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The Foggy Isle's Culture
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Isis
  
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Posts: 103
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Joined: 9-August 07

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Geography
The foggy isle is a large island and it's smaller surrounding sister isles located in a more temperate area of the sea. The isle sees all four seasons every year. Though winters can be harsh, they are nothing compared to winter in the Norselands, and though the summer can include scorching heat, it is nothing compared to the deserts of Egyptia in the south. Though often plagued by storms and shrouded by fog in the morning and evenings, the foggy isle's temperature is fairly moderate when compared to other places in the world. The people who live there are used to winter cold and summer heat, and many temperatures in between.
The foggy isle is not completely claimed by any one nation or empire. Humans make up most of the inhabitants of the island, but the Sidhe, distant relatives of the gods, also make their homes beneath the rolling hills of the foggy isle. The largest of the human nations is Kamelot, located in the south and spread over about half of the main isle's area. In the north, hugging the more gentle coasts is the kingdom of Camlann, who have grown to love and rely heavily on the seas.
The island is made up of rolling hills and dense forests, home to a large verity of plant and wildlife. The seas are teaming with many different kinds of fish.
Just off the eastern coast of Kamelot is a small but sizable island completely shrouded in mists at all times of the day – even when the fog has lifted from most other places. It is filled with apple orchards and been left to grow largely wild and untamed. It is here that a coven of mysterious, sorceress witches make their homes.
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Isis
  
Group: Admin
Posts: 103
Member No.: 1
Joined: 9-August 07

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Economy
Though the King's favor goes a long way to bolster a man's esteem, it is wealth that is true power on the foggy isle. It is only by accumulating large amounts of wealth that one can rise above the class into which they were born. The cycle of livelihood in these lands forms a very tight circle, one that is hard to break free of, save for those who are clever and sure.
Peasants are largely farmers, toiling in their fields during the growing season in order to provide enough crop to feed the masses. They do not just feed their families, for most of their crops are dedicated to the noble lords who own the lands on which they make their farms in return for protection and other luxuries that their Lords may offer, though the returns for their hard work are largely based on the good humor of the Lords to whom they pay their tributes.
Most of the resources gathered by the Nobles are traded for the resources required for whatever guild they are associated with. For it is through the guilds that the Nobles truly accumulate their fortunes. All Guild Houses are run by Noble lords. Once a Noble has managed to get himself to the head of a guild he will do everything in his power in order to maintain that power. For if the guild is prosperous, part of that wealth flows directly into his pocket.
The Guild Houses are made up of skilled craftsman who ply their trade as a group, making their wares and guarding jealously the secrets of their success. Guild secrets are never shared outside the specific guild to which they belong, though the secrets of other guilds are a highly sought after commodity, especially by those craftsmen who have not achieved enough skill in their craft to be accepted into the guild house.
Most craftsman do not sell their own wares. Instead most guilds keep merchants on hand who undertake that task for them. Merchants have become a sort of craftsmen in and of themselves, and they manage to make up a somewhat tenuous 'middle class'. Merchants pride themselves on their ability to make a sale. Truly skilled merchants are well paid by a particular guild so that they will only apply their particular skills to that particular good, but normally this only lasts so long as the guild's products sell well. Merchants, however, are not actually a part of the guild, and so are not privy to the secrets that go into the making of their wares. Many merchants have begun to make their living by selling many goods in their shops and charging the guilds a small fee in order to make some profit for themselves. Merchants and Guilds have a tenuous relationship at best, but those who are not skilled enough at any other craft have a chance at making a much better living for themselves if they can become a successful merchant.
It is the Nobles, of course, who make the most profit from the guild which they head. If a Noble is wise, he will continue to pour part of his profit into his guild, in order to allow it to grow and become even more prosperous. Those who cannot serve the craft well usually lose their title, though not always the wealth that they managed to gain over the years. Of course the Nobles always seem to have enough extra money to spend on such luxuries as only the rich can afford. Noble Lords are responsible for the guild that they may be tied to. They must also provide for the peasants that farm the lands they own. They must also pay some tribute to the King. Sometimes this tribute takes the form of money, but most often it takes the form of allowing the King to take command of their personal armies to form one large army who's duty is to King and Kingdom, instead of individual Lord.
