Calandiren

== General ==
Calandiren is a beautiful and diverse land, both in demographics and geography. Most of its coastline is cliffs, but there are areas where the cliffs subside and coves and ports of exquisite beauty open up and reveal a lovely blend of land and sea. There are hills and mountains to the west, deep, beautiful forests to the east, and lovely rolling hills in between. 
There are a wide variety of races in Calandiren, but a higher percentage of the population is elven-kind than anywhere else in Eirethune. There are also ents who have long felt nearly a contributing part of the culture of Calandiren. This was especially true when Calandoriel was alive and well, but even now, the ents do not forget their brethren.
Calandiren is economically stable. They trade heavily with Angleside, Bavarin and some with the West Isles. They will trade east, but they have a long distrust with Balmorien due to the attack on Calandoriel; and Teldor, well, they don't trade much with anyone. Calandiren has contact with Rhorden, though it is limited, but at least not aggressive.
== Recent History ==
More on recent history about Calandiren
== Government and Culture ==
Calandiren is a nation of inhabitants who are most akin with natural forces.  There are more elves of all species in Calandiren than perhaps the rest of the world.  Every town and city has representatives from most of the races found in Calandiren, but there are many smaller hamlets that are homogeneous to a specific race.  The smaller hamlets are very much akin to the tribes of their northern neighbors in Frostmark, as they share a common perspective of [read disdain for] many other member nations of Eirethune.  They hold a strong grudge against Balmorien for their needless destruction of the beautiful city of Calandoriel; home of their once-prophet Caladan, and one of the most beautiful examples of how humanoids and trees could build together. That apprehension aside, Calandiren still rose strongly to defend the world during the Great War.   
The Family Dannogh have been rulers of Calandiren or Glenhome since the 22nd century 2nd Age. Although there has been animosity against the hill elves (Drow) in the past, the family wants to maintain the connection between all of the races of the elves. Too much was lost when one race or another was too dominant. This equitable favor for elven races extends to all species, even the few peaceful giants who live along the northern border near Frostmark. There is no reason for there to be divisions based on species, as long as those representatives feel the same. To that end, the Grand Court of Glen Ár is home to many nobles of many species from all over Calandiren. The people of Gelden and Glenhome are welcome there, as are many representatives from other nations. As long as they comply with the law of understanding and tolerance, they are welcome.   
The worship of the Guardian Gods is commonplace in Calandiren. In fact, Calandiren is one of the few places in Eirethune where there are large temples to the Guardian Gods.    
== Regions ==
Calandiren has two regions, Gelden and Glenhome. Gelden lies along the Bryan and the southwestern coast, while Glenhome is the great land between Frostmark and Rhorden.
== Gelden ==
Gelden is the seafaring and trading center of Calandiren.  All trade which does not come from Frostmark or the West Isles comes through Gelden. The main cities of Gelden sit either on the Bryan or just barely on the Western Seas and so they are strongly focused on trade, seafaring, fishing and communication with nations abroad. At the same time, Gelden is blessed with the Geld Dale, a fertile plain which feeds the area even if they didn't have fishing or trade. The Geld Hills and Woods are relatively peaceful - mostly used for hunting rather than hiding places for Ur kind. It's only near Draboar, where the terrain holds dangers from which the people of Gelden need protection.
The people of Gelden are industrious but friendly. Although there is a high percentage of merchants in the cities of Gelden, the people are more interested in exactly how your day was, rather than how to use the information about your day against you. The people of Gelden, as part of their nature to be merchants, have tended towards a seafaring life as well. Even the people who live just a bit off of the coast, seek the coast as part of their way of life. There were some centuries when the West Bryan Bridge served as a good means of transport for merchant caravans, but since then, and from long before, Gelden has relied on the sea for handling most of its trade.
There are about as many elves as humans in Gelden. It may not have the strong elven history that Glenhome has, but there have been strong elven nobility in Gelden for millennia. There are also many Bryan Cliff Dwarves in Gelden. The originator of the Bryan Bridges, Dorgan Rodthank, originated from Gelden, and the the Bryan Cliff Dwarves are still proud of his accomplishments, even though the bridges have been destroyed. Still, the different humanoid species treat each other well in Gelden, that includes the Drow, who are mainly found in and around Gelden Heights.
