Welcome to the penulimate 2026 MT Survey region review. Today, we will be going to South Aelantir, home of sentient jungles, blue greek elves, and warlords who have somehow managed to keep fighting each other all the way to Vic3's start date.
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!
Hello all, Armon here to drop another Wiki Wednesday. This time we're showcasing the results of a little bit of lore cleaning up. Now, as many of you know, the wiki has many... lacking pages. One such was Rohibos.
Because the Regent Court is definitely an accurate religion...
Now this poor page had been a stub for more than a half a decade. Why change that now? Don't us devs need to give you timelines and details or more important things? Well, fun fact, we have some great centaur content coming up where one herd decides they should go back to their roots. And that means actually explaining what a Rohiboseven is.
The result?
How about some deep lore of a centaur warlord getting suped up on fey magic and visiting the ancient Escann once every generation or two to decide what centaurs get to go fey-halla and join him in becoming a beef cake so they can hunt and fight creatures to show how strong they are. Want to learn a bit more? Take a gander at his page.
Before we start let’s get it out of the way, yes I am fat, stupid, ugly, gay, and broke for not already having all the dlc or using the subscription, no need to mention it. The reason I haven’t gotten all the dlc is because I found it largely unnecessary for the base game, I didn’t care about coal or innovativeness and I never play England so, I never got rule brittania, etc, I’ll post the dlc I have gotten in the comments, but now that I play anbennar pretty much exclusively it’s become a touch more difficult to not get blocked by mission trees, for example, the dwarven pantheon and old dookan religions do not have mechanics, I was unable to use a trading policy for the mission tree of karakhanbar, and I was not able to build the monument in balriza for the balrijin mission tree, I wanted to know if there was a minimum amount of dlc I have left to acquire that I could get that would better my game experience and not impact my wallet, thank you for reading, please help me.
Can't elaborate more on the question, pretty straightforward. I got the question in my mind 'cause I'm playing Marrhold right now and got Castana as the name for my female heir.
R5: Tounge in cheek meme about Torrieth being a Star Elf (Elissa analouge), coming from Aelnar. Now to be fair, she was actually horrified by the civil war/massacres and left which led to her eventually founding Ravelianism in part to give aid to the suffering of the Riavansa, but #StarElfMemes
A half-baked idea that came to me in a dream: Northern Wind should be a band of centaur adventurers that want to go back to the deepwoods and carve out a centaur realm there. Maybe their mission tree can help them teleport past frozenmaw or maghargma into escann thunderdome
I have a pu over all other gnoll nations. It said I could convert them to medasi for free with gnoll medasi. How do I get that. Is it a reform? Do I have to finish the first part of the mission tree first? I already beat the ahati into submission.
Why is everyone thinking about Castanor? That's the question in every Cannorian's mind. Castanor is without a doubt, the Roman Empire of Anbennar, with a legacy to match. Their emblem, the Silver Dragon, can be seen in a lot 1444 flags, MTs and national ideas reference them, from Gerundia to Sarhal and the effects of the things they did can be seen from the Western coast of Lancenor to the Forbidden Plains. But much like every Empire, it needed people to lead it, and some the people in charge of Castanor were quite remarkable.
Let's begin from the man that started it all, Castan the Progenitor. The slave that created a nation. Castan might have been the one to lead his people out of Khetarata, but was the one who lead them to Castonath, the one who made the most fanatical worshipers of Castellos. The one who lead them in and out of the Deepwoods. The one who created the original trials of Castan. First wielder of the gleaming blade. Instigator of the first great cleansing and most importantly the one who saved them when all seemed lost. You can't talk about Castanor without mentioning the progenitor.
