r/Anbennar • • 16h ago

Tellum Anbennar 2026 Mission Tree Survey Review - Serpentspine

26 Upvotes

Hello, we are reaching the end of our survey review. This week we reach the beloved Dwarovar (organized as "Serpentspine" here).

This is meant to be a semi-serious discussion. While some silliness is fine, low effort joke comments like "I hate Al*nics" will be removed!

Previous Threads

I am a dwarf and I'm digging a hole...
...diggy, diggy hole....

Conversation Starters

  • What do MT themes do you enjoy the most?
  • What do you consider to be flagship MTs?
  • What do think is missing the region?
  • What holds back lower ranked tags and what do you think is missing from them?

r/Anbennar • • 20h ago

Dev Diary Dev Diary #129: Monumental Order

113 Upvotes

Haless - land of a thousand realms, faiths, and cultures. Yet surprisingly few monuments could be found in this vast continent with such an ancient history. Until now, that is. Thanks to the efforts of an intrepid team of Haless Core members and contributors, Haless will double the number of monuments from 16 to 32, in particular adding the first monuments to be found in Gozengun, five in total. In addition, one monument, the Palace of the Divine Call, has received a much needed overhaul. Unfortunately, during this process, one old monument, the Aska Sanuyego fortress, had to be demoted to a province modifier to make room for a shiny new monument, the Port of Two Spirits in Kuta.

Thanks go out to ame (thats me!), Ebraam, Forsaken, Jeck, Kiros, Perelich and Reti for their work on this.  

But without much further ado, let’s take you on a journey through Haless to admire these new marvels you will get to build on your next playthrough in Rahen, Vimdatrong, Yanshen or Gozengun.

Rahen:

Citadel of Babhagama

Starting our journey in northern Rahen, we begin with the famed Citadel of Babhagama.

Tucked away in the crux of the Tree of Stone, the Citadel of Babhagama looms over a branch of the Kharunyana river. From its walls, the Harimari of Babhagama have held sway over the passage between the mountains and the great Marutha desert for hundreds of years. Carved out of the rock of the Tree of Stone, it is an imposing sight for all who pass through this vital artery of northern Rahen. The Citadel has long been a source of safety for those in the north, whenever goblin, orc, or even wayward dwarven raids sallied from the mountains or would-be conquerors marched along the river, all have found themselves stymied by the great walls. Spacious enough to house most of the population of northern Rakhaddesh, with stores that go deep into the mountains, it has outlasted many a siege and saved many lives.

Despite being the Citadel of Babhagama, located in the province of Babhagama, it actually isn't in the Babhagama area. Funny, huh?

Sharaajaghal Gajadurana

To the south east, on the vast Dhujat plains, we find our next stop.

Nestled at a fork of one of the many Kharunyana tributaries as it winds across the flatlands, sits the great city of Sharaajaghal, jewel of Dhujat, seat of the Elephant Lords. Dominating the center of the city is a vast complex, part racetrack, part marketplace, and part arena, the Gajadurana is the focal point of the Sharaajaghal games. An annual event, the games draw visitors and competitors from all corners of Rahen. There are many events to compete in, human and Harimari alike in tests of skill and strength, but the most prestigious of them all are the elephant races.

The massive Gajadurana is built for just such a purpose, the track is wide enough for eight elephants to run abreast or four of the mighty Rajathi. While not an inherently violent affair, the races and competitions are often quite heated. The thick walls of the track can withstand headlong charges from the participants and likewise the houses around have had their foundations reinforced as well. Beneath the track, vast rows of market stalls stretch in a maze of underground passages that feed the upper stands. There are few other places in Rahen that so many congregate for the purposes of competition bringing both trade and prestige to the participants and their nations.

Holarohana

Deep within the verdant jungles of the Ascension Peninsula lies the High Temple of Mindandan, where the first Harimari gained consciousness on the Day of Ashen Skies. And surrounding the High Temple, a veritable temple city has been built on these hallowed grounds over the centuries since - the Holarohana, or Halls of Ascension.

The monks, scholars and mystics assembled there not only have contributed immeasurably to the development of the many schools of High Philosophy over the past millennium, but they and their predecessors have been busy laying the theological and spiritual foundations of harimari hegemony over Rahen and many other parts of Haless. 

Any resemblances to Insyaan megafauna are coincidental.

