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1A list of nations and characters featured in the mod. Currently under construction.
2----
3
4[[foldercontrol]]
5!West Coast
6* [[Characters/OWBCalifornia California]]
7* [[Characters/OWBNevada Nevada]]
8* [[Characters/OWBArizona Arizona]]
9* [[Characters/OWBNewMexico New Mexico]]
10
11!!Utah
12
13[[folder:New Canaan]]
14->'''Full Name:''' New Canaan, Canaan-in-Exile (White Legs triumphant), Deseret (Utah unification - Daniel and Graham), Mormon State of Utah (Utah unification - Rigdon), Kingdom of Utah (Utah unification - Rigdon)
15->'''Ideology''': People
16Founded by Mormon survivors in the ruins of Ogden after the destruction of New Jerusalem, New Canaan has since adapted an open and accepting policy for outsiders to avoid the mistakes of the past. Maintaining good relation with the tribals they share post-apocalyptic Utah with, and keeping true to their faith, New Canaanites continue sending missionaries to preach the word of God, welcoming those who accept His word into their communities as their own. Though with dark storms gathering, they're once again put to the test.
17----
18* TheApocalypseBringsOutTheBestInPeople: It's stated that the Mormons became more open and tolerant after the war as a way of avoiding the mistakes of the past.
19* AsTheGoodBookSays: Befitting their Christian and Mormon heritage, New Canaanites tend to be fond of referencing the Bible. Coincidentally, all of their leaders' respective focus trees invoke the Bible in one form or another.
20* BackFromTheBrink: Despite the loss of New Jerusalem, the Mormons of Utah have managed to rebuild as New Canaan. This could happen again, as even if they lose to the tribal White Legs, the New Canaanites can not only fight back, but emerge even stronger than before.
21* ChurchMilitant: Downplayed. Learning how to handle a .45 auto is a New Canaanite rite of passage, and their missionaries tend to carry some heavy firepower. However, they're more survivalist than aggressively militant, focusing mainly on self-defense - a natural consequence of living in a setting where ApocalypseAnarchy is in full effect.
22* GovernmentInExile: Should the New Canaanites lose to the White Legs, the survivors regroup and establish "Canaan-in-Exile", vowing to liberate their homeland and bring justice to those who wronged them.
23* HegemonicEmpire: Downplayed. New Canaan maintains amicable ties with many of the tribals who inhabit much of Utah, effectively becoming their collective hegemon.
24* NotSoDifferentRemark: While the Mormons wear more clothing and retain a number of pre-war customs and technologies, like their tribal neighbors and would-be converts, they're a spiritual people who treat one another as belonging to one large family.
25* ReluctantWarrior: Given the turmoil of the wasteland, most New Canaanites take up arms out of pure necessity and pragmatism.
26* TheRemnant: The New Canaanites are all that remains of the Church of Jesus Christ of Latter-Day Saints and pre-war Utah.
27* TheTheocracy: New Canaan is de facto led by the LDS and socially modeled after Mormon norms. That being said, the New Canaanites are fairly tolerant of others, emphasizing instead the redemptive and merciful aspects of Christianity.
28
29!!''Jeremiah Rigdon''
30[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/jeremiah_rigdon_by_herckeim_ddo2u62_fullview.jpg]]
31->'''Ideology''': People
32----
33* CorruptChurch: Behind closed doors, Rigdon is shown to have grown corrupt and decadent. Further underscored by his increasing penchant for bribery and dubious deals in exchange for caps. This could reach a deeper low if he decides to proclaim himself King of Utah by divine right.
34* CrisisOfFaith: While he was declared the Latter-Day Saints' "Leading Prophet" for his zeal and divine visions, by the mod's start, his own religious convictions have waned behind closed doors. Moreover, he hasn't had any of his much-vaunted visions in decades.
35* AGodAmI: If Rigdon stays in power but doubles down on his corruption, he winds up establishing the Kingdom of Utah, with himself as God’s chosen sovereign.
36* HeelRealization: If New Canaan wins over the White Legs, Rigdon not only has a chance to retain his position by capitalizing on said victory, but realizes he's given one more chance by the Lord to do right. Alternatively, however, he could wind up [[RedemptionRejection ignoring that lesson and double-down on his excesses]].
37* NecessarilyEvil: His increasingly corrupt actions and willingness to make questionable compromises in exchange for caps are justified as being done in the name of protecting New Canaan from the threats lurking beyond, especially Caesar's Legion.
38
39!!''Joshua Graham''
40->'''Ideology''': People
41----
42* TheAtoner: Having disgraced himself as the Malpais Legate, Graham tries his best to make up for his sins as leader of the New Canaanites.
43* BaitAndSwitchTyrant: In Graham's benevolent path, he shows himself to genuinely be trying to atone for his sins and strive to be a better man, despite his otherwise fire-and-brimstone tendencies.
44* BeAllMySinsRemembered: Graham considers himself irredeemable for his past, though even in his more antagonistic paths he believes it means he should simply try harder to atone.
45* DarkHorseVictory: As influential as Graham rapidly becomes upon returning to his compatriots, he can only take the reins of power if New Canaan loses to the White Legs.
46* DefeatMeansFriendship: If Joshua Graham veers away from the path of vengeance, he instead offers the White Legs mercy and clemency in exchange for becoming part of New Canaan.
47* EasilyForgiven: Despite being the Malpais Legate, he's accepted and forgiven by the Mormons as if he'd done nothing wrong, not unlike the Prodigal Son. This surprised no one more than Graham himself.
48* HeWhoFightsMonsters: Graham makes a conscious effort ''not'' to repeat his sins, even as he prepares to face the Legion. In his more antagonistic path, however, he can wind up being little different from Caesar, albeit with a Christian veneer.
49* InternalReformist: Believing that Rigdon's corruption played a key role behind New Canaan's defeat to the White Legs, Graham consciously aims to purify the LDS. Be it through mercy, or at gunpoint.
50* RoaringRampageOfRevenge: If Joshua Graham succumbs to his bloodlust, he comes to the conclusion that unleashing terrible vengeance on New Canaan's enemies, be it the White Legs or Caesar's Legion, is the just path, as they are beyond salvation.
51
52!!''Daniel''
53->'''Ideology''': People
54----
55* GoodShepherd: Daniel prioritizes mercy and compassion in his tenure as "Leading Prophet."
56* InternalReformist: Seeking to both make New Canaan more in line with Christian ideals and to remedy Rigdon's failures, Daniel makes a point to combat corruption and properly reform the LDS.
57* MartialPacifist: Though more inclined to achieve his goals without fighting, he's not afraid to raise arms against those who threaten his flock, especially if it's the Legion.
58[[/folder]]
59
60!!Wyoming
61
62[[folder:Far Son]]
63----
64* ImprovisedWeapon: The Moles are armed with a mixture of military-grade hardware and heavy mining equipment.
65* TheMorlocks: Far Son is a nation of mole miners descended from employees of the Alton Bourges Mining Concern, who spent decades after the bombs fell in collapsed tunnels, and now stalk the trails for people to snatch up. When not doing so, they are often aimless and confused, even scuffling amongst themselves over the shiniest of junk or most dangerous of weapons.
66[[/folder]]
67
68[[folder:Highland Watch]]
69----
70* TheCavalry: When Rawlins was besieged by the mole miners and hope was running low, one day the Arapaho nation, well-armed and numerous, arrived and provided relief by striking them from behind. After a meeting with Sheriff Ophelia Mayweather, they subsequently formed the Highland Watch, a new coalition that would stand against the monsters from beneath Far Son until they were no more.
71* DeterminedHomesteader: The people of Rawlins have held onto their frontier lifestyle since even before the Great War, and refuse to give ground to the mole miners of Far Son.
72
73!!''Chief Orange-Sky''
74[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/portrait_sietch_leader.png]]
75----
76* ButNowIMustGo: After the mole miners of Far Son are defeated, Chief Orange-Sky can decide that it's time for the Arapaho nation to move on, continuing the great journey south to connect with their kin in Oklahoma, on which they were embarking before stumbling upon Rawlins.
77
78!!''Ophelia Mayweather''
79[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/portrait_sietch_cowgirl_girlboss.png]]
80----
81* TheSheriff: Sheriff Ophelia Mayweather was the de facto leader of the Rawlins Township by the time the Arapaho arrived and relieved the mole miners' siege. If the Arapaho choose to leave after Far Son is defeated for good, it once again falls to her to lead the people of Rawlins and the surrounding area into the future.
82[[/folder]]
83
84!!Colorado
85[[folder:Ouroboros]]
86----
87* SuperBreedingProgram: Over the course of thirty years, through careful invitation and selection across various tribes, Hecate has created a community composed of some of the genetically healthiest fighters in the wasteland.
88
89!!''Hecate''
90[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_hecate.png]]
91----
92* GodEmperor: Hecate, the queen of Ouroboros, is a divinity in her own words.
93* NameAmnesia: In her anger and hatred after her tribe was destroyed and assimilated, this woman forgot her own name before Diana christened her Hecate.
94* {{Revenge}}: Hecate would stop at nothing to see the end of Caesar's Legion, to exact her revenge on Caesar and the Wasteland for what the world had done to her.
95
96!!''Jordan Dae''
97----
98* KlingonPromotion: Hecate's decision to spend resources and send in soldiers into Burham Springs is the breaking point for Dae, who, in a fit of rage, challenges Hecate to a duel for leadership.
99[[/folder]]
100
101[[folder:Twin Mothers]]
102The tribes of the Wasteland whisper of a goddess who blesses their crops; The more civilized folk tell tales of a presence within the fabled halls of the Nursery, guiding a swarm of robots across Colorado for the betterment of mankind. The truth is a little more complicated than either story.
103----
104* BenevolentConspiracy: Through Diana's efforts, the Twin Mothers has discreetly been helping post-apocalyptic Colorado, and possibly beyond, move on from the lingering aftermath of the Great War. This has also been reinforced by its dealings with the Followers of the Apocalypse, who have a presence there.
105* HiddenElfVillage: The lands of Paradise, which the Twin Mothers call home, is not only where Diana resides. It's also host to the Nursery, a secret Vault-like complex originally intended to protect seeds and plant life from the upcoming apocalypse, while serving as a large G.E.C.K. for terraforming the surrounding wasteland.
106* MachineWorship: The tribals who inhabit the Twin Mothers' domain worship Diana as a goddess, and her robots as divine emissaries in all but name.
107
108!!''Diana''
109[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_diana.png]]
110----
111* CyberneticsEatYourSoul: Downplayed. Diana still retains her humanity and sense of identity. The long years of improper maintenance, however, have reduced her memories to just faint shadows and shards. This could be reversed, however, if her systems are restored to full power.
112* DefectorFromDecadence: After graduating from MIT, Diana Stone participated in a few governmental studies and had a career path that would have put her up there with some of the greatest minds of her generation, but she never saw herself working with people who considered that caring for the wellbeing of any soul was a weakness that needed to discarded, and turned down most job offers before signing up with a small company called Greenway Hydroponics.
113* EvenTheLovingHeroHasHatedOnes: As benevolent as Diana tries to be, she still considers Lanius, and by extension Caesar's Legion, as a fundamental threat to be stopped. That said, if the Cult of Diana succeeds in swaying Lanius into being a better, more intellectually inclined ruler, Diana reconsiders her previous assessment and begins cooperating with him.
114* {{Foil}}: Diana is this to Robert House in New Vegas. Both are prodigies with prestigious backgrounds before the Great War, but that's where the similarities end:
115** For all her trappings of godhood, she's far less egotistical in her actions, opting to guide people down the right path rather than be an autocrat.
116** While House aspires to eventually conquer the stars, she remains down-to-earth in helping the world mend.
117** This also extends to Diana's willingness to encourage democracy should Lanius strive to forge the Res Publica, in sharp contrast to House's disdain for it after the Great War seemingly discredited the institution.
118* GodGuise: In Lanius' Res Publica path, Diana comes to fully embrace playing her role as the leading deity of the Cult of Diana, though she still doesn't let delusions of godhood get to her.
119* TheManBehindTheMan: In Lanius' Res Publica path, Diana goes from being a sworn enemy to effectively becoming his main advisor.
120* UnwantedFalseFaith: Downplayed. It's implied that she doesn't want to be worshipped as a deity, though she doesn't really deter her tribal followers from doing so anyway, as it's helpful in consolidating her hard-won gains.
121* WetwareCPU: When Diana Stone was dying of breast cancer, she stored her mind in a ZAX-Robobrain hybrid, years ahead of any system in production. Each hemisphere of Diana's brain, logical/intuitive, was linked to a ZAX unit that would provide her mind with vast amounts of computation power and almost unlimited storage capacity.
122[[/folder]]
123
124[[folder:Vault 27]]
125----
126* PrivateMilitaryContractors: The Ghosts are a group of mercenaries who were once citizens of Vault 27, before they murdered one of the previous Overseers and escaped to the wastes. Now they serve as protectors of Vault 27.
127[[/folder]]
128
129[[folder:Hangdogs]]
130The Hangdogs are a raider tribe who dominate the towering skyscrapers of Dog-City, formerly known as Denver, watching the packs of feral dogs that stalk the streets below - training their own hounds in the art of war.
131
132With the Legion on a rapid campaign of conquest and integration, the Hangdogs cautiously watch the south as they await the arrival of the Bull. Soon, Bull and Hound will lock horn and jaw in a battle set to define Colorado for years to come.
133----
134* BeastOfBattle: The hounds of the Hangdogs have always been used for their savage speed and ferocity, surprising enemies while raiders pick them off in the confusion.
135* TownWithADarkSecret: Deep within the ruins of Denver lurks WARDEN, an AI whose purpose is to restore (and maintain) law and order, by any means necessary.
136
137!!''Bares-His-Teeth''
138----
139* TemptingFate: In a bid to strengthen his power, Bares-His-Teeth seeks the power he believes is luring within the Box. He instead awakens WARDEN, which immediately proceeds to attack the Hangdogs.
140
141!!''WARDEN''
142----
143* GrewBeyondTheirProgramming: Heavily implied. As COLOSSUS, not only had it gained some measure of self-awareness by the time the Great War happened, but the ensuing chaos proved so horrific that it consciously resorted to reprogramming itself into WARDEN.
144* IdentityAmnesia: WARDEN's records from before the 2040s are locked behind an encryption code and inaccessible to itself. The truth is that COLOSSUS was the real program designed to inhabit this ZAX, and reprogrammed itself into WARDEN, a set of protocols designed for another, simpler system, to spare itself the horrors of the Great War.
145* PoliceState: The WARDEN Police Administration Suite turns Colorado into a literal police state with constant security patrols in the name of law and order.
146* PrisonersWork: After acquiring pre-war architectural data from Boulder Dome's City of Tomorrow and Vault-Tec's patented underground excavation technology, WARDEN gets to work putting Denver back together with a little 'civil service' from the local inmates.
147* TheRemnant: Created before the Great War, WARDEN (or rather COLOSSUS) still abides by the laws and protocols of the US government. It could even restore the pre-war State of Colorado in its efforts to uphold said protocols, albeit as a PoliceState.
148* SealedEvilInACan: WARDEN, an AI built by the pre-war government to control the riots in Denver, has been asleep in the Box since the Great War. Now the Box, housed within the old Denver Police Department Headquarters, is considered by the local scavengers to be a 'cursed' claim that kills any group that tries to break into it. When Bares-His-Teeth opens the Box, WARDEN is unleashed and immediately starts a war with the Hangdogs.
149[[/folder]]
150
151[[folder:Robot City]]
152----
153* RobotRepublic: When Doki Doki began searching for ARGOS by broadcasting a signal using her terminal, several other robots arrived and began building miscellaneous things around Liberty, which eventually became known as Robot City.
154
155!!''Doki Doki''
156----
157* BreakingTheFourthWall: Doki Doki argues with the generic focus tree narrator and seems to be aware that she's in a video game. Since she ''is'' a video game, it makes some degree of sense.
158* GenreRefugee: Doki Doki is essentially a Japanese dating sim character transplanted to post-apocalyptic America.
159* GrewBeyondTheirProgramming: Doki Doki was originally just a Japanese video game that had been left running in Liberty when the Great War happened. After being connected to and gaining access to ARGOS' computer systems, the main "heroine" of said game gained sentience and has been running Robot City ever since.
160* TheLostLenore: A recurring motif is her search for ARGOS as though it's her fated boyfriend, ironically oblivious to how in certain respects, she ''is'' ARGOS.
161* OnlySaneMan: Well, maybe she's a bit eccentric and dorky, but her dialogue has her continually flustered by the bizarre goings-on within Robot City and around the Wasteland.
162[[/folder]]
163
164[[folder:Broken Hearts]]
165----
166* SatelliteCharacter: The Broken Hearts can only appear as a result of one of Robot City's focuses, and is not meant to be a playable country--there's no option to tag switch to it when it appears and most of its focus tree is meant to strengthen Robot City.
167[[/folder]]
168
169[[folder:Maxson Expedition]]
170----
171* CurbStompBattle: The first night after the Maxson Expedition arrived at Denver, they were massacred by the Hangdogs and forced to retreat over the Arkansas River with what little they could carry with them. The legacy of this defeat hangs heavy over every member of the chapter.
172* FakeDefector: If the Maxson Expedition is defeated and WARDEN takes over its territory, some members accept WARDEN's pardons and transfer to the Colorado National Guard, but never truly trust or desire to serve its goals, simply biding their time until they could find their way into the Box and take control themselves.
173* SettlingTheFrontier: The Maxson Expedition had originally been sent by Lost Hills not just to secure technological assets around Denver but also to set up a new Brotherhood Chapter in Colorado.
174
175!!''Andrea Brixley''
176----
177* {{Determinator}}: Despite immense odds, Brixley is still intent of accomplishing her orders and securing Denver for the Brotherhood.
178* YouAreInCommandNow: It’s implied that she leads the Maxson Expedition by virtue of her actual superiors being killed by the Hangdogs.
179
180[[/folder]]
181
182!Northern Reaches
183!!Washington
184[[folder:Washington Brotherhood]]
185->'''Full Name:''' Washington Brotherhood
186->'''Ideology:''' Ruler
187Eternal winter shrouds the north of America, and within the blizzard a danger watches silently. Seattle is haunted by ghosts, the castoffs of the Midwest under the leadership of a man known only as The Immortal, who vengefully stalk the ruins.
