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* DeliberateInjuryGambit: King Daravan of Corvuria flooded the southern half of his kingdom to halt a massive gnollish invasion.

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* DeliberateInjuryGambit: King Daravan of Corvuria flooded the southern half of his kingdom in an attempt to halt a massive gnollish invasion.invasion. It worked, killing the entire gnollish host...[[WhatTheHellHero along with his own retreating men and those of his ally Castanor, including their emperor]], [[PyrrhicVictory and leaving the land a completely uninhabitable swamp filled with fiends.]] There's a good reason that the southern half of Dostanor is called Daravan's Folly.
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* ResurgentEmpire: This can achieved in-game for quite a few nations, while Jexis' Second Phoenix Empire was a (temporary) historic example -- when Jaher's sons were dead, his daughter Jexis took control of the remnants of the Empire, re-united Bulwar and then proceeded to conquer all the way to Anbenncóst, where she established a new capital and ruled for decades over an empire as mighty as her father's (then she was assassinated and her empire went the same way as her father's had when he died). If the Phoenix Empire is refounded, part of its ideological underpinning ends up as this trope -- the Empire is eternal not because it can't fall (it already fell twice, after all), but because like its namesake it will inevitably rise again from the ashes.

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* ResurgentEmpire: This can achieved in-game for quite a few nations, while Jexis' Second Phoenix Empire was a (temporary) historic example -- when Jaher's sons were dead, his daughter Jexis took control of the remnants of the Empire, re-united Bulwar and then proceeded to conquer all the way to Anbenncóst, where she established a new capital and ruled for decades over an empire as mighty as her father's (then she was assassinated and her empire went the same way as her father's had when he died). If the Phoenix Empire is refounded, part of its ideological underpinning ends up as this trope trope[[note]]except for one specific outcome for Varamhar, where the refounded Phoenix Empire is a self-proclaimed Eternal Empire under an immortal [[GodEmperor Avatar-Emperor]][[/note -- the Empire is eternal not because it can't fall (it already fell twice, after all), but because like its namesake it will inevitably rise again from the ashes.
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** The Phoenix Empire's story goes similarly to that of [[UsefulNotes/AlexanderTheGreat Alexander's Empire]], although Jaher, the Alexander {{Expy}}, managed to conquer all the way to China before his death. The Sun Elf kingdoms in Bulwar correspond to [[UsefulNotes/MacedonianSuccessionWars the Diadochi]].

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** The Phoenix Empire's story goes similarly to that of [[UsefulNotes/AlexanderTheGreat Alexander's Empire]], although Jaher, the Alexander {{Expy}}, managed to conquer all the way to China before his death.death, and unlike Alexander he left behind adult direct heirs one of whom managed to re-unite the Empire and make impressive conquests herself before her death set the ball rolling on a Diadochi-like collapse. The Sun Elf kingdoms in Bulwar correspond to [[UsefulNotes/MacedonianSuccessionWars the Diadochi]].
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* DarkHorseVictory: Lithiel is initially a loyal fighter in the Rianvisa on Calasandur's side, without a faction of her own as such, and seen as the only hope to hold the collapsing kingdom together. However, if it drags on too long, she'll rebel and try to take it herself. If she ends up as Empress, it'll be this trope.

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There are other ones as well, though it's important to not just list the ones that are marked as elective in government reforms, as some of them might not be elective in the sense of this trope (for example, one has succession decided by a series of trials the candidates must succeed at), and at least one is pretty much the exact opposite and is only "elective" mechanically because the quirks of it allows a more truly immortal monarch when the term is set beyond the end-date of the game.


* ElectiveMonarchy: The Emperor of Anbennar is chosen through the vote of seven electors, each representing a particular people or class within the Empire.

