The Kingdom of Callidyrr dominates the southern half of the Island of Alaron in the Moonshae Isles. A nation of ffolk and tethyrian heritage, it was once the centre of the High Kingdom of the Moonshaes.
Life and Society
The Kingdom of Callidyrr is the largest and most powerful of the kingdoms of the ffolk, but its location as the easternmost of the Moonshae Isles has seen it exposed to Faerun’s influence far more than the other islands which has resulted in it losing much of its ffolk traditions.
Whereas the ffolk of Gwynneth and Moray remain true to the clan structured society of old, Callidyrr has all but abandoned it in favour of hereditary nobility as exists on the mainland. The clans still exist and they occupy the position of landed gentry among noble society, but they wield little or no political power in Callidyrr beyond the amount of wealth and assets they possess.
Callidyrr is divided into five Shyrs; Bregonshyr, Talffolkshyr, Stagfordshyr, Stirgewycshyr, and Fareighshyr. Each of these Shyrs is governed by an Iyorl who reports directly to the King. A Shyr is further subdivided into Cantrevs, each governed by a Laird who collects taxes and enforces the law for all inhabitants within their territory.
Historically the Lairds (and later the Iyorls) would have been clan elders. As the centuries progressed, tethyrians arrived from the mainland and their industrious and material nature made them favourites among the High Kings who gradually bestowed more and more titles upon the migrants. In more recent centuries, as connections and merchant traffic with the mainland increased, a number of rich foreigners have gained noble titles in exchange for money and power.
In Callidyrr today, over half of all nobles are of tethyrian origin, with only a quarter of nobles having majority ffolk ancestry (and almost all those are located within Stagfordshyr). The remaining nobles are a mix of illuskan and calishite ancestry and they are centralised in Talffolkshyr in the lands closest to the King around Cantrev Callidyrr.
Iyorls: The Iyorls are the highest rank of nobility beneath the King, they control large areas of land (known as Shyrs) within the Kingdom of Callidyrr and have equal control over a number of Lairds and the Cantrevs within their territory..
The current number of Iyorls in Callidyrr stands at 4; the largest and most developed Shyrs are those on the east coast of Callidyrr with the closest links to mainland Faerun. The southern Shyr of Bregonshyr is more rural than Talffolkshyr and Stirgewycshyr but is benefiting from increased interest in trade with the Kingdom of Gwynneth. The western Shyr of Stagfordshyr is the most underdeveloped region, having been left to the traditional clans of the ffolk (although the last few kings have seen fit to appoint a number of tethyrian nobles to the title of Laird).
The last Shyr is known as Fareighshyr and once encompassed the western half of lands in what is now known as the Kingdom of Gnarhelm (the eastern shyr and its title of Iyorl has been unclaimed since 852 DR when the illuskans invaded). Over a century ago the title of Iyorl of Fareighshyr was given to the Laird of Cantrev Blackstone in return for efforts to secure the northern border against invasion from Gnarhelm, and as encouragement to reconquer territory from the illuskans (in direct contravention to the Treaty of Lillemaron – which was never actually signed by a King of Callidyrr).
Iyorls are responsible for setting taxes in their shyr in accordance with the king’s policies, and for ensuring their vassal Lairds collect those taxes. It is also the responsibility of the Iyorl to control the feuds between Lairds and provide an army for the King upon demand (usually consisting of conscripted militia and guardsmen from his own household or those of his Lairds).
Lairds: A Laird is the noble lord of a Cantrev, ruling over every ffolk and every settlement within the cantrev territory. The Lairds report directly into one of the Iyorls that control the shyr within which their cantrev is based.
A Laird is typically responsible for ensuring taxes are collected, that law and order is maintained, that bandits and monsters are dealt with, and that the militia is ready and available for the Iyorl should a muster be called. Lairds appoint shyrivs to assist with many of these tasks, giving the title to family and friends.
Banners: The flying of banners is common practice among the nobility of the ffolk (a practice imported by the tethyrian migrants of 467 DR), and any family of any importance will fly a flag on their estate bearing their family emblem. The nobility often employ a flag bearer to carry their emblem into battle.
The King and Caer Callidyrr fly a number of banners as follows, the first is the family emblem (a broken sword through a crown), the emblem of the Kingdom of Callidyrr (a single tower castle), and optionally although rarely used today, the emblem of the High Kingdom of the Moonshae Isles.
Once the clans formed the nobility of the Kingdom of Callidyrr, today that time has long since passed. The clans still hold a special place in society above that of the common folk, but they are no longer the major land holders (and thus the major military power) in Callidyrr.
The clans have suffered from the gradual degradation of power, as successive Kings removed lands and titles from existing clans and granted it to newer, more loyal courtiers (particularly those of tethyrian heritage).
Only in the northwest of Callidyrr (Stagfordshyr) do the clans still have any real presence or power, and that is still diminishing; especially under the rule of King Reginald Carrathal.
MacFuir: A long extinct clan of the Talffolk that used to claim lands south of Whitefish Bay.
MacLyrr: The MacLyrr claim the lands around Cantrev Warlsbry, being one of the last surviving clans of ancient Fareighshyr that managed to keep some of their holdings (Warlsbry) when the illuskans finished their conquest of Gnarhelm.
MacOghlarr: Once the claimants to almost all of cantrev Ogden, this clan now holds less than 10% of lands in that region, with a number of other estates spread across Stagfordshyr.
