Table of Contents | York Map

The Tuath

  1. Organization, Politics, Legal System
  2. Organization:
  3. Recruitment & Training
  4. Social Mores
  5. History
  6. Language
  7. Symbols
  8. Spells, Songs, Myths
  9. Dogma
  10. Interaction with Others
  11. The Balance
  12. Eschatology: Where do we go when we die?
  13. Some quotes that sum up a bit of Tuath philosophy:
  14. Spirits
  15. Holidays & Celebrations
  16. Astronomy
  17. Locations
    1. Holy Sites
    2. Bad Places
    3. The Enclave
  18. Economy
    1. In The Enclave:
    2. In the World:
  19. Herbal Remedies
  20. Dramatis Personae

Organization, Politics, Legal System

Name: Druids/the Tuath

Size: uncertain. Total "membership" numbers easily into the thousands, though true "Druids" may be no more than a few hundred

Organization:

Druid is actually a special term used for one particular group The entire group calls itself "Tuath" which means "The People" and also refers to their territory (in this case, most of York and the surrounding environs.) Other people tend to lump all of the Tuath under the term "druid".

Everyone else is referred to as Others. Druids don't ask strangers if they are "of the Tuath" -- they go through a complicated analysis of questions and answers to determine what the other person believes and how he/she acts. As a shorthand method, it is acceptable to ask, "Who taught you?" If the answer is another of the Tuath known and respected by the asker, the stranger is provisionally accepted as One of Us.

Note that with all the internecine squabbles within the Tuath community, a teacher might not be respected...

The Tuath are actually organized into three separate groups: Vitae, Bards, and Druids.

* The Vitae represent the daily workings of Tuath culture. As a rule of thumb, they are responsible for all of the daily maintenance tasks: cooking, cleaning, general management, training animals, growing/gathering food, and so forth. Vitae often marry or live in small mixed family groups (polygamy, polyandry and same-sex families are accepted, though not common). Although most of the Tuath are "recruited not bred", some children of Vitae go through the training and remain with the Tuath after they become adults.

It is common for new members to begin their career as a Vita before becoming a Druid.

The Vitae are divided into several classes, based upon their specialty within the community. These classes are referred to as Fili (that's plural, the singular is file).

The most powerful of the Vitae are...

* File Brithem: This person serves as judge, law-maker, diplomat, arbiter and so forth.

* File Liaig: The doctor. This is a plant and herb specialist, sometimes a surgeon as well.

* File Deogbaire: Keeper of the drugs. This is the repository of all the knowledge of plants and their properties.

Vitae are known by their use of varying shades of green.

* Bards are responsible for keeping the Tuath oral traditions alive and well within the group. They are the ones who know and tell the best (most important) stories. There is no written tradition. Bards also create songs and stories.

Although both other classes also teach, bards are the ones who pass the stories along and who have primary responsibility for making sure new members are properly indoctrinated. Bards are also responsible for finding potential recruits throughout the realm and bringing them back for Proper Training.

Bards are also used frequently as field agents, and account for much of the Tuath intelligence operations. Having the skills they do, it is a simple matter to infiltrate an area as the local Anchor (indeed, a startling percentage of the Anchors are, in fact, Bards).

The Bards are closely allied with the Major Moon. A Bard has three passions they are charged with invoking as appropriate: make them laugh, make them cry, make them sleep. The bards serve as the keepers of the historical, philosophical and epic traditions of the group. The upper echelons of the Bards are called Cantors. They serve to keep the magic songs on invocation, curses and such.

After reaching a level of competence as Vitae, candidates can begin Bardic training. Those that show desire for and talent in musical instruments, singing, extemporaneous poetry, and memory continue training beyond the basic level. Others can move on to Druidic training or continue to be Vitae. Since the majority of the Tuath have at least some minimal Bardic training, evening entertainment usually centers around music -- which isn't half bad!

When in the company of the rest of the clan, Bards wear brown. The Bards are closely allied with the Major Moon.