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* ElectiveMonarchy: ElectiveMonarchy:
**
The Emperor of Anbennar is chosen through the vote of seven electors, each representing a particular people or class within the Empire.Empire.
** Cyranvar, if formed, establishes the Oak Monarchy, where a monarch is elected by and from one of the major clans and rules until death or reaching two centuries of age.
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** Played with by the orcs of Grombar. As they become civilized, the Grombari orcs become less common as [[HalfHumanHybrid half-orcs]] instead become the dominant race.

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Elective monarchies need to be monarchies. Magocracies, theocracies and adventuring companies don't count.


* ElectiveMonarchy:
** The Emperor of Anbennar is chosen through the vote of seven electors, each representing a particular people or class within the Empire.
** Adventurer bands get to choose who will be their new leader from a multitude of options.
** The Grand Magister, leader of the [[TheMagocracy Magisterium]], is elected by the inner council which contains the heads of the 8 schools of magic.

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* ElectiveMonarchy:
**
ElectiveMonarchy: The Emperor of Anbennar is chosen through the vote of seven electors, each representing a particular people or class within the Empire.
** Adventurer bands get to choose who will be their new leader from a multitude of options.
** The Grand Magister, leader of the [[TheMagocracy Magisterium]], is elected by the inner council which contains the heads of the 8 schools of magic.
Empire.
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* BrokenBridge: Marrhold's connection to the rest of the Dwarovar was severed with a cave-in hundreds of years before the start date. The tunnel can be restored for a hefty cost, allowing to bring in trade from the Dwarovar mountains.

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* BrokenBridge: Marrhold's connection to the rest of the Dwarovar was severed with a cave-in hundreds of years before the start date. The tunnel can be restored for a hefty cost, allowing to bring in trade (and troops) to flow from the Dwarovar mountains.to Escann.

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* LampreyMouth: The Leechmen of Effelai have this, hence the name. It's one of the reasons they're considered by everyone, even other Ruinborn elves, to be monstrous (the other major reason being their tendency to eat or sacrifice anyone and everything else).



* LizardFolk: Kobolds inhabit the Dragon Coast peninsula, as well as parts of the Serpentspine Mountains and Haless and are said to resemble small lizard-people. [[FantasticSlurs They dislike the name "Lizard-man", though]].

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* LizardFolk: LizardFolk:
**
Kobolds inhabit the Dragon Coast peninsula, as well as parts of the Serpentspine Mountains and Haless and are said to resemble small lizard-people. [[FantasticSlurs They dislike the name "Lizard-man", though]].though]].
** More traditional lizardfolk live in the jungles of South Sarhal, where they have developed a sophisticated culture influenced by the magically-potent [[SnakePeople Nagas]].
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*** The Seascourge Gnolls of Viakkoc are a BarbarousBarbaryBandit equivalent; later, a splinter gnollish culture will move to the equivalent of the Caribbean and become buccaneers.

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*** The Seascourge Gnolls of Viakkoc are a BarbarousBarbaryBandit BarbarousBarbaryBandits equivalent; later, a splinter gnollish culture will move to the equivalent of the Caribbean and become buccaneers.
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*** The Seascourge Gnolls of Viakkoc are a BarbarousBarbaryPirate equivalent; later, a splinter gnollish culture will move to the equivalent of the Caribbean and become buccaneers.

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*** The Seascourge Gnolls of Viakkoc are a BarbarousBarbaryPirate BarbarousBarbaryBandit equivalent; later, a splinter gnollish culture will move to the equivalent of the Caribbean and become buccaneers.
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*** The Seascourge Gnolls of Viakkoc are a BarbarousBarbaryPirate equivalent; later, a splinter gnollish culture will move to the equivalent of the Caribbean and become buccaneers.
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* SandWorm: The Desert of the Haraf in the west of North Aelantir has giant sand worms, shown with a 3D model of worms jumping across the terrain.
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Only dwarves have to deal with the big three Serpentspine disasters. The monstrous races have their own problems.


