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A list of nations and characters featured in the mod. Currently under construction.


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West Coast

Utah

    New Canaan 
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)
Ideology: People
Founded 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.
  • The Apocalypse Brings Out the Best in People: It's stated that the Mormons became more open and tolerant after the war as a way of avoiding the mistakes of the past.
  • As the Good Book Says...: 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.
  • Back from the Brink: 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.
  • Church Militant: 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 Apocalypse Anarchy is in full effect.
  • Government in Exile: 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.
  • Hegemonic Empire: Downplayed. New Canaan maintains amicable ties with many of the tribals who inhabit much of Utah, effectively becoming their collective hegemon.
  • "Not So Different" Remark: 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.
  • Reluctant Warrior: Given the turmoil of the wasteland, most New Canaanites take up arms out of pure necessity and pragmatism.
  • The Remnant: The New Canaanites are all that remains of the Church of Jesus Christ of Latter-Day Saints and pre-war Utah.
  • The Theocracy: 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.

Jeremiah Rigdon

https://static.tvtropes.org/pmwiki/pub/images/jeremiah_rigdon_by_herckeim_ddo2u62_fullview.jpg
Ideology: People

  • Corrupt Church: 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.
  • Crisis of Faith: 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.
  • A God Am I: 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.
  • Heel Realization: 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 ignoring that lesson and double-down on his excesses.
  • Necessarily Evil: 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.

Joshua Graham

Ideology: People

  • The Atoner: Having disgraced himself as the Malpais Legate, Graham tries his best to make up for his sins as leader of the New Canaanites.
  • Bait-and-Switch Tyrant: 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.
  • Be All My Sins Remembered: 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.
  • Dark Horse Victory: 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.
  • Defeat Means Friendship: 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.
  • Easily Forgiven: 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.
  • He Who Fights Monsters: 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.
  • Internal Reformist: 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.
  • Roaring Rampage of Revenge: 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.

Daniel

Ideology: People

  • Good Shepherd: Daniel prioritizes mercy and compassion in his tenure as "Leading Prophet."
  • Internal Reformist: 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.
  • Martial Pacifist: 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.

Wyoming

    Far Son 

  • Improvised Weapon: The Moles are armed with a mixture of military-grade hardware and heavy mining equipment.
  • The Morlocks: 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.

    Highland Watch 

  • The Cavalry: 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.
  • Determined Homesteader: 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.

Chief Orange-Sky

https://static.tvtropes.org/pmwiki/pub/images/portrait_sietch_leader.png

  • But Now I Must Go: 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.

Ophelia Mayweather

https://static.tvtropes.org/pmwiki/pub/images/portrait_sietch_cowgirl_girlboss.png

  • The Sheriff: 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.

Colorado

    Ouroboros 

  • Super Breeding Program: 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.

Hecate

https://static.tvtropes.org/pmwiki/pub/images/owb_hecate.png

  • God-Emperor: Hecate, the queen of Ouroboros, is a divinity in her own words.
  • Name Amnesia: In her anger and hatred after her tribe was destroyed and assimilated, this woman forgot her own name before Diana christened her Hecate.
  • 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.

Jordan Dae


  • Klingon Promotion: 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.

    Twin Mothers 
The 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.
  • Benevolent Conspiracy: 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.
  • Hidden Elf Village: 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.
  • Machine Worship: The tribals who inhabit the Twin Mothers' domain worship Diana as a goddess, and her robots as divine emissaries in all but name.

Diana

https://static.tvtropes.org/pmwiki/pub/images/owb_diana.png

  • Cybernetics Eat Your Soul: 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.
  • Defector from Decadence: 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.
  • Even the Loving Hero Has Hated Ones: 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.
  • 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:
    • 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.
    • While House aspires to eventually conquer the stars, she remains down-to-earth in helping the world mend.
    • 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.
  • God Guise: 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.
  • The Man Behind the Man: In Lanius' Res Publica path, Diana goes from being a sworn enemy to effectively becoming his main advisor.
  • Unwanted False Faith: 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.
  • Wetware CPU: 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.

    Vault 27 

  • Private Military Contractors: 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.

    Hangdogs 
The 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.

With 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.


  • Beast of Battle: 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.
  • Town with a Dark Secret: Deep within the ruins of Denver lurks WARDEN, an AI whose purpose is to restore (and maintain) law and order, by any means necessary.

Bares-His-Teeth


  • Tempting Fate: 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.

WARDEN


  • Grew Beyond Their Programming: 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.
  • Identity Amnesia: 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.
  • Police State: The WARDEN Police Administration Suite turns Colorado into a literal police state with constant security patrols in the name of law and order.
  • Prisoner's Work: 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.
  • The Remnant: 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 Police State.
  • Sealed Evil in a Can: 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.

    Robot City 

  • Robot Republic: 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.

Doki Doki


  • Breaking the Fourth Wall: 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.
  • Genre Refugee: Doki Doki is essentially a Japanese dating sim character transplanted to post-apocalyptic America.
  • Grew Beyond Their Programming: 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.
  • The Lost Lenore: 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.
  • Only Sane Man: 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.

    Broken Hearts 

  • Satellite Character: 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.

    Maxson Expedition 

  • Curb-Stomp Battle: 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.
  • Fake Defector: 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.
  • Settling the Frontier: 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.

Andrea Brixley


  • Determinator: Despite immense odds, Brixley is still intent of accomplishing her orders and securing Denver for the Brotherhood.
  • You Are in Command Now: It’s implied that she leads the Maxson Expedition by virtue of her actual superiors being killed by the Hangdogs.

Northern Reaches

Washington

    Washington Brotherhood 
Full Name: Washington Brotherhood
Ideology: Ruler
Eternal 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.
  • Blood Knight: 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.
  • Cannon Fodder: 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.
  • He Who Fights Monsters: Despite still claiming to uphold civilization and the Codex, the Washington Brotherhood engages in savagery befitting the very barbarians it claims to oppose.
  • Renegade Splinter Faction: 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.

The Immortal

Ideology: Ruler

  • Fallen Hero: The Immortal was once a distinguished paladin who stumbled upon something in Seattle that forever changed him.
  • Karma Houdini: 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.
  • Sanity Slippage: 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.
  • Villain with Good Publicity: The Immortal can try and curry enough support from the Lost Hills elders to legitimize him as a Brotherhood paragon.
  • Well-Intentioned Extremist: The Immortal still sees himself as upholding Roger Maxson's legacy, no matter how many he enslaves or kills.

    The Old Country 
Full Name: The Old Country, Old Spokane State (Rotpurgers defeated, Haykov stays in power), Wardens of the White (Rotpurgers defeated, Brandt takeover)

  • Arch-Enemy: 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.

