to leave around the time he wrote F.F. The only reason that he wrote the book was because his wife told him "do it your way. The worst they can do is fire you. And you want to quit any ways!"

Read more...

See Also* List of comics creators
* Creator Births
* Creator Necrology

Comic Book Creators* Writers
* Pencilers
* Inkers
* Cover Artists
* Colourists
* Letterers
* Editors
Nahua

**Nahua** is a culture in After the End. It is part of the Mesoamerican Culture group.

## Description

The Nahua are the people that once made up the great Aztec Empire- at least, until the Conquistadors came. The arrival of smallpox, gunpowder, and Spanish Imperialism brought the once mighty empire low. Tenochtitlan was so marvelous, though, the Spaniards made it the center of their American Empire. The Nahua still exist today, though not nearly as powerful as they once were. They, like many of the Mesoamericans around them, have adopted the Mictlantec faith, and the great pyramids arise once more in the Nahua metropolises.

## Nahua Characters in 2666

* Huecalpixqui Tayauh Cozcaquauhtli of Tierra Caliente
	+ Calpixqui Tlazohtlaloni Icpalli of Oriente
	+ Calpixqui Ecatzin Itzcoatl of Coyuca de Catalán
* Huecalpixqui Cacama Ocelotl of Zacatecas, often called "the Bold"
	+ Calpixqui Axolohua Quiautl of Valparaíso
	+ Calpixqui Cuauhtl Toltecatl of Mixtón
* Captain Cuauhtl of Aztlán Guard
* Captain Teputzitoloc of Eagle Warriors
* Captain Miahuaxochitl of Skull Legion
* Captain Mayeuatzin of Sun Knights
* Patrician Zolin Bello
* Patrician Tototl Cobos
Kingdom of Hudsonia

Hudsonia is a kingdom consisting of upstate New York and parts of upper Pennsylvania. it is ruled by the Anabaptist King Baltus Groot III. It is one of two Anabaptist kingdoms, and the largest of the two. A ruler of Hudsonia may form The Empire State with control of the Duchy of New York, Long Island, County of Erie, and all the lands of De Jure Hudsonia.
Antinomian

**Antinomian** was one of the Religions practiced in After the End. It was removed and replaced with Jacobite in the most recent version. Antinomian was part of the Christian religious group and considered a heresy of the Evangelical faith.

## Description

> "*Antinomianism is a theological doctrine which predates the apocalypse and takes the Protestant notion of 'sola fide' - salvation by 'fate alone' - to its extreme, rejecting not just Old Testament ceremonial laws but all of the laws laid down by Moses. This rejection of Mosaic Law - or 'moral law' - is universally condemned by mainstream Protestantism and has been a thorny issue since the days of Martin Luther.*"
> ― In-game description of Antinomian
>
>

## History

Antinomianism has somewhat survived the event, albeit only in small populations on the South-Eastern coast. Rejected by the Evangelicals, currently the faith has completely disappeared, safe maybe for small groups. It's unknown whether it will ever resurface.

## Antinomian Characters in 2666

There are no rulers of Antinomian faith as of 2666.

## Holy Sites

* Philadelphia
* Washington
* Atlanta
* Augusta
* Chapel Hill

## In-Game features

Priests of the Antinomian faith can inherit titles, and women can hold temple holdings. There is no opinion penalty for female rulers or heirs. There is (and can be) no religious head.

As of 2666, Antinomian has 20.0 moral authority.

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

## Trivia

* The Antinomian faith is based on a real life protestant doctrine, like many other religions in the game.
Bolivarense

**Bolivarense** is a culture in After the End. It is part of the Orinocoense Culture group.

## Description

Where the plains of Venezuela turn into the jungles of Bolívar, there one can find the eponymous Bolivarense. While not *completely* covered by jungle, enough of the land is so that the people who dwell within are often thought of as uncivilized, like their Amazonian neighbors (this despite the fact they are just as built up as their northern neighbors). Even the ferocious Llanero fear to cross the Orinoco, for fear of a tripped horse leading to an ambush.

## Bolivarense Characters in 2666

* Queen Simóneta Bolivaríana of Bolívar
	+ Countess Lara Alfaro of Maripa
	+ Count Edorta Regueiro of Piar
	+ Count Stalin Velázquez of Sifontes
	+ Countess Yaxeni Verreos of Autana
* Duke Liborio Cruz of Monagas
* Earl Alvino Márquez of Antonio Díaz
Comanche

**Comanche** is a Culture in After the End. It's part of the Plains Culture group.

## Description

Like most of the American Natives, the Comanche began to sweep into their old homelands once more. Despite being a relative minority, they have founded the powerful Comancheria kingdom. The strongest of the Native realms, they are renowned for their riding skills and as protectors of the Catholic faith.