The MacOghlarr are one of the oldest and most loyal clans of the Talffolk, claiming distant kinship to Alaron Ryugh. They suffered great losses during the War of Moon and Shadow; as their sons volunteered to form a Blood Bond with King Cymrych Hugh becoming his honour guard.
The Oghlarr are believed to have formed the dissident group known as the Sons of Alaron, and for their crimes lost much of their lands and titles. The warriors of the MacOghlarr are fierce and prone to wild rages, there are rumours of a lingering taint carried by the survivors of the War of Moon and Shadow that was passed on to their descendants.
The majority of commoners of Callidyrr are little different from the commoners of other ffolk kingdoms. However there is a marked difference between those living in rural and urban areas that is not found in anywhere else in the Moonshae Isles.
Rural folk spend much of their time farming, hunting, fishing, mining, crafting, etc, performing whatever tasks their skills allow to generate wealth or goods enough for barter to ensure their continued survival. These tasks are still performed with the balance of nature in mind; never taking young or pregnant animals, allowing fields to recover, replanting trees after logging. The Church of the Great Mother assists the folk in maintaining this balance, having taken over the role from the druids of the Ring of Callidyrr.
The folk generally work for themselves on their own lands and the fruits of these labours go directly towards ensuring the continued survival of their family (feeding, clothing, and sheltering them), or for barter at nearby cantrevs to acquire the goods to feed, clothe, and shelter them.
In the more urban areas, such as the cantrevs of Talffolkshyr, the common folk are starting to migrate towards the settlements where they are employed by other wealthy merchants, land owners, or nobles in a variety of employment (as farmers on large farms, as miners, as craftsmen, or as shopkeepers and any other variety of jobs in the service industry). Their labour results in monetary reimbursement that can be spent on goods and services to provide for their lifestyle.
In many ways the life of folk in urban areas Talffolkshyr and Bregonshyr resembles that of mainland Faerun, but less complex (although that complexity is growing with each decade).
The Kingdom of Callidyrr does not allow slavery within its laws or territory. The law of the land believes that every man is free to live as he pleases providing he abides by the High King’s laws. Prisoners of war that are captured (only valuable prisoners are taken, commoners that surrender usually lose two fingers and are released) are ransomed back to their homeland for money or sold to Nelanther pirates or norl traders as slaves.
The concept of indentured serfdom is unknown in the Moonshae Isles, a ffolk is entitled to claim whatever free land is available and work it in anyway he desires. Some unscrupulous land owners that have moved to Callidyrr from mainland Faerun offer accommodation at low rates that quickly increase, and then offer them work to pay off the debt, but this practice is rare as the Kingdom of Callidyrr has no laws for debt management and collection and ffolk that owe money often move to another cantrev without repaying.
The general population of Callidyrr is a mix of ffolk and tethyrian blood. In the eastern and southern shyrs there is a higher concentration of tethyrian blood, while in the western Stagfordshyr there is a higher concentration of ffolk blood, however the bloodlines have sufficiently mixed to the point that no-one can distinguish physically between a majority ffolk or majority tethyrian ancestry.
In Talffolkshyr, there is an increasing number of people with illuskan and calishite ancestry as wealthy merchants and those seeking to escape the Sword Coast try and establish themselves in the Moonshae Isles.
Alcohol: The majority of settlements in Callidyrr brew a thick black ale known locally as Callidyrr Soil. It is drunk widely by most ffolk every evening.
Architecture: The ffolk of Callidyrr long lived simply within the bounty that nature provides, as they have done so with little change for a thousand years. Ffolk dwellings were typically constructed along and around banks, valleys, hills, riverbanks, and other natural avenues or geography that enhanced shelter or travel. In the recent past this tradition has changed as foreign influences come to Callidyrr through trade and now the settlements (particularly in the east and south of the kingdom) are starting to show the urban sprawl common to settlements in mainland Faerun as houses begin to radiated outwards in all directions.
The buildings are constructed using rock and wood acquired on demand for building materials, a timber frame is constructed inside a dry stone wall covered with mud. The building is usually circular in shape and of varying sizes depending upon the number of inhabitants. The roofing on Callidyrr is usually made from slate and shingle.
Private dwellings are rarely constructed by families or clans (such a tradition only continues in the west of Callidyrr or in more rural regions), and instead land owners pay to have buildings constructed that are then rented out to families or workers. Larger buildings, such as watchtowers and other community centres are constructed from carved and shaped rocks, built according to engineering styles of ancient Tethyr – squat, stone walls in square shapes.
Bards: The ffolk have a long tradition of travelling musicians known as bards, who wander from settlement to settlement spreading news and messages while playing their songs in exchange for room and board. Those bards with enough skill and renown may ply their trade at the Lairds keep and curry favour with the rich and powerful.
The bardic traditions stems from ancient legends of Moonlight Dancers who used the power of song to defeat Kazgoroth in ages past. During the time of Cymrych Hugh the first Great Bards came to be known when the llewyrr appeared with powerful musical instruments (one used by Queen Allisynn herself) to weaken Kazgoroth enough for him to be slain by the High King.
Since the time of Cymrych Hugh, the Great Bards were the most prestigious musicians in the land, granted honorary titles to elevate among the ranks of nobility and give them the freedom to spread songs of the High King’s achievements far and wide, and carry his messages to distant vassals. At first only those carrying one of the three musical instruments of legend was named as a Great Bard, but over time these instruments were lost as the Moonshae Isles became more dangerous and Great Bards were ambushed.