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Isis
  
Group: Admin
Posts: 103
Member No.: 1
Joined: 9-August 07

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Government
King Arthur The King of Kamelot has been King Arthur since time immemorable. This is because each time a new King ascends to the throne of Kamelot, he takes the title of King Arthur and whatever number he happens to be is appended to the name. In recent years it has been a tradition to simply drop the number (as it has become large and bulky), and simply refer to the king as “King Arthur”. This tradition was adopted in order to pay tribute to the first King of Kamelot, the true King Arthur, who is remembered as a legend and a hero among all the people who are raised in Kamelot.
It is said that the first King Arthur traveled with the Gods from a far away land as part of a quest that Merlin, the first Wizard to bear the name, had laid upon the shoulders of he and his Knights. It was he who established the Knights of the Round table. There are many stories during which Arthur proved himself as a hero and a true knight. He is remembered fondly by all who make their homes in Kamelot, and often during celebrations, it is tales of the first King Arthur that are spoken over the feasting tables.
The title of King Arthur, like most kingly titles, is passed down through the family from father to son. There have been cases, however, when a king has died with no heir to pass his title to. It is tradition in the land of Kamelot that, should there be no heir of royal blood, a grand tourney will be called. All knights of the kingdom are allowed to participate, but it is almost always one of the Knights of the Round Table who manages to win. The winner of the tourney is considered to have proved himself worthy and true. As the truest Knight in all the land, he is crowned King. The title is then passed on to his heirs, and so on down the line. It is uncertain if the current king actually has any blood ties to the original King Arthur, but the people of Kamelot tend to believe that such is the case, and there have been many stories fabricated linking each King crowned by a tourney to the bloodline of the first King Arthur.
Aside from the title of King Arthur, one other thing has been passed down the line from the original king to the current one. The great sword, Excalibur, granted to the first King Arthur by Nimune, Lady Goddess of the enchanted Lake. The sword is said to be unbreakable. It is also said that only one who is true of heart and spirit can wield the magic sword.
Lady Morgaine Lady Morgaine is the traditional name of the leader of the Witches of Avalon. Like King Arthur of Kamelot, this tradition has been passed down through the ages in honour of the original Lady Morgaine, King Arthur's sister, who was said to be the greatest sorceress who ever lived. Unlike the people of Kamelot, however, the witches have dispensed with adding a number onto the end of Morgaine's name, so no one is certain how many women have actually borne the title.
Lady Morgaine is less a ruler of the Witches of Avalon, and more a guide. It is believed that Lady Morgaine is best suited to determine the path that the Witches should take, and so guide their interaction with the outside world. Most of the women who have borne this title have maintained a tenuous tie with Kamelot, in memory of the original bond between them since their rulers were once brother and sister. No such blood tie has existed between them for many generations, however, and so the rulers of each country have found other ways to maintain their ties. Many a Lady Morgaine has been lover to many a King Arthur. Though the laws of the Avalon Witches (which are few), forbid Lady Morgaine from marrying the King unless she gives up her title. This is because Lady Morgaine's first duty and first loyalty must be to Avalon and it's Coven.
The new Lady Morgaine is usually chosen by a council of all the witches currently in residence on Avalon at the time the decision must be made, and the Lady can be chosen from any of female witches in the coven, even one who is not present at the time of the council. Each Morgaine is chosen because she is believed to be the wisest of the coven at the time of her choosing. Usually she possesses some quality important for the survival of the witches at the time, be it a particular knowledge, magical infinity, or simply a quality such as patience. Once she has been chosen, Morgaine is initiated during a ritual ceremony, during which she must be accepted by the Goddesses who watch over the temple at Avalon. If she is not accepted by the Goddesses, a new Morgaine must be chosen until one is accepted. Aside from guiding the witches of Avalon, Morgaine also tends to the temple at Avalon, serving as the closest thing to a high priestess that they have. Morgaine is not the only one who communes with the Goddesses at the temple, but she is the one who is most often beseeched by the Goddesses when they seek to give guidance to the coven. This is why Morgaine must be accepted by the Goddesses, and why she must be wise – she is the closest thing to a mortal ambassador the coven Goddesses possess.