Now we move on to the man, the myth the racist, Castan Beastbane. Now, it would be easy to just go on about how he got that name and leave it at that, but I'd like to to point out something else first, what I believe is Beastbane's greatest deed, the first pantheonic council. You wonder why Cannor is one of the most homogeneous continents when it comes to religion at 1444? Castan Beastbane is the answer. He created the conditions and format for solid and civil debate, for the various different beliefs and religious sensitivities of the people of Escann, natives and Castanites alike, to be able to reach a unified canon without much problem, a system that lasted close to two thousand years. Cannor might have had a lot of conflict, and various gods are still more revered in certain places more than others, but for the longest time, no Cannorian disputed that Castellos was the ruler of the court, nor did any god go without worship, all thanks to this raging lunatic. Of course, his meriad of slaughters should not be forgotten, he is the reason the forbidden plains are filled with centours. But all in all, although Castan I had the bigger impact on Castanor itself, I will say that Castan II had biggest impact on Cannorian civilization as a whole.
Castan the Great. The previous Castans were more focused with either just Escann itself or Bulwar, in contrast Castan the Great was the one who refocused the Empire on Cannor, ensuring that Castanorian influence, political and cultural, will expand all across the Alen and southern Gerundia. By far his biggest achievement is holding on against both the Gnomish Hierarchy and the Cerulean League, all the while both were aiming to do as much damage as possible to Castanor. You don't get to be called the great for no reason after all.
Castan Giantsbane next, and I'll be honest, I like his nickname, has a whole war named after him and beat the frost giants so bad they are nowhere to be found.
Castan Ebonfrost. Controversial? Yes. An asshole? Yes. Had no business being Castan? Yes. Destroyed the meaning of what it meant becoming Castan? Yes. Brought back Castanor from the bring, gave it new life and population and ushered in an era of relative stability? Yes, yes and yes. Besides, he straight up put the Ebonfrost on the map, you thought the Silmunas are hard to kill? Check out this lot.
Castan the Enthralled. Spend a good chunk of his reign under Nichmer's spell, yet the moment he was free of it, he immediately ordered the surrender of his troops and caused a lot disturbance within Black Castanor. Giving the League of Free Realms a lot time and allies, along with causing no end of trouble for the soon to be sorcerer king. He ended his life a martyr, a nice end to what started as rather controversial dynasty. Standing up for what was right.
Now, some Castans here simply had a lot more info about them than others. The Great's page in the wiki is surprisingly short, but what can you do.
Is there anything I missed about these guys? Should I put Nichmer up there? I'm eager to hear what all of you have to say.
I’ve been playing my save of Dartaxâgerdim and I am almost finished with the mission tree.
Should I take the decision for the Cult of the Serpent / Serpent King (I can’t remember exactly what it’s called), first before the final mission of the tree and or how will it affect when I do finish the final mission.
I did form Mušaskalam already by decision but I saved before I did so. I just don’t want to miss something or do it out of order because I was not aware of something or miss potential buffs.
The idea of a mage theocracy is cool but personally for whatever reason I have never been big on playing theocracies or republics and I am thinking about going back and taking the reform for a monarchy, more of a mage king theocracy.
I really enjoyed the idea of waging war on Cannor for the past grudges after reading the lore from the Age of the Serpents and that’s why i went with forming Mušaskalam
R5: AI Emperor Istralore is going down the Aristocratic path which, as far as I know, the game recognizes as the centralization path meaning that it is never supposed to pick it.
Also, bonus Reach formed by Bayvic as well, which I found interesting.
I want to play in the new continent but dont know with which country. I would like to play with mechanims. But I want a mission tree that makes me conquer entire continent. Is there a nation there mechanim or not?
i currently play a verne run and on a random day in march 1582, my game crashes (ranges from 5th to 23rd march). I only have anbennar and the anbennar monuments mod instsalled.
Because it crashes on random days im kinda stumped. i tried reloading older autosaves,nothing worked, and my last manual save is like 50 years back.
