
Nagarythe is a playable High Elves faction in Total War: Warhammer III, led by Alith Anar. In Immortal Empires it starts in The Monoliths with 1 region. It comes with Alith Anar. Faction key wh2_main_hef_nagarythe. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Start and neighbours

Starts at The Monoliths (Granite Hills)
- 1.The Forgebound — The Black Forests · near (2.4%) · minor faction
- 2.The Drowned — The Twisted Glade · medium (5.1%)
- 3.Hag Graef — Hag Graef · medium (5.1%)
- 4.Har Ganeth — Har Ganeth · medium (5.8%)
- 5.Karond Kar — Karond Kar · medium (6.2%) · minor faction
Nearest starting capitals, measured on the game's minimap as a share of its width: near ≤ 4%, medium ≤ 10%, far beyond. See it on the full map
Climate at a glance
4 suitable · 4 unpleasant · 4 uninhabitable · 4 climates differ from the race
Victory at a glance
Short victory: 4 objectives · long victory: 5
- Eliminate 3 marked characters.
- Destroy the following faction(s): Karond Kar, Naggarond, The Drowned, …
- Maintain control of the following 1 province(s), either by direct ownership or through vassals and military allies: Nagarythe
Key units and where they are recruited
COMPUTED — per role, the High Elves unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
Ship's CompanyMelee infantry · Health per 1,000 gold: 18,900
Recruited from Militia Camp (Citizen Militia, level 1)

Ellyrian ReaversMelee cavalry · Health per 1,000 gold: 10,364
Recruited from Grazing Meadows (Elven Cavalry, level 1)


Eagle Claw Bolt ThrowersWar machines & artillery · Missile damage per 1,000 gold: 714
Recruited from Elven Workshop (Smiths, level 1)
Faction leader

Alith Anar
Nagarythe
Alith Anar's thirst for vengeance takes him to a camp hidden among the ancient Monoliths, ready to launch a guerrilla campaign against the hated Druchii
- Eliminating characters that are Marked for Death grants various rewards
- Invocation of Morai-Heg: Summons unique Hero Hand of the Shadow Crown
- Unlocks the Shadow Realms army stance (teleportation that cannot be intercepted)
- Global recruitment duration: -1 turn(s) (minimum 1)
- Campaign movement range: +10% (all armies)
- Eliminating characters that are Marked for Death grants various rewards
- Invocation of Morai-Heg: Summons unique Hero Hand of the Shadow Crown
- Unlocks the Shadow Realms army stance (teleportation that cannot be intercepted)
- Global recruitment duration: -1 turn(s) (minimum 1)
- Campaign movement range: +10% (all armies)
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Legend has it that, when Malekith fled into the west, the folk of Nagarythe chose Alith Anar as their ruler. The new king was the last heir of a great line, his forebears slain by the Witch King’s minions. In those days there were many Dark Elves still hiding in Ulthuan, and Alith Anar took to eradicating them with a vengeance. Foes not killed in battle were crucified on trees or had their skin stretched across the ragged cliff-faces, where those who passed could witness the insurgents' grisly fate. As Anar attacked and burned each enemy encampment, his infamy grew. He and his loyal warriors struck from the darkness to purge their homeland of traitors and those sympathetic to Malekith. And so the Legend of the Shadow King grew. To this day, Anar carries a bleak outlook, one which matches the lands over which he reigns, as the Shadowlands, Nagarythe, are dark and desolate places. Nagarythe's jagged coast still bears the scars of the Sundering, yet it is seen as home by the tough, seasoned Shadow Warriors who look upon their kin in the other nine kingdoms with nothing short of utter disdain. Anar himself is a king without a palace, not that he desires a luxurious throne. One of the greatest Elven palaces of all, Anlec, was once capital of Nagarythe and the seat of the first Phoenix king. Now, it lies in ruins, but there have been many attempts by the Druchii and even some Asur to bring it back to past glories. The Shadow King, however, is more comfortable with his warriors in the wilds or even ranging beyond Nagarythe’s borders, to fulfil his eternal quest for vengeance against the traitor-kin who ruined his homeland and slaughtered his bloodline!
Faction effects
- Sea Lanes journey duration: -1 turns (factionwide)
- Underworld Sea travel time: -1 (factionwide)
- Allegiance points gained: +100%
- Seductive influence: +250 required for complete seduction
- Seductive influence: -5 per turn from race
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Eliminate 3 marked characters.
- Destroy the following faction(s): Karond Kar, Naggarond, The Drowned, Scourge of Khaine
- Maintain control of the following 1 province(s), either by direct ownership or through vassals and military allies: Nagarythe
- Hold Nagarythe Patron Seat and fully upgrade it
REWARDS
Follower or item: Shadow Banner
Follower or item: Reaver Bow
Follower or item: Amulet of Foresight
Long Campaign Victory
- Achieve the Short Victory conditions.
- Eliminate 10 marked characters.
- Destroy the following faction(s): Cult of Pleasure, Hag Graef, The Thousand Maws
- Maintain control of at least 3 province(s) in Naggaroth.
- Spend at least 2,000 Influence across patronage, actions, or on improving relations with other factions.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Influence: +2,000
Plan a co-op campaign with Nagarythe — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best High Elf factions.
Climate
Suitable
Frozen
Temperate Island
Temperate(race: Unpleasant)
Wasteland(race: Unpleasant)
Unpleasant
Jungle
Magical Forest(race: Suitable)
Mountain
Savannah(race: Suitable)
Uninhabitable
Chaotic Wasteland
Desert
Ocean
Undead Wasteland
How settling Nagarythe fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.