=== Character Characteristics ===
Humanoid Characteristics: Blonde hair, blue or green eyes, light frame, good swimmers
Humanoid Stats: +2 Wis , +2 Dex
Languages: Ár Sylagh, Lireann Sé (E), Gagged Baar (D, ½), Loborahn (O)
=== Cities of Gelden, Calandiren ===
Name 	Ruler 	Type	Population	Religions
Bryanmouth 	Lord Llanom 	City	10000 	Manorn, Hermax, Sylvana
Draboar 	Lord Parvor 	Town	4500 	Hermax, Lasipa, Sylvana
Gelden Heights	Lord Sîarnah	Town	5000 	Sapayo, Hermax, Sylvana
=== Bryanmouth ===
Bryanmouth, appropriately named as it sits where The Bryan opens up into the sea, is the largest city in Gelden and a great seaport, supplying most of Gelden with its trade. The city sits along the shore at one of the longest areas in Calandiren's coast which is not delineated by cliffs. The Mouth Hills are relatively thin around Bryanmouth, so many of the agricultural settlements out in Geld Dale will bring their goods directly to Bryanmouth for trade. Truly the environs of Bryanmouth are quite peaceful. It takes a concerted effort by creatures bent on destruction to affect Bryanmouth proper. On the other hand, the land trade routes to Bryanmouth, or the people inhabiting the Glen Dale, are more at risk.
Although Calandiren truly focuses on Glenhome as being the most important region in the nation, Gelden has always proven itself vital in many ways. As the de facto capital of Gelden, Bryanmouth has led its people, both militarily, politically and economically through the ages. Family Llanom has ruled Bryanmouth for generations. In the 16th century of the Second Age, the family Llanom was given a permanent seat in the Council in Glenhome, and that has been the case since. Needless to say, the people of Bryanmouth revere the family Llanom, as leaders and as shrewd merchants. When the land trade routes are endangered, Lord Llanom will post bounties for any to assist, and it is common for both locals and adventurers to answer the call.
The shops and artisans of Bryanmouth are quite good. The workmanship for goods related to agriculture, seafaring and hunting are all far above the norm. Goods can be found from any of the lands along the Western Seas, but also from the nations down the Bryan, including both Balmorien and Teldor.
The main deities of the city are Manorn, Sylvana and Hermax. Like many Calandiren cities, the Guardian Gods have actual buildings inside the city that people use to worship. There are shrines and temples to many other gods present in Bryanmouth, but the Guardian Gods still hold most of the sway here.
=== Draboar ===
Draboar is the bridge between Gelden and Glenhome. In the far past when Calandoriel was the spiritual capital, it was even more true, but today, ti still acts as a bridge between the regions. Draboar is the last major eastern port on the Bryan until one reaches Balmorien, and it also sits on the edge of the Forest of Cellen, the home of the majority of wood folk in Calandiren. As such, there are many different types of visitors to Draboar, especially given its size. There is certainly a large influx of wood elves and fey, but from time to time, even an Ent has shown up at the gates of Draboar. 
Draboar itself is not a large city, but it is well integrated into its environment. There is ivy covering the main exterior walls of the city, and it is kept that way as it must be as Sylvana desires. Even the main keep in Draboar is covered in vines and roots, with branches of a spreading tree known as the Localyl, offering both shade and a way for wood elf guards to move high above the keep, watching.
Family Parvor has ruled for generations, having both human and wood elf blood in their veins. Their elven side is from the Family Llanisfaer which ruled Draboar in times before. The people of Draboar acknowledge Parvor as the rightful and benevolent rulers of their city. The Forest of Cellen can be relatively safe and well-guarded, but it is not without danger. It's not uncommon for Lord Parvor to post bounties trying to protect the people that live in the Draboar environs, especially along the coast to the east, towards the Rogaire River and the Misniuil Moor, both of which are home to relatively dangerous folk and creatures.
The shops and artisans of Draboar are decent for a town its size, especially if you are searching for items that might interest wood elves. Many of the vendors and craftsmen in the town focus their wares on items that would interest the wood folk, and in particular, the wood elves. There are additional items that make their way from other cities on the Bryan, but the focus of most of the trade goods are focused on wood-kin.
