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HISTORY OF TUATHA DE DANANN

 

t.gif (902 bytes)he T�atha �� are a "clan" or "tribe," not a guild. A guild is usually associated with medieval Europe connotations concerning artisans or merchants, formed for mutual aid. A clan is a united group of relatives, or families, claiming a common ancestor, hence the T�atha ��. The idea of the clan is carry out the practices of the mythic race the T�atha �� �anann, who settled upon the earth during the fifth age of the world to protect and serve the earth. As guardians of nature they excel in the arcane arts, weapons lore, and highly skilled crafts.

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 t.gif (103 bytes)he T�atha �� �anann are reclusive in nature but when required will travel to a town or village usually to restock some supplies and interact socially with other folk. However this seemingly paradoxical portrayal of the tribe is not entirely true, for many have been believed to participate in common bantering and palaver with commoners, unbeknownst to them at the time. If so required they will almost never spend more than a day in the company of a large town or village, appearing briefly to restock needed goods or to deliver strange tidings as harbingers to the local townsfolk. The T�atha �� spend most of their time with their kinsman, training, learning, and growing strong--especially with the clan Eldar's as they have been know to harness great magic and superior wisdom. Many make their homes in secure locations, some not to far from a brook, stream, or waterfall, inside mountain ranges, close to the outcry of trees, and near to stone monuments. The T�atha �� �anann are peaceful in nature, helping whenever they can especially the weak and unfortunate. However when needed the clan has been know to relinquish an enemy rather quickly, and stealthy, always paying homage to the dead. Politically the clan takes no stand in bureaucracies and governments, but are always aware of the times and have been known to take part in minor skirmishes when the danger could extend into a peaceful glade of the forest. For the most part these peoples keep to themselves but will occasionally appeal to the masses for purposes of better interacting with society, such of donning a virtue shield, or subscribing to local guilds to better serve their needs. Symbolically they are anchored to the wild and forests where they are free from the strains of the world.

a.gif (131 bytes)lthough not politically motivated and ideological, the T�atha �� �anann are extremely organized and have a strong foundation of law. Appealing to a traditional sense of government these peoples laws and ways of life are placed in the hands of a select few, always an odd number, called by many names such as the "Clan Eldar's, Chieftains, and Shaman." These people are the foundation of the clans survival and law makers, their structure rather crude provides for adequate support, strikingly similar to a system of Oligarchy. Thus, their system of government is rich, elaborate, and verbally intricate.

a.gif (131 bytes)t the head of the clan their exists the chieftains or Clan Eldar's. The Eldar's comprise only a fraction of the clans population, giving religious rights to the hierarchies. These are the individuals with the apotheosis of power and knowledge. The Eldar's are responsible for the dealings with the Gods, and are able to translate ancient cryptic scrolls of Nuada--the Great Druid of the T�atha �� �anann. They and the Tyr write the laws, make decisions based on them, modify the laws, and introduce new laws as need be. The process of establishing law is not an easy task for the Eldar's, it personifies strict religious and symbolic ritual and above all consent of the other Eldar's and Tyr. When time is needed for a law to be introduced the Eldar's and Tyr come to meet in a ceremonial fashion called the "Council of Danu" It is here that the "Council" will make the necessary decisions based on what is appropriate at the time.

e.gif (108 bytes)ach Eldar is responsible for appointing up to three advisors, called "Tyr's." A Tyr plays an extremely important role in clan society, especially for the Eldar's themselves. Tyr's council the Eldar's on almost every issue that is to be, from initiation to abolition of a member, or law. Once approved by the existing "Council of Tyr's", a Tyr serves only as long as he wishes and he speaks directly to the Eldar's regarding all issues that are relevant, and may speak to another Tyr. If a Tyr is consequently seen discussing issues of important nature to other members outside the "Council", or to anyone outside the clan he may be dispelled from the "Council" (loss of Tyr status), or in some cases exiled The role of a Tyr can best be compared to the "Congress" of the United States. While for the most part the Eldar's make up the laws and such, a "Council of Tyr's" must have a majority vote to approve any act of the Eldar's. A Tyr may at any time suggest a new law or proposal to the "Council of Tyr's" and if approved here, the Eldar's must then convene and vote as well. This intricate political system has been found necessary for the prosperity and peace of the clan. Such a system prevents any one person from having the power to decide life or death matters at a whim, although, it must be noted that in emergency situations any available Eldar's may quickly convene to decide a matter if it is indeed an emergency. An example of this would be the expulsion of a clansman seen killing another clansman or otherwise threatening the clans safety. These actions may be taken by the Eldar's immediately and then discussed later by the combined council (Council of Danu) to ascertain if a correct decision has been made and if not what appropriate action to take next.

a.gif (131 bytes)lthough the final decisions are made by the "Council of Danu", the remainder of the clan express their ideas at months end feast, through an elaborate trial of contests and games. Here the clan gathers for every month paying homage to the gods for another prosperous and fertile four weeks on the last Tuesday of the month. Kinsmen celebrate and gather with one another until dawn, and express their feelings to the clan about certain issues and the future of the clan. If a kinsmen feels their should be a greater supply of magic components in the tribe's surplus he may challenge a contesting kin through wit and chance, either simply through an ale drinking contest or match wits at magic or combat. The victor's idea is the one more adept to be heard when the Eldar's meet to decide on such issues.

t.gif (103 bytes)here are also many titles and rankings for the T�atha �� �anann along with their respective responsibilities. The "Thorn Guard" is a title given to newly accepted members of the tribe and make up the bulk of the clans numbers. The role of a Thorn Guard is to further their abilities and grow strong while helping other kin at these lower stratums. They share no other responsibilities other than to increase in power, help other Clansman and increase in stature. The Thorn Guards almost never contribute to the clans surplus, as they must concentrate solely on their abilities and grow strong, especially for the wielders of magic. Once a "Guard" has progressed far enough in his rank he will be appointed to the next strata and take on a greater responsibility.

t.gif (103 bytes)he next succession of title is given to those who have made a decision on what "Path" to follow. The Titles vary as one advances in their chosen "Path". The existing "Path" choices range from Warrior, Magus, Scholar, and Craftsman Castes. All are considered equal in the eyes of the clan, although the Warriors and Magus may receive more glory and renown!

t.gif (103 bytes)he next succession of title is given to the "Saga" or "Druid". This is the culmination of the "Path" chosen above. The "Saga" represent the fighting elite from the warrior and magus castes Any who reach this Higher rank are noble indeed and deserve much respect. They are the War leaders in Battle. Any of this rank are to be obeyed in battle above even the Eldar's for they have the skills and experience to battle better than most. In these times an Eldar will defer to these great men and woman who have earned such great Honor and respect. The equals of the "Saga" in terms of Knowledge and skill are the "Druid" These are the people who usually head "Projects"--undertakings assigned by the "Council of Danu" or petitioned by themselves, to further the clans growth. A Project may be simply the task of collecting surplus for the clan or may be as complex as propagating a new village or staging point, and are fully funded by the clan. "Saga" and "Druid" also take on a greater responsibility of contributing to the clan both economically and politically. They may assign any number of "Guard", "Path" or other "Druid" or "Saga"--providing they are not involved in another Project--to assist them in their endeavors. The "Druid" usually carries out their Project until complete or until someone else is assigned to the Project or becomes a permanent job for them in the long run. The clans reliance on these brilliant "Druid" make them a greatly respected part of the clan and are treated almost as Eldar's themselves!

This is the Way of Danu!

 

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Last modified: 11/25/98
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