====== Druidism: Secret Briefing ====== //Below is the secret brief that the pagan players received// ===== Druids ===== {{:385px-an_arch_druid_in_his_judicial_habit.jpg?nolink&200 |"An Arch Druid in His Judicial Habit" by S.R. Meyrick and C.H. Smith. - from "The Costume of the Original Inhabitants of the British Islands". Licensed under Public Domain via Commons - https://commons.wikimedia.org/wiki/File:An_Arch_Druid_in_His_Judicial_Habit.jpg#/media/File:An_Arch_Druid_in_His_Judicial_Habit.jpg}} The Druids are a separate class in true celtic society. Whilst leaders are there to direct the actions of their people, they would not last long without the assistance of the Gods and thus the advice of the druids. Many a tale tells of a leader who chose to ignore the wise council of his Druids and soon came to regret that mistake. The druids themselves are able to impart a little of the God's magic in every major endeavour, and thus are called upon to be part of it. Being explicitly loyal to their Gods, druids are seen as above suspicion of being Christian infiltrators - rituals are performed at important times in their lives that would end badly if they were not exclusively loyal to their God. It is well known that the Gods have their own agendas, and expect their dedicated druids to fight their corner every bit as fiercely as they would themselves. The major divisions are often between the Gods of Nature and the Gods of civilization. Or the Gods of creation and those of destruction. Totatis often must step in to prevent a disagreement from getting out of hand, and keep his pantheon focussed on the task at hand. Yet Totatis himself constantly fights a shadowy war against Dii Casses, who is often the hand behind other disputes, making apparent little things that would not have been a problem left undisturbed. At least she keeps him honest. ===== Tech Duinn, The Blessed Isles and the Journey of the Dead ===== {{ ::tech_dunnin.jpg?nolink&200|CC-BY https://www.flickr.com/photos/endogamia/}} When one dies, it is believed that their soul begins a great journey. First they travel to the realm of //Tech Duinn//, a hellish realm ruled over by the otherworldly God Donn. What happens next depends partly on luck, and partly on one's acts in life. The ultimate goal is to reach a ship that takes you to //The Blessed Isles// across the Western Sea. The following are known to improve one's chances: * Death in battle followed by being properly sacrificed to Fimmilena grants one the right to travel with the ferryman across the great estuary that separates the gates of Tech Duinn from the harbour from which the ships sail. * If Ritona views one favourable, she will send an animal to guide one along the right trails to a secret ford and hence to the harbour. Otherwise one is left to seek the trail oneself. * Ankou offers protection on such a journey, lest you be waylaid by the hounds of Donn. Whilst one cannot die in Tech Duinn, that only serves to prolong the agony that you can receive there. ===== Views on other peoples ===== === The Fae === The celtic Gods do not see the fae as anything more nor less than any other powerful beings. They should be treated with the same respect and wariness with which one would approach any foreign King or Queen. They are not of the Celtic people and therefore cannot be trusted, but the same goes for the Norman invaders. However, both Ankou and Dii Casses seem to disagree with this majority view. For Ankou, it is said they step too close to its domain. Their priests say they grow slowly more disturbed - more so recently. Whilst Ankou has always stated categorically that the practice of fae magicks that impeinge upon dreams are an abomination, recently her priests have stated categorically that the threat of the fae must be ended lest the world perish. Ankou has yet to explain its reasoning. Dii Casses is much more to the point. The Fae seek to rule over us as lords, with us their puppets. They are hence rightful targets for followers of Dii Casses. Meanwhile, the druids of Agrona sit quietly, and smile. The sort of smile that promises much blood shall be shed before this matter is done. === Christians === They came with sweet words and gifts. Acting out of kindness and seeking the innocent of mind they sought to trick us from the true Gods. //But we did not sway.//\\ They came with their book of lies. With finely honed rhetoric they sought to persuade us to their folly. //But we did not sway.//\\ They came with their holy powers, seeking to demonstrate the truth of their words. They sought to awe us to their path. //But we did not sway.//\\ They came with sword and flame. They gave us a choice: convert or die. //But we did not sway.