Chapter VIII: The Laurëlorn <strong>Forest</strong> 85
Chapter VIII: The Laurëlorn <strong>Forest</strong> More common are single-storey, ground-level Lodges (called Bwthyns in Elvish) built under and around ‘home trees’ that form <strong>the</strong> natural hearts <strong>of</strong> <strong>the</strong> dwellings. Usually grown and nurtured over several decades, lodges are constantly remodelled and extended with additional chambers sung from living plants. Lodges are never finished, but instead change with <strong>the</strong> seasons and <strong>the</strong> whims <strong>of</strong> <strong>the</strong>ir owners. Much <strong>of</strong> <strong>the</strong> dwelling is considered public space that’s open to visitors, including <strong>the</strong> dining, cooking, storage and workshop areas, as well as <strong>the</strong> household garden, a domestic version <strong>of</strong> <strong>the</strong> Kailyard (see The Bole). The quarters adjoining <strong>the</strong> home tree are more private, containing just sleeping arrangements (<strong>of</strong>ten a l<strong>of</strong>t bed, shaped from <strong>the</strong> home tree’s lowest branches), a study area and sometimes a Misneach dedicated to resident nature spirits. The glade’s biggest construction is <strong>the</strong> Winter Palace or Hall (7), <strong>of</strong>ten situated adjacent to <strong>the</strong> Feis. This building serves as <strong>the</strong> glade’s political centre when <strong>the</strong> High Hall is abandoned for winter. Ei<strong>the</strong>r a single, large building or a complex <strong>of</strong> smaller ones, <strong>the</strong> Winter Palace contains an audience chamber, private apartments and bower (‘<strong>the</strong> Cloister’), library, guardroom and armoury. The name is somewhat misleading, since <strong>the</strong> Winter Palace is used year round as a meeting place where decisions are made on matters considered too trivial to bo<strong>the</strong>r <strong>the</strong> highborn in <strong>the</strong> High Hall. A glade’s economy is based on hunting, gardening and handicrafts. Visiting Asrai always bring and receive gifts, resulting in regular circulation <strong>of</strong> goods. While most Asrai can turn <strong>the</strong>ir hands to basic crafts, advanced works require specialists, and every glade has a Potter (8), Weaver (9) and Lea<strong>the</strong>rworker (10). The glade’s Miller (11) produces flour and makes Elf-bread, cakes and honeyed sweets. The millstone is generally hardwood, treated for centuries year after year in special seed and nut oils, and washed in blessed water, so that it seems <strong>the</strong> grains willingly spring apart at its touch. The miller is <strong>of</strong>ten married to <strong>the</strong> beekeeper, who doubles as <strong>the</strong> glade’s brewer <strong>of</strong> mead, ciders and fruit wines. In this case, <strong>the</strong> couple’s apiary can <strong>of</strong>ten fulfil <strong>the</strong> role <strong>of</strong> ciderhouse, wine bar and pub, as well as bakery and confectionery all at once. Most crafts are practised from home, but some have special status. The healer is generally resident in <strong>the</strong> Sanctuary, and <strong>the</strong> Smith (12) occupies a specially constructed building set apart from o<strong>the</strong>r houses. The Asrai <strong>of</strong> Laurëlorn accept <strong>the</strong> need for smiths only with reluctance. Fire is considered a tool <strong>of</strong> Humans and Dwarfs and is <strong>the</strong>refore unclean. To save on wood and charcoal, <strong>the</strong> forge is never left to cool completely, and does double duty as <strong>the</strong> miller’s oven. ‘Moisture Farms’, <strong>the</strong>se complex systems are ingenious but fragile and demand constant maintenance. The Asrai share <strong>the</strong>ir glades and homes with friendly animals. It’s quite common, in fact, for a glade to exchange food and aid with local animals for special services that only <strong>the</strong> creatures can provide. Bees might swarm attackers, wolves patrol <strong>the</strong> surrounding forest, wildcats stand guard at night and squirrels help <strong>the</strong> Elves find nuts and berries. A few animals can even speak Malla-room-ba-larin and participate in <strong>the</strong> glade’s decisionmaking. Th e He d g e The Hedge is not a barrier like a stockade or wall, but a zone <strong>of</strong> various defences cunningly crafted from <strong>the</strong> forest itself. To <strong>the</strong> lost and <strong>the</strong> ignorant, <strong>the</strong> Hedge is relatively forgiving. Briars, brambles, subtle illusions and circuitous paths divert unguided trespassers around <strong>the</strong> glade without even betraying its presence. But attackers soon discover its darker purpose and find <strong>the</strong>mselves funnelled clockwise into spiral killing zones for Elven arrows, towards pits and deadfalls, or into thickets <strong>of</strong> bloodsedge and glade-widow. The Spites infesting this area are viciously dangerous, even to Elves who stray from <strong>the</strong> path. Only by staying close to <strong>the</strong>ir guide do visitors have any chance <strong>of</strong> reaching <strong>the</strong> glade safely. At <strong>the</strong> o<strong>the</strong>r side <strong>of</strong> <strong>the</strong> Hedge, <strong>of</strong>ten gaoled in by briars, nestles The Threshold (13), a simple cottage or hut comfortably furnished and kept warm through winter. This is where travellers and guests stay before <strong>the</strong> decision is made whe<strong>the</strong>r <strong>the</strong>y shall be admitted into <strong>the</strong> settlement or not. For non-Elves, <strong>the</strong> Threshold is usually <strong>the</strong> fur<strong>the</strong>st <strong>the</strong>y get and it may also be a trap, <strong>of</strong>fering apparent shelter and rest while <strong>the</strong> Elves arrange for <strong>the</strong> unwelcome guests’ sleepy demise. Very occasionally, innocents like children reach this far by accident to find a seemingly miraculous wonderland <strong>of</strong> shelter – and sometimes death. Th e Fo r e s t Each settlement takes responsibility for <strong>the</strong> surrounding forest. Elves cultivate wild orchards where apple, pear, plum and aoilym trees thrive, as well as maintaining pastures for wild sheep and Stable Glades for Elven Steeds. Fields <strong>of</strong> flax, rye or barley are grown in forest clearings. Kithbands foster relations with local spirits by keeping a watchful eye on waystones, rivers and springs, monitoring for any signs <strong>of</strong> poison, disease or corruption. Water is a different matter. The Asrai rarely dig wells, preferring to build <strong>the</strong>ir settlements near a stream. In settlements where <strong>the</strong> lornalim do not grow near water, <strong>the</strong> Elves build complex systems <strong>of</strong> channels shaped from branches and leaves to collect rainwater from <strong>the</strong> treetops and store it in cisterns. Known as 86
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