Anbennar: A Fantasy Total Conversion
Compatible with 1.37.5
EU4’s #1 Fantasy Total Conversion Mod, as seen in the Paradox Dev Clash!

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.

- Explore a lore-rich total conversion that completely revamps EU4, set in a setting made for the mod itself!
- Play as humans, orcs, elves, dwarves and more!
- Learn from the 8 schools of magic and wield powers to destroy countries… and even attain lichdom
- Forge your own destiny as a wandering adventuring company, eventually settling to form your own country
- Experience unique underground gameplay and reclaim the lost dwarven homelands

Grandfather Moss Meets Kalei by Wierzba
Beyond the Stormwall lies a lost continent. Detailed in precursor records found in Aelantir, they speak of robotic assistants built in giant factories and terrible, civilisation-crushing monsters, left to roam the lands abandoned by their creators. As the High Temples of Haless failed, the storms subsided just enough to let in a few brave explorers to loot these jungles rich in damestear and precursor artefacts. But the islands and mountains and jungles are not as empty as outsiders thought they would be.
Take down the great beasts and make off with incredible loot, or fight off these invaders to declare yourselves the Inheritors of Insyaa!
- The final continent of Anbennar is here. Beyond the Kiamoa – the massive wall of storms off the Halessi east coast – lies Insyaa. Nations of men, ogres, and kobolds vie for control over the habitable islands, plains, mountains, and plateaus. But greater foes lie outside. Anbennar’s newest race, the mechanim, have awoken and seek to revive their fallen, while terrible holohana – massive civilisation-destroying kaiju – roam the jungles, crushing all beneath their might.
–
- The magic system has received a complete overhaul. Command your mages to study one of Anbennar’s eight magical schools to gradually unlock stronger spells. Store mana (not monarch points, actual magical mana) in preparation for an epoch-defining war to launch meteors at your enemy, or develop your nation by shaping the terrain to your whims. Start great magical projects with the help of your mages. Ponder the orb, construct a battlemage academy, build the perfect homunculus, or raise an army of the dead.
–
- The new magic system completely rewrites how magic works in Anbennar, and expands the number of new stories to tell, with new mission trees built around these new systems. Take the Death Bringing Cobra clan and sign the Umbral Covenant to invite the Vile One, the Night Hags’ greatest tool. Create a centaur lich as Black Herd, or practice Necronomics as the newly reworked Esthil. Defeat the slavers of Taychend as Orenvalyam, or bend spiritfire as the harimari of Cangji.
–
- Almost every nation can make use of the new magic system, and there are so, so many nations with all new mission trees this update. Take any of the three Firanyan Harpy nations in Bulwar and reforge the Harpylen Queendom, or you could unite the Exodus Goblins into the new Overclan. Build behemoths of the sea as Deranne, or enslave merfolk as Karassk. Make Cannor embrace superior gnomish culture as Iochand, turn the Shadow Swamp into a paradise as Yemotaferi, seek and destroy the underground dragon as Gor Vazumbrog. Endhuvi, Samsumbat, Shadowdreamer, over 50 new mission trees in Anbennar’s largest update ever!
If you want to dive in, download the mod on steam and get going! If you’re not sure which country to play, check out this site with details on the dozens of new mission trees: https://sites.google.com/view/anbennar-missions/missions (those mentioned already are but a fraction!).

In addition to the Required DLCs, we recommend:
- El Dorado: Religions like Ynn River Worship use south american religion mechanics, plus Anbennar has its own ver of Seven Cities
- Common Sense: Corinite buddhists, parliaments used in Jaddari, Azkare, etc
- The Cossacks: Razing used for gnolls, centaurs, Nuugdan Tsarai. Righteous Path uses syncretic faith.
- Leviathan: Monuments really. Expanding infrastructure.
- Origins: Religious mechanics for Kobold Dragon Cult, Dwarven Pantheon, Mystic Accord and more
If you’re already subscribed you may encounter issues with the mod not loading properly due to the new launcher, if so try these steps out:
- Unsubscribe
- Go to your mod folder (eg. …DocumentsParadox InteractiveEuropa Universalis IVmod)
- look for "ugc_1385440355.mod" and delete that file
- Resubscribe

[www.patreon.com]
[anbennar.fandom.com]
[discord.gg]

Required DLC:
These DLC should be installed in order to use this item.
Europa Universalis IV: Conquest of Paradise
Europa Universalis IV: Wealth of Nations
Europa Universalis IV: Rights of Man
Europa Universalis IV: Mandate of Heaven
Europa Universalis IV: Cradle of Civilization
Europa Universalis IV: Rule Britannia
Europa Universalis IV: Dharma
Revisions:
Old revisions of this mod are available below. Click the link to download.