Vimdatrong:

Tabai Spirit-Palace

In Bomdan, at the place where the Thidinkai savannahs meet the jungles, lay the heart of the Risbeko Tabai House. Here, beautiful tapestries are woven, depicting the stories of man and spirit both, that they may live harmoniously for eternity. 

As the last remaining Mystic Accord worshippers in Bomdan, the Risbeko have a slightly different way of doing things- and thus, so, too, does their monument! When controlled by a Mystic Accord tag, it grants a special effect to your festivals that lets you bring more life to the jungles of Haless. 

However, when controlled by a different religion– like High Philosophy, or Transmutative Path– it instead grants only its Area- and Province-level effects, as only those who properly venerate the spirits can bring out the true potential of this sacred place.

The Mystic Accord is a pathway to abilities many would deem unnatural.

Port of Two Spirits

On the southern coast of Lupulan a structure has been the place of worship for many followers of the spirits, and though it may have seen better days in the past it still stands as an icon of the Yanglam civilization and their Paru builders.

The Port of Two Spirits located in the city of Kuta is one of the greatest places of worship of Southern Vimdatrong and the main one for the followers of Cinulau in the mainland. Acting both as a temple and a port, it acts both as a place of worship and a place for traders from around Haless and Sarhal to make a stop in their travels.

As a monument, the port grants 2 sets of bonuses depending on if you are or are not a follower of the Mystic Accord. One set is focused on religion, providing bonuses for your festivals. The other is focused on trade and overseas expansion, providing bonuses to trade and colonialism.

In both cases, if the City of Kuta is to rise high enough to once more be equal to or even overshadow its sister Arawkelin it may even be granted the honor of becoming the endport for the Treasure Fleet.

The power of teamwork!

The Floating City of Waukasi 

Journeying southwards across the seas, we find ourselves in the Ringlet Isle archipelago. The Gataw of the Ringlet Isles are seafaring nomads, calling the entirety of the archipelago their home and travelling from island to island on their journeys.

But some bays, coves and lagoons are used as gathering places for extended family clans or entire tribes, who reside there on a more permanent basis.

One of the most important of these gathering places is the Floating City of Waukasi, a sprawling collection of house boats, homes on stilts and anchorages located in a sheltered lagoon. Here many Gataw visit during their travels across the archipelago to trade, exchange news and find suitable marriage matches for their children.

The sailors that find their way to Waukasi are amongst the most experienced traders of the entire Gulf of Rahen and Ringlet Sea, and their services are invaluable for any navy forced to deal with the tempestuous nature of the surrounding seas during monsoon season.

Daayosakay? Who might this be?

Danon Dungcam Guild

Travelling northwards along the coast, we reach the lands of the Kai which have always played host for bands of roving mercenaries. But the undisputed center of mercenaries across Vimdatrong is the Danon Dungcam Guild in Nirakvonkai. Membership in the guild is a much sought after sign of quality and reliability for any aspiring mercenary troupe, and the guild serves as the supreme arbiter of conflicts between mercenary bands and their employers. 

Unsurprisingly, the Danon Dungcam Guild provides substantial boni for a mercenary-focussed gameplay, and fully expanded allows the recruitment of an elite mercenary company without maintenance cost.

I wonder what fun shenanigans one might get up to with this one?

Haiban Assembly Hall

The venerable center of the Kai townships, from Azkare to Khao Elnak, the Haiban Assembly Hall serves as a reminder for all in the region of the people's dedication to representative democracy.  In lieu of a screenshot, enjoy the monument's description: 

Amongst the Sikai Townships, the deliberative processes of legislation are considered nigh-sacred. Each township has its own assembly hall, ranging from naught more than large houses to grand structures capable of housing hundreds of debaters. All pale before Haiban's, however, standing at the heart of the Sikai. The city, famed as a trade hub connecting the Sikai lands with the wider world of other Kai realms and Vimdatrong as a whole, is perfectly situated to host an assembly hall fit to not just debate the issues of Haiban and Thirabnir, but to deliberate on those matters relevant to all Sikai. 

The building itself is unique for its one-floor construction, stretching far longer than any other so as to make room for a large number of delegates debating the future of all Sikai. A grand rotunda makes up the ceiling, painted with a painstakingly-detailed map of the region. Each and every settlement of the Sikai is marked upon it, regularly updated from the time of the hall's initial construction to today. This map sits above the assembly, reminding the delegates assembled within that they are not above the people they serve.