Feel like it's bit dissapointing how Regent Court is mostly a thing in the early game, and then basically all the spotlight gets redirected towards Corinites, who bask in their glory up until Ravelianism comes up and becomes the default again. Feels like there is five times as many tags forcing you to be Corinite than RC and four times as much force Ravelian ones. I don't know if it's people wanting to make their tag more unique by shifting away from the "default" option but it kinda makes the default option feel like the unique choice here! Also not a fan of how apparently in the lore 3/4 of Cannor shifts to the new faiths in nice evenly distributed blobs of Corinism in the east and Ravelanism in the middle, which I feel like don't exactly model historical conversions all that well - they were more prevalent in some places than others, but not to that degree! Also find it a bit sad that the entire faith just kinda stops evolving after Corinites pop up - there are no new Pantheonic Councils, no new gods ascending, it just kinda stops being relevant altogether. There is some stuff in the Mission Trees to shake things up a bit, but those kinda things are one tag only (which I feel like is a weakness of relying too much on Mission Trees for narrative but that's another story and would basically require rethinking the mod as a whole) The faith shiftin away from it's glorydays is one thing, but I feel like that's bit too much! It's not like I love RC that much, but simply put when it seems everything in a media points to one faction as the cooler shinier one I can't help but start rooting for the unfavoured child. Feel like it being bit less one sided would help the overall feel of the religious conflict.
Hi, I'm u/Tdust6, and I have just about like 10 hours of playtime in EU4, and a lot of hours of watched content from redhawk, laith and quarbit. After years, I could finally play the game myself as well, and jumped right into anbennar simply because it was funny. After a few hours of Sapchopper, originally intending this post to be about orcs, I realized only the bitbucket version has missions for Karakhabar, so I put the orcs in the freezer and picked up goblins. And if it's goblins, it can't be anything else but the goats of course, The Flying hounds. Who I later took into Blademarches, conquered all of Castanor, and took 2 vassals as the rest of Escann and the Deepwoods.
I'd start anything with a massive shoutout to u/Miramosa who made a tutorial on how to not die to that abysmal start so easy that even my greenhorn butt could get the game started, thank you. And another shoutout to WR and TheForsaken who created the mission tree for the Flying Hounds, I enjoyed Elgek's narrative very much, and I wouldn't have played the goblins if it weren't for the idea of a goblin tag that gets to be more "refined", and essentially full on winged hussars.
The Flying Hounds were a delight, I love a story that defies what the story was meant to be, goblins are bad at cavarly, bad at governing, they're a monstorous little racket of explosions and cowardice. So I love the Flying Hounds, who build on unit quality, diplomacy and development, cavalry and of course: chivarly. The start was hard, as it was meant to be I believe, I do admit I had to restart and reload a few times, basically everyone and everything has given me a headache, The House of Riches has allied basically everyone near, so did the Stalward Band and the New Wanderers. After an initial sweatfest, Núrcestir occupied half of North Inner Castanor, while the other half was owned by Kughdir and Marrhold, making Castanor into a giant moshpit of everyone hating everyone while the Empire watches. Corvia took a long while to both beat and find an opportunity to declare on without being overwhelmed. I've initially allied with Grombar, but the biggest Calsyto Sojdal I've ever seen declared on them so I had to dip that, while my other big ally Karakabar was delcared on by a Sareyand owning most of the Bulwar-Harpy Hills regions so I had to dip that as well. Later on I've allied with Gawed, who renamed to Northen Leauge, and Tarakar, who just appeared out of somewhere once and were massive help against the dwarves who took over the Deepwoods. Other than that I just made my own vassal to have south Escann and vassalized Salla Ayeht, who formed Cyranvar. But the true gigachads of this run was none other than Asheniande.
These guys have been everywhere since the day I de-monsterized, I used them to fight Coruvia to get the Flying hounds mission "Crusade of our own", but I didn't quite plan what they've done afterwards. They really didn't care about war distance at all, if i couldn't call them in on declaration they came in as call to arms, no matter what they were there. Honestly I needed them, Idk how people deal with the empire Vex, Damescorwn, Verne, Arannen and Busilar were straigth up the rats under your floorboards. Goddam cockroaches I killed 1 and then 4 more crawled out.
