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Defenders of the Forest - Liber Fanatica

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Chapter VIII: The Laurëlorn<br />

<strong>Forest</strong><br />

More common are single-storey, ground-level Lodges (called<br />

Bwthyns in Elvish) built under and around ‘home trees’ that<br />

form <strong>the</strong> natural hearts <strong>of</strong> <strong>the</strong> dwellings. Usually grown and<br />

nurtured over several decades, lodges are constantly remodelled<br />

and extended with additional chambers sung from living plants.<br />

Lodges are never finished, but instead change with <strong>the</strong> seasons<br />

and <strong>the</strong> whims <strong>of</strong> <strong>the</strong>ir owners. Much <strong>of</strong> <strong>the</strong> dwelling is considered<br />

public space that’s open to visitors, including <strong>the</strong> dining,<br />

cooking, storage and workshop areas, as well as <strong>the</strong> household<br />

garden, a domestic version <strong>of</strong> <strong>the</strong> Kailyard (see The Bole). The<br />

quarters adjoining <strong>the</strong> home tree are more private, containing<br />

just sleeping arrangements (<strong>of</strong>ten a l<strong>of</strong>t bed, shaped from<br />

<strong>the</strong> home tree’s lowest branches), a study area and sometimes a<br />

Misneach dedicated to resident nature spirits.<br />

The glade’s biggest construction is <strong>the</strong> Winter Palace or Hall<br />

(7), <strong>of</strong>ten situated adjacent to <strong>the</strong> Feis. This building serves as<br />

<strong>the</strong> glade’s political centre when <strong>the</strong> High Hall is abandoned for<br />

winter. Ei<strong>the</strong>r a single, large building or a complex <strong>of</strong> smaller<br />

ones, <strong>the</strong> Winter Palace contains an audience chamber, private<br />

apartments and bower (‘<strong>the</strong> Cloister’), library, guardroom and<br />

armoury. The name is somewhat misleading, since <strong>the</strong> Winter<br />

Palace is used year round as a meeting place where decisions are<br />

made on matters considered too trivial to bo<strong>the</strong>r <strong>the</strong> highborn<br />

in <strong>the</strong> High Hall.<br />

A glade’s economy is based on hunting, gardening and handicrafts.<br />

Visiting Asrai always bring and receive gifts, resulting in<br />

regular circulation <strong>of</strong> goods. While most Asrai can turn <strong>the</strong>ir<br />

hands to basic crafts, advanced works require specialists, and every<br />

glade has a Potter (8), Weaver (9) and Lea<strong>the</strong>rworker (10).<br />

The glade’s Miller (11) produces flour and makes Elf-bread,<br />

cakes and honeyed sweets. The millstone is generally hardwood,<br />

treated for centuries year after year in special seed and nut oils,<br />

and washed in blessed water, so that it seems <strong>the</strong> grains willingly<br />

spring apart at its touch. The miller is <strong>of</strong>ten married to <strong>the</strong><br />

beekeeper, who doubles as <strong>the</strong> glade’s brewer <strong>of</strong> mead, ciders<br />

and fruit wines. In this case, <strong>the</strong> couple’s apiary can <strong>of</strong>ten fulfil<br />

<strong>the</strong> role <strong>of</strong> ciderhouse, wine bar and pub, as well as bakery and<br />

confectionery all at once.<br />

Most crafts are practised from home, but some have special<br />

status. The healer is generally resident in <strong>the</strong> Sanctuary, and <strong>the</strong><br />

Smith (12) occupies a specially constructed building set apart<br />

from o<strong>the</strong>r houses. The Asrai <strong>of</strong> Laurëlorn accept <strong>the</strong> need for<br />

smiths only with reluctance. Fire is considered a tool <strong>of</strong> Humans<br />

and Dwarfs and is <strong>the</strong>refore unclean. To save on wood and charcoal,<br />

<strong>the</strong> forge is never left to cool completely, and does double<br />

duty as <strong>the</strong> miller’s oven.<br />

‘Moisture Farms’, <strong>the</strong>se complex systems are ingenious but fragile<br />

and demand constant maintenance.<br />

The Asrai share <strong>the</strong>ir glades and homes with friendly animals.<br />

It’s quite common, in fact, for a glade to exchange food and aid<br />

with local animals for special services that only <strong>the</strong> creatures can<br />

provide. Bees might swarm attackers, wolves patrol <strong>the</strong> surrounding<br />

forest, wildcats stand guard at night and squirrels help<br />

<strong>the</strong> Elves find nuts and berries. A few animals can even speak<br />

Malla-room-ba-larin and participate in <strong>the</strong> glade’s decisionmaking.<br />

Th e He d g e<br />

The Hedge is not a barrier like a stockade or wall, but a zone <strong>of</strong><br />

various defences cunningly crafted from <strong>the</strong> forest itself. To <strong>the</strong><br />

lost and <strong>the</strong> ignorant, <strong>the</strong> Hedge is relatively forgiving. Briars,<br />

brambles, subtle illusions and circuitous paths divert unguided<br />

trespassers around <strong>the</strong> glade without even betraying its presence.<br />

But attackers soon discover its darker purpose and find<br />

<strong>the</strong>mselves funnelled clockwise into spiral killing zones for Elven<br />

arrows, towards pits and deadfalls, or into thickets <strong>of</strong> bloodsedge<br />

and glade-widow. The Spites infesting this area are viciously<br />

dangerous, even to Elves who stray from <strong>the</strong> path. Only by staying<br />

close to <strong>the</strong>ir guide do visitors have any chance <strong>of</strong> reaching<br />

<strong>the</strong> glade safely.<br />

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<br />

The Threshold (13), a simple cottage or hut comfortably furnished<br />

and kept warm through winter. This is where travellers<br />

and guests stay before <strong>the</strong> decision is made whe<strong>the</strong>r <strong>the</strong>y shall be<br />

admitted into <strong>the</strong> settlement or not. For non-Elves, <strong>the</strong> Threshold<br />

is usually <strong>the</strong> fur<strong>the</strong>st <strong>the</strong>y get and it may also be a trap,<br />

<strong>of</strong>fering apparent shelter and rest while <strong>the</strong> Elves arrange for <strong>the</strong><br />

unwelcome guests’ sleepy demise. Very occasionally, innocents<br />

like children reach this far by accident to find a seemingly miraculous<br />

wonderland <strong>of</strong> shelter – and sometimes death.<br />

Th e Fo r e s t<br />

Each settlement takes responsibility for <strong>the</strong> surrounding forest.<br />

Elves cultivate wild orchards where apple, pear, plum and aoilym<br />

trees thrive, as well as maintaining pastures for wild sheep<br />

and Stable Glades for Elven Steeds. Fields <strong>of</strong> flax, rye or barley<br />

are grown in forest clearings. Kithbands foster relations with<br />

local spirits by keeping a watchful eye on waystones, rivers and<br />

springs, monitoring for any signs <strong>of</strong> poison, disease or corruption.<br />

Water is a different matter. The Asrai rarely dig wells, preferring<br />

to build <strong>the</strong>ir settlements near a stream. In settlements where<br />

<strong>the</strong> lornalim do not grow near water, <strong>the</strong> Elves build complex<br />

systems <strong>of</strong> channels shaped from branches and leaves to collect<br />

rainwater from <strong>the</strong> treetops and store it in cisterns. Known as<br />

86

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