It should be noted that, although the current Morgaine can indicate who she feels is the best successor to her position, that person will not necessarily be chosen by the council, and Morgaine cannot appoint her successor herself. For those Morgaines that do not abdicate their title for one reason or another, it stays with them until their death.
Merlin Though Merlin does not serve to govern anyone (save himself), it is interesting to note that it is another title that has made it's way through the ages. While Morgaine is generally considered to be the wisest woman among the Witches of Avalon, Merlin is chosen from among the wisest Man among the witches of Avalon. The council is held in a similar manner, and the new Merlin is initiated in a similar right of passage where he is accepted by the Gods the temple of Avalon are dedicated to.
However, once he has been chosen to bear the title of Merlin, the new Merlin is no longer bound to the isle of Avalon. He is sent out into the world in order to influence it in the way he sees fit. Many Merlins have served the world in many different ways. Some have served as advisors to different kings, others have traveled the world and gathered knowledge from many far away lands.
Unlike the title of Morgaine, the title of Merlin is passed on only when the old Merlin has died. Like Morgaine, Merlin can indicate a successor for himself (if he has knowledge of one upon his death), but that successor will not necessarily be chosen by the council.
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Isis
  
Group: Admin
Posts: 103
Member No.: 1
Joined: 9-August 07

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Social Classes
Nobility Dukes, Counts, Barons, and Earls, these ranks make up the rich elite in the kingdoms of the foggy isle. Nobles generally own the lands on which the peasants farm. They usually maintain some form of personal army of well trained men. If they are lucky they will have enough wealth and influence to attract Knights to be a part of the ranks of their personal armies. Many, though not all, nobles also sit at the head of Guilds. If a noble has managed to rise to the rank of GuildMaster, he will do everything in his power to maintain that title and keep it within his family. This is because much more wealth is gained from the success of a guild than from the crops farmed by the farmers working the lands they own.
Though Nobles tend to gain most of the rewards of the hard work of others, they also hold many more responsibilities. Nobles are responsible for providing protection and other needs to the peasants who farm the lands which they own. They are also responsible for providing the necessary resources to the guild which they are Master of. Aside from supplying resources, Nobles must look after the best interests of their guild by supplying them with esteem and prestige. If a noble falls into disfavor, he is likely also to loose his seat as Guild Master. Nobles also have responsibilities to the King. Often they will need to dedicate the men of their personal guards to the King in times of war. It is not without it's own rewards, however, as the favor of the king makes maintaining wealth and especially a Guild far easier than when one finds himself in the ill favour of the King.
Craftsman and Guilds The Guilds are made up of groups of skilled craftsman working together to produce their wares at the highest of qualities. All guilds are headed by a Noble Lord. This is because only nobility have the wealth and resources to supply a guild with all that they require. But it is also because the GuildMaster achieves a level of honour and prestige that is recognized by even those who are not members of the guild. Becoming extremely skilled at one's craft and making their way to the rank of Master is one of the only ways to rise above the class into which one was born.
Only the best craftsmen are accepted into the guild of their Craft. Guilds hold very high standards of quality, and they try to keep raising these standards. Only those members of the Guild hold the secrets required to produce products of the highest quality, and these secrets are jealously guarded.
Most guilds will accept apprentices, but only when they are very young. Usually children accepted as apprentices into the guild are children of guild families, or are parted from their poor parents when they are accepted into the guild as an apprentice. In the second case, these separations are usually permanent. If an apprentice learns the craft properly and well then he (or she as women are accepted into some guilds) will graduate to to the title of Journeyman and be allowed to ply his craft as a full fledged member of the guild. Those who are lucky enough to master their craft will rise to the rank of Master. Only one Master can hold the seat of GuildMaster, however, and it is wise for the GuildMaster to keep his guild happy, otherwise he may find himself ousted for the good of the guild.
