Naggaryn (Nar-Gah-Rin)
Structure
- 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.
- 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
Public Agenda
Assets
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
Demography and Population
Territories
- 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
Religion
Foreign Relations
- 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
Agriculture & Industry
Trade & Transport
Education
Infrastructure

Pas de mort par défi (No Death in Defiance)
Throne (Ten Regals)
Regal (Lowest Denomination)
The Mayorals
The Wodan
The Advocate's House
The Mayorals
The Mystery Cults
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