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This page seeks to document and provide a short description about the various independent realms in After the End that exist as of July 4th, 2666.

TribesEdit

Notable tribes:

The Migonids: A Yankee Occultist tribe bordering Hudsonia, Connecticut, and the Nogad tribe. The Migonids have potential, but also many powerful enemies, and must rely on being able to gather power before their more organized neighbors turn their attention to them.

Nogad: A Yankee Occultist tribe in control of old Boston, which is feudal, giving Nogad an advantage over the other Yankee tribes. Either the Miskonids ruling Nogad or their Mahonic vassals in control of Boston itself have the potential to become major players in the region, but care must be taken lest their many enemies pounce on them in their early weakness.

Newopies: A powerful Yankee Occultist tribe situated precariously between the powerful kingdom of the maritimes and the militant nunneries of Quebec.

Mille Lacs: The only Norse Amerindian realm, Mille Lacs controls a single province in old Minnesota. Fast early movement and more than a little luck will be needed to survive longer than a few years in the northern Thunderdome.

Pembina & Sheyenne: Two tribal Norse duchies ruled by brother and sister respectively. Both are unmarried.

Golden Valley: A Mountaineer tribe situated on the eastern slopes of the Rockies, ruled by Gaian matriarchs.

Trailblazers: A Gaian Portlandian tribe on the Columbia river situated between the powerful but divided Cetic realms to the south and the militaristic Haida tribal kingdoms to the north.

The Mouse: An Americanist tribe located in Central Florida.

The Fifty One: An Atomicist tribe located in New Mexico.

Ts'aagws Xaa'tay: A newly formed Haida kingdom which is surrounded by weak Gaian tribes to the east, feudal duchies to the west and the Trailblazers to the south.

NomadsEdit

The Horselands of Kickatus: A small confederation of Revelationist Grangelanders south of the badlands.

The Horselands of Wyoming: A Neo-Gnostic Coloradan confederacy which receives tribute from subdued Mormon Utahn and Nanissanah Sioux clans.

The Horselands of Mandan: The only Norse Horselord confederacy, surrounded by Mountainers and Amerindians that threaten its existence.

Feudal RealmsEdit

Feudal Realms at start:

Comancheria: A powerful Catholic kingdom in the Midwest, with a Native American culture.

Holy Columbian Confederacy: A very powerful Evangelical Empire in the Southeast, very unusual in maintaining an elective succession law. Will often experience revolts; if it holds together, can be an extremely dangerous opponent.

Hudsonia: Mighty Anabaptist Kingdom in the North ruled by House Groot, initially able to field 10k men. A fierce competitor in the hegemony of the region

Deitscherei: The other Anabaptist Kingdom and neighbour of Hudsonia, their relationship between love and hate influences the rest of the region. Deitscherei starts with an Atomicist vassal and holy site, sometimes converting the whole kingdom in a constant conflict between Atomicists and Anabaptists.

Caribbean Empire: Ruler of most of Central America; potential powerhouse but on the verge of civil war at game start. Havana, Haiti, Guantanamo, and Miami are common culprits, and numerous Brethren strongholds mean frequent raids.

Deseret: The only Mormon kingdom, based in Utah, home of the religion, with an old and heirless ruler. One of the weakest kingdoms in the mod, compensated by the fact that it borders weak tribes, but the strong Gaian and Cetic kings are nearby. Some of the tribes nearby are Mormon as well, giving yourself backup in case of a Holy War.

The Maritimes: Seat of the High Church, a Evangelical heresy. Though its neighbors are weak, tribal, and pagan, the Maritimes' geographic isolation and poor provinces (approx. 1.5k troops at game start) mean it is a slow starter and rarely becomes a strong political force.

Louisiane: From the fact that the Caribbean Empire has to deal with rebellious vassals, the Confederacy is practically constantly revolting and its neighborhood is pretty weak, the Kingdom of Louisiane has the potential to become a worthy competitor of the Confederacy and of the Empire before the two Emperors turn their wraths on it. But being Voodoo and, in 60% of the cases, first in the Pope's "Crusade targets" list will normally bring doom to the kingdom.

Yucatàn: Kingdom with Mayan culture in Central America. If it's able to handle its religious disunity, a common early revolt and the rise of the Kingdom of Honduras, then it will be free to expand against the very weak independent duchies in the area to quickly form the Empire of Yucatàn.