* The Druids are the thinkers of the lot. Technically, Druid (or Druidess) only means "priest". That is their function in this scheme -- tending the spiritual well-being of the community. They perform the ceremonies, ordain new members, make the rules, enforce the rules, set the goals and make the work assignments. They also look to the future and past, divining what will/did happen. It is not required to be a Vita and complete some Bardic training before becoming a Druid, but it is uncommon to do otherwise.

Technically, the Druids are a group of equals who share in both the responsibility and the power equally. However, this tradition also has a very strong aspect of respect for elders tied to it. As such, the tendency has always been to defer questions to the elder, wiser members. Over time, these elder members have tended to clump into a private little club known as the Council of Elders. While there are several humans on the Council of Elders the Elves' superior life span gives them an insurmountable advantage in this respect. The Council, and thereby the society as a whole, is governed by a small group of elves.

The majority of Druids remain in the Enclave, but a small number are spread out over York, each with responsibility for overseeing a large area. Though the Tuath don't hold with political boundaries, the areas roughly correspond with the various duchies of York.

Druids wear white robes for ceremonial occasions, otherwise they wear either green or brown accented with blue.

Recruitment & Training

Most of the Tuath are human or elven, though there are a few from the other sentient species that live in the Forest Savage.

Recruitment into the ways of the Tuath happens in two main ways. In many cases, a bard spends time in small villages entertaining the locals and keeping an eye out for young children with a gift for music or a sure touch with plants and animals. If one is found, the bard offers an apprenticeship to the child, and in most cases, the parents agree quite happily. The child might be taken away immediately, or the bard may return in a year or so to see if the promise of talent is still there.

Other bards cruise the pubs and back alleys, locating youth who are discontent with their lives, runaways work best. The bards then befriend them and bring them slowly into the community of the Tuath. If you are familiar with the technique at all, it is the precise technique used by a good Madame (or a smart pimp) to recruit new folks into their business. In this case, the selection criterion is more availability than innate talent, though some highly talented Druids and Bards have been found this way.

Once in a great while, someone will recruit him or herself -- showing up at the Enclave and begging to learn or seeking out one of the regional Druids and asking to be taught. Most are turned away, with the Druid professing ignorance of what is being asked.

The full training for Bard or Druid takes 20 years, corresponding to the 19 year Tuath calendar plus a year of final initiation. (Huey managed to become a Druid in much less time. There is a lot of controversy about it.)

Social Mores

"Sound mind in a sound body" -- great motto for the Tuath. They get a lot of physical exercise, bathe frequently, eat well without overeating, and use preventative medical practices. They believe it is their responsibility to care for themselves properly, or they can't care for anything else. Cleanliness extends to clothing and surroundings -- the Tuath are very aware of the role dirt plays in disease.

You rarely see anyone disabled or disfigured. The Tuath, more than anyone else in the world, have a firm handle on the idea of "gene pool", though that's not what they call it. Breeding for people is done as selectively as it is for prize sheep. The occasional birth defect or genetic damage is dealt with by either killing the child, or giving it to someone else to raise (if the damage isn't severe.)

Folks disfigured from accident or disease tend to leave. Outward appearance is believed to reflect inward Balance.

There is no nudity taboo; clothes are used for protection, warmth, and decoration. The Tuath aren't puritans though they do not go in for ostentation -- they enjoy and appreciate beauty in appearance, whether it is a flower, a bug, or each other. Even in songs of battles, the bards take the time to thoroughly describe dress and appearance of the characters.

Although and perhaps because permanent relationships are frowned upon (see Dogma), sexual interaction between consenting partners is considered normal and healthy, both as recreation and as a part of ritual. Either partner can and does initiate interaction, and there is no shame associated with being turned down. "No" means "No, I don't want to right now", not "I don't think you are a worthwhile person." Think of the social aspects as on a par with sharing a meal.