* NecessaryDrawback: The Serpentspine is a source of a truly astounding amount of wealth and power that can be amassed with relatively little conquest of other states due to the wealth and easy development of Dwarven Holds and the abundance of highly valuable trade goods including gems, iron, copper, and mythril. To offset this, nations in the Serpentspine have three unavoidable and incredibly nasty disasters to deal with over the course of the game.

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* NecessaryDrawback: The Serpentspine is a source of a truly astounding amount of wealth and power that can be amassed with relatively little conquest of other states due to the wealth and easy development of Dwarven Holds and the abundance of highly valuable trade goods including gems, iron, copper, and mythril. To offset this, dwarven nations in the Serpentspine have three unavoidable and incredibly nasty disasters to deal with over the course of the game.game, while goblin, orcish and kobold nations start at a lower tech level and have to invest significant resources to catch up.
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** The harpies of Fengwuzhe have adopted the Righteous Path and act as warrior monks as part of the Xia.
** The gnolls of Haraagtseda have abandoned the Xhazobkult and instead follow the Kvanghaga, which emphasizes a sort of proto-artificery and craftsmanship using the vast fields of scrap metal from past empires by priest-smiths.


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* NecessaryDrawback: The Serpentspine is a source of a truly astounding amount of wealth and power that can be amassed with relatively little conquest of other states due to the wealth and easy development of Dwarven Holds and the abundance of highly valuable trade goods including gems, iron, copper, and mythril. To offset this, nations in the Serpentspine have three unavoidable and incredibly nasty disasters to deal with over the course of the game.

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* HorseOfADifferentColor: Only humans and (some) elves really ride horses and the various other races have other signature mounts.

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* HorseOfADifferentColor: Only humans and (some) elves really ride horses and the various other races have other signature mounts.mounts (if any mounts at all).



** Wood Elves ride elk.

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** Forest Goblins start off not using true cavalry so much as simply herding boars towards their enemy and encouraging them to stampede, but eventually start riding various Deepwoods wildlife and settle on giant moths as their favorites.
** Wood Elves ride elk.stags and form druidic pacts with wildlife such as bears.



** The Ruinborn Elves of the less civilized regions of South Aelantir eventually tame and ride unspecified monsters, while the Kheionai and Taychendi Elves have more conventional horses.

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** The Ruinborn Elves of the less civilized regions of South Aelantir eventually tame and ride unspecified monsters, while the Kheionai and Taychendi Elves have more conventional horses.horses and the less settled Ruinborn between them ride big cats.



** Harpies have no cavalry of any form and Gnomes simply hire human auxiliaries to act as their cavalry.
** Halflings change their cavelry as the game progresses, with human auxilleries, then transitioning to ponies, and finally riding specially-bred War-Hounds.

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** Harpies have no cavalry of any form as they can fly and riding another creature wouldn't contribute much for rhem.
**
Gnomes simply hire human auxiliaries to act as their cavalry.
** Halflings change their cavelry cavalry as the game progresses, with human auxilleries, then transitioning to ponies, and finally riding specially-bred War-Hounds.
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** Aelnar believes that "a stable society is a homogeneous society". It gets mission to culture-convert ''every single province'' in Noruin.

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** Aelnar believes that "a stable society is a homogeneous society". It gets mission to culture-convert ''every single province'' in the continent of Noruin.



* KlingonPromotion: Orcish society considers strength to be a prime indicator of worthyness to rule. The Ozarm'chadash ("duel for honor"), a long-standing Orc tradition, is a duel between the chief and challenger to determine who gets to rule their clan. This trope is also why so many orcs willingly convert to the Corinite religion; she ''did'' kill the Dookanson, after all.

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* KlingonPromotion: Orcish society considers strength to be a prime indicator of worthyness worthiness to rule. The Ozarm'chadash ("duel for honor"), a long-standing Orc tradition, is a duel between the chief and challenger to determine who gets to rule their clan. This trope is also why so many orcs willingly convert to the Corinite religion; she ''did'' kill the Dookanson, a prophet of their god, after all.