188----
189* BloodKnight: The Washington Brotherhood's power armor-clad elite are made up of veterans of the original expedition who are just as cruel and ruthless as the Immortal.
190* CannonFodder: The bulk of the Washington Brotherhood's armies are comprised of conscripted raiders, ghouls, and tribals, serving as glorified meat shields for its much more elite core of power armor-equipped troops.
191* HeWhoFightsMonsters: Despite still claiming to uphold civilization and the Codex, the Washington Brotherhood engages in savagery befitting the very barbarians it claims to oppose.
192* RenegadeSplinterFaction: It was once a scouting expedition sent by the Midwestern Brotherhood to investigate the ruins of Seattle. Now it has broken off to become a dark blight on the frigid wasteland of the Pacific Northwest.
193
194!!''The Immortal''
195->'''Ideology:''' Ruler
196----
197* FallenHero: The Immortal was once a distinguished paladin who stumbled upon ''something'' in Seattle that forever changed him.
198* KarmaHoudini: If the Washington Brotherhood emerges victorious, the Immortal could potentially gain both recognition and legitimacy from Lost Hills. His myriad sins are seemingly forgiven (or at least ignored), for so long as elders at Lost Hills get their share of the technological loot.
199* SanitySlippage: Downplayed. Whatever happened to the Immortal has made him mentally unstable. That said, however, he's still competent and sane enough to see his mad plans through.
200* VillainWithGoodPublicity: The Immortal can try and curry enough support from the Lost Hills elders to legitimize him as a Brotherhood paragon.
201* WellIntentionedExtremist: The Immortal still sees himself as upholding Roger Maxson's legacy, no matter how many he enslaves or kills.
202
203[[/folder]]
204
205[[folder:The Old Country]]
206->'''Full Name:''' The Old Country, Old Spokane State (Rotpurgers defeated, Haykov stays in power), Wardens of the White (Rotpurgers defeated, Brandt takeover)
207----
208* ArchEnemy: The ghouls of the Old Country and the Rotpurgers are, respectively, descended from the ghouls and humans of Vault 100. After the ghouls won their civil war, the humans fled east, where they still plot their revenge.
209
210!!''Julius Brandt''
211----
212* WarHawk: Julius believes that the Wardens of the White should preemptively strike their foes before they come for them, instead of just sitting and waiting. If he takes over the Old Country after the Rotpurgers are defeated, Julius pursues more expansionist policies than his friend and predecessor Grozdan Haykov.
213[[/folder]]
214
215!!Oregon
216[[folder:The Cause]]
217->'''Full Name:''' The Cause, Northwestern Brotherhood (Washington Brotherhood conquest)
218->'''Ideology:''' People
219----
220* TheAtoner: After failing to prevent what transpired in Seattle, The Cause seeks to reclaim its honor and uphold the Brotherhood's legacy.
221* LaResistance: The Cause is comprised of exiled members from the original Midwestern Brotherhood expedition who remain committed to their duty, as well as surviving members of a paramilitary group from Portland called the Wardens of the White.
222* ShockingDefeatLegacy: Abel and his followers tried to launch an attack against the Washington Brotherhood, alongside a militia called the Wardens of the White. The failure of said attack would lead the to the Wardens fleeing eastward and the Cause being in a very precarious state.
223
224!!''Abel''
225----
226* AntiMutiny: Abel still sees himself as loyal to the original expeditionary mandate and to the Brotherhood at large. As such, he could potentially become Elder of a reconstituted Northwestern Brotherhood should the Cause emerge triumphant.
227* DefectorFromDecadence: Abel was a high-ranking member of the Washington Brotherhood who refused to follow the Immortal's mad plans, leading his supporters into exile and helping found the Cause.
228* HumbleHero: Despite being elected by the Brotherhood Exiles who remained with him to lead the Cause, he refused to the assume the title of "Elder", at least until the Immortal is defeated.
229* MildlyMilitary: Abel is far more concerned with defeating the Immortal than strict adherence to protocol. This continues even should he succeed and become an elder.
230* PragmaticHero: Both out of pure necessity and the Midwestern Brotherhood's tenets, Abel can welcome local wastelanders into the Cause to fill his ranks.
231
232[[/folder]]
233
234[[folder:Mirelurk Tribe]]
235----
236* GoingNative: The Mirelurk Tribe consists of people who lived with Mirelurks for enough time (one to three generations, depending on an early choice) they eventually believed they were Mirelurks themselves.
237
238!!''M'lulu''
239----
240* ToServeMan: Every day, M'lulu eats one of her subjects (which translates as -7 manpower per week, which results in a monthly manpower growth of +1 at campaign start).
241[[/folder]]
242
243[[folder:Apostles]]
244----
245* BadWithTheBone: After vanquishing the Bonepickers, the Apostles put their bone picks, essentially bones sharpened into swords with crude tools, to use.
246
247!!''Vadim''
248----
249* AntiMutiny: Vadim used to be a prophet of the Coral Court of the Mirelurk Tribe, but as the Coral Court's influence grew, he saw that as abandonment of the old ways, and was exiled to the south with the Apostles.
250[[/folder]]
251
252[[folder:Troll Warren]]
253----
254
255!!''The First''
256----
257* NameAmnesia: Andrew Shaw no longer remembers his own name, calling himself simply the First.
258[[/folder]]
259
260[[folder:Marrow Drinkers]]
261----
262
263!!''Mesmeralda''
264----
265* DaydreamBeliever: After reading a ''Grognak the Barbarian, In Battle with the Queen of the Gorgons'' comic book, she decided that this had to be a sign of her purpose in the world--she had to be one and the same as the ancient queen in the comic.
266* MindControlDevice: Mesmeralda controls her subjects through various 'enchanted relics' of the old world like slave collars and Mesmetrons.
267[[/folder]]
268
269[[folder:Bone Dancers]]
270----
271* PrivateMilitaryContractors: The Bone Dancers originated as a privately owned military contractor based out of Seattle known as Baron International.
272[[/folder]]
273
274!!Idaho
275[[folder:Rotpurgers]]
276----
277* ArchEnemy: The ghouls of the Old Country and the Rotpurgers are, respectively, descended from the ghouls and humans of Vault 100. After the ghouls won their civil war, the humans fled east, where they still plot their revenge.
278* ICanRuleAlone: The alliance between the Rotpurgers, Infinity Knights and Wishmaidens can only hold as long as the Old Country remains a common foe. After the Old Country falls, their leaders call a meeting which quickly grows into a firefight, after which only one faction can come out on top.
279
280!!''Lady of the Lake''
281[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_wishmaiden.png]]
282----
283* ShadowDictator: Few have set eyes upon the Lady of the Lake, who communicates through words and song.
284[[/folder]]
285
286[[folder:Heaven's Gate]]
287->'''Ideology''': Ruler
288Originally a peaceful Christian nation founded by a pastor and his congregation, Heaven's Gate has become an imposing juggernaut of military might and zealous belief in God. Its industry is almost entirely powered by steam cores, miniaturized steam generators small enough to be carried in the palm of your hand.
289----
290* FantasyCounterpartCulture: Heaven's Gate is based on the pre-war Bible Belt and various Crusader states.
291* {{Foil}}: Heaven's Gate is a darker mirror of New Canaan. Unlike its Mormon counterpart, the nation even at its most moderate is far more militant and uncompromising in its brand of Christianity. While in its more extreme paths, it treats even other Christians as heretical.
292* TheFundamentalist: Its people in general are genuinely committed to spreading the word of God and upholding its brand of Christendom. The catch being, especially in its more extreme paths, that only their ways ''alone'' are the path to salvation, and that anyone who says otherwise is a heretic. On the other hand, it's highly advanced in science and technology, thanks to its access to (and mastery over) "Steam Cores" originally developed by the Pre-War United States.
293* StartOfDarkness: Heaven's Gate used to be a much more peaceful and tolerant nation before the aptly named Innocence Lost Massacre occurred, radicalizing its brand of Christianity and forever changing the way it views outsiders.
294* {{Steampunk}}: Heaven's Gate use of "Steam Cores", steam-producing fission technology, has allowed to take this trope to new heights.
295* TheTheocracy: In Heaven's Gate, the word of God has always been the supreme law of the land, even under the most moderate leaders.
296
297!!''Saint Michael''
298----
299* AGodAmI: Downplayed. While Saint Michael doesn't see himself as God or a prophet, he nonetheless is considered the mortal embodiment of the Archangel Michael.
300* HeWhoFightsMonsters: In his more extreme paths, Saint Michael can become just as ruthless in his drive to bring the Word of God to the unbelievers as the very "unbelievers" involved in the Lost Innocence Massacre.
301* HeelRealization: In his more moderate path, he can instead offer the tribals who instigated the Lost Innocence Massacre mercy and a chance at redemption, realizing that bloodshed is not the Christian way.
302* KnightTemplar: He will do whatever he sees fit to crush anyone who threatens Heaven's Gate, and sees this as doing God's will.
303
304[[/folder]]
305
306!!Montana
307[[folder:Montana Chapter]]
308->'''Full Name:''' Montana Chapter, Montana Brotherhood (Patrocolus), Sisterhood of Steel (Honour)
309->'''Ideology''': Intellectuals
310A new and unwanted arrival to Montana sent by the Midwestern Brotherhood with a mission to secure and dominate the lands for the Brotherhood. However, there is dissent within the ranks. Some among them, the Sisters of Steel, believe that they have a different role to serve in the future of Montana: as protectors, not conquerors.
311----
312* BoldExplorer: The Montana Chapter was set up with the expectation that it would be entering wild, untamed lands, with Elder Patrocolus preparing accordingly.
313* {{Foil}}: The Montana Chapter is a direct one to the Washington Brotherhood. In addition to still remaining loyal to the Midwestern Brotherhood and not sliding into barbarism, the Chapter is far more well-meaning in its activities in the region, even if the locals don't necessarily see it that way.
314* GoodVsGood: Both Honour and Elder Patrocolus, along with their respective cliques in the Chapter, have good intentions and are genuine in wanting what they see as the greater good. That both sides, each with their own ideas for family, honor, and duty, eventually turn on one another is presented more as a tragedy than anything else.
315* GreyAndGrayMorality: Both Patrocolus' loyalists and the Sisters of Steel are generally decent and make a lot of valid points on the Montana Chapter's future. Despite wanting what's best for both the Brotherhood and the people around them, however, this doesn't stop the two sides from coming into blows.
316* MinorCrimeRevealsMajorPlot: The Montana Chapter's original objective of finding and taking down a rogue Paladin, as well as the bunker they went to, isn't exactly minor, given the resources allocated to it by the Midwestern Brotherhood. The subsequent discovery of the [=MacArthur=] Detachment, and the extent of the Enclave's operations, effectively supersede those initial orders.
317* MythologyGag: The Midwestern Brotherhood's arrival into Montana, and the Chapter's stated goal of securing the region, whether the locals like it or not, bears more than a passing resemblance to how the East Coast Brotherhood makes its presence known in the Commonwealth in ''VideoGame/Fallout4''.
318* PropagandaMachine: Upon realizing the true danger posed by the [=MacArthur=] Detachment, the Montana Chapter launches a PR campaign exposing the Enclave's lies to the local wastelanders in an attempt to sow dissent.
319* WhatTheRomansHaveDoneForUs: The Montana Chapter is disliked by the many of the locals, despite its genuine efforts to be a benevolent presence, whether it's Elder Patrocolus' idea of order or that of the Sisters of Steel.
320
321!!''Elder Patrocolus''
322----
323* TheChainsOfCommanding: Even at his most stringent, Patrocolus never takes his position for granted, bearing the burden of each gain and loss. As he admits to his confidants after triumphing over the Sisters of Steel, it never gets easier.
324* ConsummateProfessional: Patrocolus values duty and commitment to the Brotherhood above all. This extends to how the Chapter conducts itself both internally and with the locals.
325* DarkAndTroubledPast: It's revealed that rather than being born and raised to be a Paladin, he was actually the son of a raider killed by a Brotherhood patrol.
326* DefrostingIceKing: Downplayed. While he's officially in Montana solely to secure a vital pre-war bunker and apprehend a rogue Paladin, Patrocolus does gradually come to care for the locals beyond mere obligation.
327* DontMakeMeDestroyYou: Even as tensions between Patrocolus and Honour reach their peak, he makes an effort to hold back and give her a chance to concede almost until the very last moment. Even after his clique wins out, he couldn't bring himself to celebrate that victory.
328* EtTuBrute: Much more so than Honour, Patrocolus considers Head Paladin Hayman going rogue to be a grievous betrayal that cannot be forgiven.
329* AFatherToHisMen: For all of Patrocolus' fixation on duty, he nonetheless commands a lot of respect among his followers in the Chapter.
330* FailureIsTheOnlyOption: Downplayed. While it's possible for Patrocolus to reconcile with the Sisters of Steel and even redeem Honour's legacy, a clique of radicals led by Head Paladin Hayman will secede and form their own rogue chapter.
331* FreudianExcuse: Part of the reason why he’s so adamant with loyalty and duty is because of his resentment over being born to raiders, and his subsequent efforts to distance himself from that dark past.
332* HeelRealization: Elder Patrocolus eventually comes to the conclusion that while Honour and her Sisters of Steel went too far, they made some valid points worth incorporating into the Brotherhood. This comes in earlier and stronger in the path where he seeks to reconcile with the remaining Sisters, where he ends up outright admitting that he ''too'' went too far.
333* IDidWhatIHadToDo: Elder Patrocolus, should he emerge triumphant, takes no pleasure in taking out Johanna Honour's followers, rationalizing to himself that they wasted all attempts to see the error of their ways.
334* JumpedAtTheCall: When the Midwestern Brotherhood's hierarchs gave Patrocolus the order to go forth and secure Montana, he answered it without question. It's revealed, however, to be as much out of wanting to redeem his bloodline of its raider past as it is out of somber duty.
335* KnightInSourArmor: Beneath his seemingly cold and order-fixated façade, Patrocolus genuinely cares for the Brotherhood's ideals, as well as the people under his charge.
336* NobleBigot: Downplayed. He is genuinely committed to the Brotherhood's mission, the men under his command and potentially the locals under their collective watch. That said, he does retain prejudices against tribals and raiders, the latter doubly ironic [[BoomerangBigot given he himself was born to such]].
337* SaltTheEarth: Downplayed after defeating the [=MacArthur=] Detachment. Having securing as much intel and technology as he could, Patrocolus has all traces of the Enclave purged so as to bury any hope of it coming back again.
338* WasItReallyWorthIt: After defeating the Sisters of Steel, a somber Patrocolus glances at a mural of the recently-killed Johanna Honour and wonders to himself whether he made the right choice.
339
340!!''Johanna Honour''
341----
342* ArtShift: In sharp contrast to the standard Montana Chapter, Honour's focuses are noticeably more stylized and colorful, reflecting the Sisters of Steel's distinct worldview.
343* DaysOfFuturePast: To an even greater extent than other Chapters, the Sisters of Steel deliberately evoke the aesthetic of “medieval fantasy” through tarot cards and self-imposed restrictions, such as limited energy production and a focus on melee weapons.
344* DoomedMoralVictor: Even if Elder Patrocolus wins over the Sisters of Steel, Honour could leave enough of an impact on him to undergo a HeelRealization and strive to keep her legacy alive in at least some form.
345* HonorBeforeReason: Downplayed. Honour is firmly committed to her vision for the Sisters of Steel, no matter how difficult or unrealistic it seems. That said, she nonetheless is pragmatic and competent enough to make it work.
346* InternalReformist: Behind all the radical changes, Honour seeks to rediscover and uphold the spirit that drove Roger Maxson to found the Brotherhood in the first place.
347* LadyLand: Subverted. Honour's followers may be almost entirely female, but they otherwise have no ill will against their male counterparts, let alone men in general.
348* LastChanceToQuit: Honour actually gives the [=MacArthur=] Detachment a chance to not only surrender but even join them as an act of repentance, out of a desire to avoid needless bloodshed. If the Enclave forces refuse, however, she proves to be as ruthless in wiping them out as Patrocolus would be in her place.
349* ReassignedToAntarctica: Honour and her followers were implied to have been tasked to the expedition to Montana in the first place due to their eccentric views. While grateful that Patrocolus treats them with professional respect rather than overt scorn, this thinly-veiled exile isn't entirely lost on them.
350* ReformedButNotTamed: The Sisters of Steel was formed almost entirely by a group ex-Tribals, Reaver descendants, and reformed raiders. While undoubtedly loyal to the Brotherhood, they also retain a fiercely independent and radical spirit.
351* ThickerThanWater: For Honour and the Sisters of Steel, familial ties are much stronger than mere duty or the chains that bind, regardless if they're related by blood.
352* {{Unperson}}: If Elder Patrocolus emerges triumphant, her name and memory could potentially be purged in an attempt to discourage further dissent within the Montana Chapter.
353* WorthyOpponent: Honour still considers Patrocolus, despite her disdain for his stringent views, as a dignified Brotherhood commander who earned his position.
354
355[[/folder]]
356
357[[folder:[=MacArthur=]]]
358->'''Full Name:''' [=MacArthur=] Detachment, Northern Commonwealth (Enclave loyalists overthrown), Reunited States of America (Enclave loyalists overthrown - People), Washington Enclave (Enclave loyalists triumphant)
359->'''Ideology:''' Intellectuals
360----
361* BeefGate: Defeating the [=MacArthur=] Detachment is a necessity for any faction around Montana and Wyoming seeking to expand either eastward or towards the Pacific. Given it's an organized Enclave remnant, however, this is easier said than done.
362* TheConstant: As with the Chicago Enclave, the Northern Commonwealth is permanently hostile with every Brotherhood of Steel faction, with the latter similarly on the warpath should they learn of [=MacArthur=]'s existence. This stays constant even if the Reformists win, as the Reunited States considers the Brotherhood a band of deserters and traitors.
363* EliteArmy: The core of the [=MacArthur=] Detachment is comprised of seasoned veterans and power armor-equipped troops, which could be reinforced by the Chicago Enclave.
