This is a directory to the various religions in After The End. Heresies are in parenthesis.
Afro-Syncretic[]
Religions that are a mixture of traditional African, native South American, and Christian beliefs:
Rastafarianism: The primary religion of the Caribbean empire, based on the combined teachings of the Christian Bible and Marcus Garvey. The faith is divided into numerous sects, or "mansions", the largest of which are "Bobo Ashanti" - emphasising tradition, ritual, and uniqueness - and "The Twelve Tribes of Israel" - emphasising equality and harmony between Rasta, Christianity, and Judaism.
Voodoo: Vodouists worship a creator god, Bondye, and pray to his servants, the Loa, who act as intermediaries. In-game, their unfortunate position inbetween Catholics, Evangelicals, and Ursulines makes their survival difficult.
Santería: Translates roughly to "devotion of the saints", they worship three aspects of one god, with the saints acting as intermediaries.
Candomblé: Candombléism is a syncretic faith that absorbed features from West Africans, Portuguese Catholics, and indigenous South Americans. It is centred around lively rituals in celebration of Olodumaré and numerous lesser spirits known as Orixás who each serve as the spiritual protector of their personal human.
Espiritista: A faith originating in old Venezuela as a syncretism between Catholicism and various other religions.
Christian[]
Religions that are a continuation of pre-Event Christianity:
Anabaptist: Anabaptism is a branch of Protestant Christianity that follows the Reformed tradition, specifically including the Amish, Hutterites and Mennonites. These groups banded together to survive in the post-Event world, where their pacifistic doctrine was put to the test.
- (Batenburger): Batenburgers are followers of the Reformed tradition within christianity that have utterly abandoned the Anabaptist doctrine of pacifism, instead of merely relaxing it.
Catholic: A Catholic resurgence centered in the American Midwest, with a new Papacy in St. Louis. In-game, they follow vanilla CK2 Catholic mechanics.
- (Neo-Gnostic): A syncretic faith consisting of a mixture of Christian and Cetic teachings. It is considered a Catholic heresy due to its focus on the Christian part of its teachings.
- (Sedevacantist): Catholic heresy that does not recognize the Pope in St.Louis.
- (Nestorian): Nestorians are an ancient branch of Christianity deemed heretical for their belief in the dual nature (human and divine) of Christ. Nestorian offshoots relocated to the United States during the 20th century and fell out of communion with the St. Louis Papacy after the Event, becoming a heresy after the end.
Evangelical: Evangelicals are christians of the Protestant tradition who banded together after the Event to prevent their own collapse. The faith is centered in the east of the contentant, where it is primarily upheld by the Holy Colombian Emperor, who often finds himself in conflict with the Council President who presides over the faith.
- (Antinomian): An evangelical denomination that believes that anyone can reach salvation based on faith alone, and that Mosaic law does not need to be followed to achieve this. Antinomians therefore believe that everyone immediately receives eternal life upon the acceptance of Jesus Christ as their saviour and that personal revelation is as authoritative as Scripture.
- (Charismatic): An evangelical denomination that believes that God and the Holy Spirit speaks through miracles, or "charisma". This includes the ability to speak in tongues, miraculous healing of cripples, gifts of prophecy, and other events considered 'supernatural'.
Anglican: Though initially derived from the Catholic tradition long before the Event, Anglicanism soonafter moved toward a middle-ground between its Catholic origins and contemporary Protesant thought. After the Event, it stands as the largest Protestant region in Canada, largely followed in Ontario and the Maritimes. Having been separated from the Archbishop of Old Canterbury in Britain, they are temporarily headed by the Archbishop of New Canterbury in the Maritimes, and tend to practice their faiths differently. Those who follow the "High Church" promote the Anglo-Catholic tradition, whereas those in the "Low Church" believe in a decentralised church authority - putting less emphasis on ritual worship - whilst followers of the "Broad Church" seek a balance between the two.
- (Nonconformist): Nonconformism, as its name suggests, is a term applied by antedilvuian Anglicans to refer to all non-Ursuline Canadian christians who reject the authority of the Anglican Church. Modern-day nonconformists are known for their acceptance of female clergy and opposition to religious hierarchies in general.
Ursuline: A group consisting of Christians of the Catholic tradition who submit to the Abbess-General in Quebec and a female priesthood. They were Catholics in the distant past but refuse to recognize the Pope in St.Louis.
- (Angeline): Ursuline heresy that believes in clerical cohabitation with the secular world and rejects cloistered monastic life.
Falling Star: A Christian religion derived from the Catholic tradition championed by the Moskito people of Central America in the aftermath of the Event. Followers of the Church of the Falling Star believe that at some point during or after the apocalypse, and angel fell to Earth as a star to save the world from God's wrath. They were expelled from mainstream Catholic teachings due to the general association of Fallen Angels with evil, though Falling Star faithful insist that their angel's compassion instead reawakened God's mercy in a moment of anger. They are lead by the President of the Church of the Falling Star.