The main temples in Draboar are dedicated to Sylvana, Hermax and Lasipa. There are shrines to many other children gods throughout the city. Still, the sense of Lasipa inspires many of the people of the city to travel the Bryan, or into the Forest of Cellen, or across the Geld Dale. For a town that thrives on its stationary position, the people of Draboar also seek the differences that exist in every direction from the city.
=== Gelden Heights ===
Gelden Heights lies at the bottom of the northern continent. Sitting along the Gelden Cliffs, Gelden Heights overlooks the Bryan, not far from where the Western Bryan Bridge once stood. There are still old roads that lead to the ramps to the bridge a few miles west of Gelden Heights, but now only people go out there to look across the wide, expansive sea. Gelden Heights is more than a memory of the old land traffic to the southern continent; it's also an example of the even demographics of Gelden. It is true that Dwarves, Elves and Humans split the city's population three ways, but it's also true that Gelden Heights has the largest Drow population in Gelden.
For millennia, the blood lines of the family Falor and Sîarnah have ruled Gelden Heights, representing Human and Drow respectively, although at this point, both families are truly half-elven. Although the dwarves aren't part of the ruling family's blood, the inhabitants of Gelden Heights do revere the ancient families and how they have treated the citizenry through the test of time. Family Sîarnah has worked with the Bryan Cliff Dwarves with no less concern than any other human or elven inhabitants in the region. Even the wood elves that populate the Geld Wood, a few miles to the north, pay homage to Lord Sîarnah as is his due. The Family Sîarnah does their best to protect the land, although it is relatively peaceful down at the bottom of the continent. There are bandits from time to time, and even some petulant raids from darker parts of Davis Wood or even the Deisithe (des-EETH-uh) Mountains, and when that occurs, Lord Sîarnah will not tarry in posting bounties for threats that disrupt the less populated land of this part of Gelden.
The shops and artisans of Gelden Heights are interesting and decent. It is still more local goods, but with the strong representation of dwarf, human and various elves, there is almost a competitive nature in the markets about whose items have the best quality. There is quite a bit of agricultural goods made to benefit the settlers in the Glen Dale to the north of the city, but hunting is a mainstay of the city, with several competitive events focused on hunting prowess occurring through the year.
The main temples in Gelden Heights are dedicated to Sylvana, Hermax and Sapayo. There are a few other smaller temples in town, and shrines to most others since at one time, there were so many different peoples arriving in Gelden Heights from north and south. A memory yes, but some of the gods that would be distant in other parts of Gelden, feel at home in Gelden Heights.
== Glenhome ==
Glenhome is the largest region of Calandiren and houses most of the population of the land.  The capital city, Glen Ár, lies in the western hills, surrounded by copses of woods and a moor that is no longer dangerous to walk in.  The greatest masters of nature live in the woods around Glen Ár and there are grand meetings at the Grand Court where people of many species travel there to commune with each other. Glenhome has the largest population and variety of elven-kind of anywhere in Eirethune. Each of the races of elves live in relative harmony, though there has been strife in the long past between them here, especially during The Great Elven Wars. Nonetheless, today the elves live peacefully among the other inhabitants of Glenhome, which include humans, dwarves, halflings, gnomes, hill giants and ents. 
For a region that is accepting of its inhabitants, it still possesses a bit of xenophobia of people from other regions - other than Gelden and Frostmark. The people of Glenhome like the way they do things rather than trying to incorporate manners and practices of other lands; even those lands, like Angleside or Bavarin, with whom they have good political and trade relations. They also still have a great grudge against Balmorien for their attack and destruction of Calandoriel at the start of the 27th century. There is a delegation that is permitted from Balmorien to the Grand Court in Glen Ár, but they are welcome as a courtesy and nothing else.
Glenhome stretches from the edge of the Forest of Cellen and the Ceoltoireacht Hills in the east, to the Western Seas and the cliffs of the Briste Hills in the west. There are high peaks, misty hills, deep forests, rolling plains and moors across Glenhome, making it a perfect place for creatures of all kinds to dwell.
