Naggaryn (Nar-Gah-Rin)

Ah, the serpent's hiss, that poisoned grin... I long fell in love with the venom for what, yet crueller than cold, could bring out that fire within. What, save fate and destiny's caress, could leave me with only rage; feeling yet so quietly alive.

Structure

Naggaryn is nation in name only, unified in concept alone. In truth, it is a collection of personal fiefdoms and realms caught beneath the cultural axiom that strength must be admired, and none were more admire than their founder. As such, there is no real sense of organisation or hierarchy that can reliably be said to extend across the country. The most prominent speak of one's lineage to Scarrow Black, a feature of defining importance within the nation.  
  • Rois des Naggarn: The King of the Naggarn, a title as ancient as it is ill-used. Reserved exclusively for the recognised ruler of the nation, none have borne this title bar the legendary Scarrow Black. Many have claimed it, many more have attempted to usurp its power, but all have failed - cut down in the brutal politicking of this land in shadows. It is an archaic term, frequently replaced with newer language to reflect the modern era, but its potency remains unchecked.
  • Dauphain/Dauphine: This title is given to the Head of a Great House and the heir to Naggaryn. It reflects their legitimate claim upon the Silent Throne. Outside of this, it provides little direct power, but those who can call themselves such are individuals of immense wealth, ruthless and cunning by nature. It is a name that carries more expectation than reward, for those who do descend from Scarrow Black himself - and are only ever one step away from dominion. By law there can only be one Dauphain, but none recognise the legitimacy of the others, and without a King to determine their claim this title has changed in usage since its inception.
  • Noblesse du Sang: Those others within a Great House who do not rule may claim the title of Noblesse du Sang - A Noble of the Blood. This is more custom than legality however, and is rarely used, for it carries the stain of disrespect. Despite this, it would be unwise to cross one, for what they lack in legal right they more than claim in personal power.
  • Marquis/Marquess: A catch-all title for those who represent lesser Houses within Naggaryn, it is usually claimed by those born to lines of bastards or singularly successful commoners. Technically, they possess the same rights as any Noble of the Blood, but in practice this is rarely executed. Like so much within this nation, they are granted only the respect they can take for themselves. Countless other titles of equivalence exist, each with their own specific function or cultural relevance, but they are rarely used outside of political affairs and local matters.
  • Maire: Within the grand complexities of Naggarn, there are those cities both great and small, regions torn between one house and another. In such places, a Mayor usually resides over the day-to-day affairs of the state; managing both the politics and logistics of life caught up in such a disparate land. The powers and appointment of such a position is a diverse affair, with some like the Maire de Niefen holding almost as much power as some nobles, while others are little more than figureheads designed to appease the populace during the ever-evolving Kinstrife.
  Other titles have appeared over the centuries that have garnered some measure of respect. Since the nation has, in truth, change not at all since its found; much of their influence is derived from custom rather than law, and is only as strong as the arm that possesses it.

 
  • The Black Prince: A title of universal respect within Naggaryn, the Black Prince is the foremost general and leader of the Tanlyn - the elite guard of the Silent Throne who have maintained rule in the capital since its founding. By virtue of their rank, they also claim dominion over the military of the nation who answer to no one but them, no matter the coin or pull employed. By decree, no member of nobility can hold this position, though this has been tested in the past.
  • Vassal: An easily confused title for those outside of Naggarn's unsual blend of theology and politics. The Vassal is the unoffical title granted to the leader of a Fane, one of Naggaryn's Mystery Cults in dedication to a specific Cryptic or Pact. It recognises one who has grown so close in nature to their patron that they are seen as their embodiment upon the Clock; indistinguishable in role to the lesser spirits who serve as they do in the Shade. Those souls who have earned such a rank are given a wary respect, for not only are they dangerous, but more often they are completely insane - as obsessed with their own nature as any fae or darkling dream.
  • Cypher: Equal parts mystic and mercenary, Cyphers are those who have struck bargains with a specific Cryptic and now serve their patron in exchange for power. Many are members of a Fane, though plenty exist who operate outside of the scope of such rigour. They hold much in equivalence to the hedge knights of the north, both mistrusted and respected by those they encounter. Due to the general prohibition against open warfare within Naggaryn, they serve often as agents for the various Great Houses - and as such are afforded a degree of welcome rarely seen within the Empire - for few wish to find themselves opposed to one who can call upon the Shade.

Culture

Naggaryn's culture is one caught between two violent opposites. To the common folk, a life of quiet avoidance and general peace is all they seek - staying far distant of the Kinstrife where possible - searching for any means of escape if not. They are fearful of change, content with their traditions, for progress rarely means well in Naggaryn, either because the nobility caused it, or because they fear it. This is not to say that they are a fearful people, but rather the opposite. They are deeply traumatised through generational lines, desperately seeking a moment to recover.   The inverse to this comes from the royal lines. Often blighted with the Melancholia, the nobility of Naggaryn are forever pushing boundaries in one way or another. From novel forms of art to recreational drugs to petty feuds and conflicts to arcane experimentation; each and all of them are crazed in some manner, forever seeking the new not just to placate their own blood, but to stand out amidst a thousand others competing the same. They are reckless and yet brilliant; eager to act where caution would be better placed.   In many ways, this dichotomy defines the struggle the nation endures. Caught between polar positions in constant turmoil, Naggaryn is best described as a culture of extremes - where the middleground offers nothing but foes on either side.

Public Agenda

To describe the agenda of Naggaryn would be to admit that there was such a thing as Naggaryn at all. So riven and warped by internecine conflict, there could be no agreement as to the goals of the nation, any more than there could be agreement to settle all disputes and follies in a rational and calm manner.   In short, there cannot be one, because the nation exists in name only. The only unifying element of the Great Houses that govern this land is their desire for power, and each and all stand opposed to the others for that reason.

Assets

As a nation older than most, Naggaryn has developed, and then destroyed, much of itself throughout the centuries. It's realm is littered with ruins of great wonders and institutions, but many stand to this day - a testament to the ingenuity and wit of their benighted people. Even more than it is ancient however, it is vast, and within its borders lie uncounted resources and wealth yet untapped, ensuring its power despite its every effort.

Resources

  • Elfar'Vier: Technically under the control of the Naggaryn Empire - these mountains are a formidable bulwark protecting the elves of the Tennen'Cairn from the endless curiosity of their northern neighbours. Those that dare, however, find it rich with ore and metal veins; as though the lifeblood of the earth runs through its valleys. Despite this, the metal is of a poor quality, brittle and frail, though its sheer bounty more than makes up for this inadequacy. The true treasure, however, lies in the Elvarn Steel that can be found within its shadow; a fearsome metal of occult properties and historical importance to whom the secrets of its forging are known only by the Elves.
  • The Sylvan Run: The Vhalian Desert is known for, outside of its sheer lethality, the quality of sand that can be found within its borders. Possessed of an unusual brilliance that catches the light; glass blown from it is known as Crystal and is highly sought after due to this refractive beauty. The artisans of Tol Baldir in particular pay greatly for even a handful of the silver dust, for the Rulers of Jainir possess a near-endless craving for the works of art they produce with it. Perhaps more importantly, however, are its temperature-resistant properties - the resulting vials and philters proving vital to the more modern sciences and alchemy.
  • The Rattery: Named for the byzantine maze and labyrinth tunnels, the Rattery is one of the largest mining operations on Amilyn. It does not produce iron or copper however, nor even silver, but gold - the earth in the region rich with the rare metal. Despite this, few countries favour it, for it is possessed of a strange crimson cast that many believe is cursed. Naggaryn cares little for such things however, using the mine to mint endless wealth for their endeavours and schemes. These coins are nearly always identifiable, lending itself to the origin of the phrase, 'Caught Red-Handed'.
  • The Lake Seirn: One of the bloodiest regions in Naggaryn, the Lake Seirn is a near-lifeless body of water fought over violently by three villages that cannot agree on the name. The reason for this hostility is due to its contents, being both a vast source of salt, and of being home to the Glimmerfyn Trout. Possessed of scales nearly as hard as iron, as light as silk; and beautiful beyond words - countless battles are waged over even the smallest catch.
  • Lanmyr Forest: An unusual micro-climate within the typically temperate Naggaryn, Lanmyr Forest was home to countless species of plant and fauna found nowhere else in the world. Moreso, it proved a perfect breeding ground for many of the spices and herbs discovered in Jainir - as well as serving host to countless rare reagents craved by alchemists across the continent. With the coming of the Strifescar however, the ensuing climate change led to catastrophe, and the forest died with it. The Ebonyr claim it can be saved, however, were things to return to normalacy.

Structures

  • The Ebonyr College: More than just an institution for arcane study, the Ebonyr College is a marvel of engineering and innovation in its own right. Constructed from the remnants of a thousand ruins; each piece is cursed and possessed by a Cryptic soul that lingers within the cracks that lace through its form. This resulting riot of magic lends itself both to impressive experimentation with the occult, as well as serving as a foundational library to whom every brick and pillar serves as a wealth of knowledge. Unsurprisingly, some of the most talented Cyphers have studied here, and Arcanists come and go freely to explore and share their worldly knowledge with like-minded souls.
  • The World Fair: Known also as the Coin Exchange, and the Market Galore - the World Fair is the largest of its kind within Amilyn. Situated in Niefella, some say that the entire city is but a part of this sprawling bazaar, serving nothing but the needs of trade that pours in from across the world. Served by its deep harbour capable accepting even the leviathan vessels of the Uluk Triarchy; it is the lack of regulation, taxation, and interference from governing entities that truly attention.
  • Sable's Tower: The pride and joy of D'Modri - Sable's Tower is a burst of colour in a land otherwise cast dreary by their very nature. In exchange for her continued alliance and friendship, the House swore to Elohim that they would harm no creature of feather or beak who made their home upon or within the delicate structure. Over years, birds of all colours and kind from across Erodas have flown to nest and roost within its lattice and they are protected by the immortal promise of the Harbingers that there are fates worse than death.
  • The Church of the Ill-Made: Naggaryn has long excelled in the arts of binding and negotiating with the Cryptic world. That said, there has never been a more audacious experiment than the Church of the Ill-Made; an artifical Ban designed to house one of the Firmament in place. It is an edifice of constant innovation and artisinal mastery; with every brick and every decoration crafted to sublime perfection using only the most creative and exotic methods. Within lies the spirit of Malfyn - the Cryptic of Collapse - a being of engine-break and ruin. Lured here long ago, they spend their time in a constant war of destruction, slowly corroding the delicate instruments and designs even as it is forever rebuilt. Within Naggaryn, an artisan is not considered a true master until they have been granted leave to add their own adornment to the church.
  • The Dreilin Docks: Not as advanced as the Brazen Empire, nor as experienced as the Balduran; the Bleak Armada of Naggaryn solves this discepency through one singular method. Quantity. The Dreilin Docks are a leviathan industrial project capable of laying and fitting nearly thirty vessels at a time. Fortunately, Naggaryn is rarely inclined to such endeavours, and many of the vessels produced are sold to merchants and explorers across the continet.
  • Château de Dimval: With the seizure of the Silent Throne by the administrative functionaries of the Naggarn State - the Great Houses were forced to meet and maintain their pretense of lordship elsewhere. Over time, Dimval became their regular haunt, owing to its proximity to the capital and the general stability of the region. A manor was built, and over centuries, each of the Great Houses poured wealth and coin and treasure into its improvement - each seeking to overshadow the next. To this day, it stands as one of the most luxurious and exploitative wastes of money in the land; a sprawling palace capable of hosting thousands amidst a level of opulence unknown outside of its rarified halls. Few complain however, for what time they spend battling over decorative styles, they do not spend battling with swords.
  • Dùnpala Tyn: One of the oldest buildings within Naggaryn, Dùnpala Tyn stands as one of the last bastion of Lanmen architecture still in working condition. Placating the many spirits of Elfar'Vier while maintaining a ready eye for those to whom offering is not enough to buy their peace. Many make pilgramges here, and Cyphers from across the world seek communion with their Patron within its halls - though the Lanmen who hold its sanctuary are peculiar in who they allow entrance to this great Fane.
  • The Silent Throne: Both a structure and an object, the Silent Throne is the seat of the true ruler of the Naggarn, and the palace that surrounds it. With the disappearance of Scarrow Black; no member of nobility has been able to set foot inside for the law of the Throne is clear. Only those by invite of the King may enter, and the custodians who maintain it and the fractured realm of Naggaryn claim that none of the blood were ever invited inside. This has led to no small amount of strife, but the administrators maintain order nonetheless - and from here rule in lieu of a rightful heir as best they can.