** The Imperial Free Cities, such as [[MilkManConspiracy Tellum]] and [[OurGnomesAreWeirder Giberd]]. The biggest and most famous of them is [[HubCity Anbenncóst.]]

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** The Imperial Free Cities, such as [[MilkManConspiracy Tellum]] and [[OurGnomesAreWeirder Giberd]]. The biggest and most famous of them is [[HubCity [[MegaCity Anbenncóst.]]



* LeaningOnTheFourthWall: Extended lore for the setting, which has a canon timeline extending well past 1444/11/11, includes a theory known as the "1444 Divergence" that claims that time was divided into infinite parallel universes on Nerament (November) 11th, 1444, the day Corin died defeating Korgus Dookanson and ascended to godhood, and the day on which the game starts, conveniently explaining why the game doesn't have to follow the canon timeline. The exact details of what caused the Divergence are hotly debated amongst mages, theologians, and scholars, but usually center on Corin, Dookanson, or both. The three most common are as follows:
** "Time Loop Theory", in which Corin is claimed to have used some sort of magic to repeat her final battle with Dookanson until she created a timeline in which she emerged victorious.
** "Anti-Corin/Agrados the Deceiver Theory", which is popular among orcs and claims that it was in fact Dookanson's death that caused the divergence and was used by the old god of war, Agrados, to rejuvenate his own powers by absorbing Great Dookan's and that Agrados has actually been masquerading as Corin since her alleged apotheosis.

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* LeaningOnTheFourthWall: Extended lore for the setting, The setting's lore, which has a canon timeline extending well past 1444/11/11, the game's start date, includes a theory known as the "1444 Divergence" that claims that time was divided into infinite parallel universes on Nerament (November) 11th, 11th 1444, the day Corin died defeating Korgus Dookanson and ascended to godhood, Dookanson, and the day on which the game starts, starts. This conveniently explaining explains why the game doesn't have to follow the canon timeline. The exact details of what caused the Divergence are hotly debated amongst mages, theologians, and scholars, but usually center on Corin, Dookanson, or both. The three most common are as follows:
theories are:
** "Time Loop Theory", in which Corin is claimed to have used some sort of magic to repeat her final battle with Dookanson until she created a timeline in which she emerged victorious.
won the battle.
** "Anti-Corin/Agrados the Deceiver Theory", which is popular among orcs and claims that it was in fact Dookanson's death that caused the divergence and was used by the old god of war, Agrados, to rejuvenate his own powers by absorbing Great Dookan's and that Agrados has actually been masquerading as Corin since her alleged apotheosis.



** If Aelnar manages to avoid the Rianvisa, it can be taken over by Lithiel and led down a path where it integrates the ruinborn as "Dusker" and "Starborn" second-class citizens[[note]]mechanically this adds Dusker and Starborn as accepted cultures, sets the multiple missions to culture-convert areas to accept Star Elf, Dusker or Starborn instead of just Star Elf, sets flags that allows events that flips owned ruinborn-culture provinces to Dusker and owned Dusker provinces to Starborn and has two missions do those conversions for every province you own at the time[[/note]]. It is still an expansionist, supremacist regime that desires purity and a homogenous society, it just has an easier time reaching those goals by being a bit more tolerant and flexible with its definitions of "purity" and "homogenous".[[spoiler: This is specifically if the Rianvisa is avoided. Lithiel goes down a ''very'' different route if she takes over through or after the Rianvisa.]]
** If Aelnar doesn't manage to avoid the Rianvisa, Sicrheior, while the most actively expansionist, stands out amongst the available rulers[[note]]at least, the ones with paths[[/note]] as being both comparatively sane and having nods to egalitarianism, rule of law and allowing humans and ruinborn to become second-class citizenships through long-term military service in his path for Aelnar. It still has the baseline issues of Aelnar, but at least it isn't building an extremely pervasive intelligence agency out of sheer paranoia, purging every non-elven race out of fanatic theocratic mandate, or using the ruinborn as [[HumanResources magical batteries]].

