The Land of Haless
Welcome to Haless, a continent of spirits, tiger-men, martial artists, and the ruins of empires from recent memory all the way back to the Precursors. The High Temples hold ancient secrets, but what are the consequences for those who seek to crack them open? A vast army of Hobgoblins descends from the mountains, threatening to overrun all who oppose them. The spirits are restless, and the restraints that have kept them captive for so long are on the verge of breaking. Can one of the many eager nations of the region rise up to face these challenges, and forge an empire capable of surviving a Rending of Realms?
What is Anbennar?
Anbennar is a fantasy mod for paradox map game Europa Universalis 4. To quote its steam page:
"Anbennar is set in a fantasy world evoking themes from D&D, but through lens and time period of a strategy game like EU4. See how a fantasy world changes from an age of adventurers and good vs. evil to an age of gunpowder, colonialism and magical decadence"
Originally started by one man (JayBean) as a passion project, it now has a fairly big community and a bunch of devs working on it. Its updates are frankly huge and, in many ways, it has more content than base EU4. It has a patreon and even a merch store!
There's a lot of stuff in this mod: huge Mission trees, new Religions, new Mechanics, etc.
New Mechanics?
Oh yes. There's a lot of new mechanics for this mod. We'll get more details as we encounter them during the game, but here's a quick overview (credit to MonsieurChoc for originally writing these out!):
- Fantasy Races! Every country gets a modifier for who's in charge of the administration and who makes up the bulk of the armies (they can be two different races!), and every province has one or more modifiers representing the majority and minority(ies) present in the province that have positives and negatives depending on how much you accept each race.
- Magic! The Mage estate is available to all countries with mages and can be used to cast spells for various effects. Also, if your ruler is a Mage you get the Ruler Magic menu from which you get access to all kinds of unique spells depending on which of the 8 schools of magic they know.
- Artificers! Usually shows up in the late game but some countries and/or races get access early. You can research inventions that buff your nation or special artificer infantry.
- New Government Reforms! There's a lot, some of which are unique to certain Mission Trees.
- Dwarven Holds! Deep in the Mountains are these huge dwarven cities built over centuries. They can be expanded by DIGGING DEEPER.
- Expeditions! In the mountains you can also send troops to look for treasure. Hope you gave them enough supplies, or maybe they'll never return. Maybe you'll even find a Dungeon?
- Disasters! So many new disasters. Many are unique to certain regions, races or even specific nation Mission trees.
- There's also special mechanics available only to specific regions or nations, like the Raj or the Sunrise Convocation. Those we'll see if they come up.
- Monstrous nations! Monstrous is more of a social and political distinction than anything else. Some nations are considered monstrous, with unique CBs both for and against them, and can de-monsterize eventually to be seen the same as any other non-monstrous nation.
- Lots of Lore! If you're into that, there is a rich history to explore through the ideas and events of the nations of the mod.
How this AAR will work
This will be a screenshot AAR with a casual narrative focus. I'll writing my gameplay decisions in-character, but dipping out character voice as needed to explain game mechanics. While I will try to stick to the narrative disposition of the mission tree and the thread votes, I can't guarantee I won't occasionally make the gamey choice.
And on that note, there will be audience participation! Votes will be held throughout the AAR, including for our starting nation, our idea groups, and occasionally some event decisions.
Permission for a mildly interactive AAR has been granted by @Qorten. Thank you!
My previous AAR can be found here: Blood, Gold and Hellfire: An EU4 Anbennar, Mykx AAR
(Note that the current title is temporary until the final nation is selected)
Chapter Zero: Dragons and Demons, Flight and Fight, Dawn Approaches
Sage Council of Balrijin – Legacy of the Golden Dragon
Gold Kobold Homeland
The origin of the squat and scaly Kobold race is long shrouded in mystery. Most Cannorian historians place their emergence to the surface as a result of the Dragonwake, in the 6th Century After Ash. However, this claim is disputed by Yansheni scholars, who point to evidence of Kobolds existing on the surface since the Day of Ashen Skies, and possibly earlier. Equally mysterious is how there came to be three distinct populations, spread over thousands of miles with no direct connection and yet compatible physiology: the Red, Green, and Bluescales of the Dragon Coast, the Darkscales of the Serpentspine, and the Goldscales of Yanshen. Study continues into their origin and connection to their draconic patrons.
During the Dragonwake, Balris the Gold did not rampage and conquer as his draconic brethren did. Instead, he made contact with the Goldscale Kobolds and uplifted them. Teaching them science, art and philosophy, he transformed them from a collection of tribes living underground in the Yansheni Hills to a burgeoning nation. Then, after just a few decades among them, he left. Though he promised to return, he never did, leaving the Goldscale Kobolds alone once more.