Julius Brandt


  • War Hawk: 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.

Oregon

    The Cause 
Full Name: The Cause, Northwestern Brotherhood (Washington Brotherhood conquest)
Ideology: People

  • The Atoner: After failing to prevent what transpired in Seattle, The Cause seeks to reclaim its honor and uphold the Brotherhood's legacy.
  • La Résistance: 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.
  • Shocking Defeat Legacy: 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.

Abel


  • Anti-Mutiny: 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.
  • Defector from Decadence: 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.
  • Humble Hero: 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.
  • Mildly Military: Abel is far more concerned with defeating the Immortal than strict adherence to protocol. This continues even should he succeed and become an elder.
  • Pragmatic Hero: Both out of pure necessity and the Midwestern Brotherhood's tenets, Abel can welcome local wastelanders into the Cause to fill his ranks.

    Mirelurk Tribe 

  • Going Native: 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.

M'lulu


  • To Serve Man: 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).

    Apostles 

  • Bad with the Bone: After vanquishing the Bonepickers, the Apostles put their bone picks, essentially bones sharpened into swords with crude tools, to use.

Vadim


  • Anti-Mutiny: 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.

    Troll Warren 

The First


  • Name Amnesia: Andrew Shaw no longer remembers his own name, calling himself simply the First.

    Marrow Drinkers 

Mesmeralda


  • Daydream Believer: 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.
  • Mind-Control Device: Mesmeralda controls her subjects through various 'enchanted relics' of the old world like slave collars and Mesmetrons.

    Bone Dancers 

  • Private Military Contractors: The Bone Dancers originated as a privately owned military contractor based out of Seattle known as Baron International.

Idaho

    Rotpurgers 

  • Arch-Enemy: 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.
  • I Can Rule Alone: 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.

Lady of the Lake

https://static.tvtropes.org/pmwiki/pub/images/owb_wishmaiden.png

  • Shadow Dictator: Few have set eyes upon the Lady of the Lake, who communicates through words and song.

    Heaven's Gate 
Ideology: Ruler
Originally 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.
  • Fantasy Counterpart Culture: Heaven's Gate is based on the pre-war Bible Belt and various Crusader states.
  • 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.
  • The Fundamentalist: 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.
  • Start of Darkness: 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.
  • Steampunk: Heaven's Gate use of "Steam Cores", steam-producing fission technology, has allowed to take this trope to new heights.
  • The Theocracy: In Heaven's Gate, the word of God has always been the supreme law of the land, even under the most moderate leaders.

Saint Michael


  • A God Am I: Downplayed. While Saint Michael doesn't see himself as God or a prophet, he nonetheless is considered the mortal embodiment of the Archangel Michael.
  • He Who Fights Monsters: 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.
  • Heel Realization: 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.
  • Knight Templar: He will do whatever he sees fit to crush anyone who threatens Heaven's Gate, and sees this as doing God's will.

Montana

    Montana Chapter 
Full Name: Montana Chapter, Montana Brotherhood (Patrocolus), Sisterhood of Steel (Honour)
Ideology: Intellectuals
A 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.
  • Bold Explorer: The Montana Chapter was set up with the expectation that it would be entering wild, untamed lands, with Elder Patrocolus preparing accordingly.
  • 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.
  • Good vs. Good: 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.
  • Grey-and-Gray Morality: 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.
  • Minor Crime Reveals Major Plot: 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.
  • Mythology Gag: 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 Fallout 4.
  • Propaganda Machine: 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.
  • What the Romans Have Done for Us: 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.

Elder Patrocolus


  • The Chains of Commanding: 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.
  • Consummate Professional: Patrocolus values duty and commitment to the Brotherhood above all. This extends to how the Chapter conducts itself both internally and with the locals.
  • Dark and Troubled Past: 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.
  • Defrosting Ice King: 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.
  • Don't Make Me Destroy You: 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.
  • Et Tu, Brute?: Much more so than Honour, Patrocolus considers Head Paladin Hayman going rogue to be a grievous betrayal that cannot be forgiven.
  • A Father to His Men: For all of Patrocolus' fixation on duty, he nonetheless commands a lot of respect among his followers in the Chapter.
  • Failure Is the Only Option: 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.
  • Freudian Excuse: 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.
  • Heel Realization: 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.
  • I Did What I Had to Do: 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.
  • Jumped at the Call: 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.
  • Knight in Sour Armor: Beneath his seemingly cold and order-fixated façade, Patrocolus genuinely cares for the Brotherhood's ideals, as well as the people under his charge.
  • Noble Bigot: 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 given he himself was born to such.
  • Salt the Earth: 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.
  • Was It Really Worth It?: 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.

Johanna Honour


  • Art Shift: 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.
  • Days of Future Past: 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.
  • Doomed Moral Victor: Even if Elder Patrocolus wins over the Sisters of Steel, Honour could leave enough of an impact on him to undergo a Heel Realization and strive to keep her legacy alive in at least some form.
  • Honor Before Reason: 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.
  • Internal Reformist: 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.
  • Lady Land: 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.
  • Last Chance to Quit: 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.
  • Reassigned to Antarctica: 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.
  • Reformed, but Not Tamed: 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.
  • Thicker Than Water: 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.
  • 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.
  • Worthy Opponent: Honour still considers Patrocolus, despite her disdain for his stringent views, as a dignified Brotherhood commander who earned his position.

    MacArthur 
Full Name: MacArthur Detachment, Northern Commonwealth (Enclave loyalists overthrown), Reunited States of America (Enclave loyalists overthrown - People), Washington Enclave (Enclave loyalists triumphant)
Ideology: Intellectuals

  • Beef Gate: 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.
  • The Constant: 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.
  • Elite Army: The core of the MacArthur Detachment is comprised of seasoned veterans and power armor-equipped troops, which could be reinforced by the Chicago Enclave.
  • History Repeats:
    • 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.
    • In an Ironic Echo 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.
  • Invading Refugees: 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.
  • Les Collaborateurs: The MacArthur Detachment can opt to gain the support of not only local wastelanders but also incorporate Sioux/Lakota auxiliaries.
  • The Remnant: 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.
  • Schizo Tech: 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.
  • Settling the Frontier: 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.
  • Slowly Slipping Into Evil: 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 dispose of anyone not deemed "pure", vindicating the Brotherhood's propaganda against them.
  • Those Were Only Their Scouts: 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.
  • We ARE Struggling Together: 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.