Within a few decades others came to emulate the Great Bards, travelling to far flung island to play heroic ballads and deliver news, and thus the bardic tradition was born. In modern times anyone with enough skill and renown can be pronounced one of the Great bards by the King of Callidyrr (a title usually bestowed upon a court favourite that carries weight among other kingdoms).
Blood Bond: A Blood Bond is an oath of loyalty and service to another, that requires the Bonded (the one giving the oath) to perform any act required of by his Blood (the one receiving the oath), it is expected that the Bonded will give his life in service to his Blood.
A Blood Bond lasts a lifetime, and tradition dictates that should the Bonded survive his Blood, he will be exiled from the lands of the ffolk for failing to fulfil his duty of protection, a Bonded is often absolved of this duty if his Blood dies of old age or natural causes.
Typically a Blood Bond is usually made between the personal bodyguards and a King, but it is not unknown for a ffolk to give a Blood Bond to those of high reputation and personal integrity, especially in return for some life saving action.
The High King Cymrych Hugh created the tradition of a Blood Bond at the start of the war with Kazgoroth, when his Clan Fiern swore to protect him until their death, cutting their forearm with a blade to seal the bond, they were joined during the war by the sons of many other clan elders eager to prove themselves.
A Blood Bond is identified by a red sash tied around their left wrist, bearing the emblem or the name of their Blood. To carry such a sash makes such a ffolk worthy of the highest respect of their peers (especially among the clans, allowing them to claim fare from any clan). To falsely claim such a bond will often result in exile or execution should anyone find out.
A Blood Bond can only be ended by the Blood, never by the Bonded, the circumstances of the dissolution of the Bond determine whether the Bonded suffers dishonour or not.
Bondlaw: The ffolk term for marriage ties a man and woman together for the purposes of raising children is known as bondlaw. It is a joint undertaking between the man and woman (requiring consent of both parties) witnessed by any other person of good standing in the community.
A bondlaw ceremony historically used to be held at Green Groves in the nearby settlements (a practise still performed on other ffolk islands), however in recent centuries, with the rise of the Church of the Great Mother in Callidyrr, these ceremonies are now held at local shrines to Chauntea, presided over by a priest (whereas tradition would allow a Laird, druid, shyriv, clan elder, or bard to witness).
Bondlaw ties together two people into a family unit, sharing all wealth and assets equally. If part of a clan, entering into a bond will usually entitle a couple to a larger residence (provided by the clan). The bondlaw also links the family to the immediate family of both members, known as bondlaw brother, sister, father, mother, etc, and makes each member of the extended family able to request assistance from the other in times of need (it is dishonourable to refuse a reasonable request from a bondlaw or blood relative).
Fashion: The ffolk are not a people that enjoy such frivolous pursuits as fashion, the common folk wear very practical and often homemade woollen tunics and trousers (or sheepskin leggings) with leather boots and travelling cloaks (if they are travelling). City dwellers may dye their clothing in different colours for additional decoration.
Jewellery is not uncommon, and the ffolk of both genders are fond of earrings twisted into overlapping ringlets made out of the more common metals copper, iron, and silver.
Nobility and royalty, particularly in Callidyrr, are taking advantage of the clothing luxuries from trade with mainland Faerun, linen, cotton, and silk adorn the rich ffolk (although silk is less favoured by those with common sense in the colder islands), and golden torcs, rings, and bracelets decorated with gemstones and crystals are worn to show off their wealth
Hairstyles among the ffolk differ little between men and women, both genders grow their hair long, and male facial hair is left to grow in all directions (unlike the twisted and braided or short beards of the norl). Bonded women tie their hair back with a braided loop at the head or neck.
Festivals: The ffolk of the Kingdom of Callidyrr have an annual festival known as the Coronation Fayre which is held during the Spring Equinox. It is a day long festival where the ffolk congregate in the Green Grove and dance, drink, feast, and compete in competitions of all kinds.
Those near to Caer Callidyrr often travel to the kingdom’s capital where the entire city erupts in a huge celebration with a large carnival that parades through the streets of the Old Quarter with a giant wooden bipedal reptile (representing Kazgoroth) that is dumped into Whitefish Bay.
All the nation’s nobility travel to Callidyrr to celebrate the Coronation Fayre, to miss it is considered a great dishonour to the King and the memory of Cymrych Hugh.
Funerals: The traditional ffolk funeral involves wrapping the body in cloth and encasing the body in a woven basket in the foetal position. The basket is then lowered into the ground (usually a site of geographic interest – a tor or hill) amid a sombre ceremony with music and a reading of his remaining family members. Once the burial is complete there is usually a celebration at the clan hall or family home (if they are clanless).
Powerful nobles, successful warleaders, great rulers, legendary warriors, wise elders are given greater honour by burying them in a barrow (an oval hillock with a hole allowing entrance that is usually covered once the burial is complete), these barrows are often clustered near to ffolk settlements so that people can visit and pay their respects or seek peace and solace amid the deceased.
Gender Equality: The ffolk of the Moonshae Isles do not discriminate against gender (over much when compared to other regions of Toril). A woman can take up any profession they wish as long as they are capable, but once with child it is expected that the women look after the children and take up the honoured role of mother. It is not uncommon to find ffolk women as miners, hunters, men at arms, mercenaries, and even queens (women are considered equal in the lines of succession).