## Comanche Characters in 2666

* King Pahayoko II Nokona of Comancheria;
	+ Count Isa-havey Eschiti of Childress;
	+ Prince-Bishop Samuel of Wichita Falls;
	+ Lord Mayor Pawuurasumununa of Foss;
* Chief Takibull of Tonkawa Scouts;
Peyotist

**Peyotism** is one of the Religions practiced in After the End. Peyotism is part of the Amero-Syncretic religious group.

## Description

> "*Peyotism is a syncretic religion that combines Christian monotheism and morals with indigenous spirituality and practices. Peyotists believe that a single divine being known as the Great Spirit personally guides the fates of everything and everyone in Creation. Peyotists believe that one can directly communicate with and recieve blessings from the Great Spirit through the use of peyote, or "the holy sacrament", during special ceremonies held at specific times.*"
> ― In-game description of Peyotist
>
>

## Holy sites

* Aps*á*alooke
* Black Hills
* Rushmore
* Wazi Ahanghang
* Fort Sill
Ontarian

**Ontarian** is a Culture in After the End. It's part of the Laurentian Culture group.

## Description

The Anglo-Canadians of the past no longer exist, but their main offspring is that of the namesake of their most populous province. While most of its history since the end has been tribal feuds the recently formed Kingdom of Ontario is now one of the most centralized and competent realms in the whole of the North-East. It is a new kingdom and many of its diplomats worry about their pagan neighbors. Though the culture stretches close to the northern reach of Lake Superior, Ontario’s Anglican faith has only limited reach from the East to the West of Lake Erie, with a small pocket of Anglicans in northern Hudsonia.

## Ontarian Characters in 2666

* King By Laurier of Ontario;
	+ Marquis Winston Beasley of Huronia;
		- Earl Lester Montrose of Oshawa;
		- Earl Wilson Goderich of Huron;
	+ Marchioness Alexandra Montrose of Quinte;
	+ Marquis Naismith de Michelenburg of Midland;
		- Earl Daniel Lanark of Rideau;
		- Earl Harold Williams of Hastings;
		- Earl Horton de Bonnechere of Renfrew;
		- Earl York Branch of Bancroft;
		- Earl Lucas Dysart of Haliburton;
	+ Canon Mcdonald of The United Counties;
* Oligarch Lorne Satterthwaite of Niagara;
* Oligarch Avril Movenpick of Talbot;
* Archbishop Thomas Beckett;
* Grandmaster Jarvis of the Knights of Saint Patrick;
* Commissioner Nelligan of the Mounted Man of Ottawa;
* Captain Rupert of the Shiner Company;
* Earl Michael Hobbs of Lakehead;
* Earl Scott Pilgrim of Greenstone;
* Canoness Breaca of Muskoka;
* Countess Rose Duff of Essex;

## Ontarian Titles

### Traditional Titles

* Midland
* Home
High Chiefdom of Grand Sabana

The **High Chiefdom of Gran Saban** is an independent country in 2666. It's considered a de jure part of the Kingdom of Bolivar and the Empire of The Guyanas.

## Location

Located in the continent of South America, the Chiefdom borders the Amazon Rainforest to the west, the Guyana Highlands to the east, the High Chiefdom of Roraima to the south and .

## Geography

The region is mostly covered by the dense Amazon Rainforest. The Tepui and the Angel Falls, two natural Wonders of the Old World, are located in the High Chiefdom.

## De jure provinces

* Gran Sabana;
* Canaima;

## Not de jure provinces part of the High Chiefdom in 2666 =

* Raposa Serra do Sol ( de jure part of the High Chiefdom of Roraima);

## History

Since 2657, the High Chiefdom is ruled by High Chief Marcos Lourenço. It is unknown when it first formed and who ruled it prior to this day.

## Maps

The lands considered de jure part of the High Chiefdom of Gran SabanaThe lands part of the High Chiefdom of Gran Sabana in 2666
Hudsonian

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

## Description

Descendants of the people of Upstate New York. More influenced by Dutch culture than their southern brethren, they used to be Catholic and are now predominantly Anabaptist. The Hudsonians are currently unified under the rule of the Kingdom of Hudsonia, ruled by Baltus III Groot.

