Annûn (Ann-yoon)

The Hearth ("Annûn") of Crann Bethadh

There ya go, friend, one pound of the finest apples you're likely to find, and I won't promise there's not a bit of faerie magic in 'em.   Me? Oh I've been here a couple years now, still haven't managed to catch the Gatekeeper's attention, but I think this will be my year. You'd think since I was sent here by a centaur, that'd have some sway, but not so far. There was another centaur, an old healer and forester used to come 'round our village - a keeper, I know now - who got tired of me pestering him with questions, finally told me to pack my bags and head to the Hearth if I wanted to know so much...
— Daft Bally
Annûn, generally just called the Hearth, is the both the home of organized Keltic religion and the educational academy of its officers. It is a large woodland stronghold built around Crann Bethadh, the Great Tree, and is located in the centre of the southern Nelfheim forest. It is the headquarters of the faith, as well as being a school and training facility for the organization. Beyond just being worshippers and preservers of Nature, the Kelts are keepers of knowledge, and the library at Annûn holds many of the world's oldest texts and keeps copies of the world's treaties and treatises.   The Hearth has the oldest publicly accessible repository of written knowledge in the world, older by far than the Universities of Issur or Camellotte, the School at Roche Syn Isles, and on par with the Academy in Valay (which is most certainly not publicly accessible). Scholars visit from the world over, and the Hearth sends elder bards and druids to other institutions, as academic ambassadors. Students are sought by wandering members, and when a candidate is identified (or volunteers and begs admittance from a known adherent), they are sent to Annûn to seek their fortune and hopefully gain entry. Arriving students are put to work in the town and judged, some for years, before gaining admittance - some never do, or give up and return home or make a life in the town. Most, though, find their way into the Tree after a year or so of work.

Structure

The centre of organized Keltic religion and culture, the Hearth is the training ground for the three branches: the Head (druids), Hand (rangers) and Heart (bards). Annûn is headed by a council, selected by vote; positions are held are until death, retirement, or betrayal.
  • Master Keeper (Archdruid): Barion Gowlset is fairly new to the role, elected only 30 years ago. He's a stern sort with no patience for fools, but kindly and patient when a student is struggling but trying.
  • Loremaster (First Bard): Just this year, Ahrnash the Bold has been named Loremaster in a raucous and contentious vote. The troll's style may be in question, but his knowledge of lore and skill with any instrument are without parallel.
  • Bephylus Stouthoof, the Fist (Ranger General), has held the office for 350 years. Unlike most drill masters, he is jovial and will happily joke and drink while kicking your ass.
The nameless Master Gatekeeper, appointed by the Master Keeper, is the final authority on admittance. The Ceremony of Petition occurs the last day of Lanaea, the six-day festival beginning the year and Spring.

History

The short version

Shortly (geologically speaking) after the Stoicheion (elder elemental gods) were banished, the Vis (the four forces) found themselves with a world full of worshippers and no one to worship. Most were unbothered by this, but the Humans in particular seemed disturbed and in need of some higher power to harass for favours. Noticing that the Faerie had a pretty good relationship with the Vis Life (in her incarnation as Nature), a few stouthearted souls decided to follow their lead, and do it one better by formalizing the structure.   Those most knowledgeable in the ways of Nature sought out Derwydd, a faerie creature old and wise (or at least less flighty than the others), thought to be the spirit of Crann Bethadh. The story goes that generations camped around the Tree, beseeching Derwydd to appear and help them, and after a thousand years of them obstinately refuse to tear down what was now a pretty thriving village and just go away, he relented and helped establish Annûn.

Demography and Population

The population of the Hearth is around 1200 souls: about 900 residents in the village surrounding the Tree, and 300 members of the academy on hand at any given time, between students, resident keepers and teachers, returning members of the organization (wandering bards, druids or rangers), and visiting allies seeking knowledge or council.

Town vs. Gown

Because the Hearth is isolated from settled lands and cities by miles of old Faerie woodlands, well off the beaten path of most merchant caravans, the people are reliant on each other. Like any university town though, there is some condescension between townies and students, but mostly this is a good-natured rivalry and limited to the occasional brawl, at worst.   What's more, would-be students of the academy, before they are even able to set foot on the academy grounds, are tasked with settling in the town, and assigned as apprentices according to their previous skills. Those without any practical labour skills are assigned wherever there is need: the farms, orchards or pastures. Students aren't admitted until the Gatekeeper of the Hearth decides they have achieved the right - whether this is based on skill, humility, respect for manual labour, some mix of the three, or something else entirely, is known only to the Gatekeeper.