Literature: The ffolk are not a highly literate society among the commoners or the nobility, however the great poems and ballads of the Prynmar have been preserved for eternity in books held at the homes of the Royal Houses of the ffolk kingdoms and a few of the more educated nobles. The most famous written work in ffolk history is the Ballad of Cymrych Hugh, written by the Prynmar Dolsow who was one of the Great Bards present during the final battle between Cymrych Hugh and Kazgoroth.
Sailing: The ffolk are not natural sailors unlike the norl, however, on an archipelago it is impossible for the inhabitants to survive without sailing related industries such as fishing and trading.
Typically most ffolk living along the coast will own or part own a coracle made by the owners which they share to engage in fishing activities or to transport themselves, their goods, and the families when needed. The coracles are slow and unsteady, but very manoeuvrable. Coracles do not cope at all in storms or choppy seas, and are dragged onto land at the first sign.
Since the 7th century Dalereckoning, the ffolk have developed a ship known as a curragh, which is flat bottomed, with a square stern, a single deck, and a single sail. Those curragh used to carry goods generally have a deeper berth, most curragh are used for trading purposes and so are of this style, only the recently forming navy of Callidyrr has ships dedicated to troop transport.
The curragh are slower than the longships of the norl, but they are far more manoeuvrable, and can easily tack the strong currents around the Sea of Moonshae.
Taps Leuar: The Moonlight Dance is a festival held once a month in every cantrev, baillen, and farmstead in Corwell during the full moon. Every Celilas (translates as Green Grove and is a field set aside for communal use) in every settlement in Callidyrr is filled with dancers, bards, craft stalls and mead sellers.
During Taps Leuar the ffolk celebrate the legend of the Moonlight Dancers until High Moon, often drinking and dancing themselves into a stupor. The legend of the Moonlight Dancers is believed to derive from legends of the llewyrr and halflings, when 3 elf maidens (or halfling tricksters) used the power of the Earthmother and the music of the fey to drive (or trick) a great evil into a Moonwell before it was slain using a sharpened moonbeam.
The truth of the legend is lost to the mists of time, but many believe the ffolk (and llewyyr’s) reverence for music stems from this ancient battle, some even postulate that the 3 instruments of the Great Bards are derived from this legend.
The increasing mercantile nature of the ffolk of Callidyrr has seen this festival turn into a monthly trade gathering where farmers and craftsmen from all around the cantrev congregate on the nearest Green Grove to sell their wares, much of the drinking and dancing is lost from these trademeets apart from in Stagfordshyr where the clans stick to the old traditions of dancing into the night and drinking themselves unconscious.
The economy of Callidyrr is the largest in the Moonshae Isles and growing every day thanks to its connection to the mainland.
Callidyrr produces large surplus quantities of grain, ore, timber, and trade goods manufactured using those raw materials (such as weapons which are in high demand on the mainland due to the quality of the ore). Its nobility and growing merchant class have acquired a taste for the finer things in life and the bulk of those luxuries come from trade with mainland Faerun.
Internally, grain is moved from the south to the north and west, while fish, timber, and ore is moved from the north, west, and east to the south. This movement of goods takes place via caravans that travel the length of the country and back, or via a slow trickle of natural movement (farmers that their grain to the nearest cantrev, traders sell the surplus to the next cantrev and slowly it moves around the country in a pattern that repeats with other raw materials and trade goods). More recently a pattern emerges of the raw materials and trade goods moving to Callidyrr via caravans and then being distributed around the coast by merchant ships that make their way to Calimshan or Corwell.
The largest port in Callidyrr is that of Callidyrr itself, where the majority of merchant ships dock to buy the goods of the kingdom in bulk. Callidyrr’s major settlements are all ports of varying size, most of which are little more than fishing ports, Llewellyn and Kythyss are sizeable ports however, able to accommodate most ships and are benefiting from trade with other ffolk kingdoms and passing ships from Calimshan and Baldur’s Gate.
The Moonshae Isles has no formal currency, utilising instead the coins of other trading nations along the Sword Coast which are increasingly available as traders from the mainland flock to buy the rare commodities of these island nations.
The majority of people in Callidyrr; those living in rural areas and away from the larger port settlements, still use barter to buy and sell for things they need, coins are highly valuable and kept in secret caches (often buried under their house or near a site of personal significance).
Those in Callidyrr living in or around the port settlements that see regular merchant traffic from the Sword Coast accept currency from those cities or nations based upon the metal purity of those coins (the merchants of the Moonshae Isles are excellent valuers of foreign coinage and often act as mobile currency exchange in any port they visit (having ready supplies of many different currencies to hand).
It is believed that the High Kingdom of the Moonshae Isles once minted its own currency; known as Crowns (gold coins) and Swords (silver coins), with the Swords being more valuable, due to the prominence and power of the Sword of Cymrych Hugh, and the low purity of the gold ore available to the ffolk at the time.
These ancient currencies gradually fell out of favour following the migration of large numbers of tethyrians to the islands beginning in 467 DR. These tethyrians brought with them their own coins and connections to the mainland that allowed trade to flourish for a time and more foreign currency.
The Crowns and Swords were finally abandoned with the fall of the High Kingdom in 944 DR, but they had long since ceased common usage as the kingdoms drifted apart over the centuries and the respect for the High Kings diminished.
Since 1332 DR, King Reginald Carrathal has attempted to improve his prestige in preparation for an attempt to reform the High Kingdom of the Moonshae Isles. In 1335 DR, the Kingdom of Callidyrr began minting its own currency once more, the first of which is a large gold coin known as a Castle, for the symbol of a crenellated tower on one side (and his face on the other). Castles are worth 1 gold coin in Callidyrr and elsewhere on the Sword Coast because it is of high purity.