Guilds support themselves like a tight knit community. Many are kept within the family of the craftsman, and many guild families try to be certain that their children marry within the guild. So it is that the Guild becomes like one very large extended family. The guild will always act in the best interest of it's whole. This is why GuildMasters must always be aware of what is best for their Guild. If they prove to frugal or selfish, they may be cast out of their position in favor for a Master who better provides for the guild.
Merchants Merchants are the shop owners who sell the goods made by the Guilds. Since the wares they sell are most often not their's, Merchants do not make as much profit off the wares as the Guilds do. Still, merchants can make a tidy living for themselves if they are skilled at their particular trade. Many merchants will be contracted by a guild to sell their wares exclusively. If the Merchant is skilled they can make a tidy profit. Merchants are utilized by Guilds because they spend so much of their time at work that they do not really have the time to make the sales themselves – nor are they as skilled at it as the merchants have become. Since a merchant makes his livelihood off of his ability to sell things well, many merchants have become extremely skilled at making sales (some of them by becoming devious or deceptive). Those merchants that are not contracted by a specific guild often make their living by filling their shops with the wares of several guilds. Those who are not skilled enough to make it into a guild can sometimes become merchants, or find merchants that will sell their wares. However, goods that do not bare the Guild Seal are not as sought after by consumers and do not fetch the same high price. However, those who cannot afford Guild made goods will still purchase those made by 'lesser' craftsmen. Merchants tend to make enough money for a comfortable living, and though they are by no means 'rich' they are usually far from poor. Thus Merchants, along with certain Guild Craftsman tend to make up a tentative 'middle class'.
Peasants Peasants tend to live boring, uneventful lives. Peasants are simply the common folk. Most of them are farmers who work the lands of the noble class in exchange for such luxuries as protection. Most of them never travel or leave the farms they grew up on. Though most peasants are far from rich, some of them are not terribly poor either. The quality of life of a peasant family directly depends on the generosity of the Lord who's lands they work. If a Lord is generous and kind, a peasant family will generally be considered very well off. Those who are unfortunate enough to work for frugal or cruel lords tend to be very poor. It is these families who will often try to apprentice their children to Guilds, though it means giving them up. It is their only chance to provide a better life for their child. The only other way for peasants to attempt to rise above their status is to find some way to become a Knight.
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Isis
  
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Professions
Knights Knights tend to stand outside the social classes of the foggy isle. They are a class of their own. Knights are generally considered to be the greatest of warriors. Not only are they skilled in the art of combat, however, but Knights usually follow a particular code of honour, one that has gained them a reputation as good, honourable people as well as fine fighters. Knights generally protect those who cannot protect themselves. They are sworn to act honourably and are often hired by nobility to train and lead their own personal armies.
Though most knights uphold the knightly code of honour, it should be noted that not all knights live up to the code after they have been knighted. Many a selfish, self-serving man has become a knight and done as he wished without regard to the code. There are no laws that state a knight must follow the code, nor does the code actually exist in any written form. It is simply a belief passed on by most trainers to pupils. Most knights will not make another a knight if they cannot be certain they will follow the code. Though a knight can gain much power even when acting selfishly, most knights that do not follow the code are eventually hunted down by their own fellows.
Any Knight can make another a knight. Usually a child is taken into the service of a Knight at a very young age and spends his time as a squire to that knight until he is old enough to begin his training. When his training is complete and the Knight deems him worthy, or the squire has somehow proven himself through a feat of strength or honour, the Knight will then perform the knighting ceremony and make the squire into a knight. However, many a man has found training elsewhere or proven themselves to a Knight without first spending years training underneath them. Knights come from many and varied backgrounds. It is their skills and most often their loyalty and honour that set them apart from most other men.