Iowa: One of the Catholic kingdoms at the start. Compact and powerful, with immense potential and many nearby targets for possible holy wars.

Platte: Catholic kingdom, under the threat of Lakotah. Kickatus may seem a difficult target, but it's a tribe, so it's used by the AI to expand. Tends to cooperate with Iowa and Comancheria.

Rio Bravo: The most southern of all the catholic kingdoms, it's also the one with the worst position, having only Comacheria as a backup and having fierce enemies on its borders. Generally weak, it shares the main problem of Deseret, a weak ruler with vassals too numerous and powerful, but without any of the geographical protection of the Mormons, facing strong enemies without layers of tribes and weak duchies.

Lakotah: A powerful Sioux Nanisaanah Feudal kingdom bordered by tribal Norse pagans to the east, disunited horselords to the west and Platte to the south. While it has great potential, Lakotah is underdeveloped at the start and is a common target for Crusades from the Pope in St. Louis.

Haida Tlaanang: An aggressive Haida kingdom in Vancouver which adheres to an old Amerindian religion which cannot be pronounced by English tongues.

Rio Grande: In AI or human hands, the great northern Santiago Corazon kingdom almost always becomes a power player in Texas, shattering the Americanist Airmen in early attacks and then tearing through the disorganized Texan dukes. Concerted resistance is necessary to keep Rio Grande south of the border.

Mexico: The Iturbide kings in the mountainous heartland of Central America are the first and possibly last line of defense against the blood-sacrificers all around them. With claims on the Olmecs and the nearby Republic of Veracruz, Mexico is rich, can quickly become richer, and in the hands of a human should have no trouble at all becoming a massive powerhouse.

Bureaucratic Governments Edit

California: The domain of the Emperor of California, head of the Cetic religion. Nominally the lord of the five Californian Kingdoms, but in effect he holds almost no power.

  • Gran Fransisco: A Cetic kingdom centered around the city of San Francisco, that extends down the western coast of Old California.
  • Socal: A Cetic kingdom encompassing the southern end of Old California from Santa Monica to the Colorado River.
  • The Valley: A Cetic kingdom that encompasses the entire span of the Central Valley, minus Sacramento itself.
  • Jefferson: A Cetic kingdom located in the wooded northern part of Old California.
  • Baja: A Cetic kingdom encompassing Baja California and the most remote of the five.
  • Death Valley: An isolated Cetic duchy in west of the Sierra Nevadas known for its arid climate and blistering heat.

Merchant RepublicsEdit

Merchant Republics at start:

Superior: A Norse Northlander Republic based from the old iron port of Duluth on the Great Lakes.

Detroit: A Rust Cultist republic centered in the old Motor City of Detroit.

New York : An Americanist Gothamite Republic centered around the old metropolis of New York City.

Chesapeake: An Evangelical Southron Republic based in the city of Hampton Roads within old Virginia.

New Orleans: A Voodoo Creole Republic centered around the grand old city of New Orleans.

Miami: [VASSAL] A Santerian Cubano Republic centered around the old city of Miami in South Florida. Under the sovereignty of the Caribbean Empire.

Veracruz: A Sagrado Corazon Republic located on the Mexican Gulf Coast, between the Duchy of Olmecas and the powerful Kingdom of Mexico.

Cartagena: A Gracia Divinian republic centered around old Cartagena and surrounded by coreligionists and tributary territories, succesors to a great admiral of the antediluvian caribbean region.

Baja Sur: [VASSAL] A Sagrado Corazon republic centered around the city of La paz. Under the sovereignty of the kingdom of Baja

Colima: A Tapatio Mexicano Republic following the Sagrado Corazon faith based in the well-developed area around the city of Colima on the Pacific coast.

Los Angeles: [VASSAL] A Cetic Angeleno Republic centered around the old prominent city of Los Angeles under the rule of the King of Socal. Has several Patrician families descended from notable figures of the antediluvian world.

Theocracies Edit

The Papacy: The seat of the new world pope, centered in old St. Louis.

The Ursuline See: Ruled by the head of the Ursuline faith, the abbess-general, who is elected by her fellow nuns. Centered in old Quebec, it serves as the center of Ursuline Christianity.

The Potomac: Initial holder of the Presidency, the Potomac is the heart of the Americanist religion and the first real obstacle between the HCC and the fractious northeast.

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