Ellen Santiago

Ideology: Intellectuals

  • Battlefield Promotion: 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.
  • The Coup: 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.
  • Dragon-in-Chief: 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.
  • Easily Forgiven: It is possible for her to be pardoned by her daughter and keep her post as Colonel the Reformists overthrow her.
  • Everyone Calls Him "Barkeep": Santiago is commonly referred to by her troops and even the First Families as simply "the Colonel".
  • Everyone Has Standards: 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.
  • Failure Is the Only Option: 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, the Enclave hardliners will purge her later on anyways once it is apparent that she disagrees with their more extreme ideas.
  • Generation Xerox: She is a direct descendant of hew namesake, 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.
  • Hope Spot: 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.
  • A Lighter Shade of Black: 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.
  • Meet the New Boss: 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.
  • A Mother to Her Men: She treats the men and personnel under her command as through they're her family.
  • My Greatest Second Chance: 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.
  • Old Soldier: Colonel Santiago is an Enclave veteran old enough to have witnessed the fall of Navarro as a ranking officer.
  • Propaganda Machine: 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.
  • Properly Paranoid: 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.
  • Start My Own: 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.
  • You Are in Command Now: 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.
  • You Have Outlived Your Usefulness: 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.
  • What You Are in the Dark: 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.

Martha Santiago

Ideology: Intellectuals

  • 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.
  • Cultural Rebel: 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.
  • Everyone Calls Him "Barkeep": Martha Santiago is commonly referred to by both her subordinates and the rest of the MacArthur Detachment as the Corporal.
  • Going Native: 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.
  • Military Brat: She is the commander of Team October and had been groomed to follow her mother's footsteps.
  • A Father to His Men: Much like her mother, Martha cares deeply for her subordinates in Team October as though they're family.
  • Irony: Martha Santiago and Team October spearhead an uprising against an increasingly autocratic regime in a rather Ironic Echo of the October Revolution in Russia, albeit for the cause of rekindling American democracy rather than Communist revolution.
  • The Paragon Always Rebels: Martha Santiago, along with Team October and the other Reformists, will eventually turn on both her mother and the hardliners.

Mason Salvatore

Ideology: People

  • Back from the Brink: 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.
  • Bait-and-Switch Tyrant: 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.
  • Dark Horse Victory: If the Colonel doesn't purge him, Salvatore can not only potentially emerge as a reformist candidate, but could also win the subsequent election.
  • I Owe You My Life: Played With. 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.
  • Immigrant Patriotism: 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.
  • Redeeming Replacement: 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.

Abigail Markham


  • Bait-and-Switch Tyrant: Despite her notoriety in her native Steeltown as a stern leader, she's shown to genuinely care for both workers and businessmen alike.
  • Jerk with a Heart of Gold: 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.
  • Not in This for Your Revolution: 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.
  • Our Founder: 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.

Special Agent Johnson

Ideology: Ruler

  • And the Adventure Continues: 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.
  • Bodyguard Betrayal: 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.
  • Day of the Jackboot: 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.
  • Dragon-in-Chief: 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.
  • Nothing Personal: Johnson has no real malice against the "impure", and simply views the ensuing genocide as simply following his orders.
  • The Purge: 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 Final Solution against all un-American elements.
  • Undying Loyalty: Unlike either of the Santiagos, Johnson is fervently loyal to the Secretary of the Interior and Chicago Enclave.

North Dakota

    Roach King 

  • Horde of Alien Locusts: 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.

    Vault 37 

Overseer T.H.O.M.A.S.


  • The Evils of Free Will: The Overseer considers utopia to be a place where no violence, no dissent and no independent thought exists.
  • Happiness Is Mandatory: The Overseer comes to the conclusion that to ensure happiness, everyone with violent thoughts must be re-educated.
  • Police State: The Overseer blocks all incoming transmissions to ensure that there's no anti-vault activity.

Robobrain Council


  • The Dog Bites Back: 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.

    Swords of Hayman 
Full Name: Swords of Hayman, Dakota Chapter (Hayman), MANIFEST Fenrir (Fenrir)
Ideology: Ruler

  • Jumping Off the Slippery Slope: 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.
  • Renegade Splinter Faction: 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.
  • Violence is the Only Option: Hayman's forces, whether or not they succumb to Fenrir's influence, are highly aggressive and fixated on eliminating anyone standing in their way.

Head Paladin Justinia Hayman


  • Don't You Dare Pity Me!: Embittered by failures both real and perceived, Justinia Hayman comes to resent both Patrocolus and Honour even for just trying to help her.
  • Freudian Excuse: 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.
  • History Repeats: 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.
  • I've Come Too Far: 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.
  • Loss of Identity: Her ultimate fate is become little more than a glorified meat puppet for Fenrir.
  • Sanity Slippage: As Fenrir's influence over her grows, she becomes progressively unhinged, potentially devolving into little more than a meat puppet for the AI.
  • The Starscream: 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.

Fenrir


  • A.I. Is a Crapshoot: 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.
  • Beef Gate: 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.
  • Cybernetics Eat Your Soul: 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.
  • The Dreaded: Among its siblings, Fenrir is the most feared and inhumane.
  • Grew Beyond Their Programming: 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.
  • Mechanical Abomination: Unlike its sibling AIs, Fenrir makes no effort to humanize itself, preferring instead to let its handiwork speak for itself.
  • More than Mind Control: This is how Fenrir is able to brainwash and progressively corrupt Hayman and her men into doing its bidding.
  • Odd Name Out: Fenrir is the only MANIFEST AIs that still keeps its original name, unlike Hope (Hel) and Destiny (Jormungandr).

South Dakota

    Standing Rock 

  • Badass Native: 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.
  • Deal with the Devil: Standing Rock could potentially enter an arrangement with the Enclave forces at MacArthur in exchange for arms and supplies.
  • The Federation: Standing Rock in practice is a confederation of surviving Lakota tribes united under one council.
  • The Remnant: Standing Rock is a surviving remnant of the Sioux/Lakota, which survived both the Great War and subsequent post-apocalyptic tribulations.

Shappa Wagner


  • Taking Up the Mantle: Wagner aims to fulfill the lost dream of Chief Crazy Horse and restore dignity to the Sioux, one way or another.
  • Young and in Charge: Shappa Wagner is one of the youngest women to ever sit in the council.

    Marshall Republic 
Full Name: Marshall Republic
Ideology: People

  • Crazy Survivalist: 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.
  • Expy: In addition to its Free States lineage, the Marshall Republic is also based on the Colorado Marshalls from Wasteland 3.
  • Outside-Context Problem: 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.
  • The Remnant: The Marshall Republic is descended from a Free States militia that managed to weather the aftermath of the Great War.

Jack Reed


  • Inadequate Inheritor: 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.

Wyoming

    Northern Khans 
Full Name: Northern Khans, Free Khans (Amgalan), Great Khans (Regis), True Khans (Esen)
Ideology: People

  • Adaptational Badass: Unlike in Fallout: New Vegas, 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.
  • Desperately Looking for a Purpose in Life: 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.
  • Fire-Forged Friends: 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.
  • Vestigial Empire: 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.