// If only the same could be said for our countrymen. Yes, the Christians have a God. We have Gods too. The fundamental premises of Christianity are not unique. Any so called miracle could be replicated by our Gods. It's just that we don't go invading other lands and seeking to impose our culture upon them. Reasons to hate Christians are many, but to name a few: * They're invaders. We were here first. * They're hypocrites. They preach peace and enact war. * It's just a mechanism for extracting wealth from the poor. Look how rich their abbeys are, and compare it to the squalor of the peasants. * Christianity provides a framework for the oppressive nobles. Christian leaders are not //of// the people but //above// them. * They have committed incredible desecrations of holy sites. Foremost leaders of the organised fight against them are followers of Totatis and the founders of the [[:inheritors|Inheritors of the Old Ways]] movement. Whilst Totatis and allies handle the overt resistance, the followers of Dii Casses handle their own campaign. Long experienced at the removal of those unfit to rule, the behaviour of the Christian aristocracy provides a surfeit of levers they can push. And with their leaders have deposed, opportunity is ripe. Meanwhile, the druids of Agrona sit quietly, and sharpen their knives. The sort of knives used to pay the price for Agrona's help, in the lives of either the enemy or the defeated. ===== The Gods ===== Don't forget that Druidic practices also include the worship of lesser [[:Local Deities]]. ==== The Triumvirate ==== Whilst Totatis is the nominal head of the pantheon, in reality he rules jointly with Esus and Taranis, forming the deific equivalent of a council of elders. === Totatis, Lord Protector === {{::viking_helm.jpg?nolink&100 |CC-BY-NC-ND https://www.flickr.com/photos/historiska/}} Totatis takes his role as Lord Protector deadly seriously, and all his druids are expected to be ready for combat at any time. However, unlike some Gods of the pantheon, he also emphasises fighting with one's head, and fighting to minimize casualties. Totatis is associated with the greatest trees of the forest, the mighty Oak. However, he is fundamentally a God of civilization, so his symbols represent the use of Oak to the betterment of the people. On the new moon it is traditional for those who venerate Totatis to build a fire of wood cut from the branches of oak trees to stave off the darkness. In the light of the new day that followers, a solemn procession is held to plant acorns fertilised with the ash of the fires, representing the rebirth of hope after the darkest hour. The strongest appeals to Totatis are those for the protection and betterment of a community. === Esus, Lady Shipwright === {{ ::ship_build.jpg?nolink&200|CC-BY-NC-ND https://www.flickr.com/photos/pamnani/}} Trade has always been strong amongst the Celtic peoples, and the most efficient method for moving people and goods between communities has always been the rivers and seas of our island. Esus draws on this lifeblood of worship through her primary role as one who builds and looks after those ships and their crew. Esus is known for often revealing her will through seabirds and other creatures of the sea: as such it is traditional to worship her through the sacrifice of a portion of one's cargo to the sea at the end of a journey or fishing expedition to offer thanks and seek her patronage upon your next voyage. The proper construction of ships involves elaborate ceremonies from the druids of Esus in order to bestow upon them the best qualities. Druids are also employed in selecting the correct trees to be felled for the timbers of a ship. Appeals to Esus on matters relating to the sea and other navigable waterways are always worthwhile, and her blessing in the construction of any ship is essential. === Taranis, Lord of Storms === {{::storm_the_castle.jpg?nolink&200 |CC-BY-NC-ND https://www.flickr.com/photos/echoes89/}} God of the most epic of weather, Taranis is feared and respected by many. However it takes a special breed of druid to hold him in esteem, to step out into the worst nature with only their faith in Taranis to protect them. In fact, those he chooses slowly become more like the God himself. Quick and dramatic in their anger, but so powerful only a fool would try to stand in their way. It is considered foolish not to offer aid and sacrifice to a druid of Taranis who seeks it. Specific requests that Taranis turn his anger upon the unworthy are also considered. ==== Gods of War ==== The Celtic people have a long history of having to fight for their survival. It is hence not surprising that along the way they have adopted the worship of more than one God to call on in times of war. These Gods are most commonly called on in offensive actions, whilst Totatis is the God of choice for defending one's home. === Agrona, Daughter of Carnage === {{ ::blood_moon.jpg?nolink&300|CC-BY-NC-ND https://www.flickr.com/photos/ianmartinez/}} Agrona is not a nice God. She revels in spilled blood, and does not care if it is that of her own followers or her enemies, so long as she gets her due. She offers a faustian bargain, in return for the promise of blood she will grant untold power in battle. Her druids mostly are