Military

  • The Bleak Armada: In many ways the most important part of Naggaryn's military strength, the Bleak Armada is the only arm that sees any regular conflict. A vast organisation possessed of countless warships and marines trained in naval warfare, they spend much of their time dealing with Stormlander Raids and ensuring the security of the vital trade routes that keep Naggaryn alive. They are violenty apolitical, serving only the Black Prince as they command, and even where they lack in talent and technology, they more than excel in the sheer quantity vessels they can put out to sea.
  • The Tanlyn: The official armed forces of Naggaryn, they are an elite yet small contingent of trained soldiers and Cyphers. Under the command of the Black Prince, they form the heart of any military action taken by the nation, and are granted extraordinary powers to raise and field their own forces if needed.
  • The Raven Watch: A religious order initially set up by House Cyrin, they are now an independant force that maintain the border with the Crowlands and ensure what darkness lingers does not escape into Naggaryn. Small in number, but skilled in their role, they are exemplary trackers and skirmishers and ar. In truth, however, they have far more experience fighting the forces of D'Modri these days, for the Ashen Cult seeks forever the secrets best left buried.
  • The Mystery Cults: Servants of the Fanes, the Mystery Cults are an eclectic and diverse series of organisations possessed of mystic warriors dedicated to one Cryptic or another. Each is their own unique creation, and no singular description can apply to them all - but they are a formidable tool to the Great Houses and the nation when deployed.
  • The Nyr'Fen Expeditionary: A collaberative force of the Great Houses and Naggarn's military - the Nyr'Fen Expeditionary are those currently deployed into the Thenian theatre. A violent, paranoid, yet deeply experienced army; they have endured the hell of their station for years without fail, battling monster, man, and uluk alike in their guerilla war.
  • The House Guard: The catch-all term for the various forces deployed by the Great and Lesser Houses; much like the Mystery Cults, they are a disparate and hard to describe force. Some are great and terrible, capable of fielding hundreds if not thousands of soldiers alone, while others are little more than patrols suited for scouting the path. Combined, however, they are an eclective and varied milita.

History

Founded in the year 30/40/03 - Naggaryn had before been a disparate and mostly empty land inhabited by the tribes of Lanmen who lived in the Elven Ruins scattered across the region. Over time, migration from the area now known as Penchant would begin, leading to a turmoil and strife that would come to define the nation for centuries to come. Settled slowly, it would be on this year that one would emerge from the mists of history - Scarrow Black.   Both the Lansmen and the Naggarn claim him as their own, but the truth is fractured by the ravages of time and constant conflict. What is known is that he appeared out of nowhere, named Prince after slaying a local warlord, before turning his expansionist goals across the land. He would rally the Lansmen to his cause and seek alliance with the Tennen'Cairn - utilising both in the battle against the Naggarn migrations from the north. It would take many years, but by 28/40/03 - only the Mordant folk of Western Naggarn would stand against him. History at this point grows even murkier, merging as much into myth and legend as fact. Some say that Ashur approached the young Prince, while others say he called for aid in recognition of the Iron Triach's dominion. Some texts even indicate that it was a bargain of desperation, defeated by the Mordant folk for the first time, and unwilling to see his ambitions shattered as his army fled. Regardless, a pact between the nation of Naggaryn and Ashur would be bound in blood - a pact that holds true to this day.   It is said that Scarrow Black took from this bargain a mastery over the world itself, a bound strength that would ensure none could ever best him in battle. Sure enough, he would never be defeated again, and on the pyre of a million slain would he ascend to the throne and claim title as the First and Last King of the Naggarn. The tales from this time are plentiful, of wandering champions slain without barely a breath, of gods and kings humbled before his might. Like all stories however, there lies a tragedy as it unfurls. Time would be the one foe he could not fight, and in desperation he sought answers as to its defeat. None could give them however, until at last he plead to Death itself. Death heard his bargain and set but a simple challenge. If Scarrow Black should defeat his champion, then Death would grant him immortality. The King agreed and met in battle the Wyld Hunt, and the two clashed in brutal conflict. True to Ashur's bargain, however, Scarrow Black could not be defeated - and so he struck the head from the Hunt and turned to Death for his reward. So it was that Death agreed, whisking the King from the land of the living, anointing him as the new Wyld Hunt; immortal but enslaved to a life of violence and rage.   The truth of this story is obviously suspect, but it is known that Scarrow Black went missing shortly after forming his kingdom. His children would all vie for the Throne, plunging Naggaryn into a decades long conflict known only as the Kin-Strife - and in the ashes of this great war would there be no victor. The Great Houses would arise from the ruins, each claiming lineage to the distant king, but the Throne would sit empty forevermore, a fitting symbol of Naggaryn's own hollow heart.

Demography and Population

Naggaryn is a disparate land, more a collection of feudal kingdoms than any true unified nation. As such, it is of no surprise that the population of its interior is reflective of this chaotic state. The Naggarn and the Lanmen are the most dispersed, having spread during times long past across the entirety of the region. Both are old and rich with custom and tradition. traditions that often clash with the other ethnic groups that form the mainstay of Naggaryn. The Ashlanders and the Erlish migrated later, as the Crowlands spread and the Ashweald turned to horror - bringing with them their own history as they settled along the borders of the nation.   The Mordant, an offshoot of the Lanmen of the West, still reign in the lands of D'Modri, while the Ophelian live in the central heart of Naggaryn. The Rivièns cling to the south however, following the coastal borders of the kingdoms. The Falian and Tennar rest in their own dominions - the great woods of the land and rarely venture out without good cause. They are a client people of Naggaryn, a relationship that is rarely put into practice for fear of the repercussions it would bring from such a proud people.   Outside of that, Naggaryn is a multi-cultural land, less concerned with the race or ethnicity of a person than their lineage and faith. All are welcome, provided they know their place, and provided they are willing to work within the effervescent madness that lingers within every interaction and obligation.

Territories

Naggaryn, being as vast as it is, contains within its borders many regions and territories - most of which change with the turning of the tide as strife and turmoil upend permanency without a care. As such, when discussing the regions of Naggaryn, it tends to be detailed via specific geography rather than political affiliation.  
  • The Crownlands: Bordering the Ashweald and the Ashuran Ocean, the Crownlands represent the original heart of the Naggaryn Empire. First settled by the Lansmen, they were displaced later by the northern migrations as it soon became the bastion for the Naggarn culture, a thirving hotbed of mysticism and royal grandeur. To this day it houses some of the most historically important cities and towns, as well as serving as the political capital of the nation. Anyone who matters has a presence here, and blood flows as fast as coin through its many rivers.
  • The Vigilant: Largely unsettled due to the surrounding dangers, the Vigilant is a border region filled with hardy survivalists and determined traders. Countless Mystery Cults, Knightly Orders, and other unsavoury organisations find their home here, far from the prying eyes of nobility. It also contains the vital trade route with Glymgol, and for that reason only, efforts by the Great Houses to claim the territory largely fail - hampered by their competition who would rather it remain lawless than fall into opposing hands.
  • The Houserealm: Possessed of fertile lands, open space, and natural harbours - the Houserealm is the blood that keeps the nation alive. From agriculture to industry, its countless cities boast a vast population caught between the eternal attentions of the Great Houses who vie for control amidst a world slowly turning away from the laws of old. It is here that the Free Cities are most common, given great leeway by the old rulers in exchange for the vast profits and beautiful creations that pour through their open gates.
  • D'Modri: Ostensibly part of Naggaryn, D'Modri stands as an outlier in a nation defined by its exceptions. It is here that the Lansmen fled during the Unification, keeping much of their old ways even as they welcomed refugees from ancient Erlfane. Fiercely independant and famous for their inhospitable manner, many of Naggaryn's woes have started in this quiet realm of mystery and wilderness. Countless Cults and societies have settled within its borders, far from the prying eyes of those who would judge them without understanding.
  • Rym'Nal: Known also as the Dreamwood, this vast forest is the home of the Tennen'Cairn and the Seat of the Winter Solstice. A strange and feral place, it is rarely visited by any outside of the noble blood, for cruelty and malice are as common as the breaths we take. Technically, it is a client realm under Naggaryn, but few would be foolish enough to press such an issue to the Darkling Princes.
  • An'Mor'Nar: The home of the Failin'Die, the Forest Aflame is a mystical place of great beauty and danger. It is said always that music plays from within its borders, that the scent of perfume and lavender lies thick on the air even through winter's chill. That what can please can just as quickly kill at a moment's notice. Like its kin in Rym'Nal, the forest is a vassal of Naggaryn, but rarely is much made of the issue - for the elves of the wood are glad to engage without pressure.
  • The Vhalian Desert: A mysterious expanse of desolate land located on Naggaryn's western shore, the Vhalian Desert is a source of much study and wealth. There is no mention of this expanse in the Elven Histories, yet the Lansmen speak as though it has always been here - raising the question as to its origin and relevance even as it is plundered for the rare salts and minerals entwined within its sand.
  • Nyr'Naggarn: An enclave found within the Thenia, Nyr'Naggarn is a militant and fortified hellscape of stone walls, bitter marsh, and constant threat. Under control of the Black Prince, it is the only region managed directly by the Tynlan, and even the Great Houses are forced to accede to their authority when passing through. Few civilians live in this region, outside of the scant locals who are watched constantly for signs of sedition. Instead, it is a soldier's home and a soldier's grave.

Military

The military of Naggaryn is a disparate thing that defies description, for its makeup and design truly depend upon the context of the threat, and the nature of those involved. At its heart stands the Tanlyn, in service to the Black Prince. This is the official military of the Black Rally, and they are granted great powers to levy the Nobles, the Commoners, and the Cyphers alike when required. Fortunately, this is rarely needed, and instead they serve more as a policing unit dedicated to maintaing some degree of stability in the nation.   The Bleak Armada stands separate, a private navy in truth that maintains the trade routes and coastal waters of the nation against the threats of pirates and reavers. Each of the Great Houses pay into their maintenance, and those that don't soon find great tragedy befalls their endeavours. Though allied with the Tanlyn, they are technically exempt from the Black Prince's command, though the two often work closely together to ensure the security of Naggaryn.   Outside of these come the Great Houses. Each of these maintain their own armies and men-at-arms, though each are as different from each other as they are similar. Due to Wodan's Ban, they are mostly reserved for outside excursions or to provide to the Tanlyn when requested, as internal altercations are typically handled by Cyphers and Mercenaries. Lastly, there are the Cypher Cults who maintain small yet dedicated groups of soldiers, blessed and gifted by their Cryptic Patron. Their services are frequently sold or provided for some benefit or another, and their type can be found across the length and breadth of the nation.   As such, the military of Naggaryn is a complex network of loyalties, alliances, and context. While disorganised asnd frequently disloyal, the cultural divides lend itself to a versatile and varied force that is difficult to counter. Their reliance upon Cryptic bargains and Cyphers also provides them with great capability, for hidden within the teeming masses lie individuals capable of battering walls and rending entire contingents apart on their own - their gifts as volatile as themselves.

Religion

The official faith of Naggaryn is the Cairn, a collective of spirits, Cryptics, and Darkling creatures from the Shade. Led by Ashur, it is a wild and mercurial pantheon covering thousands of eldritch beings that flicker through the world like a passing haze. The reality, however, is much more complicated. There are no priests of the Cairn, nor are there temples to its praise. Rather, individuals typically pay duty and notice to those Cryptics who would most benefit in the moment - offering a sacrifice for a good harvest to Beal before throwing a coin to the Tricksy One when gambling away their life savings. It is less a faith and more a contract, obesience provided for material gains.   Outside of the common folk, this relationship becomes both less and more. The Great Houses deal with the Cryptics as they would any other powerful neighbour - haggling with them in exchange for power and service as required. Even the quiet D'Modri is not above such dealings, and much of their power descends from their alliance with unsavoury creatures outside the scope of the Cairn. The Cyphers also lend themselves to added complexity, for many are dedicated to a singular patron, banding together to form Mystery Cults that spread the concept and message of their spirit far and wide. Others, however, serve many Cryptics - exchanging individual acts for a collection of favours called upon when needed.   Religion then, like all things in Naggaryn, is a matter of constant change. It is a matter of immediacy and gratification, with such petty concepts as faith and worship reserved for those in more peaceful climates, where the next day is not merely another chance at tragedy.