The King Dannogh and his immediate family resides in Glen Ár, and this is also where the Grand Court of Calandiren lies. After Glen Ár was ravaged by the Night Giants in the Ice Wrought Doom, the people of Glenhome focused on making Glen Ár a greater city than it was; including more room in the Grand Court to accommodate more residents.
=== Character Characteristics ===
Humanoid Characteristics: Dark hair, light complexion
Humanoid Stats: +1 Str, +1 Con, (+2 of 1 of the following: Int, Wis, Dex, Cha)
Languages: Ár Sylagh, Lireann Sé (E), Gagged Baar (D, ½), Loborahn (O)
=== Cities of Glenhome, Calandiren ===
Name 	Ruler 	Type	Population	Religions
Glen Ár 	King Dannogh 	City	20000 	Sylvana, Latila, Dagilian, Mata
Davis Clearing	Baronet Garrish	City	9000 	Dagilian, Latila, Sylvana
Almo 	Baronet Lambard	Town	5000 	Latila, Hermax, Sapahn, Sylvana
Cellen Wood 	Baron Drendogh 	Town	5000 	Sylvana, Esada, Sapahn
Farran 	Baronet Fonture	Town	5000 	Dagilian, Sapahn, Sylvana, Astoda
=== Glen Ár ===
Glen Ár is the capital of Calandiren, the spirit of Glenhome, and a welcome home to many people of different species. Although for a time Calandoriel was the pinnacle of the civilization of Calandiren, Glen Ár has been regarded as the home of all Glenhome and the nation for millennia. When the Aeodan pillaged Glen Ár during the Third Aeodanthine War of the 14th century of the Second Age, the rule of Glenhome quickly returned to Glen Ár once the Bond Sylvanicana had defeated the Aeodan. When the Plague of the Bone Mages devastated most of Glenhome in the 19th century of the Second Age, it was the noble family Mhanaris of Glen Ár who made the sacrifice to Ahrahth to cleanse the land. After Glen Ár was destroyed during the Ice Wrought Doom of the 25th century of the Second Age, the first task of business for the new nation of Calandiren was the rebuilding of Glen Ár. Throughout time, Glen Ár has persevered and continues to do so in the current day.
The family Dannogh has been an important noble family in Glen Ár since its earliest records, and when Calandiren was formed, Lady Dannogh became the first sovereign over the nation. The family is respected by all in Calandiren, from Gelden Heights to Farran. King Ilthyryan Dannogh is the current head of the nation and spends much of his time attending to its business, being forever present in the Great Council to hear the word of nobles from across the land. He has expanded the Council chambers to hold more people, and larger folk, such as giants and ents who attend Council meetings from time to time. King Dannogh also keeps the Council open to foreigners, although there is still a great deal of trepidation about letting emissaries from Balmorien to the court. There is still great hatred among many in Calandiren for their part in the destruction of Calandoriel, but King Dannogh knows that the world will be better with communication rather than ancient hatreds. King Dannogh does post bounties in Glen Ár for almost any problem arising in Calandiren, not just in the area around the capital city.
The shops and artisans of Glen Ár are extremely varied. Glen Ár hosts one of the largest temples to Mata in Eirethune so there are many vendors contributing to those dedicated to magic. There are also many different peoples in Glen Ár, so the range of equipment is quite unique. The area around Glen Ár has been devastated over the centuries, but trees continue to grow and rebuild the sylvan nature of the area. As there has been in the past, it is still true today that the center of the market squares in Glen Ár are punctuated by large living trees to offer shade and comfort amid the hubbub of the throng.
The main temples in Glen Ár are dedicated to Sylvana, Latila, Dagilian, and Mata. The temple to Mata is quite large, second only to the great library in Aachnarn. There are also many smaller temples and shrines covering most other deities of Eirethune.
=== Davis Clearing ===
Davis Clearing sits in the center of Calandiren and the area around it speaks to the various peoples of the nation. Davis Wood is fairly dense near the city, and the Sasta Hills are only a little ways off the clearing. The seldom traveled Moor of Mor is only a few miles away, as are the High Peaks of Mor and the Deisithe Mountains. There are settlements in the clearing outside the walls, and not too far out in the Amu Plains to the west. The central position of Davis Clearing has been a reason why there are many different people from the nation who have come to call the city their home. There are humans, dwarves, elves and halflings present in the city as well as in the settlements around it, with decent representation of each in the overall population.