In his absence, the Kobolds began to worship him as a god, and prophesised that his return would lead to a new golden age. In their fervour, a council of sages came to form a theocratic federation called Balrijin, which would be ruled by the principles laid down by Balris. Kobolds entered wider Yansheni society as equal members, in contrast to their Cannorian cousins still treated as monsters. They are considered a symbol of good fortune across Haless, and can be found in most cities. A breakaway group has even founded a martial arts school and joined the Xiaken masters.
As empires rose and declined across the continent, Balrijin maintained some degree of autonomy. However, events have begun to catch up to them. The stratocratic Republic of Jiangdu attempted to conquer them, but was foiled by the Blue Scarf Rebellion, a peasant uprising that sided with the Kobolds and forced the army of Jiangdu behind the walls of their city. The Command and Oni loom large in the west, while the terrorbird hordes of the northern steppe are unifying. With their new Human allies on the rise, perhaps the time has come to stop waiting 78for Balris, and instead to seek him out.
The Goldscales hold in their claws the legacy of one of the world's greatest beings, and whether their search is successful or not, they will make him proud.
Can Balris be found?
Gameplay Summary:
Cooperate with Human allies, conquer territory to search for Balris, manage six clans with their own interpretations of Balris' teachings. Moderately tall, defensive gameplay.
League of Feiten – Ride the Wind, Rule the Skies
The League of Feiten
The lands of Yanshen have long suffered under foreign invasion as empires rise and fall. The most recent of these, the Phoenix Empire under the mighty Elven conqueror Jaher, advanced to the great city of Tianlou, bringing devastation with it. Countless refugees fled south from the northern Yansheni cities to the quieter hills of the Jellyfish Coast. Building new homes among the fishing villages, they formed a League of mutual self-defence and trade, centred on the newly blossoming city of Feiten.
As the Phoenix Empire collapsed, Feiten and its League members found themselves on the rise, forming a powerful trade network that brought wealth and power. Fisherman began venturing further out in the ocean, skirting the hostile storm-bound coast of Insyaa, and harvesting the bounty of the whales that dwelt in the deeps.
Though the League has been steadily growing in power, it remains thoroughly eclipsed by its northern neighbour, the ancient and powerful city of Tianlou. Control of the mouth of the Yan River and trade links going back millennia gives their rivals a significant advantage in the struggle for dominance over the Yanshen Coast. States have been splintered and significant blood and gold has been spent on gaining even the slightest positional advantage.
Recently, the League has come into possession of the city of Cuihiok, granting dominance of the tea trade in the south, but came at the cost of most Feiten's navy. If the League is to ever secure its borders, its waters, and its finance, it needs to find an edge over its rivals.
Perhaps the secret lies in the whale oil that the whalers bring back in abundance. It burns cleanly and intensely, fuelling the annual Jellyfish Festival in which thousands of small balloons and floating lanterns fill the air around Feiten. As people look to the sky and see it filled with light, they begin to wonder. What would it be like to float among them? If one could sit above everything else, could they rule the land and sea from the sky?
Perhaps, the beginning of something…
Gameplay summary:
Very tall, with limited conquests. Customize airships with unique artificer inventions, utilize military airships for a different way of warfare, build skyports around the world.
Azjakuma – To Scour the Spirit
The Demon Hills
High in the Demon Hills, nestled against the far eastern end of the Serpentspine Mountains, four ogre clans dwell. Separated by thousands of miles from their brethren and forced to rely on increasingly desperate and dangerous dark rituals as they are hunted by the inhabitants of the lowlands, their forms have become increasingly twisted compared to the ordinary ogre, creating a new subrace, the Oni.
Though considered monsters by the inhabitants of Haless, the Oni are keenly intelligent and studious, having preserved reams of ancient knowledge and devised new forms of magic over the millennia. Each clan wields its own unique powers in the service of personal strength, for that is the way of the Lefthand Path. While the Righteous Path practiced by the lowlanders encourages the personal cultivation of one's lifeforce, or chi, the Lefthand Path instead encourages it to be taken from others. Though the Oni to practice cultivation themselves, they just as eagerly seek ways to grow their chi, such as stealing it from the spirits of mighty temple complexes dotting the continent, or the ritual consumption of lesser practitioners.
Times are rapidly changing. To the west, the Hobgoblin Command has seized control of northern Rahen and threatens to sweep across the continent. To the south, the Xiaken cultivate their power and are on the verge of uniting, while to the east a multitude of nations vie for control of Yanshen and an army of bird-riders prepares to ride south. If the Oni are to survive, they must adapt, grow in strength, and do whatever it takes to drive the peoples of Haless down the Lefthand Path and right into their waiting arms.