Foreign Relations

Being one of the largest and oldest nations with Amilyn, Naggaryn has a long and storied relation with many of its neighbours. Unsurprisingly, they are rarely positive, marred by the constant strife and schism that permeates the society at large. That said, though they are unreliable and mercurial, they are also a nation of great wealth and brilliance - and many are willing to overlook their eccentricities for access to their vast markets.  
  • The Uluk Triarchy: One its more complex relationships, Naggaryn and the Triarchy have been engaged in a near centuries-long conflict within the depths of Thenia. This war has flavoured many aspects of their diplomatic relations, with both sides levying tarrifs and taxes, seizing goods and property, and otherwise engaging in a tit-for-tat battle of spite outside of their brutal engagement. Despite this, Uluks and Naggarn still travel freely between each others lands, and engage in artful negotiations while refusing to address or even recognise that there is a war in the north.
  • Tol Baldir: Despite its past as a client state of Naggaryn, Tol Baldir now stands as an equal peer with the great nation. Both share the curse of the Melancholia, and both delight in the discovery of something new. Alas, this shared ground does little but breed competition and envy; joint projects often failing quickly as one side tries to usurp the other.
  • Glymgol: In times past, Naggaryn and Glymgol maintained strong relations, both being cultures defined and derived from a shared madness. This relation did not lend itself to the easing of the infamous Glymar Ban, but many of the legendary goods of Makar found their way to Naggaryn in lieu of more favourable markets in the north. With the coming of the Strifescar however, there has been no contact, though Naggaryn has welcome refugees from the mountains with open arms - happy to exploit their prowess.
  • The Makaran Empire: It is unknown what led to the deep divide between the people of Naggaryn and the Makaran Empire, but to this day, there is a deep mistrust that permeates their relations. Little trade flows between the two, and caged by the mountains of the north, Naggaryn is forced to seek alternative routes across Amilyn - for fear of drawing the Delver's ire.
  • The Brazen Empire: Long standing rivals and bitter foes; both nations see themselves as the rightful power on Amilyn. This constant tension has been eased only by the difficulty in reaching one another, forcing both sides to resort to more subtle methods rather than outright war. Assassinations, proxy conflicts, and sabotage - this does nothing to hamper the cultural spread as art and technology become the latest competition between each side.
  • Dazima: A curious city-state of magic, Cryptics, and bitter bargains - Dazima is a natural ally of Naggaryn in the north. Both understand each other better than anyone else, both having been born in strife and madness. Their shared mysticism makes dialogue and diplomacy simple, and nearly impossible for anyone else to understand.
  • Thenia: Due to its disparate politics, and the fact that Naggaryn has been engaged in a decades long guerilla war with the local inhabitents, relations with Thenia can best be described as disasterous. What started as a colonial project has quickly descended into a near-genocidial war of terror and ethnic cleansing, as both sides resort to the foulest strategies in their search for victory.
  • The Ashweald: Home to the Rag-Fleets that plague the Ashuran Ocean, the Ashweald is a difficult neighbour that Naggaryn is forced to tolerate due to the inhospitable nature of its geography. Lacking any form of government, the Black Rally instead maintains relations with numerous Princes and Admirals, paying them off in gold or steel rather than deal with their nuisance.
  • The Vokai: Distant kin of the Tennen'Cairn, Naggaryn has a healthy respect for the Reaver's of the North. That said, the great distance means there is little communication or trade between the two, a fact that Naggaryn is happy to maintain.
  • Jainir: A curious new player in Amilyn politics, Naggaryn has so far made little contact with enigmatic Jainir. This is partly due to the vast distances separating Naggaryn from the northern continent, and partly due to the severe cultural divide. Jainir's disdain for the arts of magic and Cryptic bargain sit poorly with Naggaryn's own mystic philosophies, and their obsession with gear-work and engines has left the Black Rally suspicious of their ties to the Brazen Empire.
  • The Rout: Outlanders from the Maw, the Rout have a violent relationship with Naggaryn, spanning from ancient oaths and deep alliances, to constant bickering, conflict, and cultural one-upmanship. For now, they work together with an easy respect, the events of the God's Bane long forgotten, and the occasional raid and retaliation soon swept beneath the rug in the face of greater ventures shared together.

Laws

Naggaryn is a land of feudal dominion, and the casual tyranny of this system of government is evidenced wherever one travels. The Noble Houses set the law, interpret the law, enforce the law - and fairness is a concept foreign to the divine right of ancient blood long sick with the Melancholia. As such, the concept of justice is an amusing joke, interpreted freely as a sense of obligation rather than equality. That said, there are exceptions. In those cities and towns outside of the direct control of the nobility, laws and regulations are often passed by the local maire or leading citizens. While not perfect, they are far preferable to the malicious whims of blue-blooded lordship, and in such places even the nobility must tread carefully for fear of finding their power is not without its limit.   There also serves the House of Advocates and the Last Court - Cypher Cults in service to Landa and Wodan - who serve their strange interpretations of justice to any who would pass their notice. No one is above their declarations, and as such they are the respite of the lowly and poor. They charge steeply for their services however, though not often in coin, and as such it is usually the desperate who find their path to them. Their rulings and decisions are upheld across the country, and it would be a foolish soul who would strike out against them rather than pay the price.

Agriculture & Industry

Naggaryn is a country of both great wealth and povery in equal measure. It's formidable size and large population lend its strengths to a sizeable agrarian and industrial economy that is sadly unexploited by the lacking education, intense social inequality, and general instability that limits investment and future planning. That said, these struggles are offset by their flashes of brilliance. From the Wines of Blackwood to the Creations of the Ebonyr, from the smiths of the Elvarn Forges to the Silk Spiders of Delial - what masters one can find in Naggaryn are matched by none. This ensures a lively and erratic trade that in no way benefits those not blessed by the correct lineage.   This over-reliance on mastery has caused problems in the past. Their army frequently suffers from shortages, and even simple tools can be hard to find during certain times of the year. Without a noble patron or merchant investor, it is nearly impossible to stay in business - and even farms are reliant upon their feudal masters to sustain them. As such, they produce bespoke equipment for those who can afford it, made from the finest materials, treated by the greatest artisans, each piece selling for a small fortune as elsewhere their people struggle and starve. As is ever the case in Naggaryn, the brilliance festers amidst the sickness.

Trade & Transport

Though trade is a vital part of the Naggarn economy, the country is far more reliant upon its own internal industry. Afflicted by ruinous price controls, erratic mercantile policies, and the general difficulties of operating in a strife-torn land, it is the provenance of only the truly wealthy to organise caravans and shipments to distant lands. These leave through the great ports of Niefella and Nar-Garyn, escorted frequently by the Bleak Armada to ensure the noble's coin is well protected. Such transports are usually laden down with the raw resources that Naggaryn is famed for, the plentiful metals and bountiful harvests that may not match others in quality, but certainly outclass it in quantity.   Internally, most trade is organised along the great River Imuriel that runs through the heart of the nation. Thousands of esturies and small passages spin off from the waterway, reaching nearly all parts of Naggaryn and protecting merchants from the typical bandit or wandering beast. For those who cannot take such routes, there are numerous highways in various states of repair scattered throughout - though they are often belaboured by toll gates and guards masquerading as bandits. This makes trade a dangerous affair to the more remote regions, and such caravans are a rarity, celebrated upon their arrival should they survive the journey.   A sizeable portion of Naggaryn's economy, however, is in bespoke creations. From jewelry to alchemical devices, to weaponry to more - the masters of Naggaryn are near-peerless in their artisanal skill. That said, few of their wares make it out onto the open market, but instead require the client to travel to the master in question - ordering, paying, and waiting until its completion. Those who try otherwise may find their purchase 'requisitioned' by a noble's wandering eye, with little room for recourse.

Education

Education in Naggaryn is an elitist affair, like so much else. Affordable only to the wealthy and the noble alike, most within the nation make-do with the teachings of their parents, or by passing Chronicles spreading their wisdom as they are wont to do. As such, the common folk tend to be superstitious yet remarkably talented within their field of expertise, having done little but learn about their role in life and the necessities of their industry.   Some Mysteries offer education to those who are nearby, though many demand service in exchange for this provision. For those with the coin to spend however, tutors from across the world can be hired to provide the best education possible, and if they prove gifted, the halls of the Ebonyr College will gladly welcome you. As such, the wealthy of Naggaryn tend to be exceptionally urbane compared to their contemparies, though lacking often in any particular specialty or practical understanding.

Infrastructure

To describe the infrastructure of Naggaryn would be to describe the world in motion; an ever-changing affair defined by a single, strict rule. Nothing stays the same. One town may be a beautiful vista of grotesque artistry and elegant creation while the next, barely half a mile away, could have fallen into complete disrepair. So much is defined by the patronage of the nobility, that as their fortunes wax and wane, whole regions sink and rise with them.   Even the King's Road exists in a state of constant erosion, with whole stretches maintained out of obligation or pride by families whom own the land through which it passes. Next door however, it crumbles away once again, ignored by those with better things to waste their coin on. As a nation defined by its communal politics, the individual greed renders all such endeavours as futile and utterly wasted. As such, river travel is preferred by most, for not only is it faster but it relies on no one to maintain the waters. For this reason, most of the crime and difficulties that occur do so along the waterways, and in turn does most of the civil enforcement watch the rivers with interest.   The only extant outlier to this general rule are the Bastion Keeps. Dotted around the border of the nation to ward against the myriad threats waiting outside, they are maintained not just by the noble houses, but by the governance itself and the Mysteries that support them. Fortunately for the brave defenders, the latter take their obligations far more seriously, and for many departments and cults, the maintainance of these keeps is the beginning and end of their raison d'être.

Pas de mort par défi (No Death in Defiance)

Naggaryn
Founding Date
30/40/03
Type
Geopolitical, Kingdom
Capital
Alternative Names
Southron, The Black Rally, The Naggaryn Empire
Demonym
Naggarn
Leader
Leader Title
Founders
Head of Government
Government System
Oligarchy
Power Structure
Confederation
Economic System
Traditional
Currency
Crown (Ten Thrones)
Throne (Ten Regals)
Regal (Lowest Denomination)
Major Exports
Alchemical Reagents, Cattle, Cloth, Clothing, Copper, Crystal, Glass, Gold, Grains, Granite, Iron, Livestock, Marble, Meats, Salt, Silk, Silver, Stone, Timber, Wine
Major Imports
Callowpine, Clothing, Coal, Furs, Industrial Equipment, Kaf, Marble, Medicine, Military Equipment, Mol, Naval Equipment, Paper, Scuttle, Spices, Steel, Tabac, Tools
Legislative Body
The Great Houses
The Mayorals
Judicial Body
The Noblesse
The Wodan
The Advocate's House
Executive Body
The Great Houses
The Mayorals
The Mystery Cults
Official State Religion
Location
Official Languages
Related Ranks & Titles
Neighboring Nations
Related Species

Peace

The history of relations between Naggaryn and the Brazen Empire is one best described as 'Covert Malice.' Both have sought the destruction of the other, but separated by the Mountains Glym as they are, both have had to resort to more underhanded methods in order to achieve their goals.   From murder and sabotage, to proxy funding and careful propaganda, both have become excellent voyeurs into the arts of espionage through decades of practice. Still, they are not immediate threats, and trade flows between the two to this day.

The Nyr'Lynda

00/00/00 - 30/40/03

  • 18/40/03
    The Death of Gastonne
    Political event

    The Prince of Gastonne is slain by Scarrow Black, as of this point an unknown warrior from the depths of Rym'Nal. He took their title and began to consolidate his base of power.

  • 20/40/03 - 30/40/03
    The Founding of Naggarn
    Founding

    The Nation of Naggaryn is finally unified beneath the heel of Scarrow Black - forged by war and steel - the new King of Naggarn stands ascendant ready to bring the world to flame.

    Location
    The Southron
  • 23/40/03
    The Battle of Ros Tinal
    Military: Battle

    Scarrow Black suffers his first defeat at the hand of the Modri Clan. Buoyed by his own hubris and prior victories, he is led deeper into unfamiliar terrain, ambushed then by a myriad swarm of Lansmen and Cryptic spirits bound to their will.

    The battle would turn to a rout when Scarrow Black was bested by a Modri champion known as Sreang an'Rìgh who cursed him as he fled. According to the legend, the words uttered were, 'Fear the Blade and find the Gallows.'

    Contempary historians have thrown doubt onto some of these claims, citing the similiarity to the King's Valley in which the battle took place as a source of confusion regarding the Champion and the curse that followed.

  • 24/40/03
    The Pact of Glyn'Fel
    Religious event

    Sore from his defeat at the hands of the Modri clan, Scarrow Black disappeared for a year into the mountains.

    There it is said that he climbed the highest peak, screaming out to Ashur for his attention. A deal and a pact was signed, and Scarrow Black returned invioable and blessed by the Iron Triarch. With him came an army of Lansmen unknown to have existed at the time, following their new Prince and Cairn to battle against the Westron.

  • 26/40/03
    The Battle of Mag Then
    Military: Battle

    The forces of Modri are finally crushed by Scarrow Black, the powers of Ashur and the Lansmen rituals combined finally overcoming the dark mystics of the Westron.

    Location
    The Southron
  • 27/40/03
    The Westron Accords
    Diplomatic action

    Signed by the surviving leadership of the Modri Clan and Scarrow Black - the nation of Naggaryn is now unified from east to west. They also send one of their children as a hostage to the court of Black, to learn the customs and language of their new rulers.

    Despite this, they are granted a level of autonomy and control over their own territory, in respect for their defiance and prowess - as well as an awareness that ruling over the local population would prove a bloody and violent affair.

  • 29/40/03
    The Scourge of Dunlaine
    Military: Battle

    Setting his sights to the north, Scarrow Black leads an ill-fated expedition into the Ashweald. There he suffers his second defeat at the town of Dunlaine, pressed back by the artful strategies and foul magick of the dwellers within.

    Retreating to his own borders, he orders the construction of a series of keeps to forever the watch the mire. With that, however, he has nowhere further to go - and so begins the official unification of Naggaryn.