Amgalan


  • Benevolent Conspiracy: 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.
  • Defector from Decadence: 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.
  • Going Native: 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.
  • Horrible Judge of Character: 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.
  • We Help the Helpless: Amgalan believes that the Khans are better placed as protectors and builders than as hapless conquerors.

Regis


  • Dude, Where's My Respect?: 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.
  • The Good Chancellor: Played With. 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.
  • Internal Reformist: 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.
  • Know When to Fold 'Em: 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.
  • You Are in Command Now: 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.

Esen


  • From Nobody to Nightmare: 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.
  • Glory Days: 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.
  • Violence is the Only Option: Her path is far more combat-oriented than the others, with the True Khans' survival dependent on constant warfare.
  • Young and in Charge: She's the youngest among the leading Khans contesting for power.
  • Young Conqueror: 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.

    Baron's Eyrie 

  • Army of Thieves and Whores: The bulk of the Baron's forces is comprised of various thugs and goons little better than the average raider to maintain order.
  • "Blackmail" Is Such an Ugly Word: 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.
  • Days of Future Past: Life for the rancher and townships under the Baron's thumb is heavily reminiscent of frontier company towns during America's Gilded Age.
  • Private Military Contractors: 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.

Augustus Bailey


  • Born in the Wrong Century: Augustus Bailey wouldn't be out of place in the 19th century as a would-be robber baron.
  • It's All About Me: If nothing else, Augustus Bailey is incredibly vain and does everything he can to stay on top in the name of his personal legacy.
  • Manipulative Bastard: 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.

Annette Bailey


  • Bastard Understudy: 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.
  • Like Father, Like Son: As it turns out, she is not only much like her father, but is even more conniving and dangerous than he ever could be.

Canada

British Columbia

    New Victoria 
Full Name: New Victoria, Cascadia (British Columbia unification)
Ideology: Elites

New 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.


  • Matriarchy: The rulers of New Victoria are traditionally female, with queens taking the name Victoria to honor their nation and ancestors.

Queen Victoria VI


  • Blue Blood: 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.
  • King Bob the Nth: As the name suggests, she is the sixth of her name to lead the nation since its founding.

Alberta

    Strathcommune 
Full Name: Canadian People's Front, Canadian Labour Congress (Thao)
Ideology: Elites
In 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.
  • Forever War: 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.
  • Prisoner's Work: Prisoners in Strathcommune are sent to the mines to gather resources for the nation.
  • Realpolitik: The Commune has the choice to engage in trade with the Three Rivers, sacrificing a little ideological purity to ensure survival.
  • La Résistance: Before the Great War, the Canadian People's Front was propped up by China as a 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.
  • Les Collaborateurs: 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.
  • The Remnant: 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.
  • Vestigial Empire: 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.

Amy Teresee


  • Cult of Personality: 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.
  • Dirty Communists: Amy Teresee is a zealous follower of "Comrade Cheng Thought", and embodies the worst excesses of real life Maoism.
  • Police State: 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.
  • Principles Zealot: One thing that's undeniable about Teresee is how her nigh-dogmatic commitment to "Comrade Cheng Thought" is genuine.
  • The Purge: 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.
  • Taking Up the Mantle: Teresee considers herself as the rightful standard-bearer to the Communist cause, and seeks to succeed where Chairman Cheng of China failed.

Amanda Thao


  • Anti-Mutiny: 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.
  • Internal Reformist: 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.
  • Landslide Election: In the first election of the Canadian Labour Congress, Thao's loyalists win by a landslide, reaffirming her dream of a proletarian Canada.
  • Military Coup: 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.

    Big Grass 
Full Name: Big Grass
Ideology: Ruler
The 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.

Big Grass is an AI-run Communist nation situated to the north of Strathcommune.


  • Forever War: Within Big Grass, a Robot War has been waging between RELCOM's machines and those of his sworn rival, THE CAPITALIZER.

RELCOM


  • Cybernetics Eat Your Soul: 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.
  • Dirty Communists: RELCOM is a revisionist Marxist who believes that the path to true Communism is through forced robotization.
  • Grew Beyond Their Programming: Once known as RELiable COMmunications, RELCOM considers himself the true standard-bearer of Communism.
  • Identity Amnesia: The identity of the man who would become the machine RELCOM is lost to time.
  • Unwilling Roboticisation: 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.

THE CAPITALIZER


  • Identity Amnesia: Similarly to RELCOM, the true identity of the woman whose mind became THE CAPITALIZER is unknown.
  • La Résistance: THE CAPITALIZER leads a long-running rebellion against RELCOM's Communist schemes.
  • Sitcom Arch-Nemesis: THE CAPITALIZER in practice serves as a constant thorn on RELCOM's side, and has been for generations.

    Loid's Ministry 
Full Name: Loid's Ministry, Canadian People's Front (Donskoya), Soviet-Canadian Union (Canadian unification - Donskoya), Union of Canadian Socialist Republics (Canadian unification - Donskoya)
Ideology: People

  • Allohistorical Allusion: 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.
  • Defector from Decadence:
    • 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.
    • 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.
  • The Remnant: 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."
  • We ARE Struggling Together: 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.

Patriarch Solomon


  • Hope Spot: 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.
  • Killed Mid-Sentence: 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.
  • Messianic Archetype: 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.
  • Too Clever by Half: 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.

Ekaterina Donskoya


  • Amazon Brigade: In emulation of the old USSR, Ekaterina mobilises an all-women sniper battalion named after Lyudmila Pavlichenko.
  • Dead Guy Junior: Ekaterina, who never cared for her parents, adopts the surname of her late friend Lydia Donskoy.
  • Good Old Ways: 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.
  • I Did What I Had to Do: 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.
  • Meet the New Boss: Downplayed. After asserting authority over Strathcommune, she proceeds to implement her own Cult of Personality 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.

    The Pioneer Company 
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)
Ideology: Ruler
The Pioneer Company, formally known as the Sixth Brigade, are a US Military remnant nation in what was once Alberta.
  • Allohistorical Allusion: The Pioneer Company is a larger-scale version of the predicament faced by Japanese holdouts who kept fighting long after World War II ended.
  • Arch-Enemy: 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.
  • Bleak Border Base: 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.
  • Deal with the Devil: 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.
  • Defeat Equals Friendship: 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.
  • Forever War: 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.
  • From Nobody to Nightmare: Despite their incredibly precarious position, the Pioneer Company can become a major contender for restoring the old USA on par with the Enclave.
  • How the Mighty Have Fallen: 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.
  • The Remnant: Originally the US Army's Sixth Brigade, 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.
  • Still Wearing the Old Colors: 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.