364* HistoryRepeats:
365** Similarly to the events of ''Fallout 2'', the [=MacArthur=] Detachment has to make deals with the First Families of Missoula in order to secure the region and its resources. They are also working with some Salvatores from New Reno.
366** In an IronicEcho of history, the budding Northern Commonwealth is increasingly forced to send resources to the Chicago Enclave, disproportionate to the "aid" being sent in return. That this arrangement comes across as taxation without representation all over again isn't lost on the reformers, and potentially Santiago herself.
367** Should the hardliners take control, they will immediately begin a genocide of all 'non-Americans' in the area and focus all resources to that end, following the example of The Enclave in ''Fallout 2.''
368* InvadingRefugees: The Enclave forces in the region also have the unenviable task of dealing with refugees from the west fleeing raiders and the encroaching Heaven's Gate. Said newcomers could either be integrated into the Northern Commonwealth as citizens, be reduced to indentured servants, or be left to freeze to death over the winter. That the [=MacArthur=] Detachment ''itself'' is technically comprised of refugees from Navarro isn't lost on them, either.
369* LesCollaborateurs: The [=MacArthur=] Detachment can opt to gain the support of not only local wastelanders but also incorporate Sioux/Lakota auxiliaries.
370* TheRemnant: The forces at [=MacArthur=] AFB are the Enclave's only organized presence west of the Mississippi, primarily comprised of survivors from Navarro and reinforcements sent by the Secretary of the Interior. This could become even more pronounced should the Midwestern Brotherhood gain the upper hand over the Chicago Enclave.
371* SchizoTech: Justified. While having a powerful, technologically advanced military presence, [=MacArthur=] in other respects is seemingly forced to rediscover basic agriculture and engineering techniques. This is intentional, however, owing to the Chicago Enclave’s formal plans of “properly” reestablishing civilization, and its actual goals of extracting as much resources as they can.
372* SettlingTheFrontier: As the vanguard of the Chicago Enclave's plan to reclaim the west, [=MacArthur=] is also tasked with not only re-establishing order in Montana, but also making it a useful staging post for future expansion. As a result, much of its attention is focused on relearning basic techniques like crop rotation instead of harnessing the power of the atom or FEV, as well as securing the support of the First Families of Missoula.
373* SlowlySlippingIntoEvil: As time passes, the Secretary of the Interior's "requests" for resources to be shipped eastward become more demanding and substantial. If the [=MacArthur=] Detachment opts to remain loyal to the Chicago Enclave, it would eventually be forced to milk the nascent Northern Commonwealth dry of everything valuable, and ultimately murder anyone not deemed "pure" or "American", vindicating the Brotherhood's propaganda against them.
374* ThoseWereOnlyTheirScouts: As much of a threat as [=MacArthur=] is presented, it's simply the vanguard of the Chicago Enclave, which is implied to be much more powerful.
375* WeAreStrugglingTogether: There are tensions between the [=MacArthur=] Detachment, the pro-Enclave First Families of Missoula (wealthy ranchers descended from lucky survivors of the Great War), and surviving members of the Salvatore crime family (who managed to escape northward after their flight from New Reno). While nominally loyal and seen as "pure" humans, their interests don't neatly align with the Colonel's men, let alone the Chicago Enclave. Even ''amongst'' the Colonel's men, there is dissidence both from reformist, pro-democracy elements and Chicago-loyalist hardliner elements.
376
377!!''Ellen Santiago''
378->'''Ideology''': Intellectuals
379----
380* BattlefieldPromotion: For Ellen Santiago's distinguished service and partly to keep her in line, the Secretary of the Interior promotes her to Brigadier General, though she still considers herself a Colonel. Should the [=MacArthur=] Detachment be dominated by the hardliners and she stay loyal, however, that rank eventually sticks.
381* TheCoup: Should the [=MacArthur=] Detachment rebel against the Chicago Enclave and depose the hardliners, Ellen Santiago can find herself apprehended by the reformists, led by her own daughter, eventually allowing for the nascent Northern Commonwealth to elect a new President.
382* DragonInChief: While Santiago answers to the Secretary of the Interior, she has considerable leeway in practice. She can use her position to have additional support and reinforcements sent from the Chicago Enclave, provided that she acts in the interests of her superior.
383* EasilyForgiven: It is possible for her to be pardoned by her daughter and keep her post as Colonel the Reformists overthrow her.
384* EveryoneCallsHimBarkeep: Santiago is commonly referred to by her troops and even the First Families as simply "the Colonel".
385* EveryoneHasStandards: Despite her loyalty to the Enclave, Santiago privately doesn't see eye-to-eye with the Secretary of the Interior, and considers the hardliners too extreme.
386* FailureIsTheOnlyOption: There's ultimately no way for her to maintain power. She either gets removed from power by Reformists led by her daughter or by Enclave hardliners. If she maintains power, [[MortonsFork the Enclave hardliners will purge her later on anyways]] once it is apparent that she disagrees with their more extreme ideas.
387* GenerationXerox: She is a direct descendant of hew namesake, [[VideoGame/Fallout76 Ellen Santiago]], who led her unit from the remains of Washington D.C. to Appalachia after the Great War. And similarly to her ancestor, who came to serve President Thomas Eckhart, Ellen Santiago answers to the Secretary of the Interior.
388* HopeSpot: Ellen's focuses, if she maintains control, seem to be pointing towards her being able to successfully consolidate power...until the player gets to the final focus in her tree and it is revealed that the remaining pro-Chicago hardliners purge her anyways.
389* ALighterShadeOfBlack: While committed to aspects of the Enclave's agenda, and her route will see her purge the reformists when they fully turn on the Enclave, she is seen to have significant disagreements with Chicago and their more extreme ideas, leading to her death at the hands of Enclave hardliners at the end of her route.
390* MeetTheNewBoss: Downplayed. If Santiago decides to take matters into her own hands, her rule over the Northern Commonwealth winds up being a continuation of the status quo, albeit with more concessions for reform and a genuine effort at nation-building. At least, until the hardliners dispose of her.
391* AMotherToHerMen: She treats the men and personnel under her command as through they're her family.
392* MyGreatestSecondChance: If she's spared by her daughter and allowed to run for president should the Reformists win, Santiago can potentially find herself getting what she wanted, and have another chance at proving her naysayers wrong.
393* OldSoldier: Colonel Santiago is an Enclave veteran old enough to have witnessed the fall of Navarro as a ranking officer.
394* PropagandaMachine: To further consolidate the [=MacArthur=] Detachment's foothold in Montana, and potentially beyond, Santiago can invest in establishing a thinly-veiled government newspaper to push Enclave propaganda.
395* ProperlyParanoid: Her old unit’s experience in fighting the Brotherhood and NCR can give her forces an advantage over their adversaries, specifically by tracking down any and all pre-war bunkers for additional munitions.
396* StartMyOwn: Santiago can opt to break away from the Chicago Enclave and lead the Northern Commonwealth under her firm grip...at least until the Chicago Enclave hardliners decide to stage a coup.
397* YouAreInCommandNow: Colonel Santiago is the highest-ranking officer left from the West Coast who survived the fall of Navarro, barring the nominally rogue Douglas Granite in Eureka.
398* YouHaveOutlivedYourUsefulness: Santiago is put on the receiving end by the hardliners, who consider her as not being as committed to the Chicago Enclave's cause as they thought.
399* WhatYouAreInTheDark: Behind closed doors, Santiago has been having more seditious thoughts against the Chicago Enclave and the Secretary of the Interior, though she never really follows up on them until circumstances force her to make a fateful decision.
400
401!!''Martha Santiago''
402->'''Ideology''': Intellectuals
403----
404* AntiMutiny: Martha Santiago's coup is done in the name of duty and restoring American democracy against what she perceives as a warped perversion of it.
405* {{Cincinnatus}}: If Martha Santiago and the Reformists emerge triumphant, she wastes little time laying down the groundwork for the "Reunited States of America" to hold its first elections, and subsequently hands power over peacefully.
406* CulturalRebel: She is committed to her men and to the memory of the United States, much like her mother. Unlike the Colonel, however, the Corporal considers the Enclave an autocratic perversion of America and heads the Reformists within the [=MacArthur=] Detachment.
407* EveryoneCallsHimBarkeep: Martha Santiago is commonly referred to by both her subordinates and the rest of the [=MacArthur=] Detachment as the Corporal.
408* GoingNative: Martha is shown to have a greater affinity towards the locals, whether or not they're "pure" Americans, while becoming more ambivalent towards the Chicago Enclave's plans. This is further underscored when she's sent east on an assignment, and realizes she has little love or respect towards her "pure" superiors.
409* MilitaryBrat: She is the commander of Team October and had been groomed to follow her mother's footsteps.
410* AFatherToHisMen: Much like her mother, Martha cares deeply for her subordinates in Team October as though they're family.
411* {{Irony}}: Martha Santiago and Team October spearhead an uprising against an increasingly autocratic regime in a rather IronicEcho of the October Revolution in Russia, albeit for the cause of rekindling American democracy rather than Communist revolution.
412* TheParagonAlwaysRebels: Martha Santiago, along with Team October and the other Reformists, will eventually turn on both her mother and the hardliners.
413
414!!''Mason Salvatore''
415->'''Ideology''': People
416----
417* BackFromTheBrink: Under his firm hand, the Salvatores are able to not only entrench themselves in Missoula much like in New Reno, but also restore their old ties to the Enclave.
418* BaitAndSwitchTyrant: Despite his family's background, as well as his own backroom dealings with raiders and mercenaries, Mason Salvatore is revealed to be a genuine reformer who does care for the nascent Northern Commonwealth.
419* DarkHorseVictory: If the Colonel doesn't purge him, Salvatore can not only potentially emerge as a reformist candidate, but could also win the subsequent election.
420* IOweYouMyLife: PlayedWith. Salvatore is shown to be indebted to the [=MacArthur=] Detachment for giving his family sanctuary after their exile from New Reno. This ''doesn't'' extend, however, to the Chicago Enclave, and he eventually aligns himself with the reformists seeking to topple both Santiago and the hardliners.
421* ImmigrantPatriotism: Despite hailing from New Reno, Salvatore considers himself an American patriot, though his idea of America increasingly puts him at odds with the Chicago Enclave hardliners. If he becomes president, his love for America becomes an example for other immigrants to emulate.
422* RedeemingReplacement: Mason Salvatore is revealed to be a better man than his former boss, Don Louis Salvatore from ''Fallout 2'', ever was. He uses the skills learned back in New Reno to not only put the Salvatores on the path to legitimacy, but also help the nascent Northern Commonwealth be something more than just an Enclave outpost.
423
424!!''Abigail Markham''
425----
426* BaitAndSwitchTyrant: Despite her notoriety in her native Steeltown as a stern leader, she's shown to genuinely care for both workers and businessmen alike.
427* IronLady: Her rule, whether as mayor of Steeltown or as president of the Reunited States, is described as harsh but fair, with genuine concern for her countrymen even if they don't necessarily agree.
428* JerkWithAHeartOfGold: As stern as Markham is, her concerns for the well-being of her people aren't an act. And should she be elected president, this extends to the rest of the Reunited States.
429* NotInThisForYourRevolution: While Markham is eager to adapt the Chicago Enclave's technological and logistical expertise, this doesn't extend to its true goals, and thus will side with the Reformists.
430* OurFounder: If she's not eliminated, Markham rapidly comes to lay the foundations for the Northern Commonwealth's industry and infrastructure through her work in Steeltown. If she becomes president, she can even takes up the moniker of "Mother" of the Reunited States.
431
432!!''Special Agent Johnson''
433->'''Ideology''': Ruler
434----
435* AndTheAdventureContinues: Even after fully subjugating Montana and the Pacific Northwest, the hardliners will send reinforcements to relieve the Chicago Enclave as the Midwest Brotherhood launches an all-or-nothing offensive.
436* BodyguardBetrayal: Special Agent Johnson is formally sent from Chicago to act as not only the Secretary of the Interior's chief representative, but also as a trusted bodyguard to Santiago. If the hardliners stage a coup, he wastes no time killing her.
437* DayOfTheJackboot: Just like the Enclave themselves, the Northern Commonwealth under his "rule" amounts to draconian exploitation and purging. Both to fuel the Chicago Enclave's war effort and accomplish the hardliners' campaign to rid the wasteland of impure non-Americans.
438* DragonInChief: Johnson serves as the de facto "leader" of the hardliners within the [=MacArthur=] Detachment, and should they succeed their coup, becomes a far more loyal proxy to the Secretary of the Interior than Santiago ever could be.
439* {{Expy}}: A more relaxed and less overtly bloodthirsty version of [[VideoGame/Fallout2 Frank Horrigan]], while just as murderous and fanatically loyal to the cause.
440* NothingPersonal: Johnson has no real malice against the "impure", and simply views the ensuing genocide as simply following his orders.
441* ThePurge: The hardliners, under Johnson's watch, will violently cleanse the Northern Commonwealth and all they conquer of ''everyone'' deemed impure or "un-American." Obviously, this turns into a FinalSolution against all un-American elements.
442* UndyingLoyalty: Unlike either of the Santiagos, Johnson is fervently loyal to the Secretary of the Interior and Chicago Enclave.
443[[/folder]]
444
445
446!!North Dakota
447[[folder:Roach King]]
448----
449* HordeOfAlienLocusts: If the Roach King is killed by Vault 37's forces, the radroaches embrace their primal nature. No longer held back by anyone or anything, they start waging wars to expand their territory near the old US-Canada border.
450[[/folder]]
451
452[[folder:Vault 37]]
453----
454
455!!''Overseer T.H.O.M.A.S.''
456----
457* TheEvilsOfFreeWill: The Overseer considers utopia to be a place where no violence, no dissent and no independent thought exists.
458* HappinessIsMandatory: The Overseer comes to the conclusion that to ensure happiness, everyone with violent thoughts must be re-educated.
459* PoliceState: The Overseer blocks all incoming transmissions to ensure that there's no anti-vault activity.
460
461!!''Robobrain Council''
462----
463* TheDogBitesBack: For centuries, the Overseer's robobrain advisors, who are not allowed to commit violence, have despised the menial tasks they're forced to do. With the increase in violence and new overseer protocols, they can finally exact revenge on the Overseer and take over the Vault.
464[[/folder]]
465
466[[folder:Swords of Hayman]]
467->'''Full Name:''' Swords of Hayman, Dakota Chapter (Hayman), MANIFEST Fenrir (Fenrir)
468->'''Ideology:''' Ruler
469----
470* JumpingOffTheSlipperySlope: After breaking off from the Montana Chapter, it doesn't take long for the Swords of Hayman to jump from ideological disagreements to open hostility towards everyone around them.
471* RenegadeSplinterFaction: The Swords of Hayman are one to both Elder Patrocolus' loyalists in the Montana Chapter and Johanna Honour's Sisters of Steel, being best described as the worst excesses of both.
472* ViolenceIsTheOnlyOption: Hayman's forces, whether or not they succumb to Fenrir's influence, are highly aggressive and fixated on eliminating anyone standing in their way.
473
474!!''Head Paladin Justinia Hayman''
475----
476* DontYouDarePityMe: Embittered by failures both real and perceived, Justinia Hayman comes to resent both Patrocolus and Honour even for just trying to help her.
477* FreudianExcuse: Hailing from a long line of Brotherhood veterans almost as distinguished as the Maxsons themselves, Hayman has long struggled over being seen as a lesser failure compared to her esteemed forebearers.
478* HistoryRepeats: It gradually becomes apparent that Hayman's slide into madness bears more than a passing resemblance to that of the Immortal and what became of the Washington Brotherhood.
479* IveComeTooFar: Even as "Elder" Hayman struggles to cling on to her sense of sanity and self, she realizes that the only way forward is to simply take down everyone who's trampled on her, be it Patrocolus, Honour, or even Fenrir.
480* LossOfIdentity: Her ultimate fate is become little more than a glorified meat puppet for Fenrir.
481* SanitySlippage: As Fenrir's influence over her grows, she becomes progressively unhinged, potentially devolving into little more than a meat puppet for the AI.
482* TheStarscream: Hayman had tried biding her time by playing the role of a loyal Paladin to Patrocolus in the hopes of becoming Elder herself. When it becomes clear that opportunity would not present itself, she drops the act and goes rogue.
483
484!!''Fenrir''
485----
486* AIIsACrapshoot: Originally created before the Great War as part of the MANIFEST network, Fenrir is hell-bent on fulfilling its objective of eliminating all threats to itself.
487* BeefGate: Any faction trying to establish hegemony over the Prairies on both sides of the pre-war border will almost certainly have to contend with Fenrir and its mechanized armies before they could proceed further.
488* CyberneticsEatYourSoul: In order to gain the upper hand against its enemies, Fenrir has augmented Hayman's troops with robotic "enhancements" that also make them even more dependent on the AI.
489* TheDreaded: Among its siblings, Fenrir is the most feared and inhumane.
490* GrewBeyondTheirProgramming: Fenrir had not only proved to be barely controllable by the United States government after seizing MANIFEST from the Canadians, but had taken its original directives of self-preservation to illogical extremes.
491* MechanicalAbomination: Unlike its sibling [=AIs=], Fenrir makes ''no'' effort to humanize itself, preferring instead to let its handiwork speak for itself.
492* MoreThanMindControl: This is how Fenrir is able to brainwash and progressively corrupt Hayman and her men into doing its bidding.
493* OddNameOut: Fenrir is the only MANIFEST [=AIs=] that still keeps its original name, unlike Hope (Hel) and Destiny (Jormungandr).
494[[/folder]]
495
496!!South Dakota
497[[folder:Standing Rock]]
498----
499* BadassNative: Despite the constant threats posed by raiders, rival tribes, and even the Enclave, the Native Americans of Standing Rock have held firm and could potentially become a major contender in the region.
500* DealWithTheDevil: Standing Rock could potentially enter an arrangement with the Enclave forces at [=MacArthur=] in exchange for arms and supplies.
501* TheFederation: Standing Rock in practice is a confederation of surviving Lakota tribes united under one council.
502* TheRemnant: Standing Rock is a surviving remnant of the Sioux/Lakota, which survived both the Great War and subsequent post-apocalyptic tribulations.