Puberty rituals for both boys and girls are celebrated by the whole community, and mark the child's acceptance as a responsible adult. Part of the training for the puberty ritual (again for both boys and girls) is instruction in various homeopathic methods of birth control and prevention of sexually transmitted diseases. Venereal Diseases May Be Natural, but Druids Don't Have Them.

History

The history of the Tuath doesn't consist of dates and events. There is no boundary between the mythological and fantastic and what "actually" happened. A bard might sing an epic describing a great battle, for example. The

battle may have been fought exactly as described, it may have occurred but been embellished in the telling, or it may be a metaphor for some other idea. To the Tuath, it doesn't matter. The singing itself creates a reality.

Language

The Tuath learn a secret language of their own as part of their initial training as Vitae. Bardic and Druid training each add more levels to the language, each referring to their own areas.

There are two main Bardic types of additions to the secret language: one is basically a "shorthand" which helps the speaker/listener manage the huge amounts of information required by Bards. The other is a set of gestures used for non-verbal communication between two Bards.

Druid extensions to the language basically include more magic words and gestures and a deeper, more complete naming convention for all things.

One person could know the basic language plus some combination of Bardic and Druidic extensions, depending upon his/her level of training in each area.

Names

Every thing and every person has many names but only one Name. The true Name of something (or somebody) captures the essence of it, and is used for magic. Each thing/person also has a song -- the song more or less identifies its class and the Name identifies the individual. The Tuath rarely share their true Name with anyone else.

Symbols

Torc: a flat circle of metal, often worn about the neck. Bracelets and such are not uncommon. There is no prohibition of jewelry for any particular "rank". No one but a member of the People may wear a Druid torc.

Snakes: snakes are typically a symbol of immortality. A snake rolled into a circle with its tail in its mouth is a symbol of eternity.

Cauldron: image in many stories. Some cauldrons heal the sick or bring heroes back to life. Others provide unending food and drink to those who are worthy.

Water: Running water is often a passage to Other World.

Narrow bridge: also a passage to the Other World

Heads/skulls: the heads of dead men are potent magical weapons against their relatives. There are stories of detached heads giving valuable advice to their allies or foretelling the future. Skulls are sometimes used for drinking vessels or set in door-lintels as decoration.

Three: The number three has magical significance, esp. in ballads Stories are usually told in triads, many songs have 3 line rhymes. Alliteration generally follows a pattern of 3 repetitions. One of the meanings of Three is the Three Worlds -- Death, Life, Infinity. (The worlds of Death and Infinity are often collapsed into one image -- The Other World. Just to make things more confusing.)

Golden scepter:

Golden sickle:

Oak Leaves:

Mistletoe:

Spells, Songs, Myths

There is a special kind of song spell used by bards called the Glam. It is a satire or lampoon, cuttingly funny -- and is powerful enough to drive out rats, and kill or maim people. It is rather like a curse.

History/myth songs all begin "Once upon a time when there was no time". Here is a prose retelling of the creation epic. Another good example of a History/Myth song is The Song Of Mawu

Dogma

The Tuath do not have a dogmatic religion in the normal sense. They value battle valor, generosity/hospitality and honor. They encourage these traits through the tales of the heroic ancestors of the People rather than an organized set of rules and regulations. Customs, such as the guest-host relationship, grew out of these myths and replaced the need for explicit dogma. Some outsiders who have met them characterize their ideals as Feasting, Fighting, and Fornication. Rather rude.

Being a secret organization, going outside that organization with its secrets is naturally a capital offense. Similarly, members are encouraged to rely on one another, not Others, for assistance. Self reliance is even more important: the Tuath are also taught to trust no one but oneself (and be skeptical about that, too!) They believe that though you shouldn't discount what you hear from others, your senses, experience, and intuition should always be valued above hearsay. It should be noted that "senses" includes more than just the physical senses. Reality, fantasy, and myth are tightly entwined for the Tuath.

The Tuath are ecologically conservative: they believe that all resources (both natural and magical) are available to be used, but should never be squandered. Therefore they are careful how they use and reuse resources, and come down hard on Others who are profligate with them.

