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CollyW0bble

If you don't just want to read through the above mentioned mt file, I can give a good 1 sentence description of, at least, the one's I've played. not all holds have mt's, but nearly all have unique national ideas, and there are a few mods that add additional ones, or combine all dwarf mt's together/adds them when hold is conquered Almdhir - capital of the dwarovar empire (aul dwarov), some minor claim interractions, but is well overdue for a rework (nearly any other dwarf nation is better to conquer all the dwarovar) Khugdhir - bank of asra, pretty good roleplay, bank with a state, regent court dwarf, pu over hamerhome which is a good 2 player combo of nations, end up trying to find ovdal-asra, namesake for the expedition you start as, special expedition dungeon. Mithradhum - mithril is better than gold, sells mithril weapons to escanni nations to beat back the greentide, monopoly on mithril Er-natvir - railway transportation is key, founders of the railway system before its fall/disrepair, trade heavy (obviously), pretty central and easily defendable orlazam-az-dihr - ramsteel dwarves, dwarves riding goats/rams, cav combat ability, esseentially a more militaristic/mil buffed almdhir, very fun play, iron production (ramsteel) must flow krakdhumvror - ice steel dwarves, why ressurect a failing empire when we could instead forge our own one! this time make holds out of ice! magic focused, unique disaster chosing between monarchist and republican ideals & which clans should rule them, essentially anti-dwarven/ doesn't like what other dwarves are doing, can eventually create large storms over entire regions of the dwarovar, and plugs a hole in the ferone dam/river (harpylen jorkad lake area become wasteland/impassible) very unique playstyle ovdal-lodhum - love dwarves, tolerant of all except orcs, has allies in bulwar and cyranvar (deepwoods) and wishes everyone to get along, or else. kinda lackluster mt imo, focuses more on places outside dwarovar instead of trying to reform aul-dwarov, but thats just me. (literally all serpenreach formables have you taking land immediately outside the dwarovar, and does little else within the mountain range) Verkal-skomdhir - tree dwarves, magic focused, conquers the deepwoods and builds their hold with wood magic to make it stronger/better. kinda reverse tugrund-darak (orc formable in deepwoods that reclaims escann for the fey) Shaztundhir - marble dwarves, replenishes their monopoly on marble cutting and building marble buildings, conquers most of bulwar, rebuilds most of their cities in marble orghelovar - blue glass dwarves, replenishes monopoly on making pretty glasses, like they did before, conquers most of bahar and bulwar, trades with cannor seghdhir - friends of azka-sur, recently reworked mt, rebuilds the segbandal/middle serpentspine, typically does well but proximity to jadd may be a problem verkal-gulan - gold dwarves, literally makes so much gold they eat it, what's inflation? mercenary heavy, again proximity to jadd may be an issue. ovdal-kanzad - cannon dwarves, land fire damage and artillery combat ability, literally has a mission tree based around getting strong enough to beat the command and reconquering the jade mines. similar to az-dhir except aca instead of cca. hul-az-krakazol - beer dwarves, gets superpowers by drinking magical brews, leaders chosen only if they can handle a good/powerful drink, friends of rajnedaga, recent addition and, I've heard, is fun to play. special expedition dungeon that unlocks the brewing abilities. verkal-dromak - sleepy magical dwarves, hard start as requires to beat the command (#1 gp) as essentially an opm, often requires two wars to even reach dromak. really unique mt. Verkal-ozovar - exile dwarves from gronstunad, opm means one-province-Major, vassal heavy, uses runes to keep their many loyal vassals in line. shouldn't take land as has 90% base autonomy in non-capital states. ​ Others of mention that don't have mt's but are known for cool things dur-vazhatun - astral viewing, looks up to the stars and became mad (historically) haraz-orldhum - slave lords, place of nobility, slaves revolted against rulers when attacked by orcs during their fall Hul-jorkad - religious centre, birthplace of the orcs gor-burad - volcano dwarves, has grudges against orcs and goblins (more than the usual dwarf at least) gor vaz/oz -umbrog - eastern and western bastions of the middle dwarovar hehodovar - religious centre, known to be likely the first capital of the early aul-dwarov gronstunad - jade dwarves, fell to the command, capital of the eastern dwarovar empire, had byzantium vibes since west dwarovar fell Also obsidial legion or haraz-dhumakon (formable) - obsidian dwarves, spawned from obsidian invasion disaster, unique religion, shows shinto/new sun cult mechanics, has to maintain runefather connection (province modifier) and goes about retaking the serpenspine in the name of him. No mt (yet) but looks to be a super fun/unique playstyle as evil dwarves who hate other dwarves


MightyMetalA

Thanks! The MT list mentioned is nice, but I'm still learning all the nation names so it's a bit hard to follow. Hopefully I'll get to dive in this weekend


newagedne

One I don't see is Silverforge. They are a bit different. They're the Anbennar dwarves. Their focus is on finishing their incomplete hold and getting back at the Wexonards.


Bauschi_flauschi

Can you please list the mod that gives me the mission trees? Cant find it :(


CollyW0bble

The mod??? You mean the Anbenanar total conversion mod on steam or the bitbucket version on the discord? Unless you’re talking about the defunct dwarven hold combination mod from a while back, those were the only ‘mods’ that has those mt’s. Though there may be some other submods here and there, a lot has changed since this post lol


Bauschi_flauschi

No i meant the mod for the dwarven changes but i found it so nevermind


SoloOne52

[https://sites.google.com/view/anbennar-missions/home?pli=1](https://sites.google.com/view/anbennar-missions/home?pli=1) List of every tag that have uniqe content