The Knighting ceremony is short so that it can be performed on the battlefield. The only time a ceremony is extended is if it is being performed by a King. First the man about to become a knight will kneel and the sword of the Knight will be placed on his shoulder. The knight will then say: “Be without fear in the face of your enemies. Be brave and not upright. Speak the truth always, even if it leads to your death. Safeguard the helpless. That is your oath.” The knight then slaps the knighted across the face and continues: “And that is so you remember it. Arise a knight!"
Knights of the Round Table The Knights of the Round Table are a group of elite knights that swear loyalty to King Arthur of Kamelot and serve his will and protect the kingdom of Kamelot. Only the bravest, strongest, and most proven Knights are initiated into the order and allowed to sit at the famous Round Table along side King Arthur. The Knights of the Round Table share a brotherhood of sorts. They are joined by battle and their bond is sealed by the blood they shed on the battlefield side by side. The strength of their bond of brotherhood is represented by the very table at which they sit – the round table – which has no head. Each man who sits at the round table is considered an equal, with no man above any other, not even the King.
However in principal and in practice there is a leader of the Knights of the Round Table, so that in battle there is one to command. The utmost trust is put by all the Knights into their leader. Of course King Arthur commands the will of the Knights of the Round Table, but they have a leader aside from the King who leads them when the King is required elsewhere. This leader is usually called simply First Knight. The title of First Knight is not easily won. It is a trial by combat and to the victor goes the seat. Normally this particular trial is only called when the First Knight has been slain, but at any time, should any Knight of the Round Table perceive wrong doing or violation of the Knightly code by the First Knight, it is their right and duty to call a challenge on the First Knight. To the winner will go the seat. This challenge is not to be given lightly, however, as in the case of a challenge, combat is to the death.
While not all Knights follow the honour code of chivalry, the Knights of the Round Table are bound by the laws of the order to follow it. Failing to follow the code or acting outside of it results in expulsion from the order – something that cannot be reversed. Once one has betrayed the Knights of the Round Table they are considered an exile and are no longer welcome in Kamelot. Usually they are also stripped of their title, however if they flee to one of the other human Kingdoms they may be able to maintain their rank as Knight.
The Knights of the Round table are the heroes of Kamelot. They are celebrated often, most especially when they ride home from war victoriously. It is the dream of every young child of Kamelot to become a Knight of the Round Table. However, it is no easy task to make one's way into the order. Only the greatest knights are invited to sit at the round table. There are far many more Knights in the Kingdom of Kamelot than Knights of the Round Table. In times of war it is the Knights of the Round Table who generally serve as generals and leaders of the King's forces.
Alchemists Of all the Guilds to be found on the Foggy Isle, it is the Alchemist's guild who most closely guard their secrets. Secrets of the elements of heaven and earth. Secrets of life hidden in every living creature. These are the secrets sought by the Alchemists, and these are the secrets that only their kind may know. Not much is known about Alchemists or their particular trade outside of the guild itself. Not even the members of the guild are easily identifiable to those who are not members themselves. Alchemists ply their trade in the utmost secrecy, even going so far as to hide their true profession from the outside world.
Alchemists seek to know all the secrets of life. They believe that they can concoct an elixir that will heal all sicknesses, and perhaps even prolong a human's life far beyond the regular life span. They believe that they can transmute one precious metal into another (lead into gold for example), if only they can learn the secrets that govern their properties.
The labs of alchemists are among the strangest in the land. Often they are full of chemicals and stones and glass beakers with different heated liquids. Alchemists are always melting or mixing something. Alchemy is by far one of the most dangerous trades plied on the foggy isle, as alchemists have no one but themselves to test their concoctions on.
Witches/Wizards Though the most famous Witches reside on Avalon, they are not the only coven that can be found on the foggy isle. There is almost nothing physical to immediately identify a man or woman as a witch – they are not ugly, bent, misshapen or scarred. They look like ordinary people. It is the beliefs of witches that set them apart from others. While most people on the Foggy Isle celebrate the 8 Sabbits, times of celebration and feasting tied to the seasons of the year, the Witches hold them highly sacred and on these days they participate in ancient rituals that only those of their kind truly understand.
