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Arnyr

Arnyr is a kingdom of the northern Broken Sea, named in two ages. In the Fourth Age it is the Kingdom of Arnyr of King Aderik Tugard, a land of coastal forest and plains with the port of Dueneport and the fishing town of Marshford, beset by a demonic plague and ruled in the king's name by an imposter (S359, S361). In the Fifth Age it is "the largest Riven kingdom in the North", which "took almost 12 years to conquer" when the Obsidian Legions came against it from 691 SM (S326). The sources do not join the two accounts, and the Tugard name they share with Alghert's royal house is not explained.

The Kingdom of Arnyr in the Fourth Age

The crown

King Aderik Tugard, 55, has a son, Prince Dolgon, 36, "imprisoned for treason", and a daughter, Princess Syllia, 31, who "has disappeared" (S359). The king himself was displaced by an imposter and freed by the Marshford party, who found him wanting "help recovering his kingdom from the imposter" (S359). "The high councillor: Serevon Ashmark (actually one of the Sovereigns) seems to run things", and the Greycloaks, "secret police known for disappearing people", keep order (S359); Ashmark is a Sovereign of the Sovereign Assembly, the confederation secretly run by the Collegium of the Amber Sun. The king "raised taxes by 20%" during the plague (S359). As a reward at the campaign's end he will grant the party "titles in the newly formed Duchy of Westmarsh, with Marshford as the the Ducal seat" (S359). The Figures pages hold the court: Tserrerak and his apprentices, and the Minor Figures of Marshford.

The plague

A "Demonic Plague moving through much of Arnyr", the Pig-Pox: "3 days till symptoms ... death in 5-7 days" (S359). Its patient zero was in Dueneport, where the inoculation was manufactured in a three-storey building under royal writ, twice a month; the inoculation "is a fragment of Kosh-Tuul", the rat-god of the sewers of Narlhaven, who "has an 'understanding' with Tserrerak" (S359). Marshford lost 150 of 1,500 (S359). The plagues "are petering out with the destruction of distribution mechanisms and Kosh-Tuul's absence" (S359); Kosh-Tuul is told in the Demonlands Mini Campaign.

Places

  • Dueneport. The port of the notes, "2 week horse" from Marshford, or a week flying eight hours a day (S359). Its inns are the Laughing Lionfish and the Red Wolf Inn; its scholar Tobias Lucent knows Acadia and Darkhold; Interrogator Yashin, "Magistrate, local intelligence services", and High Magistrate Leonard sit in judgment there (S359). Outside the town stands the compound of the Temple of Tuulish, "Lord of Health and Vitality", fifty people within, its High Priest the master of Lord Huln (S359); Tuulish is among the Demigods. The Marshford plague's first victim caught it "selling silver goods in Dueneport" after "a brief pulse of light, greenish colored" in the market (S359).
  • Wysann. A city-state marked by "a large Raven", with a Temple of Kalar whose High Priest can work great healings for a price; "Plagues extend heavily into the city itself" (S359). An inn twenty miles outside Wysann holds a teleportation circle.
  • Narlhaven. "Castle-town north of Wysann ... Town is dead" (S359). Kosh'tuul, "God of Rats, Plaguebringer", lies "deep in sewers" and "isn't really killable ... he just reforms among other rats"; Noxidia the frost spider holds the outer sewers and Gorefiend the giant snake served him. The Dancing Boar tavern stands a couple of miles out on the main road, lodging a gold a day (S359).
  • Ulguran. A village that Lord Huln, "a Greater Demon: Balrog", "marked ... as the true location" (S359).
  • Irystwaite. A city on the main trade route west toward the Imperial Mint town of Vaal'dunak: four days on decent muddy track covers "240 miles inside Kingdom of Arnyr" (S361).
  • Lauthdun. A town with "wooden palisade, a small castle", forty miles north-east of Dueneport and ninety from Marshford, by the Circle of Ruendor in the coastal forest of Arnyr, the nearest druidic circle, kept by the druids Kostras and Bellani (S361); see Druids.
  • Elarin'Thalas and the Guardian Circle. Elves of Elarin'Thalas were an early arc of the campaign; the druid Thalmyr "gave his life to restore Guardian Circle" (S361).
  • The Dragon's Lair. A teleportation circle destination; "Kobolds Dead" (S359). The green dragon Orphux, her father Thraxis and the witch Cereldine were another arc (S361).
  • Korril's Forge. The smithy of Korril Blackgate, "inside the kingdom, smithy 10 days north" of Marshford (S359).
  • The Western Provinces. Grish'nak, the new ten-foot chieftain of the Krag'Durn orcs of the plains, "wants a message delivered to the King of Arnyr .. Orcs want Western Provinces" (S359).

The party's teleportation circles joined Marshford, the Dragon's Lair, an orc camp, Tserrerak's Tower, the Pits of Turis and the inn outside Wysann (S359).

Arnyr in the Fifth Age

Arnyr is among the nations "rebuilding and prospering" in the first century after the Dark Sun (S326). In 704 SM it is a Sancturi conquest: "Sancturi : Arnyr Campaign (Obsidian Legions 691 SM - present): A fierce campaign against the largest Riven kingdom in the North, it took almost 12 years to conquer Arnyr. The area is currently being stabilized, but the legions have already begun grabbing some easy targets on the western and northern borders" (S326). "The Arnyr campaign continues to be an unmitigated success story for the Sancturi. Forward expansion of the Imperium in these lands has been steady with few setbacks. Planners expect the territories of Vrudal and Hacros to fall completely under the warlord's rule within a few years" (S319). The Obsidian Legion, "well known for its widespread use of Runebinders and undead battalions", is the occupying force under the Obsidian Warlord of House Vesulias (S314); see the Sancturi Military. The petty kingdom of Melandi was "once a part of what was Arnyr and is now Hacros" (S319), and the Knights of Ex-Malefica keep a Lord Commander of Arnyr (S319). A captured captain of Arnyr named Gatrell was found among the gentled slaves of a Sancturi frontier sawmill (S138).

Gap

No source describes Fifth Age Arnyr before its conquest: its ruler, capital, patron god or peoples. Nor does any source say whether the Fourth Age kingdom and the Fifth Age kingdom occupy the same ground, or how the Tugards of Arnyr relate to the Tugard Dynasty of Alghert.