The Kingdom of Callidyrr has trading agreements with the likes of Baldur’s Gate, Calimshan, Mintarn, and Waterdeep. Those ports on the east coast (and the southern tip of Callidyrr), strongly favour trade with these major mainland trading partners. Ports on the west coast of the Kingdom of Callidyrr (those with strong clan traditions) still trade primarily with the ffolk of Corwell, Moray, and Snowdown, although the quantity of this trade traffic is minuscule when compared with the rest of Callidyrr..
Metal: The Fairheight Mountains provide copper, gold, iron, and silver in sizeable quantities and of exceptional purity to the ffolk of Callidyrr, almost all of which is mined in Cantrev Blackstone and smelted before being sent on to Callidyrr. The metal and its crafted products (mostly weapons) is mostly bought by merchants and transported via ship to Baldur’s Gate, Calimshan, and Waterdeep (with some traded internally within the Kingdom of Callidyrr).
Timber: The Dernall Forest is a large pine forest, much like other forests of the Moonshae Isles. It is considerably less dangerous to log than the likes of Llyrath or Winterglen Forest on Gwynneth (but its pines are not quite so large as that primeval forest).
The logs from the Dernall Forest are transported to Callidyrr where they are sold to merchants (usually passing Calishite or Baldur’s Gate merchants) on their way to Mintarn or Calimshan. At Mintarn the logs are used for building the larger ships such as Calishite trading galleons.
Logs are also processed into planks and used for other crafts internal to the ffolk of Callidyrr, but these are rarely transported to the port of Callidyrr and instead remain within the cantrevs in which they are cut.
Food: Callidyrr has an excess of arable land (thanks to centuries of logging), which when combined with the warmer temperatures and increased growing seasons, has led to an excess of grain and vegetable foodstuffs. The surplus grain in particular is transported to Callidyrr and exported by ship to ports all along the Sword Coast. In times past this trade has always favoured the other ffolk kingdoms of Corwell, Moray, and Snowdown, but in recent centuries the exports of the port of Callidyrr are almost exclusively to the mainland.
Herbs and Spices: Calidyrr grows a number of unusual herbs and spices within its borders (although most of these come from trade with the Kingdom of Corwell). These unusual items are highly prized by the rich and powerful in Baldur’s Gate, Calimshan, and Waterdeep, and although the quantities are small the prices are high enough for a healthy trade.
Manufactured Goods: Callidyrr has a growing number of craftsmen in and around the port of Callidyrr and other port settlements. These craftsmen produce manufactured goods from raw materials, such as weapons, tools, locks, jewellery, etc. These goods are valued by other cities and nations for the unusual styling of the ffolk and the quality of the craftsmanship.
Callidyrr as a kingdom is largely self sufficient thanks to the bountiful nature of the Isle of Alaron. What few goods it imports are luxuries from the mainland that cater to the increasingly expensive tastes of the nobility of Callidyrr. These luxury goods come mostly from Baldur’s Gate, Calimshan, and Waterdeep.
From the other Moonshae Isles, Callidyrr imports weapons from Moray, horses and spices from Corwell, and whale oil from the norl islands.
Fabric: Silk and other fine woven cloths are in great demand among the Lairds and Iyorls of Callidyrr (being much more comfortable than the rough wool and heavy furs of typical Moonshae attire), and are quite well suited to Callidyrr’s warmer climate (when compared to the other Moonshae Isles). These fabrics are imported from
Oil: Many fine and fragrant oils are available from the mainland that burn purer and smell infinitely better than the whale oil that the norl trade. Callidyrr imports these fine oils (as well as whale oil).
Alcohol: The ffolk are expert brewers of mead and ale, but the nobility have a taste for the finer beverages such as spring wine and other fine liquours from Waterdeep and Calimshan.
Minerals: Callidyrr imports coal and iron ore from Moray because the ore of that island is even purer than that obtained from the mines of the Fairheight Mountains. This ore is smelted into excellent quality steel and manufactured into weapons that are the envy of any weaponsmith on the mainland and will fetch a high price for these simple, but quality weapons (mostly swords).
Like other ffolk kingdoms, the people of Callidyrr have trouble believing in a concept of extraplanar deities that dwell in another plane of existence, and which hold absolute power over the people of Toril. The ffolk believe in peace, freedom, and hard work, and those concepts do not marry well with another being controlling their existence in return for sacrifice.
Instead the ffolk believe in that which they can see, hear, and touch, the real and tangible world in which they live. They have come to humanise the powerful land in which they live and worship that land as a powerful being (for in many ways it seems to them that the land itself is alive). This being they have termed the Earthmother, and they offer thanks and respect to her in all they do.
The other ffolk kingdoms of the Moonshae Isles still worship the Earthmother as they have traditionally done for a thousand years, with druids attempting to understand the mysteries of the land and aiding the ffolk in living alongside the Earthmother.
On Callidyrr; as an increasing number of foreign people have integrated into the society, they have brought with them foreign religious practices. Thus far only one has been accepted by the ffolk; the worship of Chauntea, whose church dogma closely matches the druids of the Earthmother. Over the centuries the priests of Chauntea have integrated into the Ring of Alaron and slowly replaced the druids of the Earthmother within that organisation.
Callidyrr, much like the other islands of the ffolk, is governed by a hereditary monarchy ruled by the Royal House of Cymrych.