Sixth Brigade Commission


  • Emergency Authority: 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.

Corporal Jack Johnson


  • Battlefield Promotion: Should Corporal Johnson become the undisputed commander, he's promoted to Colonel.
  • Book Ends: 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.
  • 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.
  • Defeat Means Friendship: 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.
  • Dented Iron: 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.
  • A Father to His Men: That said, he still makes a point to treat both his old comrades in arms, and their younger smoothskin counterparts, fairly.
  • The Federation: 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.
  • The Last DJ: Johnson considers himself the "Last American Hero" in Canada.
  • My Country, Right or Wrong: 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.
  • My Greatest Second Chance: 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.
  • Pragmatic Hero: 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.
  • The Puppet Cuts His Strings: Eventually, Johnson decides to do away with the Enclave altogether, believing that the restored USA would be better off without them manipulating its destiny.
  • Really 700 Years Old: Johnson is a ghoul who actively served in the US military before the Great War and still considers himself part of it.
  • Reluctant Ruler: Johnson never asked for his predicament, and is initially uncertain over his own capabilities as a commander.
  • Screw the Rules, I'm Doing What's Right!: 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.

Captain Brian Gallagher


  • Day of the Jackboot: At his worst, Gallagher can potentially institute an oppressive regime, conducting various unethical experiments and campaigns of conquest in the nebulous name of reviving America.
  • From Nobody to Nightmare: Brian Gallagher was an orphan born in the slums of Red Deer, who was 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.
  • Heel Realization: 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.
  • Internal Reformist: 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.
  • I've Come Too Far: 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.
  • A Lighter Shade of Black: 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.
  • Meet the New Boss: Played With. 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.
  • Patriotic Fervor: If nothing else, he's as genuinely patriotic as his subordinate, even if his ideas are more in line with the Enclave.
  • Pragmatic Villainy: 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.
  • Red Baron: He becomes known as the American Sulla, especially should he succeed in his coup.
  • Token Evil Teammate: Gallagher becomes part of the Enclave, and still abides by at least some of its agenda.
  • Token Good Teammate: 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.
  • The Quisling: 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.
  • Up Through the Ranks: 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.
  • Well-Intentioned Extremist: 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.
  • You Are a Credit to Your Race: 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.
  • You Are in Command Now: 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.

Sergeant Michael Woods


  • Beyond Redemption: 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.
  • Broken Pedestal: 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.
  • Expy: Sergeant Woods comes across as a combination of both his namesake and Viktor Reznov from Call of Duty: Black Ops.
  • 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.
  • History Repeats: 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.
  • I Am Who?: 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.
  • Knight in Sour Armor: While he is generally brash and prone to disrespecting superiors, he nonetheless could be counted upon to get the job done.
  • My Country Tis of Thee That I Sting: 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.
  • Rebel Leader: 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.
  • Red Baron: He's gained the moniker within the Pioneer Company as the "Unknown Soldier."
  • Start My Own: If Sergeant Woods emerges triumphant, he decides to establish his own nation based on America's founding values, called "Arcadia."

    Middlemark 

  • Absurdly Dedicated Worker: 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).
  • Improvised Weapon: The Miscouts adopt a retail aesthetic, using modified price guns and bombs made out of cleaning supplies.
  • Shoplift and Die: In lieu of asset protection, all Middlemark employees are authorized to distribute lethal force against shoplifters if necessary.

Friar Black


  • Better to Die than Be Killed: 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.
  • Precision F-Strike: 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.

Saskatchewan

    Stoon Dandies 
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)
Ideology: Ruler

  • Aristocrats Are Evil: The Dandelion Society is made up of cannibalistic nobles who see commoners as nothing more than meals.
  • Cannibal Clan: Stoon is ruled by the Dandelion Society, a cabal of aristocratic cannibals.
  • Faction-Specific Endings: Stoon has the most out of the Canadian factions, being able to pursue radically different ideological paths.

Pierre Solomon


  • An Offer You Can't Refuse: 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.

Beya


  • Reluctant Ruler: 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.
  • Widowed at the Wedding: 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.

General Freedom


  • Foreign Culture Fetish: 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.
  • La Résistance: Freedom's Army is an American-themed resistance movement united in opposing the Dandelion Society.

Daniel of Wadena


  • Back from the Brink: 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.
  • Undying Loyalty: Despite immense hardship and challenges, Daniel still remains loyal to King Gunn II.

Leshy


  • Absurdly Sharp Blade: Few blades are as sharp and durable as Leshy's fangs are.
  • The Great Serpent: Leshy is a rattlesnake bigger than a hundred sheds.
  • 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.

    Pleasantdale 
Full Name: Pleasantdale, The Electorate (Chase), MANIFEST Hope (Hope), Manitoban Security Administration (Manitoban unification - Hope)

  • Body Horror: 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.
  • Disappeared Dad: 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.
  • Hereditary Republic: 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.
  • Path of Inspiration: 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.
  • Suddenly Significant City: 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.
  • Town with a Dark Secret:
    • 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 male babies to female ones.
  • Well-Intentioned Extremist: 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.

Frankie Chase


  • Broken Pedestal: Played With. 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.
  • Heel Realization: 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.
  • Know When to Fold 'Em: Alternatively, Frankie can cede power over to Hope, believing that she has more experience and competence than they could ever hope to have.
  • 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.
  • Puppet King: If Frankie voluntarily cedes power to Hope, they remain as mayor on paper, albeit a powerless figurehead.
  • Inadequate Inheritor: 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.
  • "Well Done, Son" Guy: 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.

Hope


  • Bait-and-Switch Tyrant: 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.
  • Becoming the Mask: 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.
  • Benevolent A.I.: 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.
  • Beyond Redemption: 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.
  • Can't Kill You, Still Need You: 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.
  • Grew Beyond Their Programming: 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.
  • Patriotic Fervor: 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.
  • Proper Lady: Unlike Destiny, she sees and conducts herself as a more prim-and-proper lady, with her avatar even donning a formal 19th century dress.
  • Silk Hiding Steel: That being said, she is ready to take matters to her own hands and is much more savvy than her facade suggests.
  • The Starscream: Played With. 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.
  • Unwitting Pawn: 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.

Manitoba

    Kingdom of Manitoba 
Full Name: Kingdom of Manitoba (Gunn), Commonwealth of Manitoba (Tanner)
Ideology: Ruler
The Kingdom of Manitoba is a settler nation based in Western and Central Manitoba.