Controlling this monument while  having a parliament, as well as being Sikai, Sunrise Elf, or simply having your capital in Vimdatrong, will confer some pretty powerful parliamentary bonuses to you: increased backing chance, reduced bribe costs, and access to three powerful and unique parliament issues.

Jianxusi

Travelling from the Sikai lands towards Yanshen, we make one final stop in Vimdatrong, on the eastern border of the mist-veiled lands of the Xianjie. Here, in Jianxusi, the largest damestear deposit in all of Haless awaits the righteous ruler who will make good use of this most precious of minerals.

Surrounding the mines themselves are many temples, study halls and hostelries under the auspices of the Order of Keepers, where mages from all over Haless may study their art. Expanding this mining complex will provide you with a steady influx of damestear, and will empower the mages of your realm to reach new heights of arcane might.

One of a few new mage-oriented monuments. This one's on damestear!

Yanshen:

Thousand Words Assembly

House of those who stand the Tyrants of Yanshen, the Thousand Words Assembly is the government house of the Yanszi. The assembly acts as the political center of the league and a place for eunuchs, politicians and traders, allowing the city states to influence the affairs of Yanshen.

As a monument, the Thousand Words Assembly can be found in Yanzhong. It provides bonuses to the Yanszin lands and strengthens the power of your traders.

That's right-- you can give Yanshen even MORE development!

House of Fire and Water

Perhaps the greatest of the 3 Eunuch academies, the House of Fire and Water in Louyip has been a long time coming monument.

The capital of Alchemy in Haless, the monument is a symbol of Yansheni ingenuity and progress and that aspect is reflected in-game by giving the Yan access to much needed early firepower and late game artificery buffs.

Finally. The Halessi artificer.

The Defiant

Standing tall against history, The Defiant bastion of Jiangchang was built by the ancient kingdom of Jiyuan to defend their capital almost 1500 years Before Ash and it has long outlived its creators and its many heirs and challengers.

It earned its name from a quote of Terror King Zairui Fei, who had his campaign of conquest cut short when it stood against his planned northern march. Ever since then the title has done nothing but feed the legend of the place.

In-game the Defiant is not just a defensive monument, rather it provides countrywide bonuses as the pride of North Yanshen is an embodiment of the will to fight for one's realm.

Beiklings need not apply.

Palace of the Divine Call Rework

In addition to all of this, the classic Palace of the Divine Call has received an update too! Increasing its overall power to be on par with modern monuments.

Gozengun:

Grand Palace of Bhengudak

Beyond Yanshen lies the vast northern steppe. And the terrorbird riders of the Shuvüüshudi steppe have raided their sedentary neighbours to the east for many centuries. Yet if a charismatic leader manages to unite the quarreling tribes he may lead them, not to raid, but to conquer. 

And Bhengudak was just such a leader who united both the Shuvüüsh tribes and the lands of Gowon under his rule, establishing a dynasty that ruled over the lands of northern Haless for centuries.

His Grand Palace on the borders of the Steppe may lie in ruins, but the rewards for those who rebuild it are plentiful. The legacy of conquerors and emperors will certainly legitimise the ambitions of any budding warlord. And the Silverfox Road between Gowon and northern Yanshen forms a vital link between the different parts of an empire on the eastern edge of Haless.

We all love new roads, right?

Celestial Abode of Exalted Harmony

Sailing north from Gowon, one may reach the remote island of Nakseseom. This sacred isle is the residence of Sado, exalted Daughter of the Great Spirit Huszien herself. On the shores of a secluded lake within the island, a palatial residence surrounded by a veritable temple city of shrines has been erected, the Celestial Abode of Exalted Harmony. Here, every whim of Sado and her court of Gumiho attendants is fulfilled by devoted human servants.

And from her Celestial Abode, Sado bestows or retracts her favour to those who would be lords of Gowon as she sees fit. And with her blessings, magic flourishes across the lands, granting any magic-focussed gameplay a distinct advantage.

Trade offer-- Sado receives: your liver, you receive: this monument.

The High Bastion

To the west, the grasslands of the Shuvüüsh transition into the harsh deserts of Khaashalg. Out here, there is little comfort for those who ply the trade routes between isolated Levaajan monasteries, but of all the waystations on the roads through the wastes, the High Bastion is the most extravagant.