## Hudsonian Characters in 2666

* King Baltus Groot of Hudsonia;
	+ Duke Cashunyon Herkimer of Adirondack;
	+ Duke Geoffrey Allen of Hudson Valley;
	+ Duke Rip Ranvincle of Catskill;
	+ Duke Nicholas Elran of Finger Lakes;
	+ Duke Abraham Glanner of Champlain;
* Duke Charles Adder of Tioga;
* Count Raymond Bedhamton of The Triple Cities;

## Hudsonian Titles

### Exclusive

* Hudsonian Empire
* The Empire State
Neo-Batenburger

**Neo-Batenburger** is one of the faiths practiced in After the End. It is a more aggressive and violent variant of the normally peaceful Anabaptist faith. Neo-Batenburger is part of the Christian religious group, and considered a heresy of the Anabaptist faith.

## Description

> "*Neo-Batenburgers are a particularly violent group of Christians that emerged following the invasion of Anabaptist lands by Americanists. Followers of Neo-Batenburgism believe that the invasion was a sign that the doctrine of pacifism was to be abandoned entirely, rather than being merely relaxed. Followers of other Christian faiths condemn these heretics for their maintenance of harems and their tendency to violently raid the homes of non-believers.*"
> ― In-Game description of Batenburger
>
>

## Gods

* **High God:** God
* **God Names:** God, the Lord and Jesus
* **Evil God Names:** Satan, Lucifer and the Devil
* **Scripture:** The Bible

## History

Originally just ordinary peaceful Anabaptists, the Neo-Batenburgers emerged after the assassination of Kaynich Abram II of Deitscherei by Americanists and the end of the Yoder dynasty. While normal Anabaptists relaxed their pacifist ways to avenge their slain monarch, the Batenburgers completely abandoned their pacifism for naked aggression. Neo-Batenburger heretics are hated by not just other Anabaptists but also all other religions for their odd habits of concubinage and raiding. The Neo-Batenburger faith is not present in any counties around 2666, but it has the potential to emerge if Anabaptist moral authority dips.

## Holy Sites

* **Philadelphia**
* **Frederick**
* **Lechaa**
* **Lengeschder**
* **Yohogania**

As of 2666, no Holy Sites are held by the Neo-Batenburger faith.

## In-Game Features

* Priests (Temple Holders) can inherit titles
* Fleets can navigate major rivers
* Rulers can raid infidel neighbors for loot
* There is (And can exist) no religious head
* Neo-Batenburgers are prone to violence, and will go to war frequently

As of 2666, Neo-Batenburger has 30.0 moral authority. A temple holder of the Neo-Batenburger faith is called a Bishop

## Trivia

* The Neo-Batenburgers are based off of an early real-life violent sect of Anabaptism from the Netherlands that died a violent death along with its titular leader, Jan van Batenburg. The sect was also called Zwaardgeesten or “sword-minded” by other Anabaptists.
Midewiwin

**Midewiwin**is one of the religions practiced in After the End. The Midewiwin is a religious society made up of spiritual advisors and healers, known as the Mide. The Mide serve as spiritual leaders for the general populace. They perform religious ceremonies, study and practise sacred healing methods, and strive to maintain a respectful relationship between humanity and Mother Earth. The Midewiwin is an essential part of the worldview of the Ojibwa, and of some other Algonquian and Eastern Woodland Indigenous peoples. Midewiwin is part of the American Native religious group.

## Description

> "*Midewiwan or the "Spiritual Mystery", is the traditional religion of many Native American groups in the Great Lakes area  and beyond. Followers of Midewiwin believe that the the Event, or  the"seventh fire", marked the start of a new era for Native Americans across North America, a time for reclamation of both land and spirituality. The center of Midewiwin is the medicine lodge", where specially-initiated priests conduct rites of ceremony and passage for their people.*"
> ― In-game description of Midewiwin
>
>

## Gods

* **High God:** Gitche Manitou
* **God Names:** Gitche Manitou, Nanabozho, Glooscap and the Ancestors
* **Evil God Names:** The Dark Spirits
* **Scripure:** The Visions

## Holy Sites

* **Chibougamau**
* **Kashachewan**
* **Manitoulin**
* **Winnipeg**
* **Opasquia**

As of 2666, Chibougamau, Kashachewan and Opasquia are held by Midewiwin rulers.

## In-game features

A temple holder is called a Shaman.