Many people fear witches because they do not understand them. Their rituals look strange and strike fear into the hearts of many who are easily frightened by evil spirits and do not wish to be haunted by such dark things. Still, despite their strange rituals, there is little to fear. Witches are kind, gentle people who bond themselves very closely to the lands in which they live. Their rituals and their magic are designed to bring prosperity to the lands and people with whom they live in harmony. Their wrath need not be feared, as it often takes a very normal form. Witches are not in the habit of using the supernatural for evil or malicious purposes.
The most famed coven of witches is, of course, the coven of Avalon, which is made up of witches who just happen to also be sorcerers. Their more tangible magic is of course fearsome, but their sorcery and their witchcraft have little to do with one another. The witches of Avalon have devoted much of their time to learning the arcane arts and are among the greatest human practitioners of sorcery on the foggy isle.
It is a common misconception among most people that all witches are women. This is not so. Male witches tend to refer to themselves also as witches. It is the tradition of outsiders that have labeled only the females as witches and the males as wizards. The witches of Avalon have neither a male nor female dominated society, though Avalon itself is lead by a woman. Instead they share responsibilities equally. Sabbats are used to celebrate the Gods, while Esbats are celebrated every month at the full moon to honour the Goddesses.
Druids Like the Witches and Wizards of Avalon, the Druids celebrate nature. Their celebrations also include strange rituals, most of which are performed at their large temple, Stonehenge. The Druids follow slightly different traditions than most witches do, with their new year beginning in the spring instead of the fall. Despite the differences in their beliefs and practices, the two groups share many similarities.
The Druids most differ, however, in that they seem to have a preoccupation with Death. They seem to have a special sort of reverence for death and take special care with those of their order who are deceased, performing several special rituals for the bodies of the deceased. Like the witches, the Druids are often misunderstood. It is believed that Druids perform sacrifices during their rituals, but this is untrue. The Druids do not kill for their rituals, though many of their rituals are performed on those who are already dead of other causes.
Like the witches at Avalon, the Druids also dabble in the arcane arts. They have undertaken sorcery for different purposes and so the magic that they perform is very different, as is the knowledge they have gathered and the places they have gathered it from. Druids tend to keep to themselves. They are distrustful of outsiders, but like witches, they do not tend to seek supernatural revenge on those who have wronged them. Outsiders also tend to believe that all Druids are men, as their order is largely dominated by men, however women are also accepted into their order, though they seem to be much more rare.
Pirates The seas surrounding the foggy isle are filled with pirates. Brigands and thieves, Pirates live by no laws but their own. They make life difficult for navies and traders alike. Fishing vessels are the only ones that usually manage to escape the mischief most pirates spend their time stirring up. Pirates take what they wish, plundering other vessels and port and shore communities all up and down the coast of the isle. No kingdom is completely safe from their meddling, not even Kamelot. The witches of Avalon alone have safe haven, as most of the pirates who intend to raid their shores are lost in the thick mists that surround their isle and never manage to make their way to their desired target. It is whispered that the pirates have a secret safe haven somewhere where they make berth, repair their ships and resupply. But if that is true, none save the pirates know how it can be found.
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Isis
  
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The Wheel of the Year
All the people of the foggy isles celebrate eight sabbits that mark each year. These celebrations are festivals and feasts that are dedicated to particular Gods and Goddesses who watch over them at certain times of the year. The Witches and the Druids hold each of these eight sabbats to be sacred days and on those days they hold their sacred rituals. Four of the sabbits fall on the days that mark the seasons: the summer and winter solstices and the fall and spring equinoxes. The other four fall on somewhat more nebulous days but mark other important events such as the harvest or the festival of fertility.
Four times the Major Sabbats mark, Twice in Light and Twice in Dark. Four times the Minor Sabbats fall, Use the Sun to mark them all.