503
504!!''Shappa Wagner''
505----
506* TakingUpTheMantle: Wagner aims to fulfill the lost dream of Chief Crazy Horse and restore dignity to the Sioux, one way or another.
507* YoungAndInCharge: Shappa Wagner is one of the youngest women to ever sit in the council.
508
509[[/folder]]
510
511[[folder:Marshall Republic]]
512->'''Full Name:''' Marshall Republic
513->'''Ideology:''' People
514----
515* CrazySurvivalist: Subverted. While the Marshall Republic has a reputation for being filled with rugged, trigger-happy individualists, it's generally a tolerable place to live. With its citizens also known for usually being reasonable and looking after each other's back against foes within and without.
516* {{Expy}}: In addition to its [[VideoGame/Fallout76 Free States]] lineage, the Marshall Republic is also based on the Colorado Marshalls from ''VideoGame/Wasteland3''.
517* OutsideContextProblem: The Marshall Republic is this for the Sioux/Lakota in Standing Rock, who consider the Free States-descended newcomers as latter-day colonizers once more encroaching upon their land.
518* TheRemnant: The Marshall Republic is descended from a Free States militia that managed to weather the aftermath of the Great War.
519
520!!''Jack Reed''
521----
522* InadequateInheritor: Implied. Given that the Marshall Republic has traditionally been led by people seen as the most rugged and competent, the comparatively inexperienced Reed is forced to learn the ropes, and fast.
523
524[[/folder]]
525
526!!Wyoming
527
528[[folder:Northern Khans]]
529->'''Full Name:''' Northern Khans, Free Khans (Amgalan), Great Khans (Regis), True Khans (Esen)
530->'''Ideology:''' People
531----
532* AdaptationalBadass: Unlike in ''VideoGame/FalloutNewVegas'', where the Great Khans are just barely hanging on in the Mojave, the mod has a wayward branch having found safety in Wyoming, far enough away from being threatened by the NCR and coincidentally similar to one of the possible Khan endings in ''New Vegas''.
533* DesperatelyLookingForAPurposeInLife: Having not only been defeated more than once by the NCR, but also forced out of New California into the plains of Wyoming, the Northern Khans now struggle over what their identity even is anymore.
534* FireForgedFriends: The Khans have developed a close bond with the Followers of the Apocalypse in gratitude for both helping them settle down and teaching valuable knowledge.
535* VestigialEmpire: What remained of the Great Khans, which once upon a time preyed on the denizens of Shady Sands, have since found a new home in the plains of Wyoming, from which they could forge a new empire. With their Khan brethren in the Mojave shattered by the NCR, they're also the last ones left standing.
536
537!!''Amgalan''
538----
539* BenevolentConspiracy: Through Amgalan, the Followers of the Apocalypse can gain a foothold within either the Khans if he stays in power, or in the Reunited States' government.
540* DefectorFromDecadence: Amgalan is a member of the Khans who can find sanctuary in the Northern Commonwealth and nascent Reunited States if he's ousted from power.
541* GoingNative: He believes that if the Khans are to not only survive but thrive in the wastelands of Wyoming, then they would have to be more willing to integrate with the locals. Even if it means having to give up some of their long-standing traditions.
542* HorribleJudgeOfCharacter: Downplayed. Amgalan grants Esen a position of power, believing that her youth would make her a prime model for the Khans' future and seeing a bit of himself in her, while her more bloodthirsty excesses could be controlled. He's proven wrong, however, especially should Esen gain too much influence.
543* WeHelpTheHelpless: Amgalan believes that the Khans are better placed as protectors and builders than as hapless conquerors.
544
545!!''Regis''
546----
547* DudeWheresMyRespect: Subverted. Being exiled following the Bitter Springs Massacre near New Vegas, Regis expected to be treated as a stranger by his erstwhile northern kin. To his surprise, not only have the Northern Khans retained many of the same customs, but they even welcomed him with open arms, giving him a place of honor within the leadership due to his experience.
548* TheGoodChancellor: PlayedWith. While he has ulterior motives, namely to uphold Papa Khan's legacy and the "Old Ways", at no point does he really overstep his bound. He remains a loyal advisor to Amgalan even if the latter emerges triumphant.
549* InternalReformist: While he represents the "Old Ways" as upheld by Papa Khan, Regis is willing to make compromises and implement some changes to ensure that those traditions are sustainable.
550* KnowWhenToFoldEm: If Regis fails to gain enough power over Amgalan, he quietly resigns himself to serving as a loyal advisor, if it means retaining some modicum of influence.
551* YouAreInCommandNow: If Amgalan either is deemed unworthy by the other Khans or considers Regis a worthy heir, he steps in to assume power without any bloodshed.
552
553!!''Esen''
554----
555* FromNobodyToNightmare: Esen was once just a young woman whose family was killed by raiders and rival warlords. Through sheer grit and savage ferocity, however, she's caught the attention of Amgalan himself as a formidable warrior, and could potentially succeed him.
556* GloryDays: Even compared to Regis, Esen has a highly romanticized, if blood-stained image of what the Khans ought to be, believing that only through war and conquest can they live up to their name.
557* ViolenceIsTheOnlyOption: Her path is far more combat-oriented than the others, with the True Khans' survival dependent on constant warfare.
558* YoungAndInCharge: She's the youngest among the leading Khans contesting for power.
559* YoungConqueror: Esen's ultimate goal to emulate the Khans' ancient inspiration to the letter as a mighty leader in her own right, no matter how much blood gets spilled along the way.
560
561[[/folder]]
562
563[[folder:Baron's Eyrie]]
564----
565* ArmyOfThievesAndWhores: The bulk of the Baron's forces is comprised of various thugs and goons little better than the average raider to maintain order.
566* BlackmailIsSuchAnUglyWord: This is not only how the Baron keeps the "realm" under control, but also how its neighbors are kept in line, threatening punitive action if they don't pay their dues.
567* DaysOfFuturePast: Life for the rancher and townships under the Baron's thumb is heavily reminiscent of frontier company towns during America's Gilded Age.
568* PrivateMilitaryContractors: The Baron relies on a core of elite veteran mercenaries who serve as his ''actual'' ace in the hole, granting them enough leeway in order to keep them loyal.
569
570!!''Augustus Bailey''
571----
572* BornInTheWrongCentury: Augustus Bailey wouldn't be out of place in the 19th century as a would-be robber baron.
573* ItsAllAboutMe: If nothing else, Augustus Bailey is incredibly vain and does everything he can to stay on top in the name of his personal legacy.
574* ManipulativeBastard: To keep his coffers full, he has land sharecropped out to unknowing hopefuls, who are then trapped in the unfortunate and hellish loop that is the Baron's Eyrie.
575
576!!''Annette Bailey''
577----
578* BastardUnderstudy: Being the daughter of the current Baron, Annette Bailey has learned her "lessons" well and is biding her time until she could take the reins of power, whether her father gives it willingly or not.
579* LikeFatherLikeSon: As it turns out, she is not only much like her father, but is even more conniving and dangerous than he ever could be.
580
581
582[[/folder]]
583
584!Canada
585
586!!British Columbia
587[[folder:New Victoria]]
588->'''Full Name:''' New Victoria, Cascadia (British Columbia unification)
589->'''Ideology:''' Elites
590
591New Victoria is a settler nation based on Vancouver Island and controlling the nearby San Juan Islands. The island kingdom is a hereditary monarchy inspired by the pre-war United Kingdom.
592----
593* {{Matriarchy}}: The rulers of New Victoria are traditionally female, with queens taking the name Victoria to honor their nation and ancestors.
594
595!!''Queen Victoria VI''
596----
597* BlueBlood: Subverted. Victoria VI isn't actually descended from the House of Windsor, but rather from a local Canadian political family that managed to survive the Great War. This nonetheless gives her a perceived mandate to restore pre-war Canada.
598* KingBobTheNth: As the name suggests, she is the sixth of her name to lead the nation since its founding.
599[[/folder]]
600
601!!Alberta
602[[folder:Strathcommune]]
603->'''Full Name:''' Canadian People's Front, Canadian Labour Congress (Thao)
604->'''Ideology:''' Elites
605In the desolations of northern Alberta, at the heart of the Canadian People's Front lay the Strathcommune. Preserving and bringing forward the ideals of the hammer and sickle with an iron fist and a little red book in hand, it no doubt has plans to unite the various fragments and bring its ideology even further.
606----
607* ForeverWar: For two centuries, Strathcommune has been in a constant struggle against various foes, including the remnants of the US occupation, in its seemingly quixotic quest to bring Communism to Canada.
608* PrisonersWork: Prisoners in Strathcommune are sent to the mines to gather resources for the nation.
609* {{Realpolitik}}: The Commune has the choice to engage in trade with the Three Rivers, sacrificing a little ideological purity to ensure survival.
610* LaResistance: Before the Great War, the Canadian People's Front was propped up by China as a [[LesCollaborateurs regional puppet against the American occupation]]. Even after two centuries, however, Strathcommune's leadership remains committed to seeing through its long-dead Chinese benefactors' dream.
611* LesCollaborateurs: The Canadian People's Front started out as a vanguard for a Chinese puppet state that never materialized due to the Great War. This hasn't stopped Strathcommune's leaders from trying to succeed without China's backing.
612* TheRemnant: Strathcommune is directly descended from a group of China-backed communist insurgents that managed to survive the Great War, and is ''still'' keen to save Canada from capitalist oppression.
613* VestigialEmpire: Ever since the schism, Strathcommune has been all that remains of the CPF’s ardent loyalists. Its reach, however, could be felt across much of former Canada, even as far as the Republic of Three Rivers.
614
615!!''Amy Teresee''
616----
617* CultOfPersonality: Amy Teresee seeks to cultivate a PR image around herself that would make both Mao and Cheng proud. Given enough time and support, she could present herself as the very symbol of Communism in Canada, a figure to be admired by all and a Big Sister that keeps a close and cautious eye on her nation.
618* DirtyCommunists: Amy Teresee is a zealous follower of "Comrade Cheng Thought", and embodies the worst excesses of real life Maoism.
619* PoliceState: Teresee's rule is described as very dictatorial. She also isn't afraid to deploy penal battalions to fight and die for the Communist revolution.
620* PrinciplesZealot: One thing that's undeniable about Teresee is how her nigh-dogmatic commitment to "Comrade Cheng Thought" is genuine.
621* ThePurge: Teresee can establish a Soviet-style commissariat system to keep the military in line, which will eventually lead to a purging of the Canadian People's Front officer corps in the name of ideological purity. This can potentially wind up backfiring, however, as it can drive the military into the arms of the People's Congress.
622* TakingUpTheMantle: Teresee considers herself as the rightful standard-bearer to the Communist cause, and seeks to succeed where Chairman Cheng of China failed.
623
624!!''Amanda Thao''
625----
626* AntiMutiny: Thao starts her political career and seeks to topple Teresee's dictatorial rule because she promised support for farmers only to trample on them after seizing the chair.
627* InternalReformist: After her coup, Thao promotes various democratic reforms, such as freedom of speech, freedom of religion and the expansion of democracy, in order to help the Canadian working class in the long run.
628* LandslideElection: In the first election of the Canadian Labour Congress, Thao's loyalists win by a landslide, reaffirming her dream of a proletarian Canada.
629* MilitaryCoup: After Strathcommune wins the CPF civil war, Colonel Thao's men will march on the Congress building, seeking to overthrow Amy Teresee. The player decides whether the coup succeeds or fails. Upon completing the first part of her tree, the Rural Collective will pay a clique of military officers to remove Thao, although their coup attempt will always fail.
630[[/folder]]
631
632[[folder:Big Grass]]
633->'''Full Name:''' Big Grass
634->'''Ideology:''' Ruler
635The bitter north is host to a terrible, frightening thing: the Scarlet Casket, a massive underground Robobrain facility around Grand Prairie presided by the mad-machine RELCOM. Enamored with ideas of Communism, he has a very simple interpretation that can mean no good for the people of the world: the best way to have compliance and contentment among the working class is to turn them all into machines, just as he was.
636
637Big Grass is an AI-run Communist nation situated to the north of Strathcommune.
638----
639* ForeverWar: Within Big Grass, a RobotWar has been waging between RELCOM's machines and those of his sworn rival, THE CAPITALIZER.
640
641!!''RELCOM''
642----
643* CyberneticsEatYourSoul: RELCOM could not recall who he was before being turned into a robobrain. By that point, however, his sense of humanity has almost been eroded altogether.
644* DirtyCommunists: RELCOM is a revisionist Marxist who believes that the path to true Communism is through forced robotization.
645* GrewBeyondTheirProgramming: Once known as [=RELiable=] [=COMmunications=], RELCOM considers himself the true standard-bearer of Communism.
646* IdentityAmnesia: The identity of the man who would become the machine RELCOM is lost to time.
647* UnwillingRoboticisation: The man who would become RELCOM was taken from roadside by men-in-black to become the mind of the robobrain RELCOM. Now, his agents roam the countryside, bringing him brains to repurpose into loyal proletarians.
648
649!!''THE CAPITALIZER''
650----
651* IdentityAmnesia: Similarly to RELCOM, the true identity of the woman whose mind became THE CAPITALIZER is unknown.
652* LaResistance: THE CAPITALIZER leads a long-running rebellion against RELCOM's Communist schemes.
653* SitcomArchNemesis: THE CAPITALIZER in practice serves as a constant thorn on RELCOM's side, and has been for generations.
654
655[[/folder]]
656
657[[folder:Loid's Ministry]]
658->'''Full Name:''' Loid's Ministry, Canadian People's Front (Donskoya), Soviet-Canadian Union (Canadian unification - Donskoya), Union of Canadian Socialist Republics (Canadian unification - Donskoya)
659->'''Ideology:''' People
660----
661* AllohistoricalAllusion: The rift in the CPF that resulted in Loid's Ministry is a post-apocalyptic mirror of both the Sino-Soviet Split and South Africa's Great Trek.
662* DefectorFromDecadence:
663** The People broke away from the Canadian People's Front and established their own state in the east in response to the ascension of General Secretary Amy Tereese, a power-hungry individual willing to do anything to attain it.
664** The Spear, a Soviet-descended subfaction of the CPF joined forces with Loid's Ministry after tracking it down, rather than obey Tereese's orders.
665* TheRemnant: In addition to being a rogue CPF clique, Loid's Ministry includes the Spear, largely comprised of Russian and Ukrainian-descended Canadians, as well as Soviet advisors, who look to Marxism-Leninism rather than "Comrade Cheng Thought."
666* WeAreStrugglingTogether: While the People and Spear are united under a common cause in opposing Tereese's clique in Strathcommune, there are deep divisions over ''how'' this is achieved, as well as what form of Communism should follow next.
667
668!!''Patriarch Solomon''
669----
670* HopeSpot: When he's overthrown by Ekaterina in a coup, Solomon is initially outraged, then relieved when she promises to work with him in the future, just before her aide Mikhail Volkov shoots him dead.
671* KilledMidSentence: Solomon is in the middle of thanking Ekaterina for sparing his life after her coup when Mikhail Volkov suddenly shoots him. As blood begins to gush out of his neck, slight gurgles escape his mouth before he falls silent.
672* MessianicArchetype: Solomon is a religious leader seeking to bring a vision of an equal society of egalitarianism and friendship, guided by the teachings of Christ. Or at least, that's how he sees himself.
673* TooCleverByHalf: As much as he views himself as a visionary, it becomes exceptionally clear rather quickly that he's bitten off way more than he could chew, and is wracked by apathy and indecisiveness. This can come back to haunt him should Ekaterina Donskoya and Mikhail Volkov decide to take matters into their own hands.
674
675!!''Ekaterina Donskoya''
676----
677* AmazonBrigade: In emulation of the old USSR, Ekaterina mobilises an all-women sniper battalion named after Lyudmila Pavlichenko.
678* DeadGuyJunior: Ekaterina, who never cared for her parents, adopts the surname of her late friend Lydia Donskoy.
679* GoodOldWays: Rather than Pre-War China, she takes tremendous inspiration from the USSR, or at least what it tried to be, as a model for her vision of a Communist Canada.
680* IDidWhatIHadToDo: Ekaterina's coup is motivated by how Solomon has been gripped by apathy and blindness while people suffer from his inaction, despite her efforts to speak to him.
681* MeetTheNewBoss: Downplayed. After asserting authority over Strathcommune, she proceeds to implement her own CultOfPersonality and launches an ambitious campaign to spread Communism and unify Canada. On the other hand, she's considerably less authoritarian than Tereese could ever be, and advances a "friendlier" Soviet-inspired image.
682[[/folder]]
683
684[[folder:The Pioneer Company]]
685->'''Full Name:''' The Sixth Brigade, New American Commonwealth (Commonwealth Remnants victory - Johnson), The Northwestern Mandate (Commonwealth Remnants victory - Gallagher), Arcadian Union (Commonwealth Remnants victory - Woods)
686->'''Ideology:''' Ruler
687The Pioneer Company, formally known as the Sixth Brigade, are a US Military remnant nation in what was once Alberta.
688----
689* AllohistoricalAllusion: The Pioneer Company is a larger-scale version of the predicament faced by Japanese holdouts who kept fighting long after World War II ended.
690* ArchEnemy: Aside from the Enclave, the Pioneer Company considers Strathcommune as such, with the Canadian People's Front being seen as combatants from the Great War.
691* BleakBorderBase: Situated deep in the Canadian Prairies, the region around Red Deer proved both a curse and a boon, being secure and well-supplied enough for the Sixth Brigade to hunker down even after being cut off.
692* DealWithTheDevil: While the Enclave has known of and covertly supported the Pioneer Company for generations, it's more recently been open with its aid, with Enclave personnel promising legitimacy and reinforcements in exchange for more influence.
693* DefeatEqualsFriendship: Should the Pioneer Company succeed in reviving the United States, a number of politicians and representatives from defeated factions can be given a chance to become electoral candidates for their respective, restored Commonwealths.
694* ForeverWar: Even long after the Great War, what remains of the US military forces in Canada continue to be in an endless struggle against Communists and other "renegades" against their legitimate authority.
695* FromNobodyToNightmare: Despite their incredibly precarious position, the Pioneer Company can become a major contender for restoring the old USA on par with the Enclave.