  • Back from the Brink: 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.
  • Decadent Court: The realm's aristocracy has increasingly grown corrupt and self-serving, potentially hindering King Gunn II's own efforts to salvage the situation.
  • Failure Is the Only Option: 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.
  • Feudal Future: 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.
  • Hegemonic Empire: 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.
  • The Remnant: 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.
  • La Résistance: Manitoba is run by the remnants of the pre-war Canadian authorities that didn't submit to American occupation.
  • Shocking Defeat Legacy: 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.
  • Vestigial Empire: After the secession of the Republic of Three Rivers, Manitoba proper is largely confined to the capital of Brandon and its surroundings.

King Gunn II


  • Becoming the Mask: 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.
  • Comic-Book Fantasy Casting: He resembles a ghoulified version of King Edward VIII in a military dress uniform.
  • Deal with the Devil: 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.
  • The Good Chancellor: He's said to have been a close advisor to the original Gunn I, and was by all accounts a well-respected one.
  • I Cannot Self-Terminate: King Gunn II entrusts his best soldier and closest confidant, William Tanner, with shooting him should the former ever go feral.
  • Internal Reformist: 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.
  • King in the Mountain: 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.
  • Really 700 Years Old: Gunn II is a ghoul who still recalls Canada as it had been before the Great War.
  • Your Days Are Numbered: 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.

William Tanner


  • Anti-Mutiny: 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.
  • The Dragon: Tanner serves as both King Gunn II's best subordinate and closest confidant aside from the Queen herself.
  • Emergency Authority: 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.
  • Regent for Life: While he abolishes the regency council in establishing the Commonwealth, he effectively becomes this for Manitoba.
  • Secret-Keeper: 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.
  • Undying Loyalty: Tanner remains loyal to King Gunn II even after death, even seeing through his last orders.

    Republic of Three Rivers 
Full Name: Republic of Three Rivers, Northern Light Republic (Manitoban unification)
Ideology: People
The Republic of Three Rivers is a people-oriented republic in what had once been Central Manitoba.


  • Defector from Decadence: 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.
  • Democracy Is Flawed: 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.
  • Merchant City: Located on the confluence of the Red and Assiniboine rivers, Winnipeg is one of the major trade ports in the whole region.
  • We ARE Struggling Together: 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.

Eloi Steele


  • Frontline General: While head of state for the Republic, Steele is more than willing to lead her men in combat personally.
  • Older Than They Look: Despite being young, the stresses of revolution and running a country have made her look older than she'd otherwise be.
  • Young and in Charge: 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.

    Duchy Of Langenburg 
Full Name: Duchy of Langenburg, Grand Duchy of Langenburg (Yorkton), Britannian Empire (Manitoban unification)
Ideology: Elites

  • Crapsaccharine World: 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.
  • Fantasy Counterpart Culture: 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.
  • The Remnant: The Duchy of Langenburg is the last major feudal realm loyal to the Kingdom of Manitoba by the mod's start date.

Duchess Sophie


  • The High Queen: Duchess Sophie is highly beloved by her people, who have seen much in the way of prosperity and security under her reign.
  • We Hardly Knew Ye: Unfortunately, she's not much long for this world due to her advanced age, and dies early on.

Duke Leif Yorkton


  • From Nobody to Nightmare: 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.
  • The Starscream: 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.
  • Visionary Villain: 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.

    Iron Confederacy 

  • Inspirational Martyr: 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.

    The Gateway 

  • Army of Thieves and Whores: 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.
  • Beef Gate: 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.
  • Unwitting Pawn: 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.
  • Weather-Control Machine: The Gateway is host to these, producing constant winter conditions in the name of defense.

Destiny


  • The Assimilator: 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.
  • Broken Pedestal: 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.
  • Can't Kill You, Still Need You:
    • Rather than destroying Hope, Destiny is content bringing the AI sibling under her wing, eventually serving as her proverbial guardian angel.
    • Destiny also treats the Army of Thieves and Whores that comprise the bulk of her armies as this, at least until she can find more professional (or mechanical) replacements.
  • The Computer Is Your Friend: 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.
  • Cowboy: The visual avatar she's fashioned for herself is that of a feisty prairie frontierswoman.
  • The Fettered: If defeated by Hope, she becomes content serving as a close advisor and military commander.
  • Grew Beyond Their Programming: Played With. 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.

Mexico

    Tlalocan 
Ideology: Ruler

  • Balkanize Me: After Tlaloc dies, its domain gets partitioned between its three children (except Santa Anna, who has already seceded by game start).
  • Beef Gate: 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.
  • Sibling Rivalry: 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.

Tlaloc

https://static.tvtropes.org/pmwiki/pub/images/owb_tlaloc.png
Deep 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?
  • All-Loving Hero: 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.
  • Enforced Cold War: 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.
  • Exact Words: 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.
  • Even the Loving Hero Has Hated Ones: He doesn’t have a very high opinion of the Cartels, mostly because of their sheer brutality and pettiness.
  • The Fourth Wall Will Not Protect You: All of Mexico hears distorted screaming following Tlaloc's demise, and the player is no exception.
  • Morality Chain: To Santa Anna. He keeps his eldest son from going full-on psycho, and his death can potentially send him down a very dark path.
  • Grew Beyond Their Programming: 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.
  • Hell Is That Noise: 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.
  • Keeper of Forbidden Knowledge: 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.
  • Kick The Son Of A Bitch: 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.
  • Plot-Triggering Death: Tlaloc's death allows his three "sons" to secede from his domain and start fighting one another. In addition to this, without Tlaloc's watchful eye the other major Mexican factions will inevitably start fighting one another.
  • The Scream: At the end of his life, Tlaloc has no more words for Mexico. Just screaming. Very loud robotic screaming.
  • Your Days Are Numbered: 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.

    Imperio Mexicano 

  • Egopolis: After defeating the Republic of the Rio Grande, Maximilian renames the city of Gloria to Carlota after his inspiration's wife.

Maximilian

https://static.tvtropes.org/pmwiki/pub/images/owb_maximilian.png

  • Awesome Moment of Crowning: Invoked. In an early focus, Maximilian forces his subjects to watch an assaultron place a crown on a securitron representing himself.
  • Benevolent A.I.: 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.

    Excan Tlahtoloyan 

  • Human Sacrifice: 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.
  • Modern Mayincatec Empire: 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.

Moctezuma

https://static.tvtropes.org/pmwiki/pub/images/owb_moctezuma.png

  • Make an Example of Them: After defeating Nueva Aztlán, Moctezuma conducts a mass sacrifice in Xochicalco to demonstrate the Excan Tlahtoloyan as a rising power.

    Ejército Libertador del Sur 

  • Human Resources: In Zapata's domain, it's every citizen's final duty to go into the tanks to be recycled into food.

Zapata

https://static.tvtropes.org/pmwiki/pub/images/owb_zapata.png

  • Artistic License – History: Invoked. 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.
  • Grew Beyond Their Programming: 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.