The Tuath are taught that power (physical, magical, political, emotional, and any other form) is just a tool. It isn't impressive for its own sake -- titles are meaningless, actions count; even someone "weak" has power. Power carries responsibilities. The more power you have, the more responsibilities you have. Also, the more power you have, the greater the scope you have to be aware of and take into account. Power is based on knowledge and experience and action, and requires the ability to distinguish truth from illusion. As you become more powerful, you put away selfish concerns and your own perspective on reality.

If you want to become a Druid, you must form no close relationships with anyone. Vitae can marry and have children because they are tied to the land and the seasons, and don't need to make decisions beyond the scope of their own lives. Bards do best on their own, because they lead a nomadic life, but they can still make long term attachments if they wish. However, if you are a Druid, you must not allow a chance of personal relationships influencing your impartial decisions.

Many of the Tuath when out in the world do not eat meat. This has led others to the mistaken assumption that the Tuath in general do not eat meat. In fact, this is far from the truth. "Were the rabbit not eaten by the dog, there would soon be nothing in the world but rabbits." People, naturally, have their place in the food chain as well. The catch is that since the animals are as much people as most people in this tradition, there is a brief ritual associated with the hunt. It amounts to thanking the animal that has just been killed for coming along to nourish you. The deal here is that the prayer really should be said before the animal dies. Knowing that this was not the case, most of the Tuath will not eat meat that they know has not been properly thanked. Some of the really pious folks will say the prayer as they are picking vegetables as well. In general, this is unnecessary.

The Tuath acknowledge Others' belief in gods -- and generally accept the existence of those gods. They even believe that gods often mix (and breed) freely with humans. However, they feel that the relationship between themselves and these gods is basically equal or indifferent. The Tuath don't consider themselves subservient to any gods; they think gods, just like anything else, have a right to their place in (or out of) the world. The Tuath have to remain outside the relationships between gods and men because they have to be free to act in any direction, not one constrained by a particular god.

As one of the Teachers said, "The gods are the mighty beings of the multi-verse -- but they are not of the Tuath. The greatest Druid is a dwarf in the midst of gods -- but she is a dwarf to be reckoned with. We cannot afford to follow one god, for Every God Represents a Belief, and we must Strive to See All, Believe All, and Understand All if we are to Preserve All. The gods are like the largest animals, cavorting in their glorious meadows, and we are the field mice. Though we are ignored, when one of the animals stumbles in one of our holes and falls, that god knows what we have done."

Interaction with Others

The Tuath can be In the World, but they are never Of the World. In other words, you can interact with Others, live in cities (if you can stand them), participate in worldly affairs -- but you must always remain apart from them within yourself. One does not need to ostracize oneself from the factions to do the work of a Bard or Druid. Frequently, a greater impact can be had within a group than without.

Whether or not the Tuath should share their knowledge/understanding with Others is under heavy debate. Some say it will be a good thing to have Others working toward Balance -- their opponents say it puts Power in the Hands of Fools. Only a very few feel it is all right to teach everything concerning Tuath Ways to Others, and they are considered to be Heretics.

The Balance

This is the basic tenet and the greatest source of discussion and controversy in all of the Tuath beliefs. In general, just as some people believe in a Supreme Being, or a Single Truth, or some Fundamental Idea, the Tuath believe that Balance Is All.

A favorite song describes a young man on a journey. He comes to a narrow canyon and travels down the river at its bottom. After many day's travel, he arrives at a place where the canyon widens, with beautiful meadows on each side. On one side there is a herd of black sheep. On the other, an equally large herd of pure white sheep. As he watches, a white sheep bleats. A black sheep jumps into the river and swims across -- and turns white. Then a black sheep bleats. A white sheep jumps into the river and swims across, then turns black. He watches with amazement for hours -- there is constant change, but the herds never really grow or shrink in size.