  • 49/40/03
    The Mordant Quiet
    Diplomatic action

    In act that perfectly explained the views of Modri, the Westron declares neutrality from the brewing conflict, stating that it was an 'internal Naggaryn matter.'

    This neutrality is enforced through the simple method of killing anyone who crossed into their territory, regardless of what colours they wore.

  • 49/40/03
    The Black Rally
    Military action

    Scarrow Black emerges from the Shade at the head of a great army of Cryptic monstrosities. He joins the loyalists who have already started the civil war, leading them into battle against the scattered defenders in a series of devastating victories.

  • 13311

    13311


    A Gift of Silver
    Diplomatic action

    In the wake of the Gallow Night, the Tennen'Cairn refuse to join the war for fear of breaking their oaths in either direction. Instead, they provide a gift unto the children of Scarrow Black - a series of Elvarn Blades made within the Dreamwood.

    Such secures their friendship in the future, and cements the marriages, for no Tennarn union is complete without a gift of silver.

  • 51/40/03
    The Battle of Cyr'Dun
    Military: Battle

    The forces of Naggaryn coalesce around the brilliant leadership of Cyrin - her charisma and royal line bolstering the troops to stand firm against the Gallow Night.

    A series of fighting retreats begins to emerge as Scarrow Black's goal of the capital becomes clear, resulting in a trap forming for his forces as they push ever onwards.

    At Cyr'Dun, Cyrin launches a complete assault from all directions, only to find her revenant father more dangerous and insane than ever before. Leading from the front, he smashed through the surrounding lines, heralded by the howls of the Wyld.

    Only Cyrin's acumen kept the army intact as she retreated her forces to the capital, sending word to her siblings to continue harassment even as she prepared for her final stand.

  • 52/40/03
    The Iron Plight
    Religious event

    Defeated time and again by Scarrow Black, Cyrin put out a call to the Mysteries, desperate for their aid. Each and all came back with their answer, both in troops and material, but their might could not match against the Wyld Hunt.

    Finally, she begged the Mystery of Iron, Ashur's own Cypher Cult, to intervene. They had been silent up until now, refusing to engage, but as the Siege of Nar-Garyn began, they emerged from the shadows.

    Some way Ashur had realised the true goal of the Gallow Knight and grew fearful of his creation. Others say he merely tired of the slaughter, or saw a more fitting champion in Cyrin. Regardless, he demanded of Naggaryn its greatest warrior and so the Trials began in hunt of one who would fit.

  • 53/40/03
    The Siege of Nar-Garyn
    Military: Battle

    Even with reinforcements delayed by Garyn, Temerick, and Desna - whose forces frayed at those sworn to Scarrow Black - the siege of Nar-Garyn was inevitable.

    A great host lay outside the city and Cyrin was forced to endure endless days of battle within the streets, for the city's walls were not yet complete. Amidst ruin and scaffold, the civil war culminated in a brutal and bloodthirsty slaughter as every inch of ground was brought with hundreds of lives over weeks of fighting.

    After a year of near-constant battle, the Champion of Ashur would arise and lead with Cyrin against the forces of the Gallow Knight. The first victory was struck as Scarrow Black was forced to retreat from the city, wounded and fearful, seeking to regroup for another assault.

  • 53/40/03
    The Champion of Ashur
    Religious event

    An unknown soldier is chosen to represent Ashur on the field of battle against the Gallow Knight. Blessed by the same magicks that wove through Scarrow Black, they take to the field of battle to bring an end to the madness devouring the nation.

  • 13315

    13315


    The Second Reconstruction
    Construction beginning/end

    In the wake of the Gallow Night, efforts were expended to ensure the capital would not be so easily attacked in the future. Architects from the Northern Kingdoms were employed, as well as by Tol Baldir, to better protect the inhabitents from war.

    This had the tragic side-effect of making the city more flammable.

  • 55/40/03
    The Battle of King's Valley
    Military: Battle

    Forced to retreat from the Champion, Scarrow Black was pushed back over miles of ground, fighting the entire way. His reinforcements grew thin, and Cyrin soon rejoined with her siblings as their host grew vast and mighty indeed.

    It was in the King's Valley where Scarrow Black had been defeated first that he saw his end, surrounded by the host of Naggarn and attacked by the Modri Clan for daring to trespass. Surrounded and with no escape, he fought and slew hundreds in a demented rage - until at last he was brought low by the Champion.

    Both struck the other a mortal wound, and both would lie on the field of battle, dying slowly amidst their world in ash. The Champion would pass first, and Scarrow Black would be recovered by his family - declared a traitor for his crimes against the nation- and hanged from a lonely Yew Tree. He would scream the whole while, until finally death took him, and his body grew still.

    It is not known where he was buried after, or whether he was even buried at all, for the siblings wished to end the story and claim their father had over the lives of Naggarn.

    Such would not be the end however for Scarrow Black, for he had made a promise with Death to never die, and he would return once more until his goal is achieved. The Gallow Knight, as he is now known, would burn Naggaryn to the ground in his madness.

The Black Reign

30/40/03 - 55/40/03

  • 32/40/03
    The Line of Desna
    Life, Birth

    The first child of Scarrow Black is born, named Desna in honour of the Maiden Cryptic who protected him as a child.

  • 33/40/03 - 41/40/03
    The Storm Wardens
    Military: War

    With the unification of Naggaryn, wealth begins to prosper, and so too do the ambitions of those who crave it.

    A band of Stormlander refugees form together, raiding along the Ashuran Coast as Scarrow Black once more leads his forces into battle.

    The war drags on as the Stormlander tactics prove difficult to defeat, but they are eventually forced back after Scarrow Black boarded the Umbrage and slew Jorrik Half-Man in single combat.

  • 35/40/03
    The Thrice-Born
    Life, Birth

    The Triplets Garyn, Cyrin, and Endrick are born, further cementing the line of Scarrow Black, though no word as to his chosen heir is yet mentioned.

  • 36/40/03 - 26/41/03
    The Capital
    Construction beginning/end

    Nar-Garyn, named for his child, begins construction under the auspice of Scarrow Black. Designed to be a central point of politics and influence devoid from old cultural ties, it soon becomes a hub of trade and criminality like none other.

  • 37/40/03
    The Line of Rahvin
    Life, Birth

    The child Rahvin is born a sickly child, leaving few to assume they will survive to adulthood. Despite this, he is recognised by Scarrow Black as his own, and the line of succession grows murkier.

  • 13299 BE

    13299 BE


    The Bastard Born
    Life, Birth

    Avinognel is born, the only child of the ceremonial union between the Tennarn and Scarrow Black. Though most accept the marriage as just, others breathe whispers of their bastard nature in quiet corners.

  • 39/40/03
    The Sack of Nar-Garyn
    Military: Battle

    In what will become an unfortunately common event, Nar-Garyn is burned down. Fortunately, being under construction, the damage is quickly repaired and the Stormlanders repelled.

    The public outcry is immense, however, and Scarrow Black rallies the remaining nobility to end the threat once and for all.

  • 13301 BE

    13301 BE


    The Reconstruction
    Construction beginning/end

    Following its sack by the Stormlanders, money is poured into the city to rebuild the damage done. Fortunately, in its current state, most of what was lost was scaffolding and foundations - easily repaired especially as the treasure from the war flowed in thick and fast.

    Changes were not made to make it less flammable however, for the arson was seen as an intentional act rather than the accident it truly was.

  • 40/40/03
    The Line D'Modri
    Political event

    In Penchanter Tradition, Scarrow Black adopts a member of the Lansmen clan of Modri into his family. This is met with great surprise and disagreement, but once more the family of Black grows larger.

  • 41/40/03
    The Umbrage of Lords
    Military action

    Jorrik Half-Man is slain by Scarrow Black aboard the Umbrage. So ends the Stormlander threat for the near future.

  • 42/40/03 - 47/40/03
    La Mort d'un Roi
    Artistic creation

    This seminal work of history was finally finished by the Chronicle Tyon De'Joi. After having finally decided no more could be done by the aging King, they published it to the acclaim of many, only for the Gallow Night to render it nearly fiction.

    In a tragic turn of events, it would survive the coming centuries as a well-respected account of the time, and would convince many of the honour and nobility of the King. Support for the Gallow Knight would propser on regardless of the realities witnessed by the survivors.

  • 42/40/03
    The Twin-Lain
    Life, Birth

    The twins Lucita and Temerick are born, the final children of Scarrow Black to the relief of all. The line of Succession has become a myriad nightmare of political backstabbing and subterfuge, helped not at all by the silence of the King.

  • 44/04/03
    The Grael Pact
    Marriage

    Scarrow Black betrothes each of his children to members of the Tennarn nobility, sealing forever an alliance between his line and those of the Wyrdling Elves.

    D'Modri refuses however, later marrying a commoner from Thenia, a fact that many have used to explain the seeming stability of the Westron.

  • 45/40/03
    De'Joi's Dinner

    For reasons unknown, the Histories of Naggarn go into great detail regarding the cuisine enjoyed by the Chronicle De'Joi. Unfortunatley, they mention recipes known by none, and ingredients that appear to have either never existed or did so long ago.

  • 47/40/03
    The Mystery in Black
    Religious event

    A Cypher Cult dedicated to Scarrow Black begins to emerge. At first assumed to be nothing more than a radical band of royalists, their ability to wield the Wyrd soon caused alarm.

    Scarrow Black would organise their destruction, fearing the anger of Ashur, but they would survive amidst the shadows.

  • 48/40/03
    The Wyld Hunt
    Religious event

    Fearing death as the only foe he could not best, Scarrow Black challenges Death itself. Facing against the Wyld Hunt, he proves successful, and in doing so iss sworn into service forevermore.

    Abandoned by Ashur, Scarrow Black declares their once-Patron Dunai and promises vengeance against them.

    The Gallow Nights begin.

    Location
    The Southron
  • 48/40/03 - 55/40/03
    The First Gallow Night
    Military: War

    The First Gallow Night begins, issuing in a near decade of total war and slaughter. Chaos reigns supreme as all sides turn on each other amidst the confusion, unsure as to who they are actually fighting.

    In one swift blow, Scarrow Black unmakes his own empire, before finally being defeated on the Field of Ros'Cairn by the Champion of Ashur.

    Location
    The Southron
  • 49/40/03
    The Mordant Quiet
    Diplomatic action

    In act that perfectly explained the views of Modri, the Westron declares neutrality from the brewing conflict, stating that it was an 'internal Naggaryn matter.'

    This neutrality is enforced through the simple method of killing anyone who crossed into their territory, regardless of what colours they wore.

  • 49/40/03
    The Black Rally
    Military action

    Scarrow Black emerges from the Shade at the head of a great army of Cryptic monstrosities. He joins the loyalists who have already started the civil war, leading them into battle against the scattered defenders in a series of devastating victories.

  • 13311 BE

    13311 BE


    A Gift of Silver
    Diplomatic action

    In the wake of the Gallow Night, the Tennen'Cairn refuse to join the war for fear of breaking their oaths in either direction. Instead, they provide a gift unto the children of Scarrow Black - a series of Elvarn Blades made within the Dreamwood.

    Such secures their friendship in the future, and cements the marriages, for no Tennarn union is complete without a gift of silver.

  • 51/40/03
    The Battle of Cyr'Dun
    Military: Battle

    The forces of Naggaryn coalesce around the brilliant leadership of Cyrin - her charisma and royal line bolstering the troops to stand firm against the Gallow Night.

    A series of fighting retreats begins to emerge as Scarrow Black's goal of the capital becomes clear, resulting in a trap forming for his forces as they push ever onwards.

    At Cyr'Dun, Cyrin launches a complete assault from all directions, only to find her revenant father more dangerous and insane than ever before. Leading from the front, he smashed through the surrounding lines, heralded by the howls of the Wyld.

    Only Cyrin's acumen kept the army intact as she retreated her forces to the capital, sending word to her siblings to continue harassment even as she prepared for her final stand.

  • 52/40/03
    The Iron Plight
    Religious event

    Defeated time and again by Scarrow Black, Cyrin put out a call to the Mysteries, desperate for their aid. Each and all came back with their answer, both in troops and material, but their might could not match against the Wyld Hunt.

    Finally, she begged the Mystery of Iron, Ashur's own Cypher Cult, to intervene. They had been silent up until now, refusing to engage, but as the Siege of Nar-Garyn began, they emerged from the shadows.

    Some way Ashur had realised the true goal of the Gallow Knight and grew fearful of his creation. Others say he merely tired of the slaughter, or saw a more fitting champion in Cyrin. Regardless, he demanded of Naggaryn its greatest warrior and so the Trials began in hunt of one who would fit.

  • 53/40/03
    The Siege of Nar-Garyn
    Military: Battle

    Even with reinforcements delayed by Garyn, Temerick, and Desna - whose forces frayed at those sworn to Scarrow Black - the siege of Nar-Garyn was inevitable.

    A great host lay outside the city and Cyrin was forced to endure endless days of battle within the streets, for the city's walls were not yet complete. Amidst ruin and scaffold, the civil war culminated in a brutal and bloodthirsty slaughter as every inch of ground was brought with hundreds of lives over weeks of fighting.