Samhain In Death the spark of Life is Born; At Samhain when the veil is torn. Samhain is the official ending of the year and the beginning of the new one. The old fades away and the new is welcomed. The days are growing ever shorter as the nights grow ever longer. Darkness shrouds the lands. On this one night the veil between the world of the living and the world of the dead is it's thinnest. It is said that on this night the dead rise from their graves and haunt the land. Truthfully, though it is a fearful time, it is a time to remember the ancestors of the past, those who have gone before, and to seek their wisdom for the year to come. This is a good day to make amends and leave old grudge behind, allowing things to begin anew. The Gods Cernannos, and Arawn are honoured on Samhain as well.
Yule When the wheel has turned to Yule, Light the log – the Horned One rules. The sun god has passed away. The longest night of the year falls over the land. In the cold and the darkness it seems that the sun will never again return. But Yule is not a time of despair. Instead it is a time of hope and promise. For even as the sun god died at Samhain, he is reborn again of the Goddess on the night of Yule with the promise of returning to his high throne in the sky. It is a tradition at Yule time for witches to cut ever green trees from the forest and take them into their homes and light candles in them so that the faerie folk will attend winter rituals with them. The Druids also honour the evergreen trees at the time of Yule, for the evergreen alone knows the secret of eternal life, and so keeps it's green all year round. At the festivals of Yule, large bon fires are lit in order to call the sun back from it's long hiding. Each year the ashes are saved so that they can be used to light the fires the next year. Thus does man kind always remember the promise of the sun to return from it's long winter sleep. Cernannos is celebrated at Yule.
Imbolc When the time for Imbolc shows, Watch for flowers through the snows. At the end of winter people begin to long for the hope and promise of spring, which still seems far away. At the festival of Imbolc, the people pray to the Goddess Brigid, asking her to renew the lands. It is on Imbolc that Brigid's snake peers up out of it's hole to foretell the coming of spring or the prolonging of the winter.
Ostara In the spring, Night equals Day, Time for Ostara to come our way. Spring finally returns to the lands. The goddess Rhiannon rides her dazzling white horse and ushers in the beginning of spring. Life returns anew to the land. The forests and animals awaken from their long winter slumber. The plants once more take to flower as the world is renewed. One of the strongest symbols for the festivals of Ostara is the egg. Often time eggs are painted in bright colours and served along side the main dishes at all the feasts. This is because the egg is one of the strongest symbols of renewal and rebirth.
Beltane When the wheel begins to turn, Let the Beltane fires burn. Beltane is the festival of fertility. The power of the Gods and Goddesses has been renewed along with the lands. Cernannos and Brigid dance the dance of fertility together while Belenus, and Belisama God of Fire and Goddess of light join together in love as well. Beltane is a time of joy and love. Many marriages take place around the festival of Beltane, and many youngsters make an attempt to woo the one on which their eyes have fallen during the celebrations of Beltane. At the feasts of Beltane, the maypole will be danced around. While often men will wear masks and headdresses of horns and 'chase after' the ladies during the Beltane dances. Beltane is a festival of fertility as well as of love. The Gods and Goddesses honoured at Beltane marry, and the Goddess becomes impregnated with the God who will be born again at the time of Yule.
Midsummer When the sun has reached its height, Time for Oak and Holly to fight. The summer solstice is the longest day of the year. The Sun Gods are at the peak of their power and the land is full of life and love. During the longest day of the year many will light bon fires and take a day of feasting and relaxation. Some witches will even jump over the bon fires to infuse themselves with the powers and qualities of the Sun Gods at their peak. Midsummer is not an entirely happy occasion however, and as the longest day of the year grows to a close, a somber atmosphere settles over the people. The days will grow shorter and the power of the sun will once again wane. Winter will once again return to the land. Aine, who encourages humans to love, is celebrated during the day time festivities of Midsummer.
Lughnassad As the wheel turns to Lugh's Night, Power is brought to the magic rite. Lughnassad marks the beginning of the harvest. The first grain is cut and the hard work of the growing season will soon become sustenance for the winter months. It is traditional to bake bread on Lughnassad and usually a feast is held in the evening to celebrate the harvest to come. Lugh, the god for whom the festival is named, is celebrated at the feasts of Lughnassad.
Mabon Harvesting comes home for all