those who have invoked her power and survived the inevitable outpouring of blood that ensued. Some seek to guide those who would use her power in ways they may do so with the best chance of survival. Others seem to share Agrona's desire for carnage, and the destruction of the world under a wave of blood. The followers of Agrona hold Blood Moons holy. On these nights they seek victims where they may. Fortunately the accompanying lunar eclipse makes such nights ideal for hunting their foes. Cries for revenge to Agrona are universally answered, so should not be made lightly. === The Alaisiagae, Twin Gods of Victory and Death in Battle === {{::celtic_kit.jpg?nolink&300 |CC-BY https://www.flickr.com/photos/shadowgate/}} For the more conventional warrior, the Alaisiagae are the preferred choice. Being in the favour of the Twin Gods, soldiers ensure that they are either victorious, or die a glorious death. **Beda** represents Victory, and it is to her that the initial war cry is given, though pre-battle ceremonies invoke both equally.\\ **Fimmilena** represents Death in Battle, and it is to her that the fallen are sacrificed at the end of the battle. Before a battle, the faithful have their bodies painted in blue (woad or otherwise) with celtic symbols representing their faith, and each carries willow seed in a pouch around their neck. However, once a battle has commenced, neither Beda nor Victory should be mentioned until the dawn of the following day. The intervening time is dedicated to Fimmilena. Druids of Beda wear a black mask into battle to symbolically represent this concept. Those who are unable to walk from the battlefield under their own power, or at least with the aide of their friends are considered to have fallen in battle. The fallen who are marked as faithful to Fimmilena are offered to her in sacrifice and their remains used to fertilise the planting of the willow seed they carried into battle. Their souls are ferried quickly to the Blessed Isles. Those not so marked may be disposed of as the victor wishes, but are normally burnt in pyres. Upon their initiation, Druids of The Alaisiagae draw a bead from a bag to determine which of the Twins they serve. (OOC: at character creation you can choose which bead came up for your character). ==== Gods of Nature ==== The Celts revere nature, basing themselves on a philosophy of gaining mastery over it by working in harmony. As such they have several Gods whose purviews align with this. Foremost among them is Robor. === Robor, Heart of the Forest === {{ ::druid_temple.jpg?nolink&300|CC-BY-NC-ND https://www.flickr.com/photos/cwilkinson/}} Followers of Robor worship the forest as a primal force. They know it offers great bounty, but will punish those who do not treat it with the respect it deserves. They are able to blend villages seamlessly into the forest in which they live, and teach the celtic people to harmonise with the local wildlife rather than working against it. As part of their training, druids of Robor spend a year on a journey deep into the heart of the ancient forests in Scotland. For the first six months they are accompanied by an elder who teaches them the secret ways of Robor. Those who return (many do not) do so wiser in the ways of the world, instinctive in their ability to read the will of nature whilst they are in the woods. However they are loathe to enter large settlements that have been imposed on the landscape, doing so makes them very twitchy. A priest of Robor is often distinguished by the large quarterstaffs they carry, said to be given as a gift of Robor himself on their pilgrimage. They tend to dress in green and brown colours, their clothing a mismatch that allows many of them to blend seamlessly into the woodland. It is clear that the best way to favour Robor is to spread his domain by planting new trees and spreading the forests across the land. To gain his anger is easy, one merely takes one's weapons to the forest. A special kind of hell on earth is delivered by his priests to those who raise flame agains the forest however. A punishment too long held pending for the Inquisition who led the burning of his temple at the sacred forest of Grizen Silvia in the hills above Conniston Water. === Moritasgus, The Healing Badger God === {{:erythristicbadger.jpeg?nolink&200 |"Erythristicbadger" by Mariomassone at en.wikipedia. Licensed under CC BY-SA 3.0 via Commons - https://commons.wikimedia.org/wiki/File:Erythristicbadger.JPG#/media/File:Erythristicbadger.JPG}} The followers of Moritasgus are stereotyped by others as having a distinctive odour from their repeated usages of badger-related "products" in their rituals and devotions. However the fact remains that their healers are the best bar none, and with the right application of their powers by a devoted practitioner are able to cure almost any sickness. The druids of Moritasgus actively maintain badger sets, going so far as to live in them with the badgers themselves, though often in segregated