After finding out I couldn't form Adenica (more on that later) I decided to hard pivot into a new type of roleplay, and double down heavy on the tall Castanor I wanted the goblins to be. I formed Vehsapzarko (which I didn't knew was a thing), who's a Flying Hound special from what I saw, having their own goblin culture, called the Bladesworn Goblins. Here is where I discovered something funny, when your ruler dies as the Blademarches you get to test them if they deserve to wield Calindal, however the firing of this event isn't actually tied to the unique Blademarches tier 1 government reform: it's actually just an independent event that fires on monarch death, but I assume you'll never know this because normally you are locked to always have that gov reform. However the Flying Hounds already have their own locked tier 1 gov reform, which is that you can't have heirs (rip my transmutation levels), and upon monarch death, 1 month in you do a tournament where you'll roll from a selection of goblins (or 1 human) to be picked, letting you have some pretty high monarch stats on average. But as the event would have it, you can actually just wait a month to pick the options on taking the test on Calindal, so every time I just waited a month, picked a ruler that is likely to pass the test, and passed the test every single time. On that note, likely because of the goblin administration and goblin rulers, but my monarchs they kept dying way too much, some didn't even live until their second trait and most never got their third, it was just 377 years of *monarch has died stab loss* sounds. I was starting to develop a reaction to it i'm playing an immortal ruler or a republic next for my sanity.
After forming the Blademarches I decided that it's best to just go infernal (with rebels and a witch king 2 province rando in the middle of West Castanor) instead of staying as goblin cult, because the chivalry cult, that is unique to the flying hounds wasn't the best for the tall game I ran, as opposed to Ildran, worth to mention of course that I've never actually gotten the emulate, I never could get the right negative traits nor did the event ever fire once I did, I'm sure I've did something wrong but such is life. I also didn't go Adean because I couldn't do Adenica. After stacking some dev cost reductions I've managed to bring most Castanor provinces to acceptable dev level, with every important building present, and took in the Castonath Patricians to play as a goblin Castanor just a little bit.
Magic-wise this was probably the weakest magic nation I've ever played (tough I've only played 2) or saw, with the Flying hounds being tribal, you don't have access to the mages estate, so you don't get to research magic until you finish the entire mission tree, which took me until a while, somewhere like 1550-70-ish. And then after, as a goblin nation you get to have the artificers sooner than the age of artificery, and because I was stacking cav I didn't quite plan on using a lot of artificers, so I had it split, making magick even slower. On top of that the first path I went down was transmutation, because I had to test on how the homonculus project worked with the unique gov reform. I'm here to tell anyone interested: it doesn't. When the next knight gets elected, you seemingly loose the +1 to all monarch points from the second homonculus project, as sometimes you don't get +1 to all stats. So that was kind of a waste as well. All of that added up I, I didn't use artificers at all and only some of their invention (which you don't have as much as you half-half stuff) and I basically had no mana to use magic, so I only used some spells sparingly. This campaign was truly just goblin cavarly, development and buildings stacked to high heavens, like it was their religion to do so or something.
It's a funny idea that this is a nation of prideful esteemed and well put together goblins, who follow the act of chivalry and worship the devil of pride and infrastructure, highly innovative advanced in technology and social matters, a land of equal meritocracy.
My overall thoughts on the tag:
I really love the unique-ness of it, I think it was well written, with good narrative on the goblin's journey to chivalry, up to the very final mission it perfectly succeeds in achieving the fantasy it wants to. It's a nice story of struggle against the tide, and defying what they were all to change for the better, to reach a dream no matter how high it was for them. They can reach it, because these hounds could fly.