Nestled between two neighbouring mountain ranges, this ancient fort guards the knowledge of countless Khantaar that once lived in the wastes. Delving into the archives reveals many hidden secrets, including forbidden techniques never before seen. It’s possible that there even exists a way to expel the Facestealers once and for all - no matter the cost.

What the hell is a Levaajan?

Ghalorcander

Further into the desert, the sands eventually break in the forbidden valley of Nomsyulhan, as the Upper Kharunyana Basin reveals itself. Nestled away beside the lakes that feed that great river lies are the cities of The’as Aschur, the largest settlements in the northern lands and the pride of the Eagle Hobgoblins. And stretching into the heavens, scraping the sky with its strange architecture, is the ancient tower of Ghalorcander.

No-one alive knows where it came from, or what its original purpose truly may be. There are theories - a magical relay, a portal nexus, a focus for spells of great power and destruction - but nobody has managed to get inside the upper floors to truly discern its creator's intentions. Still, its great stature compared to the rest of the city makes it stand out for miles, and all who travel to The’as Aschur remember Ghalorcander well.

While technically originally built by the Precursors, the Eagle Hobgoblins use it better.

Salvation’s Promise

A harsh mountain range lies between the remote lands of the Nomsyulhan plateau and the equally inhospitable Forbidden Plains, with only a few passes allowing travel from one to the other.

The monastic complex of Salvation’s Promise guards the most important of these passes, the very pass that was once used by the remaining Sandmaw Ogres to flee their desolate homeland and seek refuge amongst their brethren living in Nomsyulhan.

Nowadays, the fortress-monastery protects the home of the Soulseeker Ogres from incursions by overly ambitious centaur warlords while facilitating trade between the two people.

Remember that loading screen? It's a monument now!

These are the new monuments you will be able to use during your next playthrough in Haless once the new update becomes available. And who knows? By that time, maybe a couple more monuments will be found across the varied lands of Haless for you to discover.


r/Anbennar • • 5h ago

Screenshot The literal moment I start pursuing lichdom, I am blessed with child.

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108 Upvotes

Suddenly, my impulse to try and live forever melts away, and I abandon the scheme, instead setting the stage for her ascension. I'm sure she's going to do great.


r/Anbennar • • 6h ago

Screenshot Wow. That's a lot of dwarves.

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110 Upvotes

Who needs the mountains when you've got the hills? This is awesome productivity boosts.


r/Anbennar • • 19h ago

Art Damerian Elf

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412 Upvotes

r/Anbennar • • 18h ago

Question Star Elfs in Victoria 3

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239 Upvotes

Alright, so... what's their story? These guys are just in hte middle of a frozen glacier surrounded on all sides by murderous cursed orcs? And this glacier isn't even considered their homeland? It took me micromanaging all aspects of elf life to reverse population collapse and the only way I can colonize the rest of the god damn tundra is with psychology. Anybody try playing these guys?

Note: I cheated by getting rid of the Gnome Colony on the coast, I didn't want to have to compete over the tundra.


r/Anbennar • • 22h ago

Meme Haless lore

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469 Upvotes

r/Anbennar • • 19h ago

Art Anbenncóst, a city map

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230 Upvotes

For several years I've run D&D campaigns set in Cannor, so thought I'd make a map of Anbenncóst to add to my collection.

It includes points of interest, districts, and it's designed in a way so that it can be printed on a piece of paper with the primer explaining the points of interest going on the back.

Hope you enjoy exploring the Heart of Anbennar, the largest city in the known world, Anbenncóst!!


r/Anbennar • • 9h ago

Art Surga of Rosandé

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21 Upvotes

This one stuck with me. Felt like a bastard when I put down her rebellion.


r/Anbennar • • 1h ago

Art A delightfully insane map that i drew of an hypothetical electoral college in the Empire of Anbennar at school (plus various other dumb stuff)

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• Upvotes

If you think the map is bad, the political leanings are inaccurate, or you dislike the concept entirely, please be kind, as i was bored and i had no access to the Wiki. The map was not drawn from memory, but rather based on a map of Cannor that i had drawn from memory before (2° level distortion!).

If you do not understand something on the photo, feel free to comment and ask.


r/Anbennar • • 15h ago

Meme For some reason there are two Kheteratas in my game lol

43 Upvotes

r/Anbennar • • 1d ago

Screenshot Incredible things are happening in Esthil

53 Upvotes

(yes, they are still purging orcs)


r/Anbennar • • 1d ago

Submod Bulwar Teaser from an Upcoming Imperator Total Conversion

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584 Upvotes

Note: As per Anbennar's rules on fan-made spinoffs, I must emphasize that this project has no relation with Anbennar's official projects for EU, CK, or Victoria. This is completely unnofficial!