- (Moravian): Moravianism is a christian faith derived from the Protestant tradition, notable for their intense dedication to missionary work, that was subsumed by the Church of the Falling Star following the Event. In-game the faith has no special features.
Confederated: A blend of the two Canadian churches, not available at game-start but formable by Anglicans and Ursulines uniting key Canadian cities. In-game, the faith largely adapts Anglican mechanics and progressively Ursuline views on women's role in society. The Confederated Church is lead by the Prime Minister, who serves as an advisor to the Emperor of Canada.
Cult of Saints[]
Religions that revere Christian saints as polytheistic gods:
Gracia Divina: Religion based in Colombia with key elements of Catholicism mixed with a pantheon of quasi-deities from South American folklore.
Sagrado Corazon: Religion in Mexico that is derived from Catholicism mixed with a pantheon of several quasi-deities from ancient Mexican folklore.
Dharmic[]
Hindu: A set of traditions and way of life that derive from the Vedas in ancient pre-Event India. Although Hindus once believed in a caste system, this has not continued in post-Event America, believing all humans to be spiritually equal. They have also started proselytizing to non-Hindus a lot more frequently. It has a fringe following in the Indian-descended populations in the Caribbean islands, but its heartland is in the Kingdom of Guyana.
Jewish[]
Orthodox: Though the minority sect of Judaism before the Event, Orthodox Judaism is the most popular form in the Americas. Small Orthodox communities can be found in Long Island, Jersey, Upstate New York, and Quebec. Orthodox Jews do not have a head, but a powerful Orthodox ruler may create a Kohen Gadol.
- (Reform): The Reform branch of Judaism is mostly confined to Palm Beach, Florida, under the Caribbean Empress. They allow the ordination of women as rabbis, but cannot create the Kohen Gadol.
Latter-Day Saints[]
Religions that are a continuation of the pre-apocalypse Mormon church:
Mormon: Religion founded by Joseph Smith in 1830 in the New England area. Based on Joseph Smith's direct visitation by Heavenly Father and Jesus Christ and the translating of an additional religious text to complement the Bible. Even before the Event, the Mormons were heavily persecuted and developed a self-sustaining culture in Deseret.
- (Bickertonite): Belief in a sacred duty to share salvation, and refusal in the practice of polygamy. Essentially the Latter Day Saints movement prior to 'The Event'.
- (Godbeite): A more mystical form of Mormonism, with belief in religious reform and monogamy.
- (Strangite): Followers of James Strang, believing him to be the successor to Joseph Smith. Practices include the ordination of women into the priesthood and animal sacrifice.
Mesoamerican[]
Religions derived from the traditional beliefs of the people of Central America:
Mictlantec: An Aztec-derived belief system that is the most similar faith to the classical Aztec religion.
Neomaya: A syncretic Mayan religion formed from a mix of Mayan beliefs and an assortment of outside influences.
Sol Invicta: An Aztec-derived belief system that revolves around the worship of a powerful sun goddess.
Uahomche: A Mayan-derived religion that carries on traditional Mayan beliefs with very little outside influences.
Native American[]
Religions derived from the traditional beliefs of the natives of North America:
Nanissáanah: Translating to "Ghost Dance", this is the traditional faith of the Plains Indians of the American Heartland.
Xhúuyee K'iigaang: Translating to "Raven Tales", the traditional faith of the Haida and Natives of the Pacific Northwest.
Old World Cultists[]
Religions that worship particular aspects of the pre-apocalypse United States:
Americanism: This religion believes that a group known as the "founding fathers" were gods.
- (Hamiltonian): Americanist heresy that believes that the founding fathers had implied powers not stated in their holy texts.
- (Jeffersonian): Americanist heresy that believes the common people and soldiers of Old America should be revered in addition to the Founding Fathers.
- (Libertarian): Americanist heresy that believes in superiority of Lady Liberty in the Americanist pantheon.
Atomicism: This religion believes in a godlike power known as "the Atom".
Consumerism: The followers of this religion believe that the "Almighty Dollar" caused The Event because Americans did not conduct the ritual known as the "shopping" enough.
Rust Cultism: A religion centered around the veneration of pre-apocalypse machinery and factories.
- (Chrome Cultism): A Rust Cultist heresy that believes pre-apocalypse machinery was created by men who became gods, and that men now could learn the power to create such machines using logic and reason.
Muslim[]
Traditionalist: Traditionalists are the descendents of pre-Event Shi'a and Sunni muslims, who banded across sectarian divides following the Event to preserve their religion. The last practitioners of traditional Sunni and Shia Islam in the former US are in Dearborn, Michigan. They exist in larger numbers in the Guianas and in Central America, where there are also playable Traditionalist Muslim characters.