Originally the Isle of Alaron was a tribal society with an elected chief much like Gwynneth. The Talffolk had traditionally elected a chief from the MacHugh, the first being chieftain Alaron Ryugh. Upon Alaron’s death, the clans favoured neither of his cruel and untrustworthy sons, instead appointing the distant cousin Callidyrr Hugh as chieftain (Callidyrr Hugh was at the time dwelling on Gwynneth after settling his family just south of Winterglen).
Callidyrr Hugh became chief of the Talffolk and Shyffolk and declared himself King, moving his court to Alaron and establishing his court amid the ruins of a great castle on the east coast of the island.
It was Callidyrr’s son; Cymrych Hugh, who first declared himself High King of the Moonshae Isles and ruler of all the ffolk and the islands in the aftermath of his victory over Kazgoroth the Devourer.
It was High King Cameron “The Wise” who first changed the law to make the title of King hereditary (up until that point it still required a vote of the clans, although they always voted for the King’s appointed heir out of tradition, or fear especially during the reigns of Gwylloch and Markus. The change in succession laws cost the crown much and allowed the clans to officially ennoble themselves as Lairds of the communities they protected.
Since the time of High King Cameron, the structure of Callidyrr’s government has remained relatively unchanged. The King rules the country, leaving the task of overseeing entire regions to the Earls who in turn command the loyalty of Lairds that manage individual Cantrevs and the settlements they contain.
The practice of appointing clan elders to the position of Laird rarely occurs nowadays, instead the Kings of Callidyrr have long taken to awarding titles to favoured courtiers and rich merchants, forcing the clans to the position of landed gentry and the owners of large farms (particularly on the west coast of Callidyrr).
The only major change to the government of Callidyrr since Cameron’s reign occurred in 944 DR when High King Tanner perished during an expedition to Gwynneth to quell a firbolg invasion, in the process the House of Cymrych lost the last of the Regalia of the High Kingdom and in the ensuing chaos lost any claim to the islands now inhabited by the norl, as well as the fealty of the other ffolk kingdoms (Corwell, Moray, Snowdown). 944 DR effectively ended the High Kingdom of the Moonshae Isles, and the Royal House of Cymrych passed from the Hugh Dynasty to the Carrathal Dynasty who now ruled only the Kingdom of Callidyrr.
Chieftains of the Talffolk
The ffolk of the Isle of Alaron had only one chieftain, the much respected elder Alaron Ryush of the MacHugh, who led the Talffolk to this new homeland which was named in his honour.
Chieftain Alaron Ryush lived until 175 DR, when he was died of poisoning. His ageing sons were not popular with the talffolk clans; many believed his own sons murdered him, and they suspected them of other crimes (indolence, gluttony, and some even whispered cooperation with the Empire of Ebenfar).
The clans were divided after Alaron’s death, unable to elect a chieftain for fear of suffering under the rule of a rival, but rather than risk war between the clans someone suggested a minor member of the MacHugh who had settled on the Isle of Gwynneth and so would hold little power on the Isle of Alaron to exert over the clans.
Unfortunately for the clans of the Talffolk, Chieftain Callidyrr Hugh also became Chieftain of the Shyffolk and became powerful enough to declare himself King.
The High Royal House of Cymrych
The High Royal House of Cymrych was officially founded with the reign of High King Cymyrch Hugh, although most scholars include his father; Callidyrr Hugh, within the dynasty as he was father of Cymrych Hugh and a King of Callidyrr and Corwell.
The Royal House of Cymrych survived for nearly 1,000 years, slowly losing power and influence as later High Kings lost the northern islands to invading norl and gradually lost the Regalia of the High Kingdom.
In 944 DR High King Tanner Hugh was slain in Gwynneth fighting firbolg that had invaded the Kingdom of Corwell. The death of High King Tanner also resulted in the loss of the last of the Regalia of the High Kingdom; the Sword of Cymrych Hugh, and with it went the last vestiges of influence over the other kingdoms of the ffolk.
As the nobles of Callidyrr fought among themselves and the scions of the House of Cymrych began to dwindle amid intrigue and rebellion, a King arose among the norl; Torgred Helmuddson, who used the ensuing chaos to his advantage and amassed a great army on the Isle of Oman which he used to threaten the Kings of Corwell, Moray, and Snowdown into relinquishing all claim to the northern islands.
The kings of the ffolk conceded all claims to norl territory and then forswore their fealty to the High Kingdom of the Moonshae Isles and declared independence. As the anarchy in Callidyrr subsided the newly crowned King Niall; bastard son of High King Tanner, declared the High Kingdom of the Moonshae Isles ended and founded the Carrathal Dynasty with himself as King of Callidyrr only.