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** If Aelnar manages to avoid the Rianvisa, it can be taken over by Lithiel and led down a path where it integrates the ruinborn as "Dusker" and "Starborn" second-class citizens[[note]]mechanically this adds Dusker and Starborn as accepted cultures, sets the multiple missions to culture-convert areas to accept Star Elf, Dusker or Starborn instead of just Star Elf, sets flags that allows events that flips owned ruinborn-culture provinces to Dusker and owned Dusker provinces to Starborn and has two missions do those conversions for every province you own at the time[[/note]]. It Aelnar is still an expansionist, supremacist regime that desires purity and a "racially pure", homogenous society, it it's just has an easier time reaching those goals by being a bit little more tolerant and flexible inclusive with its definitions of "purity" and "homogenous".[[spoiler: This is specifically if the Rianvisa is avoided. Lithiel goes down a ''very'' different route if she takes over through comes to power during or after the Rianvisa.war.]]
** If Aelnar doesn't manage to avoid the Rianvisa, Sicrheior, while the most actively expansionist, stands out amongst the available rulers[[note]]at least, the ones with paths[[/note]] unique gameplay[[/note]] as being both comparatively sane and having nods to egalitarianism, rule of law and allowing humans and ruinborn to become second-class citizenships through long-term military service in his path for Aelnar. It still has the baseline issues of Aelnar, but at least it isn't building an extremely pervasive intelligence agency out of sheer paranoia, purging every non-elven race out of fanatic theocratic mandate, or using the ruinborn as [[HumanResources magical batteries]].



** Smaller mage towers are a common manufactory that give the mage estate extra influence, thereby allowing them to cast stronger spells.

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** Smaller mage towers are a common manufactory building that give the mage estate extra influence, thereby allowing them to cast stronger spells.



** In the east, the Greentide, where Korgus Dookanson's [[TheHorde horde of orcs and goblins]] destroyed the local kingdoms. Most governments collapsed and most land became depopulated as people fled or were killed. As the horde's success grew, groups of adventurers and Lilac War veterans came to Escann to confront it, allying with the surviving Escanni. Korgus was eventually killed in battle, [[DecapitatedArmy shattering his horde's cohesion and ending the major threat]]. This leaves Escann open to be fought over by the remaining greenskins, opportunistic adventurers, and the few [[TheRemnant remnants]] of pre-Greentide states.

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** In the east, the Greentide, where Korgus Dookanson's [[TheHorde horde of orcs and goblins]] destroyed the local kingdoms. Most governments collapsed and most land became depopulated as people fled or were killed. As the horde's success grew, groups of adventurers and Lilac War veterans came to Escann to confront it, allying with the surviving Escanni. Korgus was eventually killed in battle, [[DecapitatedArmy shattering his horde's cohesion and ending the major threat]]. This leaves Escann open to be fought over by the remaining greenskins, opportunistic adventurers, and the a few [[TheRemnant remnants]] of pre-Greentide states.states (most of whom are pissed at Wescann for taking so long to help).

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''Anbennar'' is a [[GameMod total conversion mod]] for [[Creator/ParadoxInteractive Paradox Interactive's]] Grand Strategy Game ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]'' sporting its own original low-mid fantasy universe.

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''Anbennar'' is a [[GameMod total conversion mod]] for [[Creator/ParadoxInteractive Paradox Interactive's]] the Grand Strategy Game ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]'' IV]]'', sporting its own original low-mid fantasy universe.



Similarly to the base game, the mod will see the player accompany a country from the [[MedievalEuropeanFantasy late medieval ages]] into the [[UrbanFantasy modern era]], except this time, progress and societal change will be sparked by and intertwined with the setting's fantasy elements. You will oversee realms inhabited by [[TabletopGame/DungeonsAndDragons DnD]] fantasy races as they manage their way through history and undergo revolutions of their own in parallel to humans, each race possessing its own strengths, challenges and abilities.