Balance is All. Although they all agree on that point, once you get past stating it, interpretations vary in all degrees. The following summarize some of the main variations on the theme. they are not mutually exclusive.

1) Officially, since it is Nature and the spirit world who direct the animals and plants and rains and seasons, interference with this natural order is not a very good thing. Sooner or later, things will even out. Interference is all right when it seems that one creature is about to upset that balance. But, this must be managed very carefully. After all, to take action assumes that you know better than the spirit world the way that things should be. If that statement doesn't seem absurd to you, then there is something very wrong. In other words, do what must be done, allow what must be allowed. This notion of the Natural Order of things is commonly referred to using a word which translates simply to Balance. Now, the Tuath are not just voyeurs in the world, either. Spells, you must remember are not viewed as "making it happen" but more as "asking the spirits politely if this should not be true." If the snail darter is going to die because their only stream is drying up, a Druid may move the little fishies elsewhere or they may ask the rain spirits for a little water or (if there is time) he may talk to the snail darters about the situation and suggest some possible changes to help them out. (Think about that, we've just authorized everything from moving the fish to making rain to genetic engineering

2) Anything which alters the natural balance in a manner from which it cannot recover is absolutely forbidden. Genocide is never, under any circumstances allowed. Similarly, the use of magics which affect the minds or spirits of of other things directly is strictly disallowed.

3) Nature can be chaotic, causing great storms, earthquakes and destruction. But Nature is also orderly, bringing the seasons like clock- work and causing plants and animals to grow in exacting cycles. Nature is thus a balance of forces. When all is right, life is good as the ill that befalls the Earth is balanced by the boons. But all is not right all the time. This does not mean you have to allow Nature to run its course completely. A Druid would not study how to control the weather, warp plants and cause the Earth to quiver if this were so. Rather, a Druid is there to assist Nature. Many times a Druid will destroy a rotten grove to allow a stream to pass, or slay a creature who threatened the Glade, or cause a plant to shrivel so that others around it could gain more sunlight. Druid is more or less in the business of nature management.

4) A good Druid knows that Nature is powerful and cannot be destroyed. Thus there are times when Man, Beast or God may be allowed to take their toll, but a Druid watches carefully and redresses undue harm as best he or she can. For some this judgment is not made well, and death is frequently the result. Indecision is often the savior of a Druid, for you have learned the life of a piece of Nature is rarely worth the life of one of her guardians. A Druid is vastly more important to Nature than a tree, or a forest, or a mountain.

5) Druids must take a long view of The Balance -- therefore they should not act, if at all possible. It is best to let Nature take its course.

6) Druids must take a long view of The Balance and act to manage Nature based on their Knowledge. This can include "managing" populations of all sorts: animals, plants, and people.

7) Druids must act to adjust The Balance immediately, or things will go too far awry. Indecision can wreak havoc.

Eschatology: Where do we go when we die?

The Circles There are Three Worlds in two concentric circles. The innermost circle is divided into Abred and Gwynfyd. Each living thing must pass through Abred, and experience every form of existence and suffer every sort of hardship before it can pass to Ceugant. When a living thing dies, it moves to Gwynfyd, The Other World, the Mirror World. From Gwynfyd it returns to Abred, in an almost endless cycle.

The last circle is Ceugant, the Circle of Infinity. When a soul reaches Ceugant, its song merges with the songs of the Ancestors and the song of the First. It is no longer separate.

This story summarizes the Tuath belief in reincarnation. At first, there is the kind of reincarnation where a living being comes back to life as another living being (another human or an animal or a plant.) Druid shapeshifting is an echo of this, though it happens within Abred, not between Abred and Gwynfyd. Finally, after the soul has lived and died through all forms, it can move to an otherworld whose inhabitants live in unending peace, prosperity, health and beauty.