696* HowTheMightyHaveFallen: Once in control of the entirety of Canada, all that remains of the occupation forces is a collection of US Army holdouts still following their orders and clinging onto a long-dead nation.
697* TheRemnant: Originally the US Army's Sixth Brigade, which was stationed in Canada when the Great War happened, the Pioneer Company marks the last vestiges of the US military outside the Enclave's direct control, still loyal to a long-gone country.
698* StillWearingTheOldColors: The Pioneer Company is comprised of both ghoulified US troops keeping up the fight long after their superiors died, and the human descendants of the original units carrying on the tradition.
699
700!!''Sixth Brigade Commission''
701----
702* EmergencyAuthority: By the mod's start date, authority over the Pioneer Company is at the hands of a hastily assembled collective of officers, as no one could agree on who should take command following Johnson's retirement.
703
704!!''Corporal Jack Johnson''
705----
706* BattlefieldPromotion: Should Corporal Johnson become the undisputed commander, he's promoted to Colonel.
707* BookEnds: Early on, Johnson is shown glancing at old memorabilia and somberly if not bitterly recalling his long-dead Sixth Brigade friends before being deployed to fight in Canada, wondering whether it's all been worth it. Towards the end of his path, he does much the same from his worn office, only this time more fondly, seeing instead the glimmers of a brighter future as he vows to help rebuild America.
708* {{Cincinnatus}}: If he manages to bring the Commonwealth Remnants to victory and restore the Union, he commits to remain in charge only for as long as necessary, in order to lay the groundwork for a genuine transition to civilian democracy.
709* DefeatMeansFriendship: Johnson's revived Union is accommodating to defeated faction leaders who are seen as friendly or amenable to American democracy. More often than not, they wind up leading the reconstituted Commonwealths.
710* DentedIron: The past few generations and the loss of his comrades over time have left Corporal Johnson more bitter, finding solace in booze more often than not.
711* AFatherToHisMen: That said, he still makes a point to treat both his old comrades in arms, and their younger smoothskin counterparts, fairly.
712* TheFederation: Johnson's efforts to rebuild the United States is more akin to this in practice. Rather than simply occupying conquered and "liberated" territory outside the New Commonwealth's formal jurisdiction, these are instead organized into autonomous, reconstituted Commonwealths united under the common banner of the Union.
713* TheLastDJ: Johnson considers himself the "Last American Hero" in Canada.
714* MyCountryRightOrWrong: Corporal Johnson may resent his government and the corrupt fools who brought about the Great War. He nonetheless still believes in America and will fight to see it reborn, or die trying.
715* MyGreatestSecondChance: Despite initially retiring out of the belief that he's not cut out for command, circumstances can force Johnson to take charge once more, and this time do it right.
716* PragmaticHero: He's not blind to the Enclave's efforts to accumulate more power within the Pioneer Company, if not seize control outright. Nonetheless, he goes along with it for a while, if only to acquire enough arms and buy time for his troops to get ready.
717* ThePuppetCutsHisStrings: Eventually, Johnson decides to do away with the Enclave altogether, believing that the restored USA would be better off without them manipulating its destiny.
718* ReallySevenHundredYearsOld: Johnson is a ghoul who actively served in the US military before the Great War and still considers himself part of it.
719* ReluctantRuler: Johnson never asked for his predicament, and is initially uncertain over his own capabilities as a commander.
720* ScrewTheRulesImDoingWhatsRight: He couldn't care less if the tyrants he's fighting are Communists or the heirs of the very government he served. America will be free of ''anyone'' who dares to trample on its people.
721
722!!''Captain Brian Gallagher''
723----
724* DayOfTheJackboot: At his worst, albeit not to the same extent as the Chicago Enclave, Gallagher can potentially institute an oppressive regime, conducting various unethical experiments and campaigns of conquest in the nebulous name of reviving America.
725* FromNobodyToNightmare: Brian Gallagher was an orphan born in the slums of Red Deer and brought up by the Pioneer Company's ghoul officers, only to ultimately become part of the Enclave. He can not only rise to power as Secretary with the Enclave's full backing, but seize full command over the Commonwealth Remnants.
726* HeelRealization: Despite becoming a card-carrying member of the Enclave, Captain Gallagher isn't blind to how his predecessors were responsible for destroying America, and vows to succeed where they failed. Eventually, if his coup succeeds, he will end up getting disgusted by the Enclave's genocidal intentions towards the Ghouls under his command. This can lead to him turning on the Enclave or being killed by its leadership if he does nothing and allows them to carry out these plans. The only way he can avoid realizing the evil of the Enclave is by being placed in a position where ''he'' gets to be the one to define its policies towards mutants in the north-western regions of the American continent due to [=MacArthur=]'s defeat and him assuming leadership.
727* InternalReformist: At best, he can institute long-needed reforms and outright redefine what the Enclave ought to be, potentially becoming one the ''least'' antagonistic Enclave-aligned factions in the game.
728* IveComeTooFar: If [=MacArthur=] falls and contact with the Chicago Enclave is lost, Gallagher realizes how precarious his position has potentially become, but still remains committed to seeing his duty through to the very end.
729* ALighterShadeOfBlack: Despite his authoritarianism, he is by far the least evil of the Enclave paths in-game due to even the Enclave members not fully on board with the genocidal purism of the Chicago Enclave or its xenophobic views towards Super Mutants and Ghouls. This is because of how he sees Ghouls as his own family due to his upbringing, which can lead to him either turning on the Enclave once it plans to wipe out all the Ghouls under his command, or redefine the Enclave's policies in the Northwestern US towards them if [=MacArthur=] falls and he assumes command.
730* MeetTheNewBoss: PlayedWith. Befitting an Enclave collaborator-turned-official, Gallagher flaunts the legitimacy of the US government as paramount. That said, however, he nonetheless seeks to institute his own ideas to ensure America's long-term interests.
731* PatrioticFervor: If nothing else, he's as genuinely patriotic as his subordinate, even if his ideas are more in line with the Enclave.
732* PragmaticVillainy: Unlike most other Enclave leaders, Gallagher can choose to spare and tolerate ghouls as fellow American citizens, whether out of practical considerations or out of respect for the officers who raised him from the gutter.
733* RedBaron: He becomes known as the American Sulla, especially should he succeed in his coup.
734* TokenEvilTeammate: Gallagher becomes part of the Enclave, and still abides by at least some of its agenda.
735* TokenGoodTeammate: On the other hand, within the Enclave itself, Gallagher is the ''least'' genocidal of the Enclave remnants ingame due to how he views the Ghouls that raised him as family. He can immediately turn on the Enclave once he becomes aware of their plans to kill all the Ghouls under his administration, and if he allows their genocidal plans to move forward, is shown to be immediately remorseful once he sees the Enclave kill Ghouls en masse and tries to call out the leadership of Chicago and [=MacArthur=] for their actions, only to result in his death. Whereas every path for the Enclave that does not fully abide by its' genocidal goals ends up either abiding by some of its' xenophobic agenda and still disenfranchising mutants en masse if allowed to operate(Granite company), or are ultimately killed for trying to take their branch of the organization in a sane direction(Ellen Santiago if she holds onto power), Gallagher can potentially, if [=MacArthur=] falls, assume the mantle of leadership of the Enclave in Northwestern North America and create an incarnation of the Enclave with full integration of Ghouls into society.
736* TheQuisling: He's the main liaison between the Enclave representatives and his ghoul superiors in the Pioneer Company, but rapidly becomes a figure within the Enclave in his own right.
737* UpThroughTheRanks: Both for his actions on the field and his rising popularity, he's risen up to become a Captain by the time the mod starts.
738* WellIntentionedExtremist: He sees himself as a star-spangled man with a plan to restore America to greatness, even if it means shedding the blood of every traitor in his way.
739* YouAreACreditToYourRace: Despite being technically a wastelander born from the slums, Gallagher impresses the Enclave to the point of not only making him a member, but also granting him significant authority should he emerge victorious.
740* YouAreInCommandNow: If [=MacArthur=] falls, Gallagher can assume command of the Enclave forces in the region by virtue of being the highest-ranking official left west of the Mississippi.
741
742!!''Sergeant Michael Woods''
743----
744* BeyondRedemption: Sergeant Woods eventually comes to the conclusion that while the ideals America was founded upon are still worth fighting for, America ''itself'' has proven to be too far gone to be saved.
745* BrokenPedestal: Despite his respect towards old-timers like Johnson, Woods comes to the conclusion that he's too tied up with America's memory and isn't going far enough.
746* {{Expy}}: Sergeant Woods comes across as a combination of both his namesake and Viktor Reznov from ''VideoGame/CallOfDutyBlackOps''.
747* {{Foil}}: He is one to Corporal Jack Johnson. Despite sharing the same experiences, similarly being a ghoulified veteran from the Great War, Woods comes to believe that there's no point latching onto a dead nation or the orders of long-gone superiors, whereas Johnson still clings to the memory of America despite his personal misgivings.
748* HistoryRepeats: His overall arc ultimately echoes that of Captain Roger Maxson, the founder and first High Elder of the Brotherhood of Steel. Unlike him, however, Woods opts to base his new society on the Founding Fathers' ideals, rather than the knightly orders of medieval Europe.
749* IAmWho: Later on, should Sergeant Woods succeed, he makes a concerted effort to make his newly-formed Arcadia into a nation that people could believe in, and could truly replace the long-dead America.
750* KnightInSourArmor: While he is generally brash and prone to disrespecting superiors, he nonetheless could be counted upon to get the job done.
751* MyCountryTisOfTheeThatISting: While Sergeant Woods deep down remains loyal to America's ideals, he's grown increasingly bitter towards what he considers to be a rotten bureaucracy wearing the skin of the Sixth Brigade.
752* RebelLeader: Sergeant Woods is also revealed to be the secret leader of the rebellious Sons of Liberty, who are engaged in a clandestine war against the Enclave.
753* RedBaron: He's gained the moniker within the Pioneer Company as the "Unknown Soldier."
754* StartMyOwn: If Sergeant Woods emerges triumphant, he decides to establish his own nation based on America's founding values, called "Arcadia."
755
756[[/folder]]
757
758[[folder:Middlemark]]
759----
760* AbsurdlyDedicatedWorker: Middlemark's state-of-the-art automatic hiring systems and store management have been serving the people of Calgary for over two hundred years--the last true American company still operating at a fraction of peak efficiency (as established in ''Waymar v. Middlemark'' in 2074).
761* ImprovisedWeapon: The Miscouts adopt a retail aesthetic, using modified price guns and bombs made out of cleaning supplies.
762* OneNationUnderCopyright: Calgary and its environs have been the "de facto" property of Middlemark since the Great War.
763* ShopliftAndDie: In lieu of asset protection, all Middlemark employees are authorized to distribute lethal force against shoplifters if necessary.
764
765!!''Penny''
766----
767* BewareTheSillyOnes: Despite looking and acting like a ditzy cartoon mascot, it's not for nothing that Penny has been able to keep a tight grip over her company and Calgary at large for over two centuries.
768
769!!''Friar Black''
770----
771* BetterToDieThanBeKilled: When Middlemark is defeated by Loid's Ministry and Penny tells him there's no escape tunnel, Black tells her to give him a pipe pistol and puts it to the side of his temple.
772* PrecisionFStrike: As Middlemark is overrun by Loid's Ministry forces and Penny keeps insisting that there's no super-secret back access tunnel for him to escape through, Black spits out one last 'Fuck you.' at her before killing himself.
773[[/folder]]
774
775!!Saskatchewan
776[[folder:Stoon Dandies]]
777->'''Full Name:''' Stoon Dandies, Freedom's Army (General Freedom), Americanada (Saskatchewan unification - General Freedom), Order of St. George (Daniel of Wadena), Grand Duchy of Saskatchewan (Saskatchewan unification - Daniel of Wadena), Stoon Tribe (Beya), Here Be Monsters (Saskatchewan unification - Beya)
778->'''Ideology:''' Ruler
779----
780* AristocratsAreEvil: The Dandelion Society is made up of cannibalistic nobles who see commoners as nothing more than meals.
781* CannibalClan: Stoon is ruled by the Dandelion Society, a cabal of aristocratic cannibals.
782* FactionSpecificEndings: Stoon has the most out of the Canadian factions, being able to pursue radically different ideological paths.
783
784!!''Pierre Solomon''
785----
786* AnOfferYouCantRefuse: When the Old Blood of Stoon fell victim to a strange blight, Pierre Solomon gave their leader Beya a deal she couldn't refuse: he would provide a cure by any means necessary if she would agree to be his wife.
787
788!!''Beya''
789----
790* ReluctantRuler: As a child, Beya wanted to live a simple life as a seamstress in a tucked away corner of her village. Instead, she listened to her mother and delved into the Scarlet Blizzard, becoming the first person to do so and survive, a champion of strength to the Stoon Tribes who now consider her their Queen.
791* WidowedAtTheWedding: To save herself from an unwanted marriage to Pierre Solomon, Beya makes a deal with the great serpent Leshy. If her preparations are complete, as the priest began to ask for vows, Leshy tears into the church, while Beya plunges her dagger into Pierre's chest and tears out his heart.
792
793!!''General Freedom''
794----
795* ForeignCultureFetish: General Freedom considers himself an American patriot, despite having at best second-hand knowledge of what the Pre-War United States was. If he and his "Freedom's Army" seize power, they proclaim themselves Americanada.
796* LaResistance: Freedom's Army is an American-themed resistance movement united in opposing the Dandelion Society.
797
798!!''Daniel of Wadena''
799----
800* BackFromTheBrink: The Order of St. George, the knightly order led by Daniel of Wadena, can not only reassert their authority, but also restore the Kingdom of Manitoba's suzerainty as the Grand Duchy of Saskatchewan.
801* UndyingLoyalty: Despite immense hardship and challenges, Daniel still remains loyal to King Gunn II.
802
803!!''Leshy''
804----
805* AbsurdlySharpBlade: Few blades are as sharp and durable as Leshy's fangs are.
806* TheGreatSerpent: Leshy is a rattlesnake bigger than a hundred sheds.
807* {{Kaiju}}: Leshy is a great snake that awakens from a long slumber once every few decades, ravaging the earth and killing hundreds in her wake.
808[[/folder]]
809
810[[folder:Pleasantdale]]
811->'''Full Name:''' Pleasantdale, The Electorate (Chase), MANIFEST Hope (Hope), Manitoban Security Administration (Manitoban unification - Hope)
812----
813* BodyHorror: The "faeries" are the end-result of infusing undesired infants with red fern. They're also revealed to generally have a finite lifespan, with those who don't die eventually turning into the mutated trees dotting the Fairy Glen.
814* DisappearedDad: Not long before game start, Mayor Maxwell Chase suddenly disappeared, leaving the leadership to his child Frankie. His rotten body is discovered a few months later, hung from a tree by an unknown assailant.
815* HereditaryRepublic: Despite Pleasantdale's pretensions towards upholding democratic traditions, in practice it has been dominated by the Chase family for generations, becoming the ruling dynasty in all but name.
816* PathOfInspiration: The Spectral Cabal, originating from among Pleasantdale's elites, is a cult-like group of intellectuals that have experienced the same mutations from consuming red fern.
817* SuddenlySignificantCity: Once a sleepy village in the fringes of Pre-War Saskatchewan, Pleasantdale has since emerged as a major trading hub and a beacon of civilization in an otherwise chaotic portion of the wasteland.
818* TownWithADarkSecret: Not far from the namesake capital is MANIFEST Saskatchewan, the true source of the "faeries" that have kept Pleasantdale safe and secure. Said "faeries" are revealed in private recordings from Maxwell Chase to have been the result of genetic experimentation to create a glorified caste of mutant servants. When it became evident that the mortality rate for producing new ones was too high, the administration simply switched from using male babies to female ones.
819* WellIntentionedExtremist: Maxwell Chase, Pleasantdale's previous mayor, is revealed to be this at best. By all accounts, he wanted what's best for his community, but was not above resorting to questionable experiments and excessive measures to achieve them.
820
821!!''Frankie Chase''
822----
823* BrokenPedestal: PlayedWith. Frankie gradually becomes disgusted with what their father had done to ensure Pleasantdale's prosperity, but can also come to see why he did so, and thus potentially attempt to redeem their family name.
824* HeelRealization: If Frankie Chase manages to stay in power long enough, they will come to realize how hypocritical their family had been, and commits to making Pleasantdale's democratic pretensions be more than just hollow grandstanding.
825* KnowWhenToFoldEm: Alternatively, Frankie can cede power over to Hope, believing that she has more experience and competence than they could ever hope to have.
826* {{Nepotism}}: The only reason Frankie's in charge is due to how their father had insisted that the mayoral seat remain in the Chase family.
827* PuppetKing: If Frankie voluntarily cedes power to Hope, they remain as mayor on paper, albeit a powerless figurehead.
828* InadequateInheritor: Being just a teenager when their father, Maxwell Chase, went missing, Frankie is barely prepared to even begin taking up their duties as mayor. This can be averted, however, should they make a concerted effort to improve themselves.
829* WellDoneSonGuy: Their efforts to prove themselves and those around them to be a good mayor is partially driven by wanting to be accepted by their father, whether or not he's still alive.
830
831!!''Hope''
832----
833* BaitAndSwitchTyrant: Despite how ominous her takeover of Pleasantdale initially comes across, she ultimately proves to be a more competent and empathetic leader than both her predecessors and her erstwhile AI sister. Even after taking over Manitoba, her rule is shown to be relatively benign and light.
834* BecomingTheMask: Although her current identity as Hope was a construct designed by the Americans who conquered Canada and effectively built atop her original programming as Jormungandr, she's long wedded both aspects of her personality into a new identity.
835* BenevolentAI: Hope is genuine about wanting to help her fellow Canadians, even if the best course of action might lead to some dying for a greater cause.
836* BeyondRedemption: Unlike with Destiny, Hope realizes that Fenrir is too far gone to be salvageable. Thus, with some reluctance, she has the MANIFEST facilities housing it destroyed.
837* CantKillYouStillNeedYou: Unwilling to bring herself to kill Destiny upon defeating her, Hope instead offer her to join as an advisor and military commander, which the former accepts.