The future is one of power. No matter the cost, no matter how evil the course, no matter if the Great Spirits rise up against them, all Haless will know the power of the Oni.
Power Overwhelming
Gameplay Summary:
Wield unique Oni magic to devour the strength of the land for your benefit. Corrupt the High Temples and drain the Great Spirits of their power to rise to even greater heights of magical prowess.
The Command – The Marching of Boots
The Great Command
As the Aul-Dwarov, the great Dwarven empire spanning the length of the Serpentspine Mountains, collapsed, the easternmost reaches fell to an alliance of Goblins and Hobgoblins. For thousands of years hence, various Goblin and Hobgoblin tribes fought in the ruins of the Dwarven holds until the Hobgoblins were able to play off the Goblin tribes against one another and secure their dominance of the underground.
Their rule did not go smoothly, with the Day of Ashen Skies, called the Godloss by the Hobgoblins, Orcish invasions, a civil war against mages, and battles with the Phoenix Empire all threatening them. However, each crisis only strengthened and hardened the Hobgoblins to the point that their entire society restructured itself around military discipline.
The old tribes became military Commands, where strategic acumen and tactical cunning determined one's political station. These Commands steadily merged, until only three remained. The Lion, Wolf and Boar, all answering to a Grand Marshal leading the Great Command.
Under the Grand Marshal Moguwon Wolfborn the Hobgoblins descended from the mountains with an army of enslaved Goblins and Orcs at their side. The nations of the Shamakhad plains in northern Rahen stood no chance, for this was no tide of rampaging monsters but a carefully oiled military machine greater than any other single force in a divided Haless.
The Grand Marshal now looks out over his conquests, and imagines all the peoples of Haless, and perhaps beyond, kneeling at his feet. However, the lesser Commands still jockey for power and the neighbouring nations of Haless are rallying against his shocking success. Balancing both internal and external politics will be necessary if the Great Command is to bring unity to the world.
Faith is not necessary. The Gods are dead. Magic is not necessary. It will be snuffed out. Only unity is necessary to survive and conquer. Unity by family, strength, discipline, and order.
The Many Commands
Gameplay Summary:
Build an unyielding military machine that must keep moving lest it turn against itself. Manage three, later even more, commands who must be kept appeased if the machine is to be kept moving. Very wide gameplay.
Azkare Township – The Sun Rises
Remnant Townships
The Phoenix Empire was a dream. In a world reeling from attacks by barbarian monsters and insane sorcerers, lacking the leadership the Precursors had once ruled with, the Empire offered stability and safety to all the civilized peoples of the world, under the benevolent rule of Jaher, an Elf proclaimed to be the Sun-God reborn. As it stretched from Cannor to Haless, Elven legions drove the monsters into the deserts and mountains, and a great Golden Highway carried goods further than had ever been seen in history.
And then Jaher died, his conquest incomplete. His son, Jaerel, fought for a decade to keep the Empire in Haless from splintering, only to perish himself. With his death, any hope of the Phoenix Empire maintaining its grip on the world slipped away. Haless was abandoned, and while the Empire lingered a bit longer in Bulwar and Cannor the dream of Elven-led unity ended.
Haless returned to a fractured state, with polities squabbling for the scraps that the Empire had left behind. Among these, in the borderlands of what had once been territory of the Phoenix Empire, the Kai Townships held out, keeping firm to their independence and their newly-found democratic tradition.
Within the territory of one of these, the township of Azkare, lies the Citadel of the Dawn, a fortress laid down in the days of the Empire and still hosting a significant number of Elves who had remained when the Empire crumbled. From this population emerged Hiderion, an Elven warrior who faithfully protected Azkare for decades. So beloved he became, that the Human majority of Azkare elected him their Lord in 1438.
His reforms began immediately. Lessons had to be learned from the failures of the Empire's past. With only a tiny population of Elves remaining in the east, they could not rely on the overwhelming power that Jaher and Jaerel could wield. The peoples needed their place within the ruling structure of the nation, or else it would inevitably fall to infighting once more. Under the guidance of the Elves, a new, better, society could be formed.
Threats abound, both near and far, and building a political system that takes all its citizen's wants into account and allows their cultures to flourish will be a great challenge, but Hiderion believes that he can do. He must, for that is the only way that the dream of a peaceful, unified, and prosperous Haless can come to fruition. The sun will rise again.
The Sunrise Convocation
Gameplay Summary:
Very wide gameplay, but with a focus on politics and diplomacy. Gain unique buffs depending on how well represented different cultures are within the Sunrise Convocation and the military.
Vote
The time has come to pick which of these factions we will be playing. You may only vote for a single choice.
Cast your vote by clicking on the image below.
Voting will last 72 hours
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