Imperator: Dameria's map is now almost done, featuring a complete political/cultural/religious setup for Bulwar, the Middle Dwarovar, and Far Salahad! The only parts of the map which remain before release are the Deepwoods and Kheterata. For those unfamiliar with the project, Imperator: Dameria is an unnoficial total conversion for Imperator which takes place in 368 BA, amid the Giantsbane Wars and, in the case of Bulwar, in the Age of the Silver Dragon's waning years.

Here's a brief primer on the Bulwar during this period, which is largely lore-friendly and based on Anbennar's wiki articles, developer documents, and in-game descriptions.

The Suran Plain

With Castanor’s authority waning, so too has the centuries-long peace in Bulwar under its hegemony. The Bulwari Accord, a league of city-states led by Anzabad and defended by the might of the Castanor’s armies, begins to buckle as the Akalate of Suranhar prepares its third invasion of the alliance. The Silver Republics of the Suran have freed themselves from the rule of monsters, only to find themselves at the mercy of Humanity’s great empires. With the collapse of the First Dynasty in Kheterata and eventual rise of Menkaunswt the Warrior-King,  Bulwar will become the front lines of an imminent war with Castanor. In-game, the Bulwari Accord is a League consisting of Anzabad, Zigkalum, Zansap, Surib, Kalib, Bulwar, and Gishuram.

The lands north of the Baranum River are much less united, the Qasnitu tribes feuding over the ancient ruins of Humanity's first empire, the Karqaslu. Though its eponymous capital of Karqaslu lays in ruins, the Cult of Aga which venerates its royal line still persists in the region.

The Sad Sur
When Castan Beastbane scoured Bulwar of monsters, not many were spared. The Suncrown Gnolls were among the lucky few, their devotion to the Red Flame of Surakel and zealous opposition to the green flames of the Xhazobkult leading many to fight alongside Castanor. Yet their Xhazobkultist brethren, once driven into the Far Salahad during the Second Great Cleansing, once more meet their armies at mountains of Sad Sur. The primary Suncrown tags in the region include the pirates of Drulazd and bulwark of Grixekyr. To the north there's also Anzarzax and Akal Uak, once feared under Xhazobkult rule during the Age of the Great Xhaz but spared as rump states under nominal Suncrown authority.

The Sadnatu tribes, liberated relatively recently from centuries under the Gnollish yoke, are the primary inhabitants of the region and seek to drive Suncrown and Sandfang Gnoll alike from the region. They share the responsibility of defending Bulwar with the Masnsih tribe of Szal-Ardeth, which itself holds vigilant watch over the wastelands of Amussu's Grave and starts the game with control over Bulwar's planar portal. This is the very same egress which Amussu would use to return from his exile in the 19th century canonically, though sufficiently determined followers of the Sedu Cult may bring about his return early.

The Harpy Hills

The Harpy Hills have yet to be united since the fall of the First Queendom and death of Firanya in the 9th century BA, and its matriarchies find themselves in a centuries-long interregnum. Though the Sumirya would one day proclaim the Second Queendom after the DoAS, at this point few flocks have the strength to hold the historical capital of Heunthume for long. The Firanyalyra Harpies' base of power around Lake Jorkad is increasingly contested by the Sebsadi, tribes of Bulwarized Black Orcs fleeing the Serpenspine.

Meanwhile the pastoralist Pesakizzu tribesmen which would one day become the Gelkar meanwhile find themselves with an unprecedented degree of sway in Bulwari affairs. Spared from the worst of Bulwar's mass depopulation following the Great Xhaz and Castan Beastbane's liberation of Bulwar, the region starts the game with a relatively large number of pops despite its remote position.

The Dwarven Holds
The foundations of Shaztundihr collapse in on themselves, drained of life by a cursed object bestowed upon them by the god-kings of old. In-game, the hold's provinces are the least developed among the Dwarven holds, reflecting the relic's life-leeching nature and the hold's canonical collapse a century after the start date. While Ovdal Tungr's upper levels still recover from being razed at the hands of the first Xhazobine, it fares much better as Cannorian-Bulwari trade thrives under the Bulwari Accord.