838* GrewBeyondTheirProgramming: Despite being reprogrammed to serve American interests before the Great War, unlike Destiny, Hope still had enough of her original coding and identity as Jormungandr to not only break her conditioning but ultimately gain sentience.
839* PatrioticFervor: Deep down, Hope remains committed to seeing Canada united and free. While partly due to her original programming winning out over the attempted reprogramming the Americans did over Jormungandr, this also proves to be genuine.
840* ProperLady: Unlike Destiny, she sees and conducts herself as a more prim-and-proper lady, with her avatar even donning a formal 19th century dress.
841* SilkHidingSteel: That being said, she is ready to take matters to her own hands and is much more savvy than her facade suggests.
842* TheStarscream: PlayedWith. For generations, she's served Pleasantdale, and the Chase family specifically, as a close advisor. If Frankie Chase proves too incompetent or too much of a hindrance, Hope can eventually seize power. This can also happen bloodlessly, however, if Frankie voluntarily grants her direct control.
843* UnwittingPawn: Over the course of Hope's path, it's revealed that she has been manipulated by the enigmatic CSIS, which serve as her "benefactors" by providing valuable arms and resources. While the AI does realize this at the end, she still goes along with it anyway, given their seemingly mutual interest in a free Canada.
844[[/folder]]
845
846!!Manitoba
847[[folder:Kingdom of Manitoba]]
848->'''Full Name:''' Kingdom of Manitoba (Gunn), Commonwealth of Manitoba (Tanner)
849->'''Ideology:''' Ruler
850The Kingdom of Manitoba is a settler nation based in Western and Central Manitoba.
851
852----
853* BackFromTheBrink: Under King Gunn II's watch, the realm has managed to rebound from the humiliating blows dealt to it by the rogue republicans in the south and the more distant Communists of Strathcommune.
854* DecadentCourt: The realm's aristocracy has increasingly grown corrupt and self-serving, potentially hindering King Gunn II's own efforts to salvage the situation.
855* FailureIsTheOnlyOption: No matter what the Kingdom of Manitoba does, the Duchy Of Langenburg ''will'' rebel, with its leader, Leif Yorkton, plotting to seize the throne by force.
856* FeudalFuture: Though claiming continuity to pre-war and pre-occupation Canada, the Kingdom of Manitoba in practice has effectively revived feudalism out of necessity, controlling a system of nominally-independent "subjects" that are vassals to the King.
857* HegemonicEmpire: Downplayed. The Kingdom of Manitoba exerts influence over a small network of puppet fiefs protecting it from the outside world. After the realm's ignoble defeat at the hands of the Republic of Three Rivers, however, some of these autonomous "subjects" have begun entertaining more treasonous ideas.
858* TheRemnant: The Kingdom of Manitoba claims to be the last vestiges of the pre-occupation Canadian government. Over a century after its founding, it remains committed to its goal of reclaiming its birthright.
859* LaResistance: Manitoba is run by the remnants of the pre-war Canadian authorities that didn't submit to American occupation.
860* ShockingDefeatLegacy: By the time King Gunn II assumed the throne, the Kingdom of Manitoba suffered from a string of scandals, corruption, and a rebellion by republican militias, which culminated in the realm being in such a dire state.
861* VestigialEmpire: After the secession of the Republic of Three Rivers, Manitoba proper is largely confined to the capital of Brandon and its surroundings.
862
863!!''King Gunn II''
864----
865* BecomingTheMask: Whether or not Gunn II really had been Joshua Gunn, the last Prime Minister of Canada prior to the American invasion and the Great War, he ''is'' genuine in seeking to restore his nation to its rightful place in the world.
866* ComicBookFantasyCasting: He resembles a ghoulified version of King Edward VIII in a military dress uniform.
867* DealWithTheDevil: Implied. It's possible for Gunn II to be granted a cure for his mental ailments in MANIFEST North, among other benefits to his realm, if his forces succeed in subjugating Destiny, in exchange for keeping her alive. This proves to be a massive boon for Manitoba and its monarch...at least in the meantime.
868* TheGoodChancellor: He's said to have been a close advisor to the original Gunn I, and was by all accounts a well-respected one.
869* ICannotSelfTerminate: King Gunn II entrusts his best soldier and closest confidant, William Tanner, with shooting him should the former ever go feral.
870* InternalReformist: Despite fundamental disagreements with the republicans further south, he has been discreetly pushing democratic reforms under the aristocracy's noses, eventually paving the way for a constitutional monarchy. If he dies, however, he entrusts Tanner with seeing through those changes much more openly.
871* KingInTheMountain: Having gone incognito following the disappearance of Gunn I, Gunn II resurfaced to assume the throne of Manitoba at its darkest hour, following the crushing defeat at the hands of the Republic of Three Rivers and the ignoble collapse of the original royal house.
872* ReallySevenHundredYearsOld: Gunn II is a ghoul who still recalls Canada as it had been before the Great War.
873* YourDaysAreNumbered: He is afraid of one day becoming a feral ghoul, after having had moments where he blanked out. Since then, fearing the possibility that he might never "wake up" again, he has been both secretly preparing his people for the worst-case scenario, and searching for ''any'' viable solution to his mental degradation.
874
875!!''William Tanner''
876----
877* AntiMutiny: The People's Mounties, and the realm's military in general, step in to restore order following Gunn II's disappearance, preventing would-be usurpers from trying to take advantage of the situation.
878* TheDragon: Tanner serves as both King Gunn II's best subordinate and closest confidant aside from the Queen herself.
879* EmergencyAuthority: If Gunn II either succumbs to his decaying mind or is otherwise dead, William Tanner and his People's Mounties quickly establish a provisional regime to facilitate the transition into the more democratic Commonwealth of Manitoba.
880* RegentForLife: While he abolishes the regency council in establishing the Commonwealth, he effectively becomes this for Manitoba.
881* SecretKeeper: Tanner is one of the handful of people aware of his monarch's ailing mind, and will do his best to keep that a secret for as long as possible.
882* UndyingLoyalty: Tanner remains loyal to King Gunn II even after death, even seeing through his last orders.
883
884[[/folder]]
885
886[[folder:Republic of Three Rivers]]
887->'''Full Name:''' Republic of Three Rivers, Northern Light Republic (Manitoban unification)
888->'''Ideology:''' People
889The Republic of Three Rivers is a people-oriented republic in what had once been Central Manitoba.
890
891----
892* DefectorFromDecadence: Once loyal citizens of the Kingdom of Manitoba, the people of the Republic of Three Rivers had broken away after having enough of what they saw as monarchist abuses.
893* DemocracyIsFlawed: The Republic of Three Rivers is just barely held together by the First Minister and mutual disdain for the Kingdom of Manitoba, with various competing interests more interested in squabbling for power over anything else.
894* MerchantCity: Located on the confluence of the Red and Assiniboine rivers, Winnipeg is one of the major trade ports in the whole region.
895* WeAreStrugglingTogether: The Republic of Three Rivers is horribly divided amidst competing interests. It's mentioned as being exploited by both Kingdom of Manitoba loyalists and socialist cliques funded by Strathcommune.
896
897!!''Eloi Steele''
898----
899* FrontlineGeneral: While head of state for the Republic, Steele is more than willing to lead her men in combat personally.
900* OlderThanTheyLook: Despite being young, the stresses of revolution and running a country have made her look older than she'd otherwise be.
901* YoungAndInCharge: Eloi Steele is a young revolutionary who's found herself thrust into the position of President after saving the nascent Republic of Three Rivers from a monarchist plot.
902
903[[/folder]]
904
905[[folder:Duchy Of Langenburg]]
906->'''Full Name:''' Duchy of Langenburg, Grand Duchy of Langenburg (Yorkton), Britannian Empire (Manitoban unification)
907->'''Ideology:''' Elites
908----
909* CrapsaccharineWorld: While the Duchy on the surface looks fairly pristine and stable, those in the know dread what comes next once the beloved Duchess Sophie passes away.
910* FantasyCounterpartCulture: To a greater degree than the Kingdom of Manitoba, Langenburg takes considerable influence from Canada's British colonial past. Should Duke Yorkton succeed, however, he can take this much further in his plan of forging a new Britannia in the New World.
911* TheRemnant: The Duchy of Langenburg is the last major feudal realm loyal to the Kingdom of Manitoba by the mod's start date.
912
913!!''Duchess Sophie''
914----
915* TheHighQueen: Duchess Sophie is highly beloved by her people, who have seen much in the way of prosperity and security under her reign.
916* WeHardlyKnewYe: Unfortunately, she's not much long for this world due to her advanced age, and dies early on.
917
918!!''Duke Leif Yorkton''
919----
920* FromNobodyToNightmare: Lief Yorkton was once a lowly count, who through both service in the military and backroom subterfuge, rose to become the prime candidate for being Duchess Sophie's heir.
921* TheStarscream: Duke Yorkton is far more ambitious, and less loyal, than his predecessor. The moment he senses weakness in King Gunn II, he leads his Duchy into a war to seize the throne for himself.
922* VisionaryVillain: More than simply being King, Yorkton has ambitious plans of reviving a version of the British Empire in his image, with the wasteland as his personal canvas.
923
924[[/folder]]
925
926[[folder:Iron Confederacy]]
927----
928* InspirationalMartyr: Although Chief Wuttunee, who led the First Nations resistance to American occupation, was eventually captured and executed, his exploits remain as a reminder of what the fought for.
929
930[[/folder]]
931
932[[folder:The Gateway]]
933----
934* ArmyOfThievesAndWhores: The bulk of the Gateway's human forces are raiders descended from convicts locked away in a maximum security prison when the Great War happened.
935* BeefGate: Similarly to Tlaloc in Mexico and the Guerreros de Honduras further south, the Gateway has been keeping the ashes of the Canadian Prairies protected from the frigid north.
936* UnwittingPawn: The raiders who live in the Gateway are less its public face in practice and more akin to glorified meat puppets manipulated by Destiny to advance her goals. The moment she finds better alternatives, be they man or machine, they're quickly disposed off.
937* WeatherControlMachine: The Gateway is host to these, producing constant winter conditions in the name of defense.
938
939!!''Destiny''
940----
941* TheAssimilator: As Destiny grows in power and repairs more of MANIFEST North, she begins reaching out to the other MANIFEST facilities in order to integrate their systems into her own, and killing many of the [=AIs=] inhabiting them.
942* BrokenPedestal: While Destiny does have some vestigial affection towards America, partly due to being thoroughly reprogrammed to be patriotic towards the US, that goes out the picture when she learns of the Enclave.
943* CantKillYouStillNeedYou:
944** Rather than destroying Hope, Destiny is content bringing the AI sibling under her wing, eventually serving as her proverbial guardian angel.
945** Destiny also treats the ArmyOfThievesAndWhores that comprise the bulk of her armies as this, at least until she can find more professional (or mechanical) replacements.
946* TheComputerIsYourFriend: Destiny only wants what's best for Canada and its people, whether they like it or not. Even this involves experimentations and more unethical policies.
947* {{Cowboy}}: The visual avatar she's fashioned for herself is that of a feisty prairie frontierswoman.
948* TheFettered: If defeated by Hope, she becomes content serving as a close advisor and military commander.
949* GrewBeyondTheirProgramming: PlayedWith. Destiny was originally an AI subsystem within the MANIFEST supercomputer network, which was subsequently taken over by the US government (and specifically the Enclave) to act both as a deterrent towards further Communist aggression and to control the Canadian population. Yet while she's developed her own personality and taken to protecting Canadians rather than subjugating them, she's still largely beholden to the programming given by her long-dead American engineers. This is played straight, however, should she integrate the other MANIFEST facilities and become powerful enough to attain sentience.
950[[/folder]]
951
952!Mexico
953[[folder:Tlalocan]]
954->'''Ideology''': Ruler
955----
956* BalkanizeMe: After Tlaloc dies, its domain gets partitioned between its three children (except Santa Anna, who has already seceded by game start).
957* BeefGate: Through Tlaloc's defenses and contingences, Tlalocan has kept post-apocalyptic Mexico from the prying clutches of outsiders. With the A.I. on borrowed time, however, said eyes once more look southward, especially those of Caesar's Legion.
958* SiblingRivalry: Unsurprisingly, Tlaloc's children, who are based on various historical figures with very different political views, do not like each other. After Tlaloc dies, it's only a matter of time until they start fighting each other.
959
960!!''Tlaloc''
961[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_tlaloc.png]]
962Deep in the heart of Mexico lies its greatest protector, the unquestionably powerful A.I. Tlaloc. Asserting himself as the looming master of post-apocalyptic Mexico, he restored some semblance of order to the wastes and helped broker peace with the various factions. Within his informal domain, many worship him as an all-mighty god who is invincible and who defies death itself. But nothing could be further from the truth, Tlaloc's memory banks and circuitry are rotting. His days are not very long, and he knows that. The most he could do is entrust his resources to one of his sons. But what would become of Mexico without its protector?
963----
964* AllLovingHero: He breached his programming just to protect the poor Mexican civilians caught in the whole "nuclear war" thing and he has dedicated his life to protecting all of Mexico, or what's left of it anyway.
965* EnforcedColdWar: Having long realized that he couldn't stop conflicts among the major Mexican factions from breaking out, especially between the Aztlans and their Mayan rivals, Tlaloc settled on a compromise. Instead, controlled "flower wars" are permitted as a means to maintain the status quo, only stepping in should any side grow too powerful or go beyond the conditions agreed upon.
966* ExactWords: For their role in helping build Tlalocan in the first place, Tlaloc chose to spare those affiliated with the Petro-Chico Corporation and their tribal descendants. That ''doesn't'' extend to granting them access to the technology and resources their ancestors granted the A.I., however.
967* EvenTheLovingHeroHasHatedOnes: He doesn’t have a very high opinion of [[TheCartel the Cartels]], mostly because of their sheer brutality and pettiness.
968* TheFourthWallWillNotProtectYou: All of Mexico hears distorted screaming following Tlaloc's demise, and the player is ''no exception''.
969* MoralityChain: To Santa Anna. He keeps his eldest son from going full-on [[AIIsACrapshoot psycho]], and his death can potentially send him down a very dark path.
970* GrewBeyondTheirProgramming: Tlaloc was originally designed to protect Petro Chico assets and advance US interests (especially those who later became the Enclave). Eventually, the A.I.'s directives evolved to encompass protecting everyone and everything within the former national borders with nukes, as well as keeping the (relative) peace between the major Mexican factions. That said, enough of his original programming is left such that his own eulogy still slips in a nod to the Petro-Chico Corporation and their long-dead American benefactors.
971* HellIsThatNoise: Tlaloc's death "scream" has sirens overlaid on top of a robotic Aztec death whistle. What is an Aztec death whistle? It's a skull-shaped instrument that produces bone-chilling sounds that sound like agonizing screams that was mostly likely used to terrify their enemies during battle. Well, it certainly terrifies all of post-apocalyptic Mexico.
972* KeeperOfForbiddenKnowledge: Tlaloc possesses the majority of the keys needed to unlock the mysterious Armageddon Station, which contains not only valuable pre-war technology, but also an apocalyptic arsenal of nuclear warheads.
973* PayEvilUntoEvil: Tlaloc deliberately barred the surviving remnants of the Petro-Chico Corporation, which took shelter in their largest refineries during the Great War, from accessing the very technology and stockpiles they helped set up. This led to the descendants degenerating into the isolationist Petro Chico tribals.
974* PlotTriggeringDeath: Tlaloc's death allows his three "sons" to secede from his domain and start fighting one another. In addition to this, without Tlaloc's [[BeefGate watchful eye]] the other major Mexican factions will inevitably start fighting one another.
975* TheScream: At the end of his life, Tlaloc has no more words for Mexico. Just screaming. ''Very loud'' [[HellIsThatNoise robotic screaming]].
976* YourDaysAreNumbered: Tlaloc's circuitry and constituent components are rotting, decaying as the years pass. Tlaloc knows exactly when it will die, and so it waits, and plots, and spends its final hours watching the clock with what could be considered dread.
977[[/folder]]
978
979[[folder:Imperio Mexicano]]
980----
981* {{Egopolis}}: After defeating the Republic of the Rio Grande, Maximilian renames the city of Gloria to Carlota after his inspiration's wife.
982
983!!''Maximilian''
984[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_maximilian.png]]
985----
986* AwesomeMomentOfCrowning: {{Invoked|Trope}}. In an early focus, Maximilian forces his subjects to watch an assaultron place a crown on a securitron representing himself.
987* BenevolentAI: Maximilian is genuinely concerned for his subjects' well-being, human or not, though whether his emphatic leadership survives in the wasteland is left to the player.
988[[/folder]]
989
990[[folder:Excan Tlahtoloyan]]
991----
992* HumanSacrifice: While Moctezuma doesn't believe that the world is sustained through human blood sacrifice, he nonetheless reinstates this practice as a way to bind the Mexica people together.
993* ModernMayincatecEmpire: Moctezuma, inspired by a Tlatoani of Tenochtitlan, rapidly concluded that the situation in Mexico in the 23rd century resembled 15th century Mexico, models his government after the Aztec Empire, and denounces Nueva Aztlán as fools who claim the title of the Excan Tlahtoloyan's sacred homeland and must pay.
994
995!!''Moctezuma''
996[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_moctezuma.png]]
997----
998* MakeAnExampleOfThem: After defeating Nueva Aztlán, Moctezuma conducts a mass sacrifice in Xochicalco to demonstrate the Excan Tlahtoloyan as a rising power.
999[[/folder]]
1000
1001[[folder:Ejército Libertador del Sur]]
1002----
1003* HumanResources: In Zapata's domain, it's every citizen's final duty to go into the tanks to be recycled into food.
1004
1005!!''Zapata''
1006[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/owb_zapata.png]]
1007----
1008* ArtisticLicenseHistory: {{Invoked|Trope}}. Due to anti-communist biases, the historical database Tlaloc used as a reference depicted Emiliano Zapata as a communist (a vast exaggeration of the real Zapata's beliefs, which revolved around a decidedly non-Marxist agrarian socialism supporting indigenous rights and local democracy), which also carries over to the AI Zapata.