The family Garrish is one of the few human rulers in Calandiren. They have some elf in them somewhere in the past, but they are predominantly human. They are related to the family Boswell, who ruled Davis Clearing for centuries. Regardless, the people in the area surrounding Davis Clearing owe fealty to the family Garrish, and correspondingly, Lord Garrish holds an open court for citizens of the clearing. The area around Davis Clearing is fairly hostile, and not just in the moors and mountains. Baronet Garrish will not only post bounties, but will also inform the Grand Court in Glen Ár about any issue that might be beyond the capability of the guards of Davis Clearing to handle. Adventurers are welcome in Davis Clearing to take up the fight of securing and stabilizing settlements in the region, and most are welcome in the court in the city when the Baronet is present.
The shops and artisans of Davis Clearing are quite good. The city is growing, and so is the variety of offerings present there. There, of course, are many vendors focused on agrarian wares, but hunting and martial gear is quite common, given the somewhat dangerous nature of the lands surrounding the clearing.
The primary temples in Davis Clearing are dedicated to Sylvana, Dagilian and Latila. Due to the variety of people who call Davis Clearing their home, there are many smaller temples and shrines enabling worship to most of the Children Gods.
=== Almo ===
Almo is the major port in Glenhome. Although not nearly as large as Bryanmouth, nor as trafficked, Almo offers the ability for the northern settlements both in Calandiren and Frostmark to trade with the outside world. Almo sits just south of the mouth of the River Deisithe at a break in the Blood of Almo Cliffs. The name, Blood of Almo Cliffs, refers to an ancient battle between giants who reportedly broke apart the cliffs to allow for the pleasant harbor that is the town of Almo. The blood part of the name refers to the reddish clay that is visibly present all the way from the Briste Hills to the coast where Almo lies. 
Demographically, Almo is fairly diverse. It is strongly populated by meadow elves, but all major humanoid species of Calandiren are represented in Almo. Settlements of various peoples stretch into the valleys just to the east of Almo, but also to the north beyond and along the River Deisithe.
The family Lambard is the ruling family. They are half-meadow elven and have ruled Almo for centuries. They are a strong merchant family and there is a sense that the laws and rulings of the Baronet are often made with mercantile perspective in mind. Nonetheless, the economy of Almo is decent and that keeps most of the citizens content. When trouble arises, as it does, especially in the settlements outside of town, the Baronet will certainly post bounties to attempt to coax adventurers into helping. Sometimes the Baronet will use their own guards, sometimes the Baronet will hire guards from other cities or even lands (read: Frostmark or West isles), and sometimes the Baronet will send emissaries to the Grand Court for help if the threat is greater than what the Baronet is willing to risk.
The shops and artisans of Almo are decent. They do get foreign goods, although most of the foreign trade comes from Frostmark and the West Isles. That being said, the dwarves of the Dunns do make fine weapons and armor, and a fair number of those wares can be found in Almo vendor stalls.
The main temples in Almo are dedicated to Hermax, Sapahn, Latila and Sylvana. There are a few other temples, mostly to the other Guardian Gods, and shrines to cover the more popular Calandiren Children Gods.
=== Cellen Wood ===
Cellen Wood is an old town, deep within the Forest of Cellen as it becomes more and more dense to the east. The woods near Cellen Wood are the homeland of the wood folk, not just wood elves, but any of the sentient creatures of Sylvana. The population of Cellen Wood is predominantly wood elf, and the architecture of the buildings reflects it. Cellen Wood is no Calandoriel, but there is still a synergy between the constructed building and the living plants supporting them. The market in Cellen Wood is truly forested, almost making a slight mockery of the market trees of Glen Ár. Besides elves, there are humans present in the town, and ents are present here more than any other town frequented by travelers in all of Eirethune. For centuries, Cellen was the center of sylvan spirituality across Glenhome. The Council of Gaellar was first held here, bringing representation of the many major cities of Glenhome, Gelden and Frostmark together. After Caladan came, however, the spiritual center truly moved to Glen Ár. The wood and nature are extremely important to the people and rulers of Cellen, which sometimes seems over-emphasized to visitors not from the area. Although the intent to protect and preserve nature is good and well-meaning, it unfortunately carries a slight xenophobia towards external influences, which has kept Cellen Wood from growing beyond its modest means. Still, the town is one of the most beautiful in all of Eirethune, and the people, still strong and committed to the world around them.