chambers. They harvest every byproduct of the badgers and use it in their medicinal practice along with assorted herbs and other substances. In addition to healing, they claim to be able to provide products that aid with a number of other "issues". Whilst not the most aggressive of druids, it is wise not to back a follower of Moritasgus into a corner lest he come out teeth and claws bared. A dedicated druid of Moritasgus always carries a badger claw somewhere about their person, normally on a necklace around their neck, or as part of a bracelet. === Borvo, God of Springs === {{ ::nacentemackinac.jpg?nolink&200|"Nacentemackinac" by DaemonDivinus at the English language Wikipedia. Licensed under CC BY-SA 3.0 via Commons - https://commons.wikimedia.org/wiki/File:Nacentemackinac.jpg#/media/File:Nacentemackinac.jpg}} Borvo had been undergoing a revival after the Romans left, freeing those springs they had found and built upon to once more be reclaimed by his followers. Whereas the medicines of Moritasgus are the best for physical ills, it is struggles of the mind and soul where the springs of Borvo work their greatest magic. That is not to say that Borvo's waters cannot salve the ache of weary muscles or restore the vigour to those who feel old, they can. But that is not the sole purpose. In return for Borvo's assistance, it is traditional to throw objects of great personal value into his sacred waters in thanks. Such objects usually disappear without trace, and the many swords gifted this way have yet to harm later users of the sites. The druids of Borvo are largely dedicated to the care and maintenance of the springs and those who make the pilgrimage to use them. They often fill a dual role with local deities of each spring, who are treated as aspects of Borvo herself. === Artio, Goddess of The Bear === {{::black_bear.jpg?nolink&275 |© The Wild Center, Creative Commons}} To gain the favour of Artio is to be courageous and fearful both. It is said that her creatures can sense the slightest fear in those put before them as a test of her favour, and will ruthlessly dispose of those who go before them without true resolve. However, once a druid is accepted by a bear, it is a companionship that lasts for life. The druids of Artio are distinguished by their long hair, and often the bear that follows them. They are among the most fearsome of warriors upon the battlefield. However, in recent times hunting by the Chrisitan nobility ahs killed almost all the bears in England, and now those loyal to Artio seek to protect those that remain. They can often be found sabotaging noblemen. And their hunts. === Ritona, Goddess of Paths and Fords === {{ ::ford.jpg?nolink&300|CC-BY https://www.flickr.com/photos/14583963@N00/}} Whilst much trade is conducted along the waterways governed by Esus, there are many settlements that do not have a navigable river that connects them to the coast. It is in these settlements that Ritona finds most of her tribute. Travellers throw what they can spare into those free flowing water sources they must cross in thanks for her keeping them on the path. Ritona's druids are nomadic, rarely spending more than a few days in one place. They are constantly walking the paths of Ritona, repairing the ways where they find them broken and rendering assistance to travellers in return for their aid. It is said that a priest of Ritona can never be truly lost, and if they do not travel by the most direct route, it is because to Ritona the journey is as important as the destination. Renowned for their ability to scout through seeming wilderness, the priests of Ritona are said to be able to make a path where none before existed. Or track those who would seek to conceal their passing. === Nantosuelta, Goddess of Light === {{::burning_man.jpg?nolink&300 |CC-BY-NC https://www.flickr.com/photos/thelastminute/}} Whilst Nantosuelta is often associated with fire, though her followers understand this is only the medium through which her true power can be glimpsed - the power of light everlasting. Nantosuelta fights an everlasting war with the darkness of the human spirit, its course playing out through the unending cycle of night and day. Whilst she is winning, the days are warm, the crops bloom and all rejoice. But when she is retreating the days grow gloomy once more, the elaves fall from the trees and the darkness lasts longer. It is the sacred duty of Nantosuelta's duty to light great fires on the longest night of the year, lit with a flame carried from the ever-burning fires of her secret shrine in the Scottish highlands. With their assistance Nantosuelta can turn the tide and once more beat back the darkness. The other great festival of Nantosuelta is at high noon on midsummer, when a great wicker figure is built and burned in her honour. In the week prior to the festival, her druids travel the land seeking all those wicked of heart. Those they find are imprisoned within the wicker figure before it is set alight, that