While work on the mod started on 2018, Anbennar has been a world in the making since 2012, being also the setting for Jay Bean's story [[https://bpc.fandom.com/wiki/Blackpowder_Chronicles_Wiki Blackpowder Chronicles]].

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Similarly to the base game, the mod will see the player accompany sees you control a country from the [[MedievalEuropeanFantasy late medieval ages]] into the [[UrbanFantasy modern era]], except this time, progress and societal change will be sparked by and intertwined with the setting's fantasy elements. You will oversee realms inhabited by [[TabletopGame/DungeonsAndDragons DnD]] fantasy races as they manage their way through history history, special geography, magic, and undergo revolutions of [[StandardFantasyRaces varied races]] with their own in parallel to humans, each race possessing its own strengths, challenges strengths and abilities.

challenges.

The name "Anbennar" [[ThePlace refers to a certain country within the setting]], which is the [[NoCommunitiesWereHarmed game's equivalent]] of the Holy Roman Empire.

While work on the mod started on was published in 2018, Anbennar has been a world in the making since 2012, being also the setting for Jay Bean's the creator's story [[https://bpc.fandom.com/wiki/Blackpowder_Chronicles_Wiki Blackpowder Chronicles]].
"Blackpowder Chronicles"]].



** Venáil's starting admiral, Calasandur Seawatcher, has ''six'' pips in his lowest skill alone, in a game where the average admiral is lucky to have more than three pips in any given skill.

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** Venáil's starting admiral, Calasandur Seawatcher, has ''six'' pips six points in his lowest skill alone, in a game where ''lowest'' skill, whereas the average admiral is lucky to have more than three pips in any given skill.



* SolarAndLunar: In 1444 elves are split in two major cultural groups: Moon Elves in Cannor, and Sun Elves in Bulwar.

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* SolarAndLunar: In 1444 elves are split in into two major cultural groups: Moon Elves in Cannor, and Sun Elves in Bulwar.



* SuperSoldier: As the game progresses, artificery begins dipping into this, and western kobolds focus on it to the point that they end up able to turn their ''regular'' army into soldiers that look more like almost human-sized walking dragons than kobolds.

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* SuperSoldier: As the game progresses, artificery begins dipping into this, and western kobolds focus on it to the point that they end up able to turn their ''regular'' army into soldiers that look more like almost human-sized almost-human-sized walking dragons than kobolds.dragons.



* ViceCity: Estallen's ideas paint it as this, a sort of combination of Paris and Las Vegas with an emphasis on the sleazy (drunken parties, brothels) as well as the refined (such as [[TheFashionista fashion]]).
* VillainousUnderdog: The greenskins of Escann are in a bad position. While they technically hold more territory than the adventurer companies, the latter's higher technology, greater income through adventuring and ability to maintain larger armies mean that the orcs (as in the canon timeline) are ''screwed'' without a good helping of luck. This goes double for the goblins, to the point where they don't have any unique kingdoms. The end of their mission tree is titled "Survivors," which is almost a LampshadeHanging on how impossible that task is.
* TheWarJustBefore: Two of them, in fact:
** The Lilac Wars were fought over the succession of Lorent and Anbennar, and drew in basically every country in Western Cannor. Even after the peace treaty, tensions are still high between the "Moon" and "Rose" factions in 1444 (although this dies down eventually).
** The Greentide, fought between Korgus Dookanson's orcish hordes and an alliance of Marcher Lords lead by Corin, utterly annihilated the kingdoms of Escann, leaving the land open for bands of adventurers to stake their claim.