Within the inner circle of Abred/Gwynfyd, the souls of the dead control their bodies even after death. In effect, the soul becomes corporeal. This means that living people can visit the Otherworld in the flesh. However, many perils await the mortal traveler in the land of the Dead. Time flows differently in the Otherworld. Many things are mirror images of those in this World. Most treacherous is the ambivalence that the realm presents to the traveler -- it can reflect the attitudes that a traveler brings with him.

A third form of "reincarnation" that shows up in Bardic songs is the "Hero's Sleep". In this case, a hero or great magician dies and is placed to rest in some safe place. When a great need arises, rather than returning in some other form, the hero wakes from death and returns to save the day.

The Triple Death, in which someone is hanged or strangled, then burned or stabbed, and finally drowned or placed in water of some sort, is used to keep a hero from returning from a hero's sleep.

Because death is not seen as permanent, it is not unusual for people to volunteer to be sacrifices in ceremonies intended to redress the Balance. A much worse punishment than actually being the sacrifice is to be banned from attending. This is the equivalent of excommunication.

Some quotes that sum up a bit of Tuath philosophy:

I never found the companion that was so companionable as solitude. (Thoreau)

Common sense is the ability to distinguish between what's important and what isn't. (Cecil Woodham-Smith)

We shall never understand the natural environment until we see it a s a living organism. Land can be healthy or sick, fertile or barren, rich or poor, lovingly nurtured or bled white. Present attitudes and laws governing the ownership and use of land represent an abuse of the concept of private property. You can murder land for private profit. You can leave the corpse for all to see and nobody calls the cops. (Paul Brooks)

Spirits

Everything in the universe has its own spirit. While it may not be that each and every member of a species has its very own spirit, there are spirits representing everything in the universe. When one wishes to find a particular sort of plant, you summon up the spirit of that plant and commune for a bit. Same thing for animals. Same thing for common inanimate things (like the mountains or river or sun or moons). Druids do not so much "worship" the spirits as interact with them as equal partners.

Some of the spirits are more important than others and tend to crop up in the mythology more often.

Lisa : The sun. Giver of life and creation

Mawu : The lesser moon. The Traveler

Myame: The major moon. Mother goddess, wisdom, age

Mujaji: goddess of the rains and snows

Cernnunnos: the Horned One. Phallic symbol, stag, the Wild Hunt

The Salmon of Knowledge

The Earth, Gaia, is also personified. But, her role is all encompassing. If there were anything like a supreme deity in this pantheon, she would be it. Ultimately all things are just aspects of her. Notice here that the notion of owning land -- of actually calling some piece of the Earth (other than your own body) is absolute anathema. How can you own a piece of a god? It just doesn't track.

Plus scores and scores of animals. Indeed, most of the stories used to teach are told about animals instead of about people.

In general, it are the predators who are looked to for cunning and strength. Game animals are also looked to for wily intelligence. The animal which is thought of above most others is the spider, Ananis. Ananis is both the patient hunter and the wily prey. Ananis multiplies across the Earth.

Holidays & Celebrations

There are 4 major holidays and a monthly cycle of festivities.

The Tuath calendar passes through a full cycle in 19 years, this brings the lunar and solar years into synchronicity. Each year is divided into four seasons, each with a primary festival: Samhain on the fall equinox, Beltane on the spring equinox, Imbolg in late winter, at the lactation of the ewes, and Lughnasadh in mid summer at the corn harvest.

Samhain is the beginning of the Tuath New Year, but more importantly, it is the day when barriers between the natural and the supernatural were weakened or suspended. The spirits of the dead were free to roam and interact with the living. This is by far the most important of their festivals.

Beltane is a spring festival and is fertility related. Its celebration involved the passing of bulls between bonfires ("Bel-fires"). Human sacrifice in the form of immolation of giant wicker men with men contained inside is practiced at this festival when necessary

Imbolg and Lughnasadh were the minor festivals. Imbolg is a late winter, early spring celebration and Lughnasadh is a more general harvest festival.

The winter solstice is celebrated with fires and noise. At the summer solstice, everyone stays up all night dancing and singing.