Nantosuelta can help cleanse their wickedness from the community's spirit. Traditionally this was a punishment reserved for murders and those who insulted the Gods, but has more recently included those who spurned the old ways, and unlucky Christian missionaries. The most distinguished of her druids are those who have gone blind from staring into the sun or fire too long, though it is said that they gain a new second sight in return for their sacrifice. ==== Gods of Ineffable Contemplation: Those Who Stand Apart ==== Both Ankou and Dii Casses do not always find themselves in agreement with the Triumvere. The concerns of Ankou are often divorced from the more earthly matters engaged with by the other Gods, whilst being governed by any ruler is essentially antithetical to Dii Casses. Meanwhile Tiw stands aside in all matters, offering a dispassionate judgement. === Ankou, Guardian of Death and Dreams === {{ ::dreamfish.jpg?nolink&250|CC-BY-NC-ND https://www.flickr.com/photos/ferran-jorda/}} The druids who choose to dedicate themselves to Ankou live a strange existence. When the sleep their bodies lie as if in death, stone cold and not breathing. However, come the morning they stir to life once more. It is said to cause incredible bad luck should one take advantage of this to slay them as they serve in Ankou's realm. However it is not this undying death that causes others to fear them, it instead the fear that they may withdraw their protection from those who anger them. The unlucky victim suffers unending nightmares, and the druids inevitably remind them that worse yet lurks in the afterworld should they not appease Ankou. Ankou values the act of creation. No matter the skill, it is the effort to translate from the imagination of dreams into reality that it appreciates. Many of their priests are distinguished by the fanciful tattoos they inscribe upon their bodies as their chosen medium. === Dii Casses, Goddess of Refuse and The Downtrodden === {{::broken_pottery.jpg?nolink&300 |CC-BY https://www.flickr.com/photos/garycycles8/}} Tales of old are littered with those who sought to rise from warleader to king without care for those they hurt along the way. Dii Casses is the Celtic answer to such people. Whilst there are always those who are sufficiently unhappy with their lot to seek the patronage of Dii Casses, it is only bad leadership that causes this number to rise sufficiently to topple the regime. Druids of Dii Casses are expected to live among those who call to Dii Casses for aid, however they are also permitted to infiltrate the upper strata of society to achieve specific aims. Such druids are often skilled in deception, and Dii Casses has been known to shelter them from other gods' anger should they misrepresent whom they serve. To further such missions, druids of Dii Casses do not carry any identifying symbol. Worship of Dii Casses is limited by the relative poverty of her followers. She asks that they keep a shrine to her in their house, and swear an oath to join the rebellion when it arises. Keeping the refuse heap well maintained and respectfully used is also encouraged. For specific services it is up to the priest to name a price, if any. The traditional price for getting rid of a corrupt ruler is one tenth of the children born in the next ten years for the service of Dii Casses. Those who renege upon such deals will see life get worse, not better. The ability of a follower of Dii Casses to take apart the life of an enemy is legendary. === Tiw, God of Justice === {{ ::justice_statue_iran.jpg?nolink&200|"Justice Statue Iran" by Abolhassan Khan Sadighi - self. Licensed under Public Domain via Commons - https://commons.wikimedia.org/wiki/File:Justice_Statue_Iran.jpg#/media/File:Justice_Statue_Iran.jpg}} Tiw was originally a god of the Angles, but many of his priests were well-respected for their impartial judgement among both Druid and Angle. When Tiw's followers came fleeing the destruction of their people, Totatis offered them sanctuary, and over time Tiw has become part of the Celtic pantheon. The number of his followers is still small, but is growing. He stands apart not because he has disagreements with other members of the pantheon so much as he stands above them. Whenever there is a dispute between neighbours, it is now a druid of Tiw who is called upon by the elders to weigh the evidence upon Tiw's scales and impart a judgement. It is known that a druid of Tiw who judges unfairly suffers the wrath of his god. The price the followers of Tiw charge for this service is that their judgement shall be adhered to. If it is not, they wield not Tiw's scales, but his sword, a sword few can stop for it swings with the weight of the righteous and the conviction of a god. Tiw is associated with owls, and these are often used as his messengers. His priests are known to dissect owl pellets they discover to divine his will, and often affect owl like tendencies. The full regalia of a priest of Tiw include scales and a sword.