    After a year of near-constant battle, the Champion of Ashur would arise and lead with Cyrin against the forces of the Gallow Knight. The first victory was struck as Scarrow Black was forced to retreat from the city, wounded and fearful, seeking to regroup for another assault.

  • 53/40/03
    The Champion of Ashur
    Religious event

    An unknown soldier is chosen to represent Ashur on the field of battle against the Gallow Knight. Blessed by the same magicks that wove through Scarrow Black, they take to the field of battle to bring an end to the madness devouring the nation.

  • 13315 BE

    13315 BE


    Cold Iron
    Discovery, Scientific

    Following the gift of Elvarn Steel, the smiths of Naggaryn spend years examining those held by the Children of Scarrow Black. Over time, they discover a process of forging Cold Iron, an alloyed metal inferior to the original, but much easier to reproduce en-masse while maintaining many of the beneficial qualities of the material.

  • 13315 BE

    13315 BE


    The Second Reconstruction
    Construction beginning/end

    In the wake of the Gallow Night, efforts were expended to ensure the capital would not be so easily attacked in the future. Architects from the Northern Kingdoms were employed, as well as by Tol Baldir, to better protect the inhabitents from war.

    This had the tragic side-effect of making the city more flammable.

  • 55/40/03
    The Battle of King's Valley
    Military: Battle

    Forced to retreat from the Champion, Scarrow Black was pushed back over miles of ground, fighting the entire way. His reinforcements grew thin, and Cyrin soon rejoined with her siblings as their host grew vast and mighty indeed.

    It was in the King's Valley where Scarrow Black had been defeated first that he saw his end, surrounded by the host of Naggarn and attacked by the Modri Clan for daring to trespass. Surrounded and with no escape, he fought and slew hundreds in a demented rage - until at last he was brought low by the Champion.

    Both struck the other a mortal wound, and both would lie on the field of battle, dying slowly amidst their world in ash. The Champion would pass first, and Scarrow Black would be recovered by his family - declared a traitor for his crimes against the nation- and hanged from a lonely Yew Tree. He would scream the whole while, until finally death took him, and his body grew still.

    It is not known where he was buried after, or whether he was even buried at all, for the siblings wished to end the story and claim their father had over the lives of Naggarn.

    Such would not be the end however for Scarrow Black, for he had made a promise with Death to never die, and he would return once more until his goal is achieved. The Gallow Knight, as he is now known, would burn Naggaryn to the ground in his madness.

The Kin-Strife

55/40/03 - 37/41/03

  • 55/40/03
    The Battle of King's Valley
    Military: Battle

    Forced to retreat from the Champion, Scarrow Black was pushed back over miles of ground, fighting the entire way. His reinforcements grew thin, and Cyrin soon rejoined with her siblings as their host grew vast and mighty indeed.

    It was in the King's Valley where Scarrow Black had been defeated first that he saw his end, surrounded by the host of Naggarn and attacked by the Modri Clan for daring to trespass. Surrounded and with no escape, he fought and slew hundreds in a demented rage - until at last he was brought low by the Champion.

    Both struck the other a mortal wound, and both would lie on the field of battle, dying slowly amidst their world in ash. The Champion would pass first, and Scarrow Black would be recovered by his family - declared a traitor for his crimes against the nation- and hanged from a lonely Yew Tree. He would scream the whole while, until finally death took him, and his body grew still.

    It is not known where he was buried after, or whether he was even buried at all, for the siblings wished to end the story and claim their father had over the lives of Naggarn.

    Such would not be the end however for Scarrow Black, for he had made a promise with Death to never die, and he would return once more until his goal is achieved. The Gallow Knight, as he is now known, would burn Naggaryn to the ground in his madness.

  • 55/40/03 - 24/41/03
    Kin's War
    Political event

    Known colloquially as the Kin-Strife, the war began immediately after Scarrow Black's demise. His children each claimed their rightful place as his heir. Documents sprung out of the woodwork claiming to be proof of their claim, and alliances quickly formed amongst the siblings as the Great Houses emerged shortly after.

    What would follow would be a brutal war more vicious even than the Gallow Night, and by the end, all of the siblings would be slain - leaving behind only their descendants to continue on the strife and carnage for the centuries to come.

  • 56/40/03 - 58/40/03
    The Council of Dimval
    Gathering / Conference

    As the Kin-Strife expanded, the siblings each issued letters supposedly penned by Scarrow Black confirming their placement as heir. So myriad did this deception become, that a council of scholars convened to verify the letters, and grant the crown to their decision.

  • 56/40/03 - 59/40/03
    The First Voyage
    Expedition

    Emboldened by stories from distant Tol Baldir, a Naggarn Sailor by the name of Jenlyr takes to the seas in search of new lands.

    Unfortunately, her voyage is cast adrift, instead sailing north of Amilyn to the Elves of Baldur. At first disappointed, she soon realises the proft of her discovery as travel via the Ashuran ocean becomes viable for the first time.

    Tol Baldir flourishes in turn, swiftly turning from its small township into a bustling metropolis as Naggaryn reaps the benefits of easy trade with the north.

  • 57/40/03
    The Great Houses
    Political event

    With the Kin-Strife in full swing and the question of succession the primary concern of the Kingdom, the Great Houses are officially established by the various siblings.

    Named after themselves, with the exception of the Modri child, they quickly gather allies from amongst the various cities and factions, cementing their grip on the governance of the nation.

  • 58/40/03
    Linder's Ill
    Plague / Epidemic

    As the Council prepared to declare the results of their findings, a plague took the town of Dimval. Rarely fatal, it was highly infectious, and a decision was made by the commander of the local garrison to put the town to the torch before it spread further.

    All of Scarrow Black's known writings were lost in the inferno, and the outcry for this act was immense. Only Garyn stayed quiet, and many blamed him for the act, one which he strenuously denied. Without proof, the siblings could only hang the offending Commander and seek new avenues to resolve the growing tension.

  • 58/40/03 - 13/41/03
    The Silent Throne
    Construction beginning/end

    With the affairs of Dimval having drawn national attention, the keepers of Naggaryn's bureaucracy decided that a place separate from the siblings rivalry was needed to ensure the governance of the state.

    So they began construction of a vast palace around the Silent Throne, to store records and carry on with the business of statecraft while the nobility feuded amongst themselves. When they finally resolved their difficulties, it was assumed they would ascend to rulership with a waiting staff prepared to aid them in their reign.

  • 59/40/03
    Blood on the River Seirn
    Military: Skirmish

    Caught up in displays of patriotism, two small bands from House Garyn and House Cyrin fall to blows. Only a single casualty is recorded, but the historic importance cannot be understated. The first blood of the Kin-Strife had been spilled.

  • 59/40/03
    The Balduran Enclave
    Financial Event

    As the trade route grows, the Balduran lease parts of their harbour and even a small island to the Naggarn. In turn, they study the craft of their southern neighbours, perfecting their own talents and biding their time.

  • 00/41/03
    The Delial Tong
    Criminal Activity

    In the wake of access to the Balduran, a small coterie of criminals get together. They are quiet at first, lingering in the shadows, slowly building connections and wealth as they bide their time.

  • 02/41/03
    Cyrin's Last Song
    Life, Death

    Attending the wedding ceremony of her brother Temerick, Cyrin is cut down in the middle of the feast by a member of the House Guard. Chaos follows and the assassin escapes, but the accusations fly free as tensions erupt into conflict.

  • 02/41/03 - 07/41/03
    The Rose Petal War
    Military: War

    The Kin-Strife erupts into total war as Cyrin is murdered at the wedding of Temerick. House Temerick claims no involvement, but the House Cyrin hears none of it - calling in their allies as they march upon the Kinslayer's Home.

  • 13324

    13334


    The Easlan Search
    Expedition

    Buoyed by the success of the northern voyages, a large expedition is outfitted to travel east. Countless merchants and private citizens invest their life savings into the voyage, but after ten years of silence, they are presumed dead.

  • 03/41/03
    The Greyfane's Scorn
    Diplomatic action

    The Mystery of Enevir declares Ashur as Dunai, unwelcome in their home. They give no reason as to this decision, as is the way of the Greyfane, but few are surprised. Ashur and Enevir have rarely been friends for long.

  • 04/41/03
    The Burning of Casille
    Military: Skirmish

    House Garyn smuggles troops through Rahvin and Avinognel and begins to strike at Cyrin's weakened flanks. They capture much treasure from their towns, and begin to spread their attentions across the entire border as a result.

  • 04/41/03
    The Battle of Belfas
    Military: Battle

    A decisive strike by House Cyrin proved her brilliance did not die with her. Temerick is sent reeling, saved only by the intervention of Endrick's forces who held the line long enough for the rout to be salvaged.

  • 04/41/03
    The Royal Docks
    Construction beginning/end

    Garyn orders the construction of a vast dockyard, and his father's administrator's comply. Designed to host a great navy under the Ruler's Banner, by the time it is completed there shows no sign of an answer to the Royal Question.

  • 05/41/03
    The Black Bank
    Financial Event

    The banks and money-lenders of Garyn collaberate together for the first time, taking advantage of the ongoing Kin-Strife to reap vast profits from the bleeding Houses.

    When the war ends, they will have cemented for themselves a position of true power, being nearly too big to fail and able to negotiate with the Silent Throne itself.

  • 05/41/03
    The Battle of Lichten Field
    Military: Battle

    With Emerick now distracted by Desna, House Cyrin pursues their foe throughout their realm. Beating them time and again in minor skirmishes, a fateful battle happens accidentally as both armies wander into each other's path.

    Cyrin comes out victorious, though bloodied heavily as further troops are dragged from the frontlines to deal with raids from House Garyn.

  • 05/41/03
    The Folly of Endrick
    Life, Death

    Endrick dies while retreating from Desna, falling from his horse and breaking his neck. House Endrick uses this as an excuse to leave the conflict entirely.

  • 05/41/03
    The Mordant Cress
    Military: Skirmish

    A small skirmish involving an ambush by Desnan forces against the Emerick's vanguard leads to a surprise rout and the death of the Lord as his horse stumbles.

    Desna is said to be grief-stricken, though not enough to cancel the festivities that erupt throughout their realm.

  • 07/41/03
    The Siege of Temerick
    Military action

    A gruelling two year siege ends with House Cyrin successfully capturing the seat of House Temerick. Unfortunately, Rahvin had been spreading word of the atrocities comitted by House Cyrin, and fearing capture at their hands, Temerick takes his own life instead.

  • 07/41/03
    The Fall from Grace
    Life, Death

    Fed stories of terror by his brother Rahvin, Temerick leaps from his tower as his castle falls to House Cyrin - ending his claim to the throne permanently.

  • 08/41/03
    The Reave
    Military action

    Bandits and soldiers become inseparable as conflict turns into a bloody internicine war. Raids erupt across the borders, and thousands die in the nationalistic fervour as each side funds the carnage without a care.

  • 09/41/03
    The Vanishing of Tyn'Talen
    Metaphysical / Paranormal event

    The Town of Tyn'Talen vanishes, with no sign of their passing nor reason for doing so. Some claim bandits while others claim Cryptic interference. The truth remains unknown.

  • 09/41/03 - 18/41/03
    The Three-Fold War
    Military: War

    Garyn moves against Desna at long last, coercing the remnants of House Endrick to his side. In turn, Desna calls upon the child of Modri as both meet him in the field of battle.

    In turn, Rahvin moves against Garyn as Avinognel retaliates, forcing Rahvin to enlist House Cyrin to his aid.

  • 10/41/03
    The Loss of Lucita
    Life, Death

    Presumed dead, Lucita vanishes into An'Mor'Nar, never to be seen again. She leaves behind no heir to her line.

  • 11/41/03
    The Burning of Rencraig
    Disaster / Destruction

    The dragon named Ros'Cairn takes flight, one of the largest of its kind. It settles upon the town of Rencraig and when refused offerings, proceeds to incinerate the population. So hot were its fires said to be that to this day, the ground retains memories of the inferno, allowing nothing to grow or be built.

  • 11/41/03
    Imuriel's Grave
    Military: Battle

    A major push by Garyn into Desna sees a vast battle take place on the River Imuriel. Countless die, most from drowning, as the tides turn tempest in response. This battle ends in a pyrrhic victory for Garyn, who cannot press on without reinforcements.

  • 11/41/03
    The Sack of Roan
    Military: Skirmish

    A raid by Rahvin is left unanswered as Garyn chooses instead to ally with Avinogel rather than pull forces from his southern flank.

  • 12/41/03
    The Battle at Dolorous
    Military: Battle

    After a series of skirmishes, a decisive battle between Rahvin and Avinognel is finally met. This bloody stalemate forces both sides to retreat after significant losses.

  • 12/41/03
    The Grand Purchase
    Financial Event

    With the failure of the expedition, much of Naggaryn's business class sinks into debt and bankruptcy. Both the Delial Tong and the Black Bank, rich from the Kin-Strife, step in to paper over these faults.