The family Drendogh rules Cellen Wood and is related to family Gaellar, an ancient and revered wood elven house. Baron Drendogh, like his town, is focused on the sylvan perspective. The court in Cellen Wood is generally only open to beings who hail from the environs of the town. There are exceptions to this once per month when the Baron will hear audiences from anyone who has made prior arrangements. When trouble occurs most anywhere in the Forest of Cellen, the Baron will post bounties and bring up the issues at the Grand Court in Glen Ár. It is also possible that issues that arise in Ár Dale could also be addressed, but it's almost as though those problems don't have as high priority.
The shops and artisans in Cellen Wood are extremely focused on sylvan life. There are goods from all over Calandiren, but the quality and availability of those items are not nearly as good as what can be found in local wares.
The main temples in Cellen Wood are dedicated to Sylvana (not surprising), Sapahn and Esada. Sapahn and Esada are very important to the spiritual life of the people of Cellen Wood. Sapahn focuses on remembrance of what has come and being conscientious of the history of all, something that is a root of Cellen belief. Esada is also extremely important as the spirits of the wood are more visible in Cellen Wood than in any established community in all of Eirethune. Out of the corner of your eye in any part of the town, there might be a sense that a spirit of nature is present and active, and you'd be right.
=== Farran ===
Farran sits on the northern border of Calandiren with roads leading to the Dunns of Frostmark. Although Glen Ár probably correctly boasts a wide variety of humanoid species present, Farran has one of the more different demographic compositions that can be found in most any part of the world. There be giants in Farran, at least a few; and there are many, many dwarves. Who would think that in the elven homeland of Calandiren? Humans and elves, of course, are present as well, and even halflings, but it's mostly the giants that have tourists' eyes.
Farran sits in a broad plain between the Sasta Hills, The Dunns and Ceoltoireacht (Kay-ol-twa-REKT) Hills. Also not far from Farran is the ruins of the House of Caer Ddaden, the ancient House of the Raj Gohn where the Great War began. There are still pickets surrounding the ancient house, around the clock, watching in case something dire emerges from the undercaverns, other planes, or just the steppes of the Ûr Lords. Service to watch the ruins is mandatory for any guard of the realm who hails from the area around Farran. Guards and adventurers from Farran are also one of the more active participants of raids into Icereach, joining groups from Rhorden and Frostmark.
Family Fonture is the ruling house of Farran. They are an old noble family of the region, though they have not always ruled it. There are several other houses that are interrelated who will take charge of the town when needed. Change in leadership does not come due to warring families, rather it comes mostly due to war or loss of life during a raid. The ruler of Farran will go on raids into Icereach as standard practice for centuries. This often results in a death, sometimes without an appropriate heir of age, which will cause another noble family of Farran to take over. Baronet Fonture is a respected leader and holds court fairly often when not raiding. He also attends the Grand Court in Glen Ár when he feels it's time or something is needed by the people of the north (which is how the people around Farran refer to themselves - even though there's an entire nation just a bit to the north of them). When trouble does arise near Farran, it is not uncommon for the ruling family to take care of it themselves, depending on the valor associated with the mission. It is also fairly common for bounties to be posted, which will be answered by local and adventurer both.
The shops and artisans of Farran are very martial and agrarian in nature. There are also many hard rations available throughout the year, and fairly effective ones at that. The winters can be very tough in Farran, and the people of the north prepare for it well in advance. Still, the martial goods in Farran are of excellent quality given the nature of the people and their proximity to Frostmark, where the Dunn-Dwarves smith fine weapons and armor.
The main temples in Farran are dedicated to Dagilian, Astoda, Sapahn and Sylvana. There's also a large group in the city who want to increase the size of the temples to Sapayo and Thakune as well, but there's some complaints in the city about where they should go, and how big they should be, etc. There are shrines to most other Children gods as well.
Category:Nations