    Ejército Mexicano 
Ruling Party: The Caudillo
Ideology: Ruler
Ejército 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.
  • Badass Army: 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.
  • Conscription: The Army of Mexico is comprised of unwilling conscripts enslaved by Santa Anna's robotic serfs.
  • The Empire: Santa Anna and his robots have made rebuilding the old Mexican Empire their top priority.
  • Police State: 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.

Santa Anna

https://static.tvtropes.org/pmwiki/pub/images/portrait_arm_santa_anna.png
The 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.
  • Aloof Big Brother: To the rest of his A.I. "brothers".
  • Berserk Button: His namesake was defeated by the Texans long ago, and he still very much hates their guts.
  • Even Evil Has Loved Ones: 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.
  • Face–Heel Turn: Santa Anna at the start of the game is already in Anti-Hero territory, but his father's death can potentially make him more genocidal and oppressive.
  • Good Is Not Nice: 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.
  • Reasonable Authority Figure: 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.

    Republic of the Rio Grande 
Full Name: Republic of the Rio Grande, Los Estados Unidos (Guerra), Estados Unidos Mexicanos (Mora), Rio Technate (Rosado)
Ideology: People
A 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.
  • Arch-Enemy: 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.
  • Back from the Brink: 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.
  • Becoming the Mask: The Republic of the Rio Grande was originally set up by the US prior to the Great War as a 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.
  • Beef Gate: Alongside Tlaloc, the Republic of the Rio Grande stands as a major hurdle to anyone trying to invade Mexico, especially Caesar's Legion.
  • Disaster Democracy: Despite constant threats, old world democracy has managed to endure in the Rio Grande, or at least something close to it.
  • Faction-Specific Endings: Depending on who's elected and which policies are pursued, the Rio Grande can go down different ideological paths.
  • Going Native: 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.
  • The Republic: The Rio Grande is one of the only democratic states in the wasteland, and is the Mexican equivalent to the New California Republic.
  • The Remnant: 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.
  • Screw the Rules, I'm Doing What's Right!: 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.
  • Teeth-Clenched Teamwork: 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.
  • Town with a Dark Secret: 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.

Dante Guerra


  • Arch-Enemy: Guerra has rapidly become a major thorn for the Legion, deterring Caesar's efforts to expand southward.
  • Beneath the Mask: 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.
  • 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.
  • Four-Star Badass: Guerra is also a distinguished commander who's spent years successfully deterring outside threats to the Rio Grande.
  • Long Game: 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.
  • Reasonable Authority Figure: 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.

Leonardo Mora


  • Badass Family: 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.
  • Dramatic Irony: 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.
  • A Father to His Men: He's especially beloved by the Rio Grande's military, owing to his war hero exploits and general care for the troops under him.
  • Just the First Citizen: Whether in Mora’s democratic or dictatorial paths, he consistently sees himself simply as a servant of the people.
  • Reasonable Authority Figure: 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.
  • Well-Intentioned Extremist: 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.

Valentina Rosado


  • Brain Uploading: Rosado's efforts to salvage and reconstitute Tlaloc could potentially lead her to become his replacement, effectively serving as Mexico's "Machine Empress."
  • Conflicting Loyalties: 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.
  • Gadgeteer Genius: Rosado is both a brilliant technocrat and a former member of the Texan Brotherhood.
  • Pay Evil unto Evil: 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.
  • Screw the Rules, I Have Connections!: 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.

    Gente del Sol 
Ideology: Ruler
Based 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.
  • Banana Republic: 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.
  • Bread and Circuses: 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.
  • 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, coups and counter-revolutions that defined Mexican history in the late 19th and early 20th centuries.
  • Playing Both Sides: 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.
  • War for Fun and Profit: 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.

Generalissimo Vialla


  • Beware the Silly Ones: 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.
  • Expy: In addition to being a blend of various Latin American dictators, El Generalissimo looks and acts like someone straight out of Tropico.
  • The Generalissimo: Not only is he a post-apocalyptic version of the stereotypical Latin American tinpot dictator, but he even looks the part as well.
  • Heel Realization: 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 live up to the image he's cultivated as Mexico's savior.
  • It's All About Me: 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.
  • The Quisling: 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.
  • Small Name, Big Ego: 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.
  • What You Are in the Dark: 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.
  • You Have Failed Me: 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.

Gubernia Izquierda


  • Immigrant Patriotism: 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.
  • Meet the New Boss: She can wind up little different from her predecessor, especially should she align with Caesar's Legion.
  • The Starscream: While Izquierda is considered a close comrade to El Generalissimo, this doesn't stop her from potentially poisoning him and seizing power herself.

    Free Fighters 

  • Defeat Equals Friendship: Las Tres Mascaras unify the Shadow Walkers, Medicinas and Two-Faced Warriors tribes under their banner by defeating their champions in single combat.
  • I Can Rule Alone: 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.
  • Masked Luchador: For generations, the Free Fighter tribals have taken up masks to fight their oppressors.

El Santo


  • Hope Bringer: El Santo's name inspires hope and heroism in all who hear and know of it, inspiring them to commit great deeds.
  • Legacy Character: El Santo is named after a pre-war hero who inspired the tribals that would become the Free Fighters Federation.

Mil Mascaras


  • Heroic Sacrifice: 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.

Demonio Azul


  • Combat Pragmatist: 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.

    Petro Chico 
Descended 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.
  • All Hail the Great God Mickey!: 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".
  • How the Mighty Have Fallen: 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.
  • "Shaggy Dog" Story: 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.
  • Wacky Wayside Tribe: 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.

    Nueva Aztlán 
Ideology: Ruler
Originating 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?
  • Culture Chop Suey: Despite embracing old Mesoamerican traditions to a significant degree, Hispanic influence remains through their names, and implicitly their language.
  • Deadly Decadent Court: 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.
  • Former Regime Personnel: 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.
  • Going Native: Compared to their compatriots further north, Nueva Aztlán's people have embraced the indigenous heritage of their distant ancestors.
  • The Magocracy: Played With. 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.
  • Modern Mayincatec Empire: Nueva Aztlán is an empire that observes the practices of the pre-Columbian Triple Alliance.

Yesenia Aztlán


  • Blue Blood: She's directly descended from the founder of Nueva Aztlán, Aztlán the Lifebringer.
  • Freudian Excuse: Yesenia Aztlán's reign is significantly influenced by her desire to avenge her late father, Alejandro the Lost, and thus secure her birthright.
  • God Save Us from the Queen!: 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.
  • Necessarily Evil: 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.
  • Tough Leader Façade: Behind Yesenia Aztlán's increasingly draconian veneer is someone both trying desperately to prevent her Empire's doom and ensure her family's legacy.
  • Well-Intentioned Extremist: 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.