* Rulers cannot demand conversion
* Priests (Temple Holders) can inherit titles
* Priests can marry
* Fleets can navigate major water rivers
* Rulers can raid infidel neighbors for loot
* Non-pagans (with low tech) have a very low Supply Limit in Midewiwin counties
* Can be Reformed
* There is (and can exist) no religious head
* May go on vision quest with aid of sacramental herbs.

As of 2666, Midewiwin has a 30.0 moral authority.

## Midewiwin Characters in 2666

* High Chief Mahvipah Amikons of Eeyou Istchee, also known as The Ruthless;
	+ Chief Stanley Namacose of Chisasibi;
* High Chief Beechil Neeposh of Mushkegowuk;
* High Chief Nagamo Quequeish of Giiwedin, also known as The Windigo;
* Chief Shanahwane Meness of Gouin;
* Chieftess Wikimak Ozawanimke of Abitibi;

## Trivia

* Midewiwin and its sister religion Peyotist  were created in v0.5 after the Ghost Dance religion was split
Muisca

**Muisca** was a Culture in After the End. It's part of the Andean Culture group. It has presently been replaced by the Rolo Culture

## Description

Muisca is an ancient culture that dates back before the Europeans ever set foot in the Americas. Under colonial rule the Muisca people survived, albeit greatly reduced in number and removed from power. After the Event, the Muisca were however left free to retake their ancient lands and even expand, and currently control the northern Andes inland. Notably, most Muisca adhere to the Gracia Divina faith and choose to follow the cult of El Dorado, the 'Golden King' of ancient legends.

## Muisca Characters in 2666

* High Chief Huascar Cerinza of Vallecafé;
	+ Chief Zhue Aguazuque of Barrancabermeja;
	+ Chieftess Poporo Besbanza of Huila;
* High Chief Sadigua Cerinza of Cundinamarca;
	+ Chief Chimini Turmequé of Sogamoso;
	+ Chief Huitaca Guasa of Bucaramanga;
Consumerist

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

## Description

> "*Consumerists believe that the Almighty Dollar struck down Old America because they did not honor it enough. They seek to forestall a second apocalypse by spending as much as possible.*"
> ― In-Game description of Consumerist
>
>

## History

It is unclear when Consumerism originated, but it can be assumed it happened very close to 2666.

**THE CONTENT OF THIS SECTION IS CONSIDERED SEMI-CANON, SINCE THE RISE OF CONSUMERISM DOES HAPPEN IN GAME, BUT THE RESULT CAN VARY**
The Consumerist High Chairman can appear randomly on the map within the USA and targeting anyone above duke rank some time after game start, leading a large Consumerist host, in attempt to carve his own kingdom. As such, the spread of Consumerism is directly related to the success of his conquest.

## Consumerist Characters in 2666

There are no Consumerist Character in 2666.

## Holy Sites

* Manhattan
* Minneapolis
* Los Angeles
* Reno
* Chicago

## Marketing Campaign Targets/Core Regions

   Ordered in decreasing importance

* Kingdom of Socal - 500 Crusade Weight
* Kingdom of Gotham - 500 Crusade Weight
* Kingdom of Columbia - 500 Crusade Weight
* Kingdom of Chicagoland - 500 Crusade Weight
* Kingdom of Deitscherei - 300 Crusade Weight
* Kingdom of Superior - 300 Crusade Weight

## In-Game Features

Weaker Consumerist rulers can prepare an invasion. Priests can marry, inherit titles, and women can own temple holdings. The Religious head is the High Chairman of National Mall, a secular ruler that can create and destroy the title as he sees fit. 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.

## Trivia

* Consumerism is the only Old World Cult (aside from heresies) not present on the map at game start.
Neomexicano

**Neomexicano** is a culture in After the End. It is part of the Chicano Culture group.

## Description

While many of the inhabitants of former state of New Mexico were Americans, those east of the Rio Bravo (or Rio Grande, for those non-mexicano out there) recalled there Spanish roots, falling more in line with Tejano and Norteño practices than with Arixan or Texan ones. Still, they are a minority, and surrounded by those who see their ways as a threat to their own way of life.