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* ViceCity: Estallen's ideas paint it as this, a sort of combination of Paris and Las Vegas with an emphasis on the sleazy aspects (drunken parties, brothels) as well as the refined (such as [[TheFashionista fashion]]).
* VillainousUnderdog: The greenskins orcs of Escann are in a bad position. While they technically hold more territory than the adventurer companies, the latter's higher technology, greater income through adventuring income, superior technology and ability to maintain larger armies mean that the orcs (as in the canon timeline) are ''screwed'' without a good helping player or lots of luck. This goes double for the goblins, to the point where they don't who have any unique kingdoms. all of the above disadvantages plus a weaker starting military. The end of their the Escanni Goblin mission tree is titled called "Survivors," which is almost a LampshadeHanging on how impossible that task is.
* TheWarJustBefore: Two of them, in fact:
Western and Eastern Cannor. Each is the most relevant event in recent history:
** The In the west, the Lilac Wars were Wars, fought between Lorent and Anbennar over the succession to both of Lorent and Anbennar, and drew their thrones (and regional primacy in basically general). Pretty much every country in Western Cannor. Wescann got involved, and it ended with the rulers of Anbennar dethroned, [[RulingFamilyMassacre massacred almost to the man]], a bunch of border changes, and Lorent [[WonTheWarLostThePeace struggling to maintain its power after taking heavy losses]]. Even after the peace treaty, tensions are still high between the "Rose" and "Moon" and "Rose" factions in 1444 (although (though this dies down eventually).
in a few decades).
** The In the east, the Greentide, fought between where Korgus Dookanson's orcish hordes [[TheHorde horde of orcs and an alliance of Marcher Lords lead by Corin, utterly annihilated goblins]] destroyed the kingdoms of Escann, leaving the local kingdoms. Most governments collapsed and most land open for bands became depopulated as people fled or were killed. As the horde's success grew, groups of adventurers and Lilac War veterans came to stake their claim.Escann to confront it, allying with the surviving Escanni. Korgus was eventually killed in battle, [[DecapitatedArmy shattering his horde's cohesion and ending the major threat]]. This leaves Escann open to be fought over by the remaining greenskins, opportunistic adventurers, and the few [[TheRemnant remnants]] of pre-Greentide states.
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** The breakaway Aelantir colonial republics of Valorpoint and Marlliande are {{Eagleland}} types 1 and 2, respectively. The fellow breakaway Aelantir colonial republic of Cestirmark becomes the nucleus of the Trollsbay Concord, which is something of a European Union analogue (a regionally-defined multicultural confederal alliance with a reputation for slow bureaucracy and a goal of "ever closer Concord"), but can transition into the Trollsbay Union, an America-alike (notably, both Valorpoint ''and'' Marlliande are intended members of the Concord and Union).

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** The breakaway Aelantir colonial republics of Valorpoint and Marlliande are {{Eagleland}} types 1 and 2, respectively.respectively (Marlliande could alternatively be described as the Antebellum South at its worst). The fellow breakaway Aelantir colonial republic of Cestirmark becomes the nucleus of the Trollsbay Concord, which is something of a European Union analogue (a regionally-defined multicultural confederal alliance with a reputation for slow bureaucracy and a goal of "ever closer Concord"), but can transition into the Trollsbay Union, an America-alike (notably, both Valorpoint ''and'' Marlliande are intended members of the Concord and Union).
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* OurOrcsAreDifferent: They start out as fairly standard revisionist orcs: a clan culture of {{Proud Warrior Race Guy}}s, though their "shamans" are actually clergy of a monotheistic religion. In the Greentide and Graytide, they attacked the kingdoms of Escann and the Vrorenmarch and destroyed them before Corin's victory over Korgus Dookanson ended the former. However, ''after'' the start of the game, they begin diverging. The Greentide remnants are canonically conquered and either enslaved or integrated into the new Escanni society, with the Redtusk Orcs being a major ethnicity in Corintar. On the other hand, the Frozenmaw Clan ''won'' the Graytide, and during the game will found the Kingdom of Grombar and usually marry into the human population of Vrorenmarch, turning Grombar into a nation of half-orcs.

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