There is also a celebration on each new major moon (to draw her back). Festivities vary.

Celebration of all festivals involve various combinations of food, fermented drink, hallucinogenic drugs, fire or water, and fertility and/ or blood rituals. (Party on, dudes!)

Astronomy

Druids and Bards enjoy long discussions about the heavenly bodies and their movements. As one famous Bard sang, "I know the Names of stars from north to south" -- implying that he not only could identify which star or constellation was which, but that he could control them as well.

The constellation names do not correspond with those used by the rest of York, but the constellations themselves are similar patterns of stars. Each constellation has a ballad explaining how it came to the sky, how it travels through the heavens, and what it means.

Everyone uses the heavens for navigation, for planting cycles, and for marking the year. Only the most erudite Druids use them for magic.

Locations

The Tuath can be found almost anywhere, but are most likely to be in wild areas and least likely to be in cities. The majority of them spend all their time in the Enclave (see below) except when visiting holy sites for festivals.

Holy Sites

Groves and natural clearings are sacred. Indeed, most any place where two or three trees grow together of their own accord is probably worthy of a small shrine. Ancient oaks are particularly revered.

Shrines, the infamous stone circles, are sometimes built as markers of particularly holy places. Their alignment with the heavens tracks with the general Tuath notion of alignment with the natural order of things in virtually everything.

Meath, The Great Center, is the most holy site of all. There is an ancient oak standing at the Great Center, its roots dipping into a crystal pool. This spot links the three Worlds.

Some caves are considered to be entrances to the Other World. Druids generally don't chose them as living places. Things which live in caves are not "evil " but are linked more closely to the Other World than those that live out in the open. It's OK to take shelter in a cave, until something else is available. But you'd best get busy immediately finding that something else.

Bad Places

Stone buildings are unnatural. The bigger and more massive the building the more uncomfortable the Tuath will be in it. This is one of the limiting factors in who becomes a Bard -- the more claustrophobic candidates can't handle being in castles, so they are less successful as intelligence gatherers.

The Enclave

The Enclave is hidden deep in the Forest Savage, its exact location a closely guarded secret. It is an edifice like no other (if you could call it an "edifice"). From the outside, it appears to be a large hill covered with multi-flora roses and other vines and trees. There is a pack of wolves sitting quietly near where a worn, rather wide footpath leads right up to the thorny hedge, then stops abruptly. When people approach, the wolves' ears cock toward them and the wolves begin to stir. A few moments sniffing, though, and they are content to return to their resting places if they recognize the intruders.

To anyone who is able to pass through the thorns and gain access to the Enclave itself, it is a delightful surprise. So far into the forest, one would expect gloom and darkness, even at midday, rather than a sunny, garden- and tree-filled little community made up of several little clearings.

One large wooden building dominates the central clearing -- it is a combination dining hall, classroom, community center, and greenhouse. In the summer the roof thatching is drawn back and the center of the hall becomes a nursery for young plants. During the winter a partial thatch is used that allows some light to pass through the roof, and artificial lights are used to provide additional lights and warm the hall. Near the main building is a small, but very busy kitchen surrounded by a well-tended herb garden, a root cellar, and a spring house. There are two barns and some wicker chicken houses off to the side of the Enclave. Two large wooden dormitories and several small log and mud cottages are scattered about beneath the trees; the latter are used by vitae who are currently living in nuclear families. The final structure is a small amphitheater which backs up to the main building.

Economy

In The Enclave:

The Enclave is basically a commune -- "from each according to his/her abilities, to each according to his/her needs". (Of course, the Elders on the Council really need slightly better mattresses, warmer quilts, larger windows in their rooms, more choice bits of food...) Therefore, those who live there do not use money.

The Elders control barter and/or purchase of those few necessities required from the outside world, though they usually delegate the actual negotiations to a Bard. All money for these purposes is kept in the Council chambers. Outside the Tuath community there are persistent, but quiet, rumors of a Druid Hoard -- but it's nonsense of course. Every one knows that the Tuath don't care about wealth.