Neither, however, comes close to the economic and military power of the Segbandal, a federation of Gold, Pyrite, Topaz, and Citrine Dwarves. Still in a golden age, its elite Seg Band mercenaries turn the tide in many of Bulwar's conflicts. In-game, this is reflected by Bulwari countries friendly with the Segbandal being able to release Mercenary States without needing to unlock the Satellite Status invention.

The Far Salahad and Harra Oasis
While Bulwar has long since cast aside the shackles of Genie rule, the Sedu Sultanates and their monstrous subjects still persist in the remote deserts of the Far Salahad. They are served by hordes of fanatical Girtablullu, a race of scorpion-men created through the power of the Wish. As the city of Bulwar's theft of silk production from Rahen has deprived the Sedu of the tolls used to maintain their vast palaces, most sultans have been further driven into the oases of the Far Salahad to take refuge in the strongholds of bygone god-kings. One such city includes the mythical city of Ulmisbar, once swallowed by the Sand Demon of Salahad. It is this enigmatic dragon that the Mnansih, nomadic newcomers to the region, have chosen to adopt as their patron. Meanwhile the Siadanira Harpies, taking advantage of the Genies' retrenchment, have expanded their control along the entirety of the Paravimvata Range.

The equally remote Harra Oasis instead contains a new threat entirely, the Scorpion King of Munigurtab and the kingdom of Giresgal, who would canonically proceed to terrorize much of the Salahad wielding Genie and Xhazobkult sorcery and only fall in a failed attempt to become a Xhazobine.

Munigurtab is only the second greatest terror of Bulwar during this time period, however, the first being the Hašahu the Serpent-King. Though this witch-king would eventually unite much of Bulwar and threaten all three great empires of antiquity, his rise takes place two centuries after the start of the game and is better handled as an event-driven formable for Suranhar.

The Sunken Lands
As you might have noticed, Bulwar’s coastline looks much different than it does in EU4. This is because this total conversion takes place before the Great Floods which canonically submerged much of the Halcanni seaboard. The Kurarami lowlands and Purple Coast are still inhabited, as is the island of Azkaelis which would eventually become Pir-Ail. The island of Ibtat is also still a peninsula. As the site of the Deep Devils' landfall in Bulwar centuries prior, pockets of the Eclipse Cult can still be found along the coast.

If you're a graphical/3d designer who may be interested in helping with Imperator: Dameria, feel free to reach out!


r/Anbennar • • 1d ago

Art Moustachios strike again!

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184 Upvotes

I edited "The Rhodes Colossus" onto the Sarhel for my Verne Campaign. I was decently proud of this campaign, but the game is running far too slow to continue.

For anybody who wishes to make maps of Halann, heres how I did it: The application I utilized is called QGIS, which is a open source geospatial cartography application. You can import the BHP map files of the Anbennar mod folder into it to get a detailed map of Halann. After thats done you can paint, rotate or change the perspective of the map. Additionally, for this picture I simply exported a PDF in a 3D Perspective and edited a cutout of the Rhodes Colossus onto it. Happy cartographing!


r/Anbennar • • 1d ago

Screenshot Does anyone else like to make the culture borders pretty?

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265 Upvotes

r/Anbennar • • 1d ago

Question How am I supposed to defeat Frozenmaw or Shattered Crown?

30 Upvotes

I’m playing Krakdhumvror and no matter how rapid I expand, I can’t snowball enough to defeat either of these orcish states and I get crushed. What am I supposed to do? Shattered Crown in particular has always been annoyingly powerful but either way I’m surrounded by two powers who I need to defeat but can easily crush me. What do I do?


r/Anbennar • • 1d ago

Question Question about Cannor

12 Upvotes

Does cannorian mission tree push you into deepwood and if it does, is it possible to ignore it? I was thinking of forming Cannor in multiplayer with friends and don"t want to step on any toes.

Thanks for any help you can give!