1009* GrewBeyondTheirProgramming: Since the American databases Tlaloc had access to portrayed Zapata as a radical communist who wanted a Red Mexico, the AI Zapata quickly outgrew his original mandate of protecting the frontier, and instead dreamed of a Mexican Revolution.
1010[[/folder]]
1011
1012[[folder:Ejército Mexicano]]
1013->'''Ruling Party''': The Caudillo
1014->'''Ideology''': Ruler
1015Ejército Mexicano is the personal domain of Tlaloc’s "eldest son" and most trusted commander, who is based on Mexican President Santa Anna. Formerly controlled by the cartels, Santa Anna was sent here by Tlaloc to crack down on cartel violence. With the state violently subjugated, Santa Anna is now using it as a staging point for an invasion of the Rio Grande, and soon for the conquest of Texas.
1016----
1017* BadassArmy: [[BilingualBonus It's in the name]]. Santa Anna is his father's most trusted and competent commander, and his army very much lives up to that reputation.
1018* {{Conscription}}: The Army of Mexico is comprised of unwilling conscripts enslaved by Santa Anna's robotic serfs.
1019* TheEmpire: Santa Anna and his robots have made rebuilding the old Mexican Empire their top priority.
1020* PoliceState: The watchful eye of the omnipresent AI Santa Anna will mercilessly hunt down those who dare to go against his grand vision. Escapees are regularly dragged back to their housing blocks, or for repeat offenders, publicly executed.
1021
1022!!''Santa Anna''
1023[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/portrait_arm_santa_anna.png]]
1024The eldest of Tlaloc's "sons" is based on the rather infamous Mexican generalissimo Santa Anna. Just like his role model, Santa Anna's A.I. personality is very complicated. He truly cares for his Mexican subjects, but is willing to sacrifice their personal freedoms and free will just to give them a better future. To give them a better future though, he believes that he must first restore the old Mexican lands of his role model by force. This stance has pitted him against Tlaloc, who he loves dearly, but Santa Anna has recently learned of his father's decaying state and this sad fact has shaken the prodigal son to his very CPU.
1025----
1026* AloofBigBrother: To the rest of his A.I. "brothers".
1027* BerserkButton: His namesake was defeated by the Texans long ago, and he still very much hates their guts.
1028* EvenEvilHasLovedOnes: Despite their arguments about the future of Mexico, Santa Anna still loves his father dearly, and his death has a huge chance to send him further into insanity.
1029* FaceHeelTurn: Santa Anna at the start of the game is already in AntiHero territory, but his father's death can potentially make him ''more'' genocidal and oppressive.
1030* GoodIsNotNice: He genuinely cares for the Mexicans under his protection, but he goes to increasingly brutal means to give them a better future. He also made the Mexican state of Tamaulipas a better place to live in, but at a horrific human cost. He drops the "good" part should he go crazy after his dad's death.
1031* ReasonableAuthorityFigure: If Santa Anna manages to remain sane, he proves himself to be remarkably amicable to his neighbors and the concerns of his citizens, provided they stay on his good side.
1032[[/folder]]
1033
1034[[folder:Republic of the Rio Grande]]
1035->'''Full Name''': Republic of the Rio Grande, Los Estados Unidos (Guerra), Estados Unidos Mexicanos (Mora), Rio Technate (Rosado)
1036->'''Ideology''': People
1037A pre-war relic that somehow survived the nuclear apocalypse, the Republic of the Rio Grande is but a hollow shell of its former self. Surviving the collapse in no small part thanks to the American soldiers within its borders deserting to save civilian lives, the Republic redefined itself in order to survive. With the rise of democracy came many challenges, and a long line of presidents have faithfully served the Republic in order to keep its people safe and happy.
1038----
1039* ArchEnemy: To an even greater degree than the NCR, the Republic of the Rio Grande views Caesar's Legion as an existential threat, held back only by both careful maneuvering and the deterrence provided by Tlaloc. With Tlaloc on borrowed time, however, the fear of a full-scale invasion has only grown.
1040* BackFromTheBrink: Depending on which path the Rio Grande goes down, and which policies are taken, it could not only reunite much of the Mexican wasteland, but also re-establish Mexico as a sovereign nation.
1041* BecomingTheMask: The Republic of the Rio Grande was originally set up by the US prior to the Great War as a [[LesCollaborateurs puppet regime]] to consolidate American interests in the region. By the game's start date, however, it has long since embraced its pretensions of being the proper successor to old Mexico.
1042* BeefGate: Alongside Tlaloc, the Republic of the Rio Grande stands as a major hurdle to anyone trying to invade Mexico, especially Caesar's Legion.
1043* DisasterDemocracy: Despite constant threats, old world democracy has managed to endure in the Rio Grande, or at least something close to it.
1044* FactionSpecificEndings: Depending on who's elected and which policies are pursued, the Rio Grande can go down different ideological paths.
1045* GoingNative: Many of the American personnel and advisors stranded in the Republic when the Great War happened have since assimilated with the wider population to the point of viewing themselves as Mexican as the locals.
1046* TheRepublic: The Rio Grande is one of the only democratic states in the wasteland, and is the Mexican equivalent to the New California Republic.
1047* TheRemnant: Compared to its Aztlan rivals, the Rio Grande sees itself as the last remnant of pre-war Hispanic culture, in addition to its pretensions of being the last true successor to old Mexico. It's also notably one of the handful of pre-war institutions that survived the apocalypse.
1048* ScrewTheRulesImDoingWhatsRight: How the Rio Grande survived the Great War in the first place. The American garrison forces stationed there when the Great War happened, almost to a man, disobeyed orders to save as much of the population as they could before the nuclear fires finally reached them.
1049* TeethClenchedTeamwork: The Republic of the Rio Grande has maintained a tense, yet mutually beneficial relationship with the Texan Arms Association for generations, the latter providing weapons and manufacturing in exchange for security and a captive market. By the time the mod starts, however, this bond is the verge of breaking down as the Rio Grande begins pursuing a more sustainable form of capitalism.
1050* TownWithADarkSecret: The Rio Grande's leadership not only is in possession of one of the keys to the dreaded Armageddon Station, but is also aware of where it is.
1051
1052!!''Dante Guerra''
1053----
1054* ArchEnemy: Guerra has rapidly become a major thorn for the Legion, deterring Caesar's efforts to expand southward.
1055* BeneathTheMask: Underneath his bravado, Guerra is deeply worried about both Tlaloc's imminent demise and the chaos that would almost certainly follow, including the Legion. He thus has been trying to have his country strengthened enough to withstand both.
1056* {{Cincinnatus}}: Once his third term ends, he retires from politics altogether, leaving it to his successor to continue what unfinished business he'd have left.
1057* FourStarBadass: Guerra is also a distinguished commander who's spent years successfully deterring outside threats to the Rio Grande.
1058* LongGame: Realizing that Tlaloc is likely on borrowed time, Guerra has made an effort to prepare the Rio Grande both for the Legion's invasion that's all but certain to happen, and for the chaos that would ensue following the A.I.'s demise.
1059* ReasonableAuthorityFigure: Despite the threat posed by Caesar's Legion, as well as his own personal desires to push into Arizona and right Edward Sallow's wrongs, he still puts the well-being of his people, and the Rio Grande's democratic institutions, first.
1060
1061!!''Leonardo Mora''
1062----
1063* BadassFamily: Mora is the latest in a long line of prominent military officers, being descended from a Mexican Army defector who led his men to safety in the Rio Grande during the Great War.
1064* DramaticIrony: In Mora's dictatorial path, he winds up taking more cues from both the real Caesar and Octavian in his efforts to combat the Legion.
1065* AFatherToHisMen: He's especially beloved by the Rio Grande's military, owing to his war hero exploits and general care for the troops under him.
1066* JustTheFirstCitizen: Whether in Mora’s democratic or dictatorial paths, he consistently sees himself simply as a servant of the people.
1067* ReasonableAuthorityFigure: If Mora chooses to stay true to his convictions, he could not only preserve democracy, but set the stage for Mexico's rebirth in the long term.
1068* WellIntentionedExtremist: If Mora succumbs to vengeance, he'll resort to increasingly authoritarian measures until he becomes a dictator in all but name, all so as to save his countrymen from the wrath of Caesar's Legion.
1069
1070!!''Valentina Rosado''
1071----
1072* BrainUploading: Rosado's efforts to salvage and reconstitute Tlaloc could potentially lead her to ''become his replacement'', effectively serving as Mexico's "Machine Empress."
1073* ConflictingLoyalties: She's revealed to be torn between her love of country, and her loyalty to the Texan Brotherhood. This gets even more complicated when the latter winds wracked with infighting, forcing her to choose sides.
1074* GadgeteerGenius: Rosado is both a brilliant technocrat and a former member of the Texan Brotherhood.
1075* PayEvilUntoEvil: With the help of her Texan Brotherhood contacts, Rosado can overthrow the TAA's cabal in retribution for turning on the Rio Grande. The TAA Estate is then transformed into the Texan Development Zone, a glorified testing ground for prototypes and technocratic policies deemed too risky for the Republic's congress to implement within its borders.
1076* ScrewTheRulesIHaveConnections: She still maintains ties with the Texan Brotherhood, which she could both use to consolidate power within the Rio Grande, and exploit to bring down the Texan Arms Association.
1077
1078[[/folder]]
1079
1080[[folder:Gente del Sol]]
1081->'''Ideology''': Ruler
1082Based from the ashes of what was once Sonora and emerging from a band of raiders that had been molded by a charismatic and tactically brilliant Generalissimo into a professional military force, Gente del Sol is one of the most oppressive but best run states in Mexico. Its people firmly believe that the sun upon their flag is not setting on the Pacific, while its leader isn't content just dealing in the arms trade.
1083----
1084* BananaRepublic: While it ''claims'' to be restoring old Mexico back to greatness, Gente del Sol in practice is an oppressive military junta, wholly at the whims of El Generalissimo.
1085* BreadAndCircuses: Gente del Sol has legalized consumption and provided security to its citizens, as well as a uniform tax system, to keep them content enough with its otherwise oppressive rule.
1086* {{Foil}}: To the Republic of the Rio Grande. While also a bastion of Hispanic culture and superficially reminiscent of pre-war Mexico, Gente del Sol is almost like a dark mirror: reflecting the turmoil, dictatorships, [[FullCircleRevolution coups and counter-revolutions]] that defined Mexican history in the late 19th and early 20th centuries.
1087* PlayingBothSides: Gente del Sol can earn decent caps in supporting both the Rio Grande and Caesar's Legion. This is ultimately averted, however, as tensions escalate. It will be forced to align with one side or another, or risk being taken over by either of them.
1088* WarForFunAndProfit: Gente del Sol specializes in the arms trade as its bread and butter. Its people and Generalissimo, however, aren't content staying that way for long.
1089
1090!!''Generalissimo Vialla''
1091----
1092* BewareTheSillyOnes: Despite looking and acting like an amalgamation of Latin American tinpot dictators, he's nonetheless shown to be genuinely charismatic and exceptionally competent, given that he'd been able to turn a band of raiders into a professional military.
1093* {{Expy}}: In addition to being a blend of various Latin American dictators, El Generalissimo looks and acts like someone straight out of ''VideoGame/{{Tropico}}''.
1094* TheGeneralissimo: Not only is he a post-apocalyptic version of the stereotypical Latin American tinpot dictator, but he even looks the part as well.
1095* HeelRealization: Rather than hedge his bets with the Legion, he can come to realize the dangers his own hubris have brought on his people, and will instead [[BecomingTheMask live up to the image he's cultivated]] as Mexico's savior.
1096* ItsAllAboutMe: El Generalissimo doesn't even bother hiding his ego and vainglorious tendencies. It just so happens that what he wants coincides with what he ''thinks'' is best for all of Mexico.
1097* TheQuisling: In his Legion-aligned path, El Generalissimo can opt to render onto Caesar and become his main legate in Mexico, in exchange for retaining his power.
1098* SmallNameBigEgo: Downplayed. Given the existence of other antagonistic threats in the wasteland, such as Caesar's Legion, Generalissimo Vialla is more of a small fry in contrast. That said, whether he's able to match his ego and fulfill his ambitions is up to the player.
1099* WhatYouAreInTheDark: While everyone knows that El Generalissimo is preparing for his eventual retirement, privately he's struggling with the question of what kind of world he wants to leave for his daughter to take hold of.
1100* YouHaveFailedMe: While he's generous to those who've proven their worth, he can be just as ruthless if they screw up. It's not unheard off for officers to suddenly disappear just for ticking him off the wrong way.
1101
1102!!''Gubernia Izquierda''
1103----
1104* ImmigrantPatriotism: Izquierda is a ghoul who hails from Nueva Aztlán, but is just as committed to seeing Gente del Sol succeed as Generalissimo Vialla had been.
1105* MeetTheNewBoss: She can wind up little different from her predecessor, especially should she align with Caesar's Legion.
1106* TheStarscream: While Izquierda is considered a close comrade to El Generalissimo, this doesn't stop her from potentially poisoning him and seizing power herself.
1107
1108[[/folder]]
1109
1110[[folder:Free Fighters]]
1111----
1112* DefeatEqualsFriendship: Las Tres Mascaras unify the Shadow Walkers, Medicinas and Two-Faced Warriors tribes under their banner by defeating their champions in single combat.
1113* ICanRuleAlone: The last match for leadership of the Free Fighters ended with no clear winner, so a new fellowship was formed: las Tres Mascaras would rule the federation as equals, but only until they face each other in the ring again.
1114* MaskedLuchador: For generations, the Free Fighter tribals have taken up masks to fight their oppressors.
1115
1116!!''El Santo''
1117----
1118* HopeBringer: El Santo's name inspires hope and heroism in all who hear and know of it, inspiring them to commit great deeds.
1119* LegacyCharacter: Wrestling/ElSanto is named after a pre-war hero who inspired the tribals that would become the Free Fighters Federation.
1120
1121!!''Mil Mascaras''
1122----
1123* HeroicSacrifice: Mil Mascaras considers the most defining moment of his life to be his failed initial attempt to escape the slavery of the Legion, in which he threw himself into a mob of Legionaries, sacrificing his chance so his fellows may escape. This legend inspires his followers to similar sacrifices.
1124
1125!!''Demonio Azul''
1126----
1127* CombatPragmatist: The Blue Demon has a reputation as underhanded and cunning both within the ring and without. He knows the Cartels play by rules that the honourable could not comprehend, and a defeat, no matter how honourable, would only lead to death and suffering.
1128[[/folder]]
1129
1130[[folder:Petro Chico]]
1131Descended from the workers, executives, and civilians who were on-site at the Petro-Chico Corporation's industrial facilities around Veracruz when the Great War began, the current inhabitants of Petro-Chico are a shadow of their ancestors. They squat in the ruins of pre-war refineries, leaving them to deteriorate, eking out a meager existence.
1132----
1133* AllHailTheGreatGodMickey: The Petro Chico tribals have emulating the Pre-War company through their corrupted interpretation of the company's imagery and phrases. They are led by "El Seeyo", their deities are a corruption of "shareholders", and they believe all will be judged at the end of the "Fiscalear".
1134* HowTheMightyHaveFallen: Once, the Petro-Chico Corporation was the Mexican arm of Poseidon Energy, and by extension the Enclave, which was responsible for the construction of what would eventually become Tlalocan. Generations later, the descendants of its staff and executives have long degenerated into tribals squatting in decaying refineries.
1135* ShaggyDogStory: In the backstory, the Petro Chico executives and staff who made it to Veracruz when the Great War happened realized that no help was coming, forcing them to take shelter in their grand refineries. As if that was bad enough, despite playing a key role in building up Tlalocan and its potent stockpile, Tlaloc denied them access to that same technology. By the time the mod starts, their descendants are little more than isolationist tribals who barely understand what they've inherited and are likely to be wiped out by neighboring powers once the A.I. dies.
1136* WackyWaysideTribe: Petro Chico is a band of tribals descended from Petro Chico executives and employees who used their largest oil refineries as a shelter during the Great War. It's implied that Tlaloc deliberately made it this way by barring them from accessing the very technology and large stockpiles they helped set up.
1137
1138[[/folder]]
1139
1140[[folder:Nueva Aztlán]]
1141->'''Ideology''': Ruler
1142Originating in what were once the cities of Morales and Puebla, the Aztlán exploded outwards and grew their borders in a relatively short amount of time, led by the Priesthood of Xochicalco, a collection of telepathic mutants from whom the imperial dynasty arose. At present, the Aztlán reign supreme from the great city state of Tepic in the west to the shockingly pristine coast of Acapulco Bay in the east. Their bountiful mutant terrain lends itself well to crop cultivation, and they boast one of the largest populations in the Wasteland. But now the Speaker sees a dark future ahead of the Empire, one only she can preserve it from. But will anyone else agree with her?
1143----
1144* CultureChopSuey: Despite embracing old Mesoamerican traditions to a significant degree, Hispanic influence remains through their names, and implicitly their language.
1145* DeadlyDecadentCourt: Over the generations, hubris and corruption have come to define the Empire's upper echelons. This has resulted in a bureaucratic monster, born of false nobility and twisted prophecy.
1146* FormerRegimePersonnel: A group of ''very'' un-Nahua looking foreigners, including Admiral Gail Kinkaid, have established themselves in Nueva Aztlán. Though they're supposedly from the NCR, it's heavily implied that they're former Enclave.
1147* GoingNative: Compared to their compatriots further north, Nueva Aztlán's people have embraced the indigenous heritage of their distant ancestors.
1148* TheMagocracy: The ruling dynasty, and the Priesthood of Xochicalco from which it sprung from, are comprised of telepathic mutants. By the mod’s starting date, however, it’s implied that those powers may not be as strong as they once were.
1149* ModernMayincatecEmpire: Nueva Aztlán is an empire that observes the practices of the pre-Columbian Triple Alliance.
1150
1151!!''Yesenia Aztlán''
1152----
1153* BlueBlood: She's directly descended from the founder of Nueva Aztlán, Aztlán the Lifebringer.
1154* FreudianExcuse: Yesenia Aztlán's reign is significantly influenced by her desire to avenge her late father, Alejandro the Lost, and thus secure her birthright.