    They take a hefty cut of each business of course, and cement themselves as vital parts of the nation's infrastructure.

  • 13/41/03
    Rahvin's Rumour
    Life, Death

    Betrayed by House Cyrin, Rahvin would be executed as rats were caged upon his body and fired until they devoured their way out. This gruesome death cemented Cyrin's reputation forevermore.

  • 13/41/03
    Betrayal at Rahvin
    Military action

    House Cyrin was granted reprieve inside of Rahvin, but as the gates closed, they immediately turned on their hosts. Slaughtering them all, they found Rahvin and executed him in the most bloody way possible as punishment for his slander and deceptions.

    House Cyrin would then quit the field of battle and take no further part in the Kin-Strife.

  • 13/41/03
    The Mystery Reveals
    Military: War

    As the Kin-Strife unfurls into total chaos, the Mysteries do not escape its pull. Countless Chapters and Cults engage in open warfare amongst themselves, declaring for one family or another.

    The damage done by this action will never be repaired.

  • 13/41/03
    The Grey Court
    Construction beginning/end

    Construction on the Silent Throne finally reaches completion, and the bureaucrats begin to build living quarters and work stations for themselves. Further entrenched into the heart of the nation's capital, the Kin-Strife shows no sign of resolution, and so they carry on their work regardless.

    They name themselves the Grey Court, and perform much of the needed functions that have been neglected in passing years.

  • 14/41/03
    The Bleak Armada
    Founding

    Following the formation of the Grey Court, the new 'rulers' quickly moved to cement their power. They seized control of the Royal Navy from Garyn, who could do nothing in the wake of the war and enlisted those professional soldiers tired of the Kin-Strife to their service.

    In short order, the foundations of the Bleak Armada were formed, and by the time anyone could respond - they were too powerful to challenge.

  • 15/41/03
    Llanmyr's Run
    Military: Battle

    A second battle between the forces of Garyn, Desna, and Modri leads to a fighting retreat that continues on for nearly three weeks. Exhausted and tired, a brutal last stand in the Llanmyr Forest turns a brutal battle into pure slaughter - as the very shadows crawl from the branches to deceive and trick amidst the flash of steel.

  • 16/41/03
    The Ebonyr
    Founding

    Those Cyphers who found their Mysteries broken, or tired of the endless conflict, soon began to flee and hide in the south of the realm where the fighting grew thin.

    They would form their own Mystery of a sorts, though one that did not exclude any servant of a Cryptic soul. This would form the foundation of the Ebonyr College, drawing the attention of Fenic who legend claims would lead the institute to this very day.

  • 17/41/03
    The Second Siege of Nar-Garyn
    Military: Battle

    Having resorted to raids to buy their time to occupy Rahvin, Avinognel makes a daring strike straight against the capital, and the source of Garyn's legitimacy.

    Surprised by the sudden assault, Garyn is forced to retreat from the Desnan front and return home. Here outside the gates of the city he meets his brother's far superior force, and challenges him to single combat.

    Sick with the Melancholia, Avinognel accepts, and is slain outside the capital by Garyn, his own army retreating shortly after.

  • 17/41/03
    The Madness of Avinognel
    Life, Death

    Avinognel is slain outside of Nar-Garyn in a duel before the gates of the city. Already sick with the Melancholia, even his own kin are relieved he failed in his claim for the throne.

  • 18/41/03
    The Synvyr Accords
    Diplomatic action

    A peace is met between Desna, Modri, and Garyn - all sides now exhausted by the fighting and bloodied by the near constant conflict. Though there are doubts as to the honesty of Garyn's intent, all sides agree to a ceasefire in the meantime.

  • 18/41/03
    The Third Reconstruction
    Construction beginning/end

    Following Avinognel's siege of the capital, Nar-Garyn is once more rebuilt with defense in mind. It has become clear that the city will become a centre of much violence and destruction, and all attention is placed to ensuring none can take its walls without paying for it in blood.

  • 19/41/03
    The Quiet War
    Diplomatic action

    After a year of peace, Garyn begins to turn Desna against their Westron ally. Whispering of strange stories and black practices, they highlight how the Modri ascendant would spell the end of Naggaryn as they know it.

  • 19/41/03 - 27/42/03
    The Wyrm-Cull
    Extinction

    As the Kin-Strife enters a cold peace, the Great Houses are eager to distract their soldiers from common banditry. During the conflict, many towns had been left undefended, and had suffered at the hands of dragons laired both in the Mountains Glym and the Westron.

    A call is put out, soon answered by the many Mysteries, demanding a great cull of dragon-kind and a bounty upon their lives. D'Modri complains but is soon overruled by the national impetus.

  • 20/41/03
    The City of Niefella
    Revolution

    As the Kin-Strife begins to wane, the Great Houses turn inwards as in an effort to recover from the greivous harm they have endured.

    The City of Niefella, already a bastion of trade and artisinal craft due to its favourable location in the south, takes this moment to declare itself independant.

    While recognising the state of Naggaryn, it declares the nobility have no hold over its laws. Though the Great Houses protest, none are in any position to retaliate, and soon Niefella becomes a bustling centre of trade and arts within the nation.

  • 21/41/03
    The Rout of Kasan
    Military: Skirmish

    What started as a mild border disagreement soon escalated into a skirmish between Desna and Clan Modri. Seeing this as proof of Garyn's words, Desna began to withdraw their forces, preparing for a final assault.

    The Kinstrife flickers once again, threatening to erupt into conflict once again.

  • 22/41/03
    The Blackpowder Revolution
    Technological achievement

    Deep within Glymgol, the secrets of Blackpowder are finally discovered. Currently produced by the mixing of sulphur with powdered Glint, the cost is prohibitive yet already the results speak for themselves.

    The first cannons are produced, crude affairs that are as dangerous to wielder as they are to their foe, but the battlefield faces a change unlike any other.

  • 23/41/03
    The Royal Arsenal
    Construction beginning/end

    Energised by the inventions of Glymgol, and desperate to stay ahead, the Grey Court authorises the construction of the Royal Arsenal to house and store explosives and gunpowder.

    This has the added side effect of making the city more flammable than it was before.

  • 23/41/03
    The Danse Macabre
    Disaster / Destruction

    Concerned that Modri would be dragged once again into conflict, the Child called for a meeting between the surviving siblings in the capital. All attended, and as the show progressed, dire talks of diplomacy and final acts were discussed.

    It was suddenly interrupted by the turning of one of the actors, a Harlequin in disguise, who slaughtered the attending nobles and lay to rest the last of the siblings, and the Kin-Strife for at least some time.

    It was unknown who had orchestrated this brutal assassination in full view of the capital, but many suspected it was the Child of Modri - and that they had offered their life to spare their people further harm in the ongoing feud.

  • 24/41/03
    The Red Death
    Disaster / Destruction

    Irritated by the constant harrassment of Dragon Hunters, the Wyrms of the Mountains retaliate. The Vigilant is lain to waste, a fact ignored by most of the Great Houses for there was little worth to be extracted from the hardy frontiersmen.

  • 25/41/03
    The Arts Mortalis
    Civil action

    The House of Modri lifts the Ban on Necromancy and the study of Death. Though never a major focus of their people, it had been enforced by Scarrow Black, and with his death they see no reason for it any longer.

    This new freedom sparks a revolution of interest in the family, and in short order it becomes a defining feature of the House.

  • 25/41/03
    The Blackwall
    Construction beginning/end

    The Blackwall is finally constured around Nar-Garyn, and in many aspects finalises the construction of the capital as Scarrow Black first envisioned. Though countless additions would be designed, and damage would change the landscape forever, Nar-Garyn now stands as the heart of the Southron.

  • 25/41/03
    The Banner Black
    Political event

    With Naggaryn reeling from the aftermath of the Kin-Strife, the Grey Court moved swiftly. It instituted a Ban of Black on the Great Houses, barring them from hosting soldiers beyond a certain amount, or of engaging in pitched warfare ever again.

    Faced with the anger of the local population, weaked considerably by constant conflict, the Great Houses were forced to acceded to this demand. Each of them gave their word and promise, which were sewn into a grand banner that flies to this day over the Silent Throne.

    It would be broken, and retribution would be issued, but to this day it has held in the majority and ensured the country would not tear itself apart from the seams.

  • 25/41/03
    The Fall of Garyn
    Disaster / Destruction

    With the death of Garyn, the Great House falls upon hard times. A series of incompetent decisions made by his descendants and regents leaves them reeling, losing ground to the combined ire of House Rahvin, Desna, and Avinognel.

    Much like Scarrow Black himself, Garyn had left no clear line of succession, and this lack of cohesion led to chaos in a world rapidly changing.

  • 26/41/03
    The Wight
    Plague / Epidemic

    A strange disease begins in D'Modri, leaving its victims weak and frail and incapable of eating. It progresses rapidly, destroying organs and higher brain function until only a husk remains. Still alive, somehow, they are hollow and broken, leading to a mass hysteria and fear.

    The spread appears to be at random, with no common vector discovered. D'Modri turns its attentions to this latest blight with full focus.

  • 26/41/03
    The Cairnite War
    Religious event

    Emboldened by the flurry of recruits, the Mysteries grow tired of Ashur's dominance within the nation. The Cairn was supposed to be a meeting of equals, but more and more both Cryptic and Vassal recognised this less.

    What followed was decades of shadow war and manipulation, fought through subterfuge and small skirmish. Countless died, and more were dragged into the carnage as even the Great Houses found themselves victim to the machinations of the Cypher Cults.

  • 27/41/03
    The Last Bastion
    Financial Event

    House Garyn is left with nothing but the capital and great debts. In order to salvage what remains of their Great House, they are forced to sell many of the capital's assets to the Grey Court

  • 27/41/03
    The Tanlyn Guard
    Founding

    Well aware that the Great Houses would not be caged for long, the Grey Court established the Tanyln. An elite guard of the Silent Throne granted immense powers, they would serve as the backbone of Naggaryn's military against threats both external and internal.

    The title of Black Prince is chosen, and granted to a veteran soldier of the Kin-Strife by the name of Morditan.

  • 28/41/03
    The Split of Faith
    Civil action

    The nation finds itself once more in war, as the Mysteries find themselves in a dangerous position. Many of the cities and towns side with Ashur even as the nobility stay quiet.

  • 28/41/03 - 40/41/03
    The High Tower
    Gathering / Conference

    The Ebonyr continues to grow throughout the Cairnite War, accepting many exiles and refugees from amongst their number. A first meeting is held to discuss the goals of the organisation which almost immediately spills out into violence.

    A second meeting is scheduled in the future, and a Ban on weapons is put into place.

  • 28/41/03
    The Hollow of Cynwyr
    Disaster / Destruction

    In what appears to be a sudden evolution of the disease, the entire town of Cynwyr falls sick to the Wight. The Great House D'Modri steps in to shelter the bodies, hoping to find some way to ease the ailment and restore them to life.

  • 28/41/03
    The Turn-Coat Serpent
    Disaster / Destruction

    A careful plan to murder the Demon of Drosna Forest, a great wyrm of green and emerald flame, goes horribly wrong after the hunters are infiltrated by cultists who worship the beast as a god.

    Murdered in the night, their treasures and bodies are fed to the dragon, including the fabled sword of the leader, the Rynda'Los. Said to have been forged of Elvarn Steel and quenched in the tears of Sindiri, the Failin Queen, its loss sends House Myrin into disaster as their Pacts with the elves are shattered.

  • 29/41/03
    The Ashfal
    Founding

    A band of disparate souls long used to hunting the strange beasts of the world join together in their efforts to slay a dragon. That none have ever succeeded before now leaves them a laughingstock, but this does nothing to deter them.

  • 29/41/03
    The Church of the Ill-Made
    Construction beginning/end

    Suffering from the plight of Mal'Fyr, the Cryptic of Malfunction, the town of Roan begins a vast project. Famed for its artisans, each is tasked with the construction of a vast cathedral on the outskirts filled with the most beautiful designs and intricate engineering.

    Lured in by this promise of ruin, Mal'Fyr was trapped inside their own greed, and over time it became the mark of a Master in Naggaryn to have provided at least one part to the permanent maintainance of the Cathedral.

  • 30/41/03
    The Wolf-Pack
    Disbandment

    The Mystery of Fenic, the Ebonyr Wolf, is destroyed in a fear accident. The specifcs of what occured are difficult to parse, but those few survivors flee to the Ebonyr College - refusing to speak as to the fate of their kin.

  • 30/41/03
    The Fading of Blood
    Plague / Epidemic

    The first member of House D'Modri falls to the sickness. It appears to spread rapidly, and within month they are nothing but the same husk as any other. During this time however, they spoke of whispers coming from the north.

  • 31/41/03
    The Disappointment at Dyrwater
    Disaster / Destruction

    Celebrations erupt across Naggaryn as the first hunters return from a hunt, successful in their goal. The Great Houses ready a vast celebration as Temerick is chosen to host the event.