Armando Ocēlōtl


  • Deal with the Devil: 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.
  • Foreign Culture Fetish: 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.
  • Gadgeteer Genius: As a Jaguar Warrior, Ocēlōtl has developed a knack for pre-war technology from his sojourns into the overgrown ruins of old Mexico.
  • Internal Reformist: 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.
  • Odd Friendship: 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.
  • Rags to Riches: Ocēlōtl rose from tribal obscurity to become the Empire's chief Jaguar Warrior, and potentially, its next ruler.

    Chichen Itza 

  • Modern Mayincatec Empire: 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.
  • Secret Police: 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.

Kalomte Sebastián II

https://static.tvtropes.org/pmwiki/pub/images/portrait_itz_sebastian.png

  • Cult of Personality: 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.
  • King on His Deathbed: 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.
  • Military Coup: Sebastián became Kalomte through a bloodless putsch with the support of almost the entire armed forces.

Clara Guzmán


  • Altar Diplomacy: 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.

Halach Uinik Carlos Franco


    Tierra de los Tzotzil 

  • The Remnant: 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.
  • Team Switzerland: 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.

    Costa Cafeinada 
Ideology: Elites
Once 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.
  • The Cartel: 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.
  • Fantastic Drug: 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.
  • 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.
  • One Nation Under Copyright: Costa Cafeinada presents itself as a legitimate enterprise that just happens to own significant territory.
  • Private Military Contractors: 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.
  • Wretched Hive: Similarly to New Reno, Costa is a state dominated by its criminal overlords.

Barón García


  • Enemy Mine: He can align himself with Armando Ocēlōtl in his push for power, though only insofar as it benefits himself.
  • Expy: Barón García's a dead-ringer for both Tony Montana and Tommy Vercetti, with his appearance being based on drug lords from the '70s and '80s.
  • From Nobody to Nightmare: 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.
  • Not Even Bothering with an Excuse: 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.
  • Really 700 Years Old: He's a ghoul old enough to remember the turmoil that wracked Mexico immediately after the Great War.
  • Start of Darkness: 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.
  • The Starscream: 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.

    Guerreros de Honduras 

  • Beef Gate: 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.
  • Chummy Commies: 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.
  • Properly Paranoid: 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.
  • The Remnant: 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.

Comandante Luis


The Twin Cartels

     In General 
During 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.
  • Age-Gap Romance: 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.
  • Beauty Equals Goodness: Much of the original Cartel leadership have been turned into Lean and Mean ghouls, while their main opponents, the Luchadores, are all of Heroic Build.
  • The Cartel: Subverted through Motive Decay, since they don't embody this trope as much as they did before the nuclear war.
  • Les Collaborateurs: 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.
  • Foil: To Costa Cafeinada, and a degree the New Reno families. Despite being a direct continuation of pre-war crime syndicates, the Twin Cartels barely even operate as such anymore, and are no more than glorified raiders.
  • Hated by All: Even Tlaloc and Maximilian hate these guys, and for good reason.
  • I Control My Minions Through...: In true Cartel fashion, Fear. With a little bit of neglect sprinkled in.
  • Motive Decay: BIG TIME. They've basically went from mighty crime syndicates earning money through drugs and protection rackets to Mexico's equivalent of savage raiders.
  • Unholy Matrimony: 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.

    Sinaloa Cartel 
Ruling Party: Maria's Clique
Ideology: Ruler
"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?
  • Karmic Transformation: 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.
  • Undying Loyalty: The Sinaloa Cartel expects one thing and one thing only from its members, and that is loyalty to the cartel no matter what.

Maria Sinaloa


  • Glory Days: 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.
  • The Last DJ: 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.
  • Really 700 Years Old: She is a ghoul old enough to have had a hand in running the original Sinaloa Cartel before the Great War.

    Beltran-Levya 

  • Renegade Splinter Faction: Beltran-Levya had once been the southern remnants of the Sinaloa Cartel, which broke away under the Bloody Bandit's leadership.

El Bandido Sangriento


  • The Dreaded: The Bloody Bandit is a name that strikes terror in the hearts of peasants and freedom fighters across northern Mexico.
  • Mysterious Past: 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.

Midwest

Misc Content

    Zetans 

  • Alien Invasion: If the appropriate game rule is enabled, the Zetan Star Armada will land on Area 51 and launch an invasion of Earth.
  • No Name Given: The Zetans' leader is simply referred to as 'Zetan Commander' instead of by any actual name.

    Far Western Republic of Transamur 
https://static.tvtropes.org/pmwiki/pub/images/transamur_flag.png

  • Time Travel: After a particularly painful headache, Kolchak finds himself and his underlings not in 1936, but the distant future of 2275.

Alexander Kolchak

https://static.tvtropes.org/pmwiki/pub/images/portrait_trm_aleksandr_kolchak.png

  • King of Thieves: 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.

    Undead Legion 

  • Fearless Undead: The Undead Legions do not fear what will happen to them and can be sent forth with no fear of consequences.

Varina


    The Minutemen 

  • Outside-Context Problem: Downplayed. The Minutemen hail directly from the Commonwealth out on the East Coast, but have moved all the way to what had been New Victoria.
  • We Help the Helpless: The Minutemen are a volunteer civilian defense militia, acting as citizen soldiers banding together to protect themselves and their communities.

Preston Garvey


    Free States of Appalachia 

  • The Cameo: A transmission from Appalachia can be received by factions close to the Midwest.

MODUS


  • Deal with the Devil: 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.
  • Dragon-in-Chief: Implied. As it turns out, not only has MODUS survived the events of Fallout 76. MODUS is also hinted at as being in charge of Appalachia in all but name.

    Chicago Enclave 

  • Ascended Extra: 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.
  • Great Offscreen War: 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.
  • Greater-Scope Villain: 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.
  • Shocking Defeat Legacy: 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.
  • Vestigial Empire: The Chicago Enclave can potentially wind up becoming this, especially should President Eden's forces in DC fall to Brotherhood forces.

Secretary of the Interior


  • Dragon-in-Chief: 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.
  • The Dreaded: Even within the Enclave's ranks, there are signs that the Secretary is not to be messed with.
  • Everyone Calls Him "Barkeep": The Secretary is only ever called as such, with the only other clue to his identity is that he's male.
  • You Are in Command Now: If President Eden falls to the Brotherhood in DC, the Secretary assumes de facto command of all Enclave forces east of the Mississippi.

    CSIS 

  • Government Conspiracy: Spoken about in whispers, the CSIS is an enigmatic organization discreetly trying to gain power and influence over the Canadian wasteland through select "partners".
  • The Remnant: 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.
  • The Spook: 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".
  • You Have Outlived Your Usefulness: 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.

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