- (Revivalist): Whilst much of the Ummah saw the Event as a test by God, the Revivalist sect regarded it as a punishment for the decadent ways of pre-Event society, having strayed from the message of God. Revivalists therefore seek to "revive" society by returning to the very roots of Islam and cleanse heresy from the world, by force if necessary.
Imamite: Refusing to abandon Shia Islam after the Event, the Imamite faithful still practice their old faith, isolating themselves from the Traditionalist community as they centered themselves around Orange County and the Abbas family. They once ruled all of Socal, until they were usurped by the Carmines, and now eagerly await the Twelfth Imam's coming, which will bring deliverance of freedom and justice.
- (Qingzhen): Qinqzhenren (literally 'Pure True People') have existed since pre-Event times. When Zakariyya briefly held San Francisco, some in the city adopted his philosophy. Though historically repressed by the rulers in San Francisco, they found reprival under the Yudkow dynasty, and gradually acrewed non-Islamic teachings, mostly from Confucianism, such as emphasising the respect of Heaven's Mandate, as well as reverence of Saintly figures, which lead to accusations of idolatory - expressly forbidden within Islam. One standout belief is that polgyamy, whilst permitted, is dissuaded. Like mainstream Imamites, they are a cosmopolitan faith.
- (Alawiyya): Rather than adopt the Cosmopolitanism accepted by mainstream Imamites, the 'Alawiyya community adheres to fundamentalist versions of Imamite theology. Like Imamites they hold high respect for post-Event figures such as Zakariyya, but they emphasise his martial exploits rather than his diplomatic ones. The Alawiyya are therefore more warlike than mainstream Imamites and reject cosmopolitanism out of hand.
Orientalist: Once a society of nobles known as the Shriners, centuries of isolation and unislamic influences have set Orientalists appart from other branches of Islam following the Event. Orientalists attempt to incorporate ancient legends of the Old World into their religious practices - namely worshipping such figures as Aladdin and Ali Baba, and decrying The Dark Genie as a servant of Satan. The only Orientalist realm in the world is Agrabah, lead by the Ababwa dynasty, on Tampa Bay.
- (Misrist): Although Misrism descends from the same noble society as Orientalism, Misrists reject the mainstream Orientalist understanding of Islam. Instead, they believe that the 'Great Calamity' fell on the Americas because mankind deviated from the true Islamic message, which 'Amun-Allah' gave to the Earth through a series of African prophets. Misrists believe that rulers can be revered after death, and often take traditional egyptian names.
Pagan[]
Religions that have no centralised authority or official belief system, but can be reformed:
Druidic: A revival of the Celtic ways, it is worshipped in Newfoundland and Labrador by the Newfies and the Native Innu and Mi'kmaq alike.
Norse: A revival of the old norse ways centered around Minnesota and Wisconsin that believes that the Christian god failed Old America, and that their old gods can protect them where the Christian god could not.
Occultism: A system of beliefs based around the writings of pre-apocalypse novelists such as H.P. Lovecraft.
Revelationism: This religion is vaguely Christian, but highly distorted and having extreme emphasis on the miraculous.
Thelema: A religion inspired by the writings of Aleister Crowley and centered around the veneration of the Queen of England.
Pacific[]
Religions based around the West Coast of the former United States:
Ceticism: A faith centered around the reverence of the Emperor of California that is closer to a spiritual lifestyle than a true religion and derives from several different philosophies and historical teachings. It is a cosmopolitan faith that willingly accepts any other faith into its ever-expanding bureaucracy. Cetics may choose to follow a lifestyle, namely the Ways of the Dove, Cowl, Book, Fist, and Branch. Strong Cetic Emperors may be able to bring Gaianism into the Way of the Branch if they control Cascadia.
Gaia: The worship of the spirits of all things in nature with a pervasive belief in female superiority, Gaians worship Gaia - known also as "Earth Mother", "Mother Nature" or simply "The Goddess".
Shinto: The faith of the Japanese colonists is a blend of traditional Japanese and Buddhist religions and Emperor worship.
Nousthreskeia: A faith that emerged in Russia following the Event, brought over to the Americas through colonial invasions. Nousthreskeists believe in an invisible field - the Noosphere - that permeates through all life, and is capable of affecting human consciousness and physical reality itself. The Event was thus a result artificial interference with the Noosphere, knocking humanity back into a primitive state of consciousness. Nousthreskeists believe that, until this damage is undone, humanity is doomed only to fail, and that there exists a "Wish Granter" somewhere in the world that might accomplish this goal instantaneously if used properly.
Nautical[]
Religions based around the Seven Seas:
Brethren: The followers of this religion worship various gods of the sea, believing it to be the source of all things, from sustenance to wealth.
Pelagic: Rather than live through piracy and murder, Pelagicists recognise the whale as the greatest of Sedna - the Sea Goddess' - creations, and seek to appease her in order to receive gifts via her first and greatest child - the whale.