    Colours, dancing, laughter, music, and the brave heroes slain in moments as the dragon they professed to kill emerged from the heavens, igniting the procession in a fury before retriving its stolen treasures from their burning corpses.

  • 31/41/03
    The House D'Modri
    Political event

    Finally recognising its inclusion in the Naggaryn realm, the Clan Modri renames itself. The descendants of the first Child of Modri go by D'Modri, recognising their origins while changing to fit the flow of time.

  • 31/41/03 - 36/41/03
    The Raven's March
    Expedition

    Finding no cure for the Wight, D'Modri organises a vast force under the command of their kin. They head forth into the Crowlands, desperate to find an answer to the illness assailing them.

  • 32/41/03
    The Second Seat
    Gathering / Conference

    The second meeting is held and in turn the discussion grows heated. With the inclusion of the Exiles of Fenic however, the voices of reason begin to win out.

    The Ebonyr names itself a College and begins reaching out to distant colleagues as it turns its focus not upon the faith, but upon understanding the Cryptic and the Wyrdness they grant.

  • 32/41/03
    Mercer's Fray
    Diplomatic action

    The Mystery of Landa and the Adovcate's Court stay neutral in the conflict. As long as you understand neutrality to mean, selling their services to whichever side can afford them.

  • 32/41/03
    The Cult in Ruin
    Military: War

    The Mystery of Skarm lashes out against the Wodan Court - demanding freedom from their chains. When refused, the Skarmites embark on a truly brutal crusade of suicide attacks and public executions.

  • 33/41/03
    The Church of Ashur
    Founding

    As the Cairnite War carries on, the Mystery of Ashur secures the alliance of Cyrin, Garyn, Avinognel, and Temerick; and uses this influence to declare itself the State Faith of Naggaryn.

    This action is met with an outcry by the Mysteries, but the Grey Court and the other Great Houses care little for there is not much impact upon them.

    The populace remains deeply divided over the decision, further the extent of the Cairnite War as it quickly becomes a point of bitter dispute.

  • 33/41/03
    The Tide of Blood
    Diplomatic action

    As the Mystery of Ashur makes gains against its fellows, the Great Houses of Rahvin and Avinognel break their neutrality. Pouring coin into the various Cypher Cults that have provided for them over the years, the Mystery of Ashur declares them both Dunai

  • 33/41/03
    The Ban of Voyage
    Civil action

    The Wight spreads further, and none appear to be safe. Reports of sickness in the Vigilant and Crownlands begin to emerge and House D'Modri enforces a Ban on travel, hoping to limit its spread.

    This move proves deeply unpopular, and riots begin to emerge within their holdings. These suppressed with intense prejudice as the nobility hope for success in the north.

  • 34/41/03
    The Greyfane Revolt
    Military: War

    The Greyfane respond violently to the Church of Ashur as they declare their sovereignty. Assassinations break out across the country as the shadow war manifests itself further.

  • 34/41/03
    The Royal Hunters
    Founding

    Taken no more seriously than their veteran fellows, the Royal Hunters were a group of noble dilletantes who decided dragon hunting sounded like a good idea.

    It was not, and many of them would die, but the attention and investment they drew allowed the hunters to explore new avenues of success.

  • 34/41/03
    The Fyr'Wicht
    Military action

    Out of nowhere, the hollow corpses left starved of though erupt into life. Across the D'Modri the streets run with blood as the beasts turn upon their kin and kindred as the Great House responds with desperate measures.

    Black magick and old pacts are invoked, and the Cyphers of bitter Cryptics march to try and maintain order, though for what price is unknown.

  • 35/41/03
    The Sable Tower
    Construction beginning/end

    House D'Modri finishes construction of the Sable Tower in completion of their Pact with Elohim, Cryptic of Birds. Forevermore they promise to harm no creature of wing that settles peacefully within the walls of their city, and in turn she blesses them with beauty.

    The Sable Tower becomes refuge for avians of all stripes from across the world, shrouding it in an iridescent cloak of colour. The Line of D'Modri are granted the gift of tongues with such creatures, and so begins the first step of D'Modri's dance with the Cryptic Bargain.

  • 35/41/03
    The Grave Return
    Gathering / Conference

    The Expedition to the Crowlands returns, silent as to what they found and far fewer in number. Many of them are sick with the Wight, but they state their success and little else.

    The House D'Modri meet to discuss the next step as the words of the soldiers prove true, the Wight quickly retreating,

  • 35/41/03
    The Darkling March
    Military: War

    To the surprise of all, the Tennen'Cairn join the fray, choosing no side but their own as the shadow war threatens to spill out into total conflict.

  • 35/41/03
    The Fade
    Plague / Epidemic

    The Wight begins to ebb, though those who had succumbed already are lost, burned in great pyres that briefly banish D'Modri's permanent fog. Those part way through their symptoms are retrieved by the Great House for further care, though none are ever seen again.

    The Wight will return here and there, but never to the same devastating affect as now.

  • 36/41/03
    The Diet Oblique
    Criminal Activity

    The Delial Tong continue to spread, anchoring deep inside the cities of Nar-Garyn and Desna. Rumours begin of a secret cabal ruling the organisation through the shadows, but such rumours are dismissed as fanciful at best by the Great Houses who take no action to deal with the group.

  • 36/41/03
    The Raven's Watch
    Founding

    Rather than expend those soldiers versed in the dangers of the Crowlands, they are instead given a new posting. A series of forts along the north begin construction, and the veterans are given a new home and purpose, even those afflicted by the Wight.

    Separated by autonomy from the Great House, D'Modri nonetheless expends a great deal of its wealth to ensure they are well-equipped and defended.

  • 36/41/03 - 48/41/03
    The Ashland Sojourn
    Military: War

    Driven on by whispers in the night from Cryptics and the Melancholia, the Dauphain of Endrick took his army and marched into the Ashweald, claiming that he would end the Rag-Fleet scourge forever.

  • 36/41/03
    The Third Council
    Gathering / Conference

    Already within its wings the politics of the Ebonyr College turn bitter. Some wish to research the forgotten mysteries, whilst others cleave to the darkest arts - a conclave is called to put to rest the matters of legality and law.

    It is agreed that no Ban should be emplaced upon any line of thought, and from this decision countless smaller schools within the shadow of the College emerge, defining the specialities both arcane and academic that would later grant this institute its fame.

  • 37/41/03
    The Cyrin Calls
    Diplomatic action

    More interested in harming their brethren to the north than in any real religious fervour, the Great House Cyrin supports the fledgling Church of Ashur, announcing a great temple to the God and barring all other Mysteries from access to their capital.

  • 37/41/03
    Heaven's Fall
    Life, Death

    The first Dragon, Marduk, is successfully slain in the shadow of the Mountain's Glym. The Naggarn Hunter was known only as Dulac, and did not survive the battle, but would become a Cryptic in the shadow of his legend.

The Easlan Era

37/41/03

  • 37/41/03
    The Cyrin Calls
    Diplomatic action

    More interested in harming their brethren to the north than in any real religious fervour, the Great House Cyrin supports the fledgling Church of Ashur, announcing a great temple to the God and barring all other Mysteries from access to their capital.

  • 37/41/03
    Heaven's Fall
    Life, Death

    The first Dragon, Marduk, is successfully slain in the shadow of the Mountain's Glym. The Naggarn Hunter was known only as Dulac, and did not survive the battle, but would become a Cryptic in the shadow of his legend.

  • 38/41/03
    The Mystery of Dulac
    Founding

    Formed by Cyphers from various Mysteries who foreswear their oaths, this Mystery proves rather a perplexing surprise. No one is sure if Dulac was a Cryptic of little note before now, or if they were a new creation. Regardless, they take on the mantle of Dragon Hunters and proceed to die in droves.

  • 38/41/03
    The Mordant Schism
    Civil action

    House D'Modri becomes split by the conflict, with many of its members practicing Cyphers of a variety of Cryptics. Small outbreaks of violence emerge amongst the lesser nobility, and even the Greater House becomes riven with conflict.

  • 38/41/03
    The Red Run
    Military: Battle

    After two years of minor skirmishes and general violence, the forces of Endrick achieve their first victory against the pirates of the Ashweald.

    At the town of Rün they meet against the unsuspecting forces of Syncaine, First Child of the Sorrows. Ambushed and off-guard, the Prince named Sin was forced to flee against the Cyphers and Knights of the invading force.

    Such would prove folly for the Naggarn, for where before they were a nuiscance, now the Ashweald saw them as a threat.

  • 38/41/03
    The Peraxis Machination
    Scientific achievement

    One of the first major discoveries by the now named Arcanists of the Ebonyr College, this invention allowed for the ships to sail far greater distances than ever before, enduring the ocean waves without complaint.

    Peraxis, the inventor, becomes very wealthy from this discovery and pours the riches back into the College. As a result, what was once a collective studying magic soon gains fame for its more practical and material studies.

  • 39/41/03
    The Trail of Bone
    Military: Skirmish

    Less a singular conflict than a non-stop hell of guerilla ambush and raiding parties, the forces of Endrick are attacked day and night by the Ragfleets. Exhausted and alone, morale begins to plummet.

  • 39/41/03
    The Madrigal's Malaise
    Artistic creation

    The Madrigal creates their seminal work, an operatic piece detailing the rise and fall of Scarrow Black. Later she would sing of the Harlequin's Doom and in jest they turned her voice to murder and her lyrics to truth.

    She would beg them to relieve this curse, and they would do so, sealing away her voice in a small pipe sought after by Chronicles for years to come.

  • 40/41/03
    The Dymric Exalt
    Military: War

    As the Tennarn continue in their battle against the Mysteries, the Failin'Die soon join in - unwilling to be left out of such a great prank. Quickly they engage a series of strikes against the Cypher Cults and their own brethren, to no seeming advantage.

  • 40/41/03
    The Wolf and Crown
    Gathering / Conference

    With construction of its premises progressing admirably, and the interest from the wider world growing, the Ebonyr College seeks a leader.

    A vote is put out, and another, and another, and so on. Each of the Leaders of the Various Disciplines is granted a say, and without control upon their number, it becomes an endless display of democratic paralysis.

    Eventually, however, a long figure is selected from amongst the crowd. Their name is not recorded but it is known that they were of no real talent or importance, a figurehead for the Masters and Mistresses to rule through.

    Taking the title of Magister, they would prove an erratic force always one step ahead, and to this day they rule - forever shrouded in mystery and rumour.

  • 41/41/03 - 44/41/03
    The Long Sigh
    Plague / Epidemic

    A plague that had taken the north by storm soon arrives in the Crownlands. Inflicting upon the victim a hacking cough and pneumonia, soon they are capable of nothing more than a breathy whisper until they pass.

  • 41/41/03
    Pride's Fall
    Construction beginning/end

    In honour of their new alliance to the Church of Ashur, the Great House Cyrin begins construction of a vast cathedral to the Iron Triarch. Built from the ruins of countless other Fanes dedicated to the Mysteries, it becomes a grave insult to the Cyphers of Naggarn.

  • 41/41/03
    Birds of a Feather
    Life, Death

    The Dragon, Ymvyr, is slain as it launches an attack upon the city of D'Modri. Angered by the flames and smoke, the birds of the Sable Tower struck en-masse, suffocating and choking the great beast as its scales were rent by talon and beak.

    The final kill was attributed to the fateful Robin, which began its myth as a symbol of war.

  • 42/41/03
    The Shaping
    Cultural event

    Always a common sight in the old towns of D'Modri and the Elfar'Vyr, the habit of engraving ones buildings to better enshrine the spirit that was formed becomes widespread. Known as Grotesques, Naggaryn is soon overtaken in a wave of artistry both clinical and abberant.

  • 42/41/03
    Crow's Feast
    Plague / Epidemic

    Despite the hostile environment, the forces of Endrick were able to push on, aided by the poor discipline and general disunity of the Ashwealders. Though the locals hated them, each fought them on their own terms, with varying degrees of success.

    At Crow's Rest however, a battle hard won turned sinister. Resting in the town freshly taken, the burned bodies began to exude a black smoke that spread throughout, leaving those who breathed it in choking and deathly sick.

    In a ploy by Sincaine, he had infected the inhabitents with a deadly toxin after they had refused his offer of alliance. Now burning, they did in death what they failed to in life, choking the Naggarn forces even as the aerosolised plague ran thick amongst them.

  • 43/41/03
    The Season Schism
    Cultural event

    The elves of the Tennarn and Failin fall into chaos as some choose to aid the Hunters, while others join the Dragons. Rumours spring up of elven princes riding the creatures like the tales of old, and despite no verifiable evidence, distrust of the Elves grows.

  • 43/41/03
    The Whisper Spreads
    Plague / Epidemic

    By this point, the Long Sigh has spread across nearly all of Naggaryn. The D'Modri heartlands escape the excess, most likely due to the sparse population and measures taken following the Wight, but suspicion grows nonetheless.

    The death toll mounts, but no cure is found.