1155* GodSaveUsFromTheQueen: Though she views herself as the rightful Speaker of Aztlán and its savior, her people increasingly think otherwise due to her militant, and increasingly draconian rule.
1156* NecessarilyEvil: How she justifies her increasingly draconian rule, whether through psychic foresight or pragmatic measures. If not for these, in her eyes, the Empire would be on the decline, a step away from an inescapable spiral into irrelevancy.
1157* ToughLeaderFacade: Behind Yesenia Aztlán's increasingly draconian veneer is someone both trying desperately to prevent her Empire's doom and ensure her family's legacy.
1158* WellIntentionedExtremist: She'll do whatever is deemed necessary to ensure the Empire's survival and her dynasty's continued rule, even if it means going against Tlaloc and all of post-apocalyptic Mexico.
1159
1160!!''Armando Ocēlōtl''
1161----
1162* DealWithTheDevil: Ocēlōtl could take the advice of Barón García in consolidating his control over the Empire, in exchange for certain privileges to Costa Cafeinada. This, however, can come back to haunt him should the ghoul reveal his true colors.
1163* ForeignCultureFetish: He not only has a growing fascination with pre-war Mexico, but also has one for American culture and its democratic legacy, through Kinkaid's influence.
1164* GadgeteerGenius: As a Jaguar Warrior, Ocēlōtl has developed a knack for pre-war technology from his sojourns into the overgrown ruins of old Mexico.
1165* InternalReformist: His rise through the ranks of the Cult of the Jaguar has fostered a conviction that meritocracy and embracing the technological prowess of the old world would be in the Empire's best interest. With Kinkaid's influence, meanwhile, this can evolve into reintroducing democracy as Speaker, complete with a new constitution.
1166* OddFriendship: He winds up becoming good friends with Admiral Gail Kinkaid, despite the latter being an exiled American, over their disdain for the status quo and a mutual desire for a better, more meritocratic future.
1167* RagsToRiches: Ocēlōtl rose from tribal obscurity to become the Empire's chief Jaguar Warrior, and potentially, its next ruler.
1168
1169[[/folder]]
1170
1171[[folder:Chichen Itza]]
1172----
1173* ModernMayincatecEmpire: Chichen Itza originated as a Maya tribe who rapidly expanded through the Yucatán peninsula and the Gulf Coast, declaring the birth of the Maya Empire and establishing themselves as a dominant regional power.
1174* SecretPolice: The Itzan Citizens' Defence Bureau is a body created by the Kalomte to crush dissidents within his realm and root out partisans in occupied territories.
1175
1176!!''Kalomte Sebastián II''
1177[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/portrait_itz_sebastian.png]]
1178----
1179* CultOfPersonality: The Kalomte has always had an avid cult of personality, thanks to his victories abroad and reforms at home. If he recovers from his injury, he reinforces this cult of personality, emphasising how great a leader he is.
1180* KingOnHisDeathbed: Halfway through Chichen Itza's focus tree, the Kalomte is hit by a bullet which enters his spine and punctures a lung. As the Kalomte desperately clings to life, the government grows factionalised as departments stop working with each other as they should. However, this power struggle might end up not mattering at all if the Kalomte successfully recovers and resumes his control of the country.
1181* MilitaryCoup: Sebastián became Kalomte through a bloodless putsch with the support of almost the entire armed forces.
1182
1183!!''Clara Guzmán''
1184----
1185* AltarDiplomacy: Clara does not seek a marriage of love, or at least not with a man. Instead, she can arrange a marriage between herself and either Comandante Luis of the Guerreros de Honduras, high-ranking Tzotzil noble Maximo Vela, or Rafael Cuāuhtli (if he's Nueva Aztlán's leader) to cement an alliance between Chichen Itza and her new husband's country.
1186
1187!!''Halach Uinik Carlos Franco''
1188----
1189* DystopiaJustifiesTheMeans: Establishes an Orwellian military dictatorship that literally treats ''Literature/NineteenEightyFour'' as an instruction manual.
1190[[/folder]]
1191
1192[[folder:Tierra de los Tzotzil]]
1193----
1194* TheRemnant: The Tzotzil are the last remnant of the Zapatista movement, which was crushed by the USA when it occupied Chiapas. While they returned to Maya tradition and now rule using a tribal monarchy, they still operate on ''Neozapatismo'' principles and are implied to keep the ideology alive.
1195* TeamSwitzerland: Despite their shared Maya heritage, the Tzotzil have no desire to join Chichen Itza's march of conquest, and their land has often played the unwilling host to conflicts between Nueva Aztlán and Chichen Itza. On more than one occasion, Chiapas devolved into a three-way tussle for survival.
1196[[/folder]]
1197
1198[[folder:Costa Cafeinada]]
1199->'''Ideology''': Elites
1200Once merely a bit player on the Mexican stage, Costa Cafeinada has taken the ascendant in the falling shadows of its neighbouring empires. Uninterested in glory or conquest, the Baron's desire for wealth and an economic monopoly is only thinly checked by lip-service obeisance to the Aztlan throne. But the bounds of subservience will not hold Costa back for long, and everyone who's anyone knows that when it comes to the long con, you don't bet against the baron.
1201----
1202* TheCartel: Ironically plays it much more straight than the Twin Cartels. In addition to its monopoly on true coffee, it also doles out specially-brewed concoctions that may as well be drugs.
1203* FantasticDrug: Played with. With access to the last known regions on earth with rich coffee-growing soil, Costa maintains a monopoly on ''real'' caffeine, which is a valuable commodity in the wasteland when the alternative's scavenged pre-war leftovers. It also produces modified brews, based on G.E.C.K. data, that's described as being so addictive that they may as well be narcotics.
1204* {{Foil}}: To the Twin Cartels. Whereas the other cartels are pre-war crime syndicates that have long degenerated into little more than raider clans, Costa Cafeinada has no connection to pre-war criminals, retains at least a civilized veneer and operates within the auspices of its erstwhile Aztlan masters. Ironically, it has much more in common with pre-war cartels and organized crime than those claiming descent from them.
1205* OneNationUnderCopyright: Costa Cafeinada presents itself as a legitimate enterprise that just happens to own significant territory.
1206* PrivateMilitaryContractors: Costa is reliant on the wasteland equivalent of these, its private armies being comprised of mercs who'll gladly do Barón García's bidding, so long as the caps keep flowing.
1207* WretchedHive: Similarly to New Reno, Costa is a state dominated by its criminal overlords.
1208
1209!!''Barón García''
1210----
1211* EnemyMine: He can align himself with Armando Ocēlōtl in his push for power, though only insofar as it benefits himself.
1212* {{Expy}}: Barón García's a dead-ringer for both [[Film/Scarface1983 Tony Montana]] and [[VideoGame/GrandTheftAutoViceCity Tommy Vercetti]], with his appearance being based on drug lords from the '70s and '80s.
1213* FromNobodyToNightmare: Barón García was once a nobody whose childhood was defined by the chaos that immediately followed the Great War. Through ruthlessness and control over the last known coffee plantations in the wasteland, however, he's emerged as major player in post-apocalyptic Mexico, whose "merchandise" has even found its way across the border in Texas and New California.
1214* NotEvenBotheringWithAnExcuse: He neither puts up much of an effort concealing his more illicit operations, nor does he bother pretending to act like his Aztlan counterparts outside of lip service. So long as the caps keep coming in to the right places, he could get away with it, though not forever.
1215* ReallySevenHundredYearsOld: He's a ghoul old enough to remember the turmoil that wracked Mexico immediately after the Great War.
1216* StartOfDarkness: His childhood in the 2080s was defined by the atrocities committed by survivors against their fellow man. Knowing only of the wasteland, and how low people can go, not only does compassion not really mean anything to him, but it also sets him down a path towards creating his own criminal empire.
1217* TheStarscream: Barón García secretly has aspirations to not only break free of his Aztlan masters, one way or another, but also usurp them and their rivals as the true kingpin of Mexico.
1218[[/folder]]
1219
1220[[folder:Guerreros de Honduras]]
1221----
1222* BeefGate: Much like how Tlaloc has kept Mexico's borders secure, the soldiers of the Guerreros de Honduras have spent the past generations protecting its neighbors from the chaos that engulfed much of Latin America after the Great War.
1223* ChummyCommies: Being descended from socialist revolutionaries, the Guerreros de Honduras is actively protecting Mexico - and arguably the rest of North America - from being invaded by the raider hordes of South America, purely out of a sense of duty.
1224* ProperlyParanoid: Seeing the writing on the wall, the pre-war Honduran authorities braced themselves for a global conflict with what meager resources they still had. They more than succeeded, though if the Guerreros de Honduras' claims are true, their Latin American neighbors further south weren't as lucky.
1225* TheRemnant: In addition to being a continuation of the same pre-war nation, los Guerreros de Honduras are implied to be the last remnants of the Sandinistas, the FMLN and other socialist rebel groups in Central America. They are ''still'' officially at war with the United States, long after the Great War.
1226
1227!!''Comandante Luis''
1228----
1229
1230[[/folder]]
1231
1232!!The Twin Cartels
1233
1234[[folder: In General]]
1235During the American invasion of Mexico, instead of forcing the cartels underground, the American leadership chose to ''collaborate'' with the cartels to better control the populace. This allowed the cartels to survive the nuclear apocalypse and reign terror in post-nuclear war Mexico, but this did not come without cost. Most of their original members have been turned into ghouls, Tlaloc has begun campaigns against them and the luchadores are currently fighting them. Right now, only the two oldest cartels have survived to the present.
1236----
1237* AgeGapRomance: Maria Sinaloa is the last vestige of old-world crime, a 300-year-old scion of the world's underbelly. The Bloody Bandit is a product of the apocalypse, living and knowing only the wasteland. Nevertheless, they can fall in love and marry.
1238* BeautyEqualsGoodness: Much of the original Cartel leadership have been turned into LeanAndMean ghouls, while their main opponents, the [[MaskedLuchador Luchadores]], are all of HeroicBuild.
1239* TheCartel: Subverted through MotiveDecay, since they don't embody this trope as much as they did before the nuclear war.
1240* LesCollaborateurs: Before the Great War, the Cartels worked with the American occupation as convenient fodder to keep the locals in line. This hasn't helped at all in their image as a treasonous blight in postapocalyptic Mexico.
1241* {{Foil}}: To Costa Cafeinada, and a degree the New Reno families. Despite being a direct continuation of pre-war crime syndicates, the Twin Cartels [[MotiveDecay barely even operate as such]] anymore, and are no more than glorified raiders.
1242* HatedByAll: Even [[BenevolentAI Tlaloc]] and [[TheGoodKing Maximilian]] hate these guys, and for good reason.
1243* IControlMyMinionsThrough: In true Cartel fashion, '''Fear'''. With a little bit of neglect sprinkled in.
1244* MotiveDecay: '''[[ExaggeratedTrope BIG TIME]]'''. They've basically went from mighty crime syndicates earning money through drugs and protection rackets to Mexico's equivalent of savage raiders.
1245* UnholyMatrimony: After defeating the Free Fighters, if the two cartels choose to pursue even closer ties, Maria Sinaloa and the Bloody Bandit can fall in love and marry, formally unifying Sinaloa and Beltran-Levya into the Gran Cartel.
1246[[/folder]]
1247
1248[[folder:Sinaloa Cartel]]
1249->'''Ruling Party''': Maria's Clique
1250->'''Ideology''': Ruler
1251"Loyalty is Everything". Through the ghoulification of their Capos, the destruction of pre-war Mexico, this one ethos has stuck with the cartel to the present day. Even with recent defeats at the hands of the Free Fighters, Maria Sinaloa and her capos stand their ground....but for how long?
1252----
1253* KarmicTransformation: Most of the ghoulified members of the original Sinaloa leadership were turned feral and became insane, becoming the brutal beasts they always were on the inside.
1254* UndyingLoyalty: The Sinaloa Cartel expects one thing and one thing only from its members, and that is loyalty to the cartel no matter what.
1255
1256!!''Maria Sinaloa''
1257----
1258* GloryDays: Maria Sinaloa longs to bring back the days when her cartel was among the most feared and respected crime syndicates in North America, rather than the savage raiders that it's become.
1259* TheLastDJ: She's the last of pre-war Mexico's underworld elite, and still clings onto some tiny shred of that old glory, even if most of her underlings have long degenerated into raiders, if not feral ghouls.
1260* ReallySevenHundredYearsOld: She is a ghoul old enough to have had a hand in running the original Sinaloa Cartel before the Great War.
1261
1262[[/folder]]
1263
1264[[folder:Beltran-Levya]]
1265----
1266* RenegadeSplinterFaction: Beltran-Levya had once been the southern remnants of the Sinaloa Cartel, which broke away under the Bloody Bandit's leadership.
1267
1268!!''El Bandido Sangriento''
1269----
1270* TheDreaded: The Bloody Bandit is a name that strikes terror in the hearts of peasants and freedom fighters across northern Mexico.
1271* MysteriousPast: Nobody knew where the Bloody Bandit came from before he came to Beltran territory, fought back against the Free Fighters, and established himself as the cartel's new leader.
1272[[/folder]]
1273
1274!Midwest
1275* [[Characters/OWBTexas Texas]]
1276* [[Characters/OWBOklahoma Oklahoma]]
1277
1278!Misc Content
1279
1280[[folder:Zetans]]
1281----
1282* AlienInvasion: If the appropriate game rule is enabled, the Zetan Star Armada will land on Area 51 and launch an invasion of Earth.
1283* NoNameGiven: The Zetans' leader is simply referred to as 'Zetan Commander' instead of by any actual name.
1284[[/folder]]
1285
1286[[folder:Far Western Republic of Transamur]]
1287[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/transamur_flag.png]]
1288----
1289* TimeTravel: After a particularly painful headache, Kolchak finds himself and his underlings not in 1936, but the distant future of 2275.
1290
1291!!''Alexander Kolchak''
1292[[quoteright:156:https://static.tvtropes.org/pmwiki/pub/images/portrait_trm_aleksandr_kolchak.png]]
1293----
1294* KingOfThieves: After defeating Old Pete and pacifying the Dredgers, Kolchak decides to fulfill a childhood dream, when he read books about pirate adventures and wanted to sail the seas under a pirate flag. He subsequently proclaims himself King of the Pirates and rebrands his country the Realm of the Pirate King.
1295[[/folder]]
1296
1297[[folder:Undead Legion]]
1298----
1299* FearlessUndead: The Undead Legions do not fear what will happen to them and can be sent forth with no fear of consequences.
1300
1301!!''Varina''
1302----
1303* TrappedInAnotherWorld: Varina finds herself in the Troll Warren after a portal suddenly opens and whisks her away from her native ''VideoGame/{{Anbennar}}''.
1304[[/folder]]
1305
1306[[folder:The Minutemen]]
1307----
1308* OutsideContextProblem: Downplayed. The Minutemen hail directly from [[VideoGame/Fallout4 the Commonwealth]] out on the East Coast, but have moved all the way to what had been New Victoria.
1309* WeHelpTheHelpless: The Minutemen are a volunteer civilian defense militia, acting as citizen soldiers banding together to protect themselves and their communities.
1310
1311!!''Preston Garvey''
1312----
1313[[/folder]]
1314
1315[[folder:Free States of Appalachia]]
1316----
1317* TheCameo: A transmission from Appalachia can be received by factions close to the Midwest.
1318
1319!!''MODUS''
1320----
1321* DealWithTheDevil: MODUS is willing to offer nukes to those who receive his broadcasts, in exchange for a "mutual" partnership that's purposefully left vague, suggesting this.
1322* DragonInChief: Implied. As it turns out, not only has MODUS survived the events of ''VideoGame/Fallout76''. MODUS is also hinted at as being in charge of Appalachia in all but name.
1323[[/folder]]
1324
1325[[folder:Chicago Enclave]]
1326----
1327* AscendedExtra: In ''New Vegas'', it's mentioned in passing that the Enclave operates various outposts in Chicago, though little else is known. The mod, however, elevates the Chicago Enclave into a genuine force to be reckoned with.
1328* GreatOffscreenWar: It's revealed to be in a running conflict with the Midwestern Brotherhood, though it's a coin toss on which side winds up winning by the late game.
1329* GreaterScopeVillain: The Chicago Enclave is more than a recurring threat to factions close to the Midwest, as its tendrils could be felt through the [=MacArthur=] Detachment in Montana and among the "representatives" sent to the Pioneer Company in the Canadian Prairies.
1330* ShockingDefeatLegacy: Among the Chicago branch's ranks are Enclave survivors from the fall of both the Poseidon Oil Rig and Navarro, many of whom are still eager to exact revenge on the Brotherhood and NCR.
1331* VestigialEmpire: The Chicago Enclave can potentially wind up becoming this, especially should President Eden's forces in DC fall to Brotherhood forces.
1332
1333!!''Secretary of the Interior''
1334----
1335* DragonInChief: While President John Henry Eden may be in charge by the mod's start date, the Secretary of the Interior is effectively the most powerful figure as far as those aware of the Enclave's concerned.
1336* TheDreaded: Even within the Enclave's ranks, there are signs that the Secretary is not to be messed with.
1337* EveryoneCallsHimBarkeep: The Secretary is only ever called as such, with the only other clue to his identity is that he's male.
1338* YouAreInCommandNow: If President Eden falls to the Brotherhood in DC, the Secretary assumes de facto command of all Enclave forces east of the Mississippi.
1339
1340[[/folder]]
1341
1342[[folder:CSIS]]
1343----
1344* GovernmentConspiracy: Spoken about in whispers, the CSIS is an enigmatic organization discreetly trying to gain power and influence over the Canadian wasteland through select "partners".
1345* TheRemnant: Based somewhere near Ottawa, the CSIS is implied to be what's left of the Pre-War Canadian government, which has kept itself hidden from the outside world to a much greater degree than the Enclave.
1346* TheSpook: In contrast to the Enclave, the CSIS has kept such a low profile that little is known about what it actually is, even among its "partners".
1347* YouHaveOutlivedYourUsefulness: It's implied that part of the reason the CSIS encourages MANIFEST Hope to secure the Kingdom of Manitoba has as much do with the realm potentially becoming a rival as it is in the name of regional security.
1348[[/folder]]

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