|Chieftains of the Talffolk|
|Cwyn Alaron Ryugh||?||146 DR – 175 DR||Led the Talffolk from mainland Faerun to the Isle of Alaron. Slain by poison|
|Cwyn Callidyrr Hugh||?||175 DR – 177 DR||Son of Llorlden Hugh. Appointed Chieftain of the Talffolk in 175 DR. Appointed Chieftain of the Shyffolk in 177 DR. Declared himself King of the ffolk in 177 DR. Slain by trolls|
|The Hugh Dynasty|
|King Callidyrr Hugh||?||177 – 193 DR||Son of Llorlden Hugh. Appointed Chieftain of the Talffolk in 175 DR. Appointed Chieftain of the Shyffolk in 177 DR. Declared himself King of the ffolk in 177 DR. Slain by trolls|
|HK Cymrych Hugh||171 DR||193 – 250 DR||First son of Callidyrr Hugh. Defeated Kazgoroth the Devourer in single combat. Founder of the High Kingdom of the Moonshae Isles. Perished of wounds inflicted by Kazgoroth.|
|HK Warren Hugh I||237 DR||250 – 259 DR||First son of Cymrych Hugh. Died of illness|
|HQ Tamara Hugh||238 DR||259 – 263 DR||First daughter of Cymrych Hugh. Died of poison.|
|HK Carrig Hugh I||244 DR||263 – 287 DR||Second son of Cymrych Hugh. Slain in combat with norl warriors.|
|HK Gwylloch Hugh||265 DR||287 – 299 DR||First son of Carrig I. Led many campaigns against the norl. Moved the capital of the High Kingdom to Gwynneth. Vanished along with the entire Court in Caer Cymrych (the Castle of Skulls)|
|HK Gorham Hugh||270 DR||299 – 322 DR||Second son of Carrig I. Slain by Markus Hugh.|
|HK Markus Hugh||288 DR||322 – 333 DR||Second son of Gwylloch. Died in combat.|
|HK Cameron Hugh “The Wise”||291 DR||333 – 370 DR||Grandson of Warren I. Negotiated change of succession law to make the High King a hereditary title passed to the eldest child in the bloodline of Cymrych Hugh. Died of natural causes.|
|HK Bran Hugh||319 DR||370 – 378 DR||Second son of Cameron. Died of illness.|
|HK Conall Hugh||340 DR||378 – 389 DR||First son of Bran. Accidentally slain by a crossbow.|
|HK Lann Hugh||358 DR||398 – 420 DR||First son of Conall. Drowned when ship sank off the coast of Snowdown.|
|HK Carrig Hugh II||378 DR||420 – 431 DR||First son of Lann. Died of plague.|
|HK Kemble Hugh “The Great Father”||400 DR||430 – 482 DR||First son of Carrig II. Welcomed tethyrian migrants to the Moonshae Isles in 467 DR. Died of natural causes.|
|HK Tristram Hugh||423 DR||482 – 483 DR||First son of Kemble. Died of illness.|
|HK Tuathal Hugh||444 DR||483 – 499 DR||First son of Tristram. Assassinated.|
|HK Carrig Hugh III||470 DR||499 – 500 DR||Son of Tuathal. Assassinated.|
|Regent Edmund Kincaid||469 DR||500 – 507 DR||King of Snowdown. Named regent by Queen Abigail, wife of Carrig I.|
|HK Colin Hugh||491 DR||507 – 549 DR||Son of Carrig III. Cleared Torriage Wood of werewolves. Contracted lycanthropy. Slain by son Gordon Hugh.|
|HK Gordon Hugh||514 DR||549 – 569 DR||First son of Colin. Died of illness.|
|HQ Miranda Hugh “The Fair”||543 DR||569 – 609 DR||Daughter of Gordon. Died of illness.|
|HK Embro Hugh I||559 DR||609 – 614 DR||First son of Miranda. Died from injuries suffered in horse riding accident.|
|HK Embro Hugh II||577 DR||614 – 632 DR||Son of Embro I. Established peace treaty with Norland. Slain in combat with Konungr Stromm of Norland.|
|HK Alec Hugh I||597 DR||623 – 640 DR||First son of Embro II. Mauled by a bear while hunting.|
|HK Rowland Hugh||626 DR||640 – 642 DR||Son of Alec I. Died of illness.|
|HK Samuel Hugh||601 DR||642 – 651 DR||Second son of Embro II. Died of heartstop.|
|HK Warren Hugh II||618 DR||651 – 674 DR||First son of Samuel. Died of natural causes|
|HK Tobert Hugh||640 DR||674 – 679 DR||First son of Warren II. Slain by firbolgs.|
|HK Ernest Hugh||664 DR||679 – 731||First son of Tobert. Died of natural causes.|
|HK Carthus Hugh||684 DR||731 DR||First son of Ernest. Abdicated throne to Alec II. Died of natural causes in Tethyr in 745 DR.|
|HK Alec Hugh II||685 DR||731 – 738 DR||Second son of Ernest. Died of plague.|
|HK Pendar Hugh||708 DR||738 – 749 DR||Son of Alec II. Slain by wolves.|
|HK Declan Hugh||725 DR||749 – 762 DR||First son of Pendar. Poisoned by son Ciaran Hugh.|
|HK Ciaran Hugh||744 DR||762 – 773 DR||Son of Declan. Slain by angry mob during Festival of the Spring Equinox.|
|HK Ardan Hugh||748 DR||773 – 796 DR||Nephew of Declan. Died of natural causes.|
|HK Byron Hugh I||770 DR||796 – 826 DR||Son of Ardan. Died of natural causes.|
|HK Kevan Hugh||789 DR||818 – 819 DR|
826 – 850 DR
|First son of Byron I. Died of natural causes. Ruled briefly in 818 – 819 DR when HK Byron I fell into a magical slumber.|
|HK Dolan Hugh||821 DR||850 – 852 DR||Second son of Kevan. Died at sea, reported slain in battle with Illuskan invaders. Lost the Crown of the Isles|
|HK Conn Hugh||837 DR||852 – 885 DR||First son of Dolan. Died in combat against Illuskan invaders.|
|HK Byron Hugh II||855 DR||885 – 902 DR||First son of Conn. Died of illness. Original name Merrick.|
|HK Tanner Hugh||879 DR||902 – 944 DR||Second son of Byron II. Slain by firbolg chief on the Isle of Gwynneth. End of the Cymrych Dynasty and the High Kingdom of the Moonshae Isles.|
