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An Anbennar campaign focusing on nations in and around the Empire of Anbennar (EoA). The player count is pretty flexible since there are plenty of areas that can be included in the pool of recommended player picks. The region of Western Cannor is perfect for newcomers since it plays a lot like the vanilla HRE but introduces new mechanics of Anbennar at the same time - it is a good mix between established knowledge and introcutory of new content.
This campaign is meant to give an introduction to Anbennar for new players.
Open End - The Game Controller will decide when the campaign will end
10+
Vanilla EU4 is not ballanced what so ever, but this become even more true for Anbennar. Every nation is very different and a lot of them have very fleshed out missions trees and flavor to them. This automatically means balancing the nations is even harder than in vanilla and player will have to be very cautios about not abusing their position in a non roleplay manner. A lot of nations will be gated behind specific roleplay ranks to ensure the player is responsible in his actions.
Besides establishing tolerance or supremacy in culture or religion your nation also has to take a stance on foreign races. Every nation has a primary race which gives them specific improvements and penalties to represent their traits (For example goblins get some improved Manpower and Force Limit while suffering decreased army quality to give them a real horde feel).
There are races that are historically close or friendly towards you while there is no way your kind would deal with another specific race in a friendly way ever. Every province has a primary race and can have multiple additional races with a different presence. They all give certain bonuses or maluses and you can decide if you want to push them to get more populated, let them be as they are or even purge them from that province.
How you deal with other races will determine how nations of that race will see you.
Similarly to the races this is a topic that can divide nations greatly. In the past mages have been oppressive rulers, which is why some nations renounce the use of magic completely. At the same time magic can be very powerful economically and militaristically. You have to decide if you want to use magic and to what degree you want to tolerate other nations using it to their benefit.
This game is full of flavor. If you pick any of the recommended nations, you are guranteed to have a deep mission tree, some special events/story lines or both. Anbennar was made for RP and you can feel that immensly in the games progression. There are deep stories and all the nations have a vast potential!
Some of the areas in Anbennar are set up to be a king of the hills kind of scenario: A bunch of nations in a tight area that all try to unify said area. Those nations will be marked in their description - if you pick them you must be aware of a tough ride with the headline being "The winner takes it all". But defeat can be one of the most appealing parts of roleplay, so do not give up just yet. There is nothing wrong with picking another nations on the next rehost/session - after all roleplay is about playing a role, not winning.
* These nations have a RP rank requirement.
Corintar
Order of the Iron Scepter
Asra Expedition
Ruby Company
Company of Duran Blueshield
New Wanderers
Odval Ludhum
Mountainshark
Bladebreaker
Heartgrinder
Severed Ear
Darkscale
Railskulker
Any Deepwood Elves (Limit 1 Player)
Re'uyel
Marblehead
Harpylen
Sareyand
Irrilam
Varamhar
Bizartanses
Elizna