Foreign Relations

  • Annûn maintains close ties to the three noble Houses of the Aes Sidhe, who are in control of Nelfheim.
  • As well, the cities of the Elves (Aelf Sidhe), Wycehev, Tinithel and Vechsluin all house Keltic scholar ambassadors (though by request, these are bards, rather than druids).
  • Scholar ambassadors have been sent to the universities at Issur and Camellotte (as lecturers and instructors).
  • Finally, an ambassador from Roche Syn Isles, which houses the foremost school of Magic, resides in Annûn; a counterpart ambassador has been sent to Roche Syn.
  • Many kingdoms welcome bards and scholars, and many non- or less-inheriting children of noble houses throughout the kingdoms have been sent to Annûn to learn...and perhaps get itchy hands away from home.

Tenets of Faith...or lack thereof

The scholars at Annûn tell us that Nature is quite indifferent to worship - it's actions that count. So, as far as organized religions go, Kelt kind of isn't. It is, however, as much a culture for the bulk of its adherents. Most faerie beings, for example, don't have a terribly organized social structure, don’t practice the religion formally, but simply live it in its simplicity and acknowledge the Mother (Nature) as the root of all things.   Those people and cultures that do practice it more formally (most of the northern kingdoms of the old Torgish empire, the Druini, and even many villages in the more "civilized" countries of the south) may have a village or itinerant druid, or bard, they rely upon for leadership in seasonal festivals (there is no weekly worship as in the Vitalist church). They might use charms, practice basic nature magic, and preserve folklore that's been around for generations. They acknowledge some of the gods as Nature’s children, and of course Derwydd; as all religions, Kelt is polytheistic.

Agriculture & Industry

The Hearth is nearly self-sufficient, sustained by large sections of pastures and farmland surrounding the village, ceded by the spirits of the forest itself over the centuries (never cleared by inhabitants!), as well as orchards raised in partnership between the druids and the forest spirits. The farmers and shepherds are highly valued members of the Hearth, and visitors or students harass them at their peril.   Resources include: sheep for meat and wool, hemp and flax for weaving, apples and berries, grapes for wine and mushrooms foraged from the surrounding forest. There is a healthy trade with the aes sidhe for more exotic items of faerie-craft. There is a notable lack of iron smithies in the village - iron is strictly forbidden within the confines of the forest, as it is deadly poisonous to the denizens of Faerie. Copper, silver, bronze and especially stone are the main materials used martially and for decoration and construction.
Founding Date
Type
Educational, Society
Ruling Organization
Official State Religion
Location
Languages
Keltic is required at the academy, though Torgish and even Seleste are common in town.

Academia

All acolytes must work in the town before approaching the Gate and requesting entry. Once accepted, the students begin an arduous study of Keltic language (in which all texts are written), history, the elements, and Nature writ large. After being judged ready, a student then decides which path to follow, or whether to follow a formal path at all - all must follow where Nature intends.

The Head

Druids are the head: teachers and keepers of knowledge of the Kelt. Those who choose this path can remain in Annûn, and are known as Sons of Derwydd (Der’ith). These tend to be scholars, protectors and mystics, cloistered from the world at large. However, most druids choose the wandering path, and become a missionary sort, leaving Nelfheim to serve as a lay priest and to serve Nature by guiding people in the correct path. They may find themselves wandering as an itinerant priest, or adopted by a city or village as their own, and supported and relied upon by the community they serve. They may also find themselves in an adventuring party from time to time...

The Heart

Bards represent the heart and the soul of the faith. The acolyte who follows this path becomes a bard, training in music, history and lore primarily, while training in arms and naturecraft are secondary. In ancient times, when the Torgs ruled the continent, a court had to have a bard to be considered legitimate, and their knowledge of lore and history (not to mention a song for every occasion) is still appreciated in houses high and low. Now though, the bard is sometimes considered to be something of a scoundrel; a jack-of-all-trades, he is welcomed heartily for his song, but watched, as fingers that move that quickly over lute strings cannot be completely trusted.

The Hand

Rangers are the hand of the Kelts, and thus are most often away from the Hearth, out in the world, extending the blessings and justice of Nature. Rangers can be found just about anywhere at any station in the world: sailors, merchants, soldiers, thieves and kings have all had rangers amongst their ranks. Unlike the other two, rangers don't have to begin their training at the Hearth - many rangers have been trained by other rangers in the basics of woodcraft, stealth, fighting and other skills. However to become a true Hand (and gain the more mystical abilities and knowledge) one must make the journey to the Hearth and study - and one does not get to skip the apprenticeship in town.

Comments

Please Login in order to comment!