|The Carrathal Dynasty|
|Niall Carrathal||901 DR||944 – 954 DR||Bastard son of High King Tanner Hugh. Died of illness.|
|Erfle Carrathal “The Venerable One”||921 DR||954 – 1012 DR||First son of Niall. Died of natural causes.|
|Alec Carrathal III||982 DR||1012 – 1030 DR||Grandson of Erfle. Died in a fire.|
|Bayle Carrathal||1005 DR||1030 – 1052 DR||Son and sole heir of Alec III. Deposed following failed attempt to annex the island chain of Jannath’s Tears.|
|Queen Yolanda Carrathal||1029 DR||1052 – 1089 DR||Grand niece of Alec III. Died of illness.|
|Bertrand Carrathal||1026 DR||1089 – 1095 DR||Husband of Yolanda. Died of natural causes.|
|Edwin Carrathal I||1055 DR||1095 – 1127 DR||Third son of Yolanda and Bertrand Carrathal. Died of natural causes.|
|Queen Bethany Carrathal||1084 DR||1127 – 1133 DR||First daughter of Edwin I. Died of illness.|
|Edwin Carrathal II||1103 DR||1133 – 1135 DR||First son of Bethany. Died during tour of iron mine in Cantrev Whiterock.|
|Regent Adom Moray||1096 DR||1135 – 1141 DR||King of Moray. Named regent by Queen Eleanor, wife of Edwin II.|
|Adrian Carrathal “The Twinblade”||1125 DR||1141 – 1207 DR||Son and sole heir of Edwin II. Died of natural causes.|
|Cedric Carrathal||1176 DR||1207 – 1243 DR||Grandson of Adrian. Died of natural causes.|
|Vance Carrathal||1193 DR||1243 – 1266 DR||First son of Cedric. Died of natural causes.|
|Teldin Carrathal||1216 DR||1266 – 1271 DR||Son of Vance. Died of heartstop.|
|Rieger Carrathal||1238 DR||1271 – 1273 DR||Second son of Teldin. Disappeared in 1273 DR, fate unknown.|
|Benjamin Carrathal||1257 DR||1273 – 1296 DR||First son of Rieger. Assassinated by nobles from Cantrev Ogden.|
|Alec Carrathal IV||1274 DR||1296 – 1332 DR||First son of Benjamin. Died of natural causes.|
|Reginald Carrathal||1312 DR||1332 DR – present||Third son of Alec IV.|
The Kingdom of Callidyrr exists as a feudal kingdom and so the defence of the nation is dependent upon the loyalty of its nobles to the King.
Each Iyorl is required by law to provide 200 suitably equipped men at arms (each with weapon, shield, and leather doublet), 50 mounted men at arms, and 1,000 militia in defence of the realm when called upon by the King. The Iyorl may provide these men however they see fit, most would rely upon their vassal Lairds to provide men at arms from their own households and militia from their cantrevs (plus conscripted extras) to meet the requirements.
The Iyorl depend upon the loyalty of their Lairds to provide soldiers for the muster. Lairds that dislike or do not respect their Iyorl may not provide many (or any men) making excuses for the lack of numbers. Any shortfall in the must will require the Iyorl to supplement the numbers from his own household or even by hiring mercenaries. For an Iyorl to fail to meet the required numbers risks the displeasure of the King and potentially the loss of his lands and title (and potentially a war if the Iyorl fails to relinquish those lands and titles).
In total the Kingdom of Callidyrr can easily field 1,000 men at arms, 250 mounted warriors, and 5,000 militia. The number of militia can double with the necessary impetus (in the event of an invasion for instance) as more commoners are conscripted into the army.
At a local level a cantrev Laird often maintains a militia of varying size (according to the size and wealth of the cantrev, and the vigilance of the lord). These militia are usually volunteer forces, sometimes with a meagre payment to cover maintenance of their equipment.
The Scarlet Guard: A recently formed unit of elite bodyguards, hired on suggestion of the Council Sorcere to protect King Reginald Carrathal (from his perceived enemies). The Scarlet Guard is currently 700 strong, with 100 ogres among its number (hired from The Chill mercenary company active in the Sword Coast region), they are named in homage to the Blooded that once guarded the High King in ages past.
The majority of the human warriors of this unit were hired on the suggestion of Cyndre through Jalboun of the Two Blades from Luskan. They are greedy and cutthroat to a man, doing anything for sufficient coin
The Scarlet Guard are armed and armoured with the best equipment that money can buy, plate armour and heavy swords that are beyond the ffolk’s current level of craftmanship (purchased instead from the markets of Waterdeep). The ogres carry stout, metal shod clubs and reinforced leather armour with metal helms.
Navy: As part of King Reginald Carrathal’s attempt to claim the title of High King, he has commissioned the construction of a great navy (which will allow him to enforce his claim upon the other islands should they reject him as their High King).
The first vessel of the navy is complete, a large curragh style ship elongated like a longship, and whispered to be the greatest vessel in the ffolk kingdoms. The ship is captained by Danis pen Foryth a taciturn sailor of many years experience (mostly fighting off norl raiders and Nelanther pirates) who is soon to become the admiral of Callidyrr’s navy.