## Neomexicano Characters in 2666

* High Chief Durán Cresciteundo of Nuevo México
* Duke Eulogio El Cibolero of Transpecos
	+ Count Javier El Cibolero of Livermore
* Chief Alfonso de la Concha of Alamosa
Blackfoot

**Blackfoot** is a culture in After the End. It is part of the Plains culture group.

## Description

Like many Native American cultures, "Blackfoot" as a term encompasses a number of unique and often independent tribes, such as the *Siksika*, *Kainai*, and *Piegan* tribes. Their homeland within the Great Plains lends itself well to a nomadic lifestyle, and the Blackfoot have taken to it with ease, roaming large swathes of land within the former states/provinces of Montana, Saskatchewan, and Alberta.
Gelbin Musbach

Gelbin Musbach is the Tycoon of Miami Valley in 2666. He is Rostmann and a rust cultist. His parents are unknown and lacks a family besides his wife. He is a very diligent, humble, and just dwarf, who is also excellent administrator. Currently he holds the entire duchy of Miami Valley, and all 4 of its counties. Gelbin Borders the Department of Zinzinnati, the Chiefdom of Chillicothe, Tycoonship of Indianapolis, Tycoonship of Maumee, and The Reserve.
Southron

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

## Description and History

The people of the Old South. These dashing and elegant gentlemen currently dominate the Holy Columbian Confederacy, forming most of its gentry. While the majority within the Confederacy tend to practice Evangelism, those further north are swayed more by the word of the Fathers. Known for their preference for the names of ancient heroes. A number of the more recent Presidents of the Americanists have been Southron.

## Southron Characters in 2666

* Emperor Algernon III Littlepage of the Holy Columbian Confederacy;
	+ Duke Octavian Venable of The Triangle;
		- Count Walter Oakheart of Durham;
		- Presiding Bishop William Graham of Chapel Hill;
		- Count August Seddon of Piedmont-Triad;
	+ Duke Thomas Spratt of Piedmont Crescent;
		- Count Arthur Dobbs of Catawba;
	+ Duke Nathaniel Josias of The Inner Banks;
		- Count Webster Lee Sutton-Pulley of Chowan;
	+ Duke Gabriel Johnston pf The Sandhills;
	+ Grandmaster Cronus of the Knights of the Golden Circle;
	+ Count Wade Littlepage of Pee Dee;
	+ Count John Archer of Lejeune;
	+ Count Porter Hatrask of Albemarle-Hatteras;
* Duchess Cornelia Pixane of Southside;
	+ Count Lionel Pridemore of Emporia;
	+ Count Raleigh Faulcon of Roanoke;
* Colonel Rhett III Eldridge of Shenandoah;
* Lord Proprietor Beauregard Bulkeley of Chesapeake;
* Colonel James Dandridge of Piedmont;
	+ Major Cameron Aristley of Bull Run;
	+ Major Wallace Harllee of Rappahannock;
	+ Major George Bannister of Charlottesville;
* Colonel Bowman Bulkeley of Gitmo;
* Major Athena Angelos of Severn;
* Major Marmaduke Coriaceus of Pocomoke;
* Major Raynault Semmes of Three Necks;
Portlander

**Portlander** was a Culture in After the End. It was part of the North Pacific Culture group. It was removed either as part of the 3.33 (NAZU) version of the mod or prior. Former Portlander characters have become 'Cascadian' (a culture named after the Queendom of Cascadia) and 'Inlander'.

## Description

Though several hundred years have passed, the native Portlanders are still as weird as ever. Split between a First Nations Kingdom, the Trailblazer realm, and multiple coastal communities, the epicenter of the Gaian religion has kept up their independence across the Columbia river, even though north of the river is majority Xhúuyee K'iigaang.

## Portlander Characters in 2666

* Queen Veronica Lovejoy of Lincoln;
* Duchess Kaitlin Freeland of Portlandia;
* High Chieftess Carrie Kaskey of Iitl'gaay;
* Captain Kumail of Tri-River Outlaws;
* Count Emerson Freeland of Caltsop;
* Countess Anna Freeland of Lane;
* Count Ashby Talney of Xa K'ayaa;

## Portlander Titles

### Traditional Titles

* Lincoln

* Trailblazers
* Portlandia
* Horse Heaven
* Blue Mountains
Colima

**Colima** is the capital of the Republic of Colima located on the west coast of the former Empire of Mexico. It is a county of Tapatio chiefly devoted to the Sagrade Corazon with a Mictlantec minority represented chiefly by the Patrician of House Cobos.

## Holdings

### Castles

* Hidalguia of Comala
* Hidalguia of Tecoman

### Cities

* Colima - Capital of the Republic of Colima.

### Others

* House Cobos
* House Fregoso
* House Maduela
* House Pistolas
Baltus III Groot

The ruler of the Kingdom of Hudsonia in 2666. He is a Hudsonian Anabaptist King. He also holds the Duchy of Mohawk Valley and the counties of Albany, Saratoga and Utica.

