Karashar 1: The Outside World - EU4 Anbennar Let's Play

1 year ago
8

The Orcs have always been creatures of the Dwarovar. Dookan himself created us within these tunnels. Only in the 15th century did we ever exit the Dwarovar en masse in The Greentide following Dookanson, soon after in The Graytide following Brasur Frozenmaw, and also against our will in the Hobgoblin invasion of Shamakhad. Our clan of Masked Butcher refused all of these calls to the surface and remained in the caves.

After migrating to the fallen hold of Shazstundihr, our chieftain Vrirrig Beardbutcher set his eyes upon the surface for the first time. The harsh sunlight touched his skin for the first time. This was a power completely different from that which the followers of Dookan knew. The humans and elves of this land refer to their sun god as Surakel who saved them all in ages past by becoming the sun. We who were born in the dark were cursed to never know the warmth of his light. We must prove that we are worthy to live on the surface and to do that we must first remove the Elven heretics that claim to be His chosen people. They are interlopers who have stolen that mantle from those the Great Lord Surakel saved from the Molevolant Dark, the Bulwari Humans. We shall be forgiven of our curse of darkness and rule all of Bulwar alongside the Humans!

This is a new channel so you will have to find the mods on your own but I will give you the names to make your search easier.

The main one: Anbennar: A Fantasy Total Conversion Mod
Anbennar is set in an 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.

Other mods:
More Ideas Anbennar - this one gives me all the idea group options
Anbennar More Monuments - Steam Version - this one adds a lot of monuments to the game
Cantons for Colonial Flags - this one is just an aesthetic change for colonial nation flags

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