Metal is the primary import; enameled works, produce and simple herbal remedies are the primary exports. The Tuath also like to obtain beautiful (but useful) objects -- stellar examples of ceramics, glassware, and woodworking in unusual techniques and styles. There is no metal taboo; in fact, gold and silver are not only used by the Tuath, they have special significance in rituals because they are respectively the Metal of the Sun and the Metal of the Moons.

In the World:

The few Vitae who have left the enclave and returned to the World live as farmers and peasants (and practice their rituals in secret.) Although enameling would be a good trade for Vitae, by general agreement the techniques are kept secret by requiring practitioners to stay within the Enclave.

They follow the economic practices of their localities, primarily relying on barter. They tend to be fairly prosperous as farmers because they are very good at raising crops and animals. It's almost as if they have politely asked the weeds to constrain themselves to the fencerows! If you've ever seen the market gardens grown by the Chinese immigrants in Vancouver, you'll have an idea of what the fields of Vitae look like: neatly raised beds which look as if they were dug with a tablespoon and tilled with a fork. They are as artistically pleasing as they are prolific.

Bards who have joined the Traveling Anchor follow Anchor practices, mainly trading news, songs, and stories for food and lodging. They earn any necessary moneys the same way. Unaffiliated Bards do the same thing, but are more like street buskers, setting up on the corner on Marketday or occasionally playing at small, out--of--the--way taverns not frequented by the Anchor. A few Bards obtain long-term patrons and are attached to their courts.

The few regional Druids are as self--sufficient as possible, growing and making what they can, doing without when necessary. Since they tend to live alone, however, they do have to rely on barter and occasional purchases. Depending on their individual skills, they can barter produce and herbs from their gardens, handicrafts, and/or wild plants (much sought after by alchemists and apothecaries). Some also make use of their bardic skills -- especially useful in the more remote towns which seldom see an Anchor. A few may have set up shop as midwives or local healers, but that is generally considered to be too much intrusion into local life.

Finally there is a group of freelance Druids who have left the Enclave branded as Heretics. Nana/Ronal is a good example of this type. They tend to live as normal peasants or townspeople, taking up crafts or farming and blending in with the Others. They often choose trades that require travel, such as peddling.

Herbal Remedies

The training for Vitae includes herbal remedies: identification of plants, preparation of remedies, diagnosis of complaints, and application of the medicine. No one of the Tuath will travel without at least a minimal first aid kit along. Preparation varies depending on what is being cured (teas, tisanes, powders, pastes, emulsions, salves, etc.)

Note: The following are some remedies -- any GM who wants others to use for Color in a story, please contact Heather. I have books full of them, arranged by ailment and/or by herb.

Naturopathic Remedies:

(to be continued)

spider web, rolled into little balls -- good for stanching bleeding and if ingested as pills, an excellent cure for malaria, ague and other fever/chills type diseases.

burdock root -- blood purifier, cures syphilis, taken externally helps close wounds

poppy resin -- painkiller, soporific

pennyroyal tea -- anti--ovulation

fennugreek paste -- stop blood poisoning, help heal wounds

raspberry leaf tea -- for women in labor or to induce miscarriages/abortions

willow bark -- basically natural aspirin

feverfew -- for headaches and muscle spasms

chamomile & black horehound & meadowsweet -- morning sickness, nausea

lanolin -- base for medicines absorbed by skin, faster than creams or lotions

digitalis (foxglove) -- heart disease

dill -- upset stomach and gas

cayenne -- promotes healing of wounds, good for lockjaw, yellow fever, kidney ailments, and ulcers

rosemary -- colds, sore throats, nervous headaches

ginger -- colds, coughs, diarrhea

goldenseal -- stomach ailments

wild geranium leaf -- insect bite relief

licorice root -- eye drops

fennel & honey -- settles stomach, diuretic

calendula cream -- soothe rashes

Dramatis Personae


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