## History

Baltus was born in February 8th of 2631 to King Baltus II. Baltus is a ambitious, cynical, just, and charitable man who has a heir. He is married to Genevieve, Princess of Quebec. He is 35 and ascended in 2660 at the age of 29.
Plautdietsch

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

## Description

Plautdietsch culture derives from the ancient communities of and Mennonites and Amish inhabiting the west side of the North American continent.

They are distant cousins of the now Deitsch culture heavily present in Pennsylvania.

## Cultural Retinue

The Plautdeitsch culture has the Peatstachel cultural retinue. It has 250 Pike Cavalry, and combat bonuses of Pike Cavalry Morale +20%, Pike Calvary Attack +10%, and Pike Cavalry Defense +20%. It costs 1375 retinue cap usage, 0.34 Monthly Maintenance, and 193 cost to create.

## Plautdietsch Characters in 2666

* Hertoch Diedrich of Freden
* Señor Friedrich of Guerrero
* Grefe Otto of Bismarck
Reformista

**Reformista** is one of the faiths practiced in After the End. The faith and its "mainstream" form, Cristo Rey, are largely inspired by the Cristero War, a widespread struggle in central and western Mexico in response to the imposition of secularist and anticlerical articles of the 1917 Constitution of Mexico, which were anti-Catholic measures aimed at imposing state atheism. The rebellion was instigated as a response to an executive decree by Mexican President Plutarco Elías Calles to enforce Articles 3, 5, 24, 27, and 130 of the Constitution, a move known as the Calles Law. Calles sought to eliminate the power of the Catholic Church and affiliated organizations and to suppress popular religious celebrations in local communities. Reformista is part of the Christian religious group.

## Description

*"The Reformista faith has its origins in the idea that belief should not be controlled by a strict Church. Beneméritos of old have tried to bring these ideals to fruition, the latest being Benemérito José Elías, who liberalized the structure of belief, opening up the Church to popular devotions without restriction. The fate of people´s souls is far too important to be decided by priests who know not their flock. Thus, it is imperative that the Church have a protector who knows the needs of its people well and is not distracted by lofty pursuits and rigid hierarchies. By God and Liberty, the Benémerito is the one who must lead as only through respecting the various beliefs of others, can there be peace." In-game description of Reformista*

## Gods

* **High God:** Dios
* **God Names:** Jesuscristo, Cristo Rey, la Virgencita and The Saints
* **Evil God Names:** El Diablo and Lucifer
* **Scripture:** The Bible

## History

The only major Reformista in Mexico´s history after the event was Ministro José Elías Guelatao of Mexico, however, his rule was short-lived as he was slain 4 years after his coronation by the Prelate of the Cristeros himself.

## Holy Sites

* **Atemajac**
* **Atenas**
* **Escuhué**
* **Fresnillo**
* **México**

As of 2666, no holy sites are controlled by Reformistas.

## In-game features

* The Ministro can Excommunicate Reformista characters
* Priests can marry
* Fleets can navigate major rivers
* Much lower chance of provincial revolts
* Large bonuses to all vassals opinions
* Rulers can hold larger Demesnes
* Rulers cannot declare Holy Wars
* Ministerio de la Reforma is held by a secular ruler, and can be destroyed or created normally

As of 2666, Reformista has 20.0 Moral Authority. A temple holder of the Reformista faith is called a Bishop

### Religious Head

The religious head of the Reformista faith is the Ministro of the Ministerio de la Reforma. As of 2666, there is no Ministro, but the title can be created if a ruler has the titles of the Imperio Mexicano (Kingdom) or Mexico (Empire), the ruler also needs to control the county of México and have more than 1000 prestige. Ministerio de la Reforma is held by a secular ruler, and can be destroyed or created normally.

## Trivia

* The religious head´s titles of the Reformista and Patria Grande faiths both have a Phrygian cap.
Algonquin

**Algonquin** is a culture of people in After the End. Algonquin is part of the Algonquian culture group.

## Description

The Algonquin (or *Anicinàpe)* inhabit the frozen interior of what was once Québec. The tribal lords are seen as a threat to the status quo by their neighbors in Canada, with raiding parties striking the fringes of Christian society. Meanwhile, those who have civilized are, for the most part, trying to survive as vassals of a foreign lord.

## Algonquin Characters in 2666

* High Chief Mavipah Amikons of Eeyou Istchee
* Countess Hausis de Kitigàn of Haute-Gaitneau
* Chieftess Wikimak Ozawanimke of Abitibi