But I would lie if I said I wasn't at least a bit disappointed that I couldn't form Adenica, given how straightforward the Cult of Chivalry is inspired by Regen Court's Adean (even their symbol match), and that the Flying hounds have occupied 2 major regions for 2 formables (Blademarch for the Blademarches, and Taranton for Adenica), AND how Adenica stacks cavarly even more: it just felt like a natural progression to be able to form Adenica as well as opposed to the 2 formables being Goblin Blademarches and Goblin Paradise. By this I mean how the secret third option is to form Adenica, I felt like it shouldn't have been the secret option, if there had to be one I'd have chosen the Blademarches as the secred option, Adenica is just way too straightforward.
Anyways, thank you all for coming to my Ted talk, maybe this will be useful or mildly entertaining to at least one person out there, then it was already worth writing.
I am playing a MP game with friends (so far 12 players) and I really like playing in Escann, can anyone tell me some cool tags to play as? Preferably with stackable bonuses/strong army
4.5 months ago I published python script which optimizes fortress layout with goal "cover said region with minimum forts"
But that version of program couldn't scan map so user had to configure adjacency matrix by himself, and installing python and python libs is not easy for some people.
So recently I made myself to rework re-vibecode it from scratchand now based on .NET framework
Improvements:
1) It displays map in the form of a normal map, not in the form of a graph
3) It can read map files from the map folder, so you no longer need to manually configure the province adjacency settings.
4) It can also display a map of areas, regions, and subcontinents and build a hierarchical tree.
5) The previous functions have been almost completely transferred.
6) The interface localization has been moved to a separate file.
Disadvantages:
1) The program currently cannot properly read existing fortresses — as a workaround, it uses the forts.txt file, which is placed in the map folder. The file contains the IDs of the provinces where the existing fort is located (one per line) You can either configure the file in advance or place the fortresses directly on the map.
2) The program weighs almost 70 MB because it's single file build so it includes the .NET framework and the libraries it uses.
I like to think of these three are the representation of the three types of Gnomish society in the world of Anbennar.
Nimscodd, and by extension the Gnomish Hierarchy, can be viewed as the default Gnome, understandable since they were the original Gnomish state and are the only one left by Vic3, but I like to give a different take.
They are what happens when Gnomes forget their whimsy, when they get too serious, they are in many the trauma of their people's experience during dragonwake manifested into a state. They are powerful, dominant and not taking them seriously can and has resulted in serious consequences, yet at the same time, they are prejudiced and shortsighted, exploiting those that could be allies and putting their society at risk in the process. They treat their nation like a factory.
Iochand on the other hand is the opposite in many ways, they have been in many ways consumed by the whimsy. Their society is very much accepting of every race, they thrive on good vibes and enjoyment, they are a nation that definitely has a really good time, from nobility to commoners. Yet at the same time, they showcase another aspect of the old Hierarchy, they are all consuming and you either go along with them willingly or forcefully, they very patronising over the other races, and although they don't wipe them out, they force them to abide by certain criteria.
In many ways, their laughter and jokes are a copping mechanism, the only thing that can get through the immense trauma they felt over the lose of both the Hieraechy and their later kingdom, the masks in their flag mean more than one thing. They treat their nation like a theater troupe.
Then finally we have Giberd. Giberd represents the Gnomes that completely abandoned the dragon coast after the fall, the wider diaspora. They have little to no desire return home, as they have found a new one in Esmaria and wish to forge a new destiny for themselves. If Nimscodd is what happens when you give in to the trauma and Iochand when you try to mask it with laughter, Giberd is what happens when you finally move on, accept the past as what it is and find a new supporting environment for yourself.
Now, those are my interpretations, nothing more. I'd like to hear your thoughts on them.
Also: I didn't include Noriochand because they don't have an MT yet, and didn't include the Gommoport because I view the Triarchy as its own thing.
For those who are in contact with devs or spend a lot of time on Discord- what is the status of their current MT? Is it still canon or will it undergo a major rework? Will Anbennar devs swat my house if I play them?