  • 43/41/03
    The Great Fire of Nar-Garyn
    Disaster / Destruction

    As a result of the battle between the Mysteries of the Maw, Infi, Ashur, and Nerlan, the city of Nar-Garyn is set aflame. All sides blame each other as the Tricksy One laughs at their greatest joke.

  • 44/41/03
    The Balduran Ex-clave
    Revolution

    As Naggaryn suffers from internal strife, the Princes of Tol Baldir take their moment to strike. Seizing the ships docked in their harbour, they separate from the Black Rally completely, and turn their mastery to the arts of navigation.

    In short order their fleet nearly doubles in size, and years of learning from the Naggarn sailors leaves them in steady hands as they begin to voyage outwards.

    Still reeling from the Kin-Strife, and now lost in yet another war, the Bleak Armada refuses to respond and Naggaryn rests quiet.

  • 44/41/03
    Totan's Split
    Disaster / Destruction

    Further towards Nerral the Naggarn pushed, and though they were sick and exhausted, rife with plague and injury, their goal was not so far from sight.

    The Ashwealders baited them along, and then in a daring ambush, struck at the largest column of Endrick's forces, bombarding them with the severed heads of their fellows. Enraged beyond sense, Totan Dinsain order his troops to chase down the assailants.

    Wary of an ambush, what he could not expect was the very earth to betray them. The isolas that span throughout the vast marsh began to move, pulling apart as the Lord Endrick could only watch as his kin and soldiers vanished into the marsh.

    Their last scream was three days later.

  • 44/41/03
    The Final Breath
    Plague / Epidemic

    The illness mutates, becoming truly lethal. The casualty rates sore as bodies are burned on the streets in droves. The only fortunate side-effect of this is that its spread is limited by its own efficacy, and soon begins to fade.

  • 45/41/03
    The Death of Llanoc
    Disaster / Destruction

    The Mystery of Llanoc, Cryptic of Slaughter, is destroyed by its own members after they call upon their Patron and sacrifice them in a black ritual that leaves Elfar'Vyr screaming.

  • 45/41/03 - 51/41/03
    The Rise of the Black Prince
    Life, Milestone

    From the ashes of House Garyn comes a young woman, the grandchild of the founder, by the name of Lucian. Unbeknowest to most, she shows sign of the Melancholia that will become the mainstay blight of Naggarn's nobility, but rather they witness only a brilliant and determined figure who takes the reigns and diverts the course of Naggaryn towards catastrophe.

  • 45/41/03
    The Third Reconstruction
    Construction beginning/end

    Nar-Garyn finally rebuilds from the carnage of the Cairnite War, removing the great temples as the question of the national soul still hangs in the question.

  • 45/41/03
    The Rage of Ruin
    Diplomatic action

    Yr Avadon, the Cryptic of Decay, revolts and foreswears the Darkling Court, pledging their service to Nothing and No-One.

  • 45/41/03
    The Grave Wait
    Disaster / Destruction

    Plagued by doubt and indecision, and missing over half of his intial forces, the Lord Enrick fretted and debated over his next move. The army stayed stuck during this time, servant to his mercurial whims even as they suffered endless onslaught and ambush.

    The final link snapped, however, when the camp granaries were put to the flame. Some suspected spies, others of turncoat soldiers paid in gold, but others whispered of a darker truth. That the Lord Endrick had burned them himself in a desperate plea to Ashur that went without heed.

  • 46/41/03
    The A'Lance
    Technological achievement

    Known also as Crom's End and the Viper, The A'Lance is a vicious contraption consisting of a Ballista fitted with a specialised bolt designed by the Great House Rahvin. This bolt is attached to a rope of string and is tipped in Glint, allowing it to pierce the hide of a dragon before unfurling within the beast and latching deep.

    The rope is then reeled in, forcing the creature to the ground. Almost immediately the weapon is deployed against the dragons at great cost and greater success.

  • 46/41/03
    The Little Strife
    Life, Death

    An insulting moniker that took hold of the event, it was on this day that Lucian orchestrated the deaths of her three siblings. Each of them was found dead, one by hanging, one by poison, and another by a shoddy lance at a practice joust that took their throat.

    Swiftly following this, she seized power, declaring herself Dauphine before any can respond. Those who later protest are quickly targeted by her supporters and killed as House Garyn submits to her whim.

  • 47/41/03
    The Petty Protest
    Disbandment

    Fully lost to the Melancholia now, and convinced the suffering of his army would draw Ashur's blessing, the Lord Endrick grew convinced he was a Champion in the vein of Scarrow Black.

    His army was not so convinced, and in a slow trickle, they abandoned and deserted as he marched onwards towards Nerral. It appeared he did not notice, convinced he stood at the head of a vast legion, and the string of hanged souls behind their path proved what folly it was to try and convince him otherwise.

  • 47/41/03
    The Clash of Grael
    Military: Battle

    With her siblings dead, Lucian begins to move quickly, hatching a plan to storm the Silent Throne and take it for herself.

    House Grael, a bastard line of Garyn, intercedes however - their Patriarch are devilled figure of sorcery and years of experience in the Ashweald. Realising her intent, and the damage it would cause, he struck fast; allying with Rahvin, Endrick, and Avinognel to put to rest her ambitions.

    He was later hanged for his breaking of the Ban in Black, but his early strike unified the Great Houses and forced Lucian to withdraw her efforts now that she must seek assassins behind every shadow.

  • 47/41/03
    The Melancholia
    Scientific achievement

    The Melancholia is first described and diagnosed by Naggarn physicians, most notably the Arcanist, Enoile La'Roi. The Great Houses reject this premise almost immediately, and she is later found dead - embedded with multiple knives each bearing the mark of a different noble house.

  • 47/41/03
    The Coming of Jain
    Discovery, Exploration

    The explors of Tol Baldir return with news of Jainir, rich with foreign treasures that entrance Amilyn. The Great Houses immediately turn to invest in their own, drunk on dreams of wealth from distant shores, and too proud to let their once enclave outshine their prowess.

  • 48/41/03
    The Battle of Drowner's Bay
    Military: Battle

    The Lord Endrick arrived at the coast and began ordering what few men remained to construct boats for the crossing. In an act of mercy, the Prince Syncaine sailed forth alone from his fortress, meeting the Naggarn on the beach as he offered Endrick a last chance at honour. A duel between the pair of them, and to the victor goes the town.

    Lord Endrick agreed, and was quickly bested by Syncaine. In his dying act however, the Lord Endrick spat the last of his blood upon the Prince, and cursed him with his dying breath.

    It is said only the Vampire Prince knew the exact words spoken, but the curse of a mad man is a potent thing indeed, and the curse of one dying is more potent still. Though Syncaine took no note at the time, allowing the remnant Naggarn to leave, it is said he flew into a fury unlike any other some time after - and swore no rest until Endrick lay in ruins.

  • 48/41/03
    The Solstice Court
    Diplomatic action

    The Elves of the Solstice meet and to quell the unrest in their own kingdoms. Darkling Princes argue with the Gloaming Lords as both sides fall into chaos.

    Eventually, though the specifics of how are never mentioned, an agreement is struck. The elves pledge their loyalty to their dragon kin of old

  • 48/41/03
    The Quiet at Last
    Civil action

    At Dùndeireannach, the Mordant revoke the rights of all Mysteries, issuing a Ban upon their activities until the Cairnite War is resolved.

  • 49/41/03
    The Fane
    Construction beginning/end

    The first Fane is constructed by the Lansmen in Castell Teirn, different from the others in that it pays no homage to any Cryptic. An old custom long forgotten, in the midst of the Cairnite War it finds approval from the populace as these blank shrines become home to whichever god one pleases.

  • 49/41/03
    The Tanlyn Coup
    Life, Organisation Association

    Beset on all sides by those of her own House aligning with foreign interests, Lucian made a daring challenge, joining the Tanlyn Guard.

  • 49/41/03
    The Wyld Hunt
    Military: War

    The Mystery in Black emerges from the shadow to join in the chaos, marking out several Vassals for death who are later found hanged from ash trees. As quickly as they arrive, they vanish, with most assuming they angered the wrong Mystery.

  • 50/41/03
    The Dirge Darkens
    Military: War

    The Path of Thorns begins its hunt of the Lady Greyfane, slaughtering her Cyphers wherever they can be found.

  • 51/41/03
    An Eye for an Eye
    Technological achievement

    For the first time, artisans from the Vhalian Desert manage to perfect their latest invention, a material by the name of Crystal. Like glass but perfectly shaped and lensed, the possibilities for its use are nearly endless.

    Nearly the entire supply is bought out for years to come by the Ebonyr College and the Balduran Masters, as experiments begin in its use.

  • 51/41/03
    The Black Prince Ascendant
    Life, Milestone

    Proving herself a sublime and charismatic leader, when the Black Prince fell she was offered its mantle by her adoring troops. Taking it up, she soon marshalled the Guard against her own House, seizing the leadership and uniting the Grey Court and House Garyn together.

    The nation holds its breath at this realisation, as the Great Houses meet to discuss her growing power and her iminent claim to sovereignship.

  • 51/41/03
    The Battle of Diranoc's Field
    Military: Battle

    One of the only conflicts between Naggarn and its elven vassals, the Battle of Diranoc's Field is a catstrophe unlike any other. With the Ban in Black violated by House Garyn, both Avinognel and Rahvin were well-prepared when the elves marched over the mountains with their draconic allies.

    Thousands died in the opening moments as fire filled the sky, wing and scale ripped apart by the engines of war. The Prince of Cairn'Ros would be slain by the Dauphin of Avinognel, along with their dragon, and this would lead to the rout of the elves.

  • 52/41/03
    Samadhi and the Hounds
    Military: War

    The Mystery of Samadhi distances itself from the Dragon Cull to join in the shadow war. It uses this time as a cover for their hunt of the Mystery Dulac.

  • 52/41/03
    Faith and a Personal Affair
    Artistic creation

    Written by the Chronicle, Loren Di'Pazio, Faith and a Personal Affair seeks to detail and explain the countless Cryptics that exist with Naggaryn's hierarchy.

    Immediately popular, it introduced many of the common folk to the disparity of faith within their own land. A side effect of this was the immediate turn on the Mysteries and the Church of Ashur as more Fane's were built in their place.

  • 52/41/03
    The Long Flight
    Discovery, Exploration

    After countless failures, the first ship makes it to the land eastward and names it Easlan. On their return, the crew are celebrated as heroes, rich with tales of strange things beyond the ocean stretch, and of empty bountiful lands.

    In truth, they had only visited a small part of the continent, but on that alone countless others followed in their tread - from explorers to refugees of the constant violence.

  • 53/41/03
    Dour's Grave
    Military: Battle

    House Garyn and the Tanlyn, under the command of Lucian, strike out against House Rahvin - attacking their garrison at Dour and executing every member of nobility found there, including Lord Dour himself.

    They claim this is in vengeance of the death of Lucian's family and their cowardly strike against House Garyn years ago, but most are shocked as they realise the Ban in Black is broken.

    For the first time, the Grey Court answers to another.

  • 53/41/03
    The March of Dragons
    Population Migration / Travel

    The Dragons of Tol Baldir set flight, navigating across the skies to come to the aid of their brethren in the south. The Hunt changes as those seeking the death of Dragonkind suddenly find themselves targeted in a wave of destruction and calamity matched by none.

  • 53/41/03
    The Upstarts
    Founding

    Though many vessels do not survive, enough reach the Easlan to begin settlement across the southern stretch.

    Ships are incapable of further travel, the waters unknown and supplies few and far between - but the beginnings of civilisation emerge in these empty places, with none wise enough to ask why they were.

  • 54/41/03
    The Last Laugh
    Disaster / Destruction

    The Tricksy One draws the Church of Ashur to blows against the Harlequin's Court. After a dozen members of the Mystery are found dead by their own hand, the Church of Ashur withdraws from this escalation

  • 54/41/03
    The Second Kin's War
    Military: War

    Following the bold actions of Lucian and House Garyn, the other Great Houses begin to gather their forces even as she reaches out in secret for allies. The nation shudders as the Kin-Strife threatens to emerge once again, and families turn upon each other as once they did before.

    Weakened by the Ban in Black, most of the Great Houses desperately reach out to arm themselves, leaving only House Rahvin and Avinognel ready to meet the march of House Garyn.

  • 54/41/03
    The Grotesqurie of Rahvin
    Construction beginning/end

    Ever fixated with the Cryptic Pact, the Great House Rahvin constructed a vast building in an effort to create their own spirit. An old Mordant custom, the science was not unknown, but on this scale it had never been attempted.

    Despite warnings, the efforts appear to go well as the Cryptic of Grotesques is born and shaped in their image, turning the tide of the Cairnite War in their favour.

  • 54/41/03
    The Destruction of Desna
    Disaster / Destruction

    In their most devastating strike yet, a Reign of Dragons takes flight from the mountains, descending upon the city of Desna. It burns overnight, so bright that even D'Modri could witness the inferno on its borders as tens of thousands are slain amidst the ruins.

  • 55/41/03
    The Easlan Expedition
    Expedition

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