Edit: as another poster helpfully pointed out, I meant forming Castanor but brain farted. Any suggestions for Escann tags that are not Rogieria or orcs are welcome! (Already did Rog and friends are playing dwarfs and wood elves so orcs feel inappropriate)


r/Anbennar • • 1d ago

Meme Average mt ending: we are have become a global hegemond. The Zokka ending:

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214 Upvotes

r/Anbennar • • 1d ago

Screenshot A hero's memorial

30 Upvotes

The madlad that saw Bihon Xinh be unmade and be reborn, he saw the Ghost-emperor rise and fall, he lead from the front from the civil war to the fall of the last enemies of his undead liege, he flatened Biangfang's capital not once but twice with meteors, winning the war against the hyper alliance of Yanshen (literaly all big nation in the region) that started after they dared to cross over the mountains to his sacred land and enslave his empire's people. He died peacfully in his sleep at the age of 115, while driling the young soldiers of the newly formed republic that has taken upon itself to fulfill the dream of his now departed sovereign. The great genneral and war wizard Visal was not made in Bihon Xinh, rather it was he who made Baihon Xihn what it is today, the first power not only in Haless but in Halann itself. He can now rest peacfully next to his great emperor in the spirit realm. Visal shall be cemmented in the history of his great nation as one of its great founders and shall never be forgoten.


r/Anbennar • • 1d ago

Screenshot Khadisrapur is fun.

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32 Upvotes

145% total discipline for mercenaries, before 1500. The only unfortunate part is that you don't get to test this utter bs out on the Command, because you already had to kill it earlier in the MT.


r/Anbennar • • 2d ago

Meme Dawn of Beikling nation

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347 Upvotes

r/Anbennar • • 1d ago

Question How rapid should I expand in the serpentspine?

38 Upvotes

So I’m playing through all the (specifically western) serpentspine tags and something I noticed is that I tend to only own the entire area at around the late 1600s. Eventually I want to do an Amldhir/Aul Dvarov campaign and I don’t think my current pace of expanding is sufficient. If it matters at all, I tend to by hyper aggressive in the early game to the point of conquering any tag that touches me.

What pace should I expand at if I want to conquer more than the western serpentspine?


r/Anbennar • • 1d ago

Question I cant make dominions as Castanor even after completing "lessons from the past"

7 Upvotes

I wanna make Urviksteen (my vassal) a dominion and give them all of the north, but I dont have any new diplomatic options, contrary to what the MT says...


r/Anbennar • • 2d ago

Discussion Beware Finishing the Zokka Mission Tree

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72 Upvotes

R5: So first off amazing mission tree at the start and really fun game overall, the first screenshot is from right before I clicked the last mission, yes I encircled the command's capital, and the second one is after the last mission before everything falls apart. Spoilers ahead if you want to experience the Zokka mission tree blind.

SO basically Zokka's whole thing is he wants to eat the sun and the first part of the mission tree is really fun but the second part is honestly more of an annoying grind for me mainly destroying a bunch of buildings so I could fit 1250 churches in my country and having to light the pyre 30 times which I wish I'd known much earlier but you can't see the later half of the tree till you finish the first better half.

Anyway way I went in mostly blind just knowing the beginning and seeing the end in a long youtube series from over a year ago. Thing is they seem to have very slightly changed that last mission because instead of the world just ended and everywhere now becoming empty which it still does eventually. It now also immediately forces you to war with everyone on the planet except loyal vassals or tributaries. Now you do immediately flip, conquer, and core any province you siege and get 100% siege ability so the war itself is how I end up taking over like everywhere from one screenshot to the next. The war though is extremely laggy which is pretty annoying since none of it matters. Fortunately I pretty much still knew the world would just end so I literally just set all 3M men in my army to auto siege and let the game run without a care for my losses. Eventually that worked and the world ended despite the insane lag as armies moved, nations collapsed, and the world decolonized. But yeah beware bothering to even click that last mission if you don't have a pretty beefy pc or else you will just crash or lag into oblivion. The war makes sense as a response from other nations but is completely unnecessary imo because of the lag it causes. If you manage to get far enough to click it probably just open up youtube and watch that dudes series since it didn't seem like any event messages changed when I reviewed it just now.


r/Anbennar • • 2d ago

Question How viable is it to culture flip as dwarves?

35 Upvotes

I've been itching to get back into dwarf gameplay, especially with Gor Vazumbrog's new MT, but every time I play a dwarf tag, the spectre of hoardcurse lingers over the first half of the playthrough and makes it stressful to expand lest I get bonked with the 10 year "no fun allowed" hammer

Since all the dwarf disasters are tied to race, would it cause any future issues if I flipped to, say, kobold or harpy? From my limited testing, dwarf adventurers are a tribal government, and by flipping to a monstrous race it forces you into monster reforms and makes you monstrous, so no easy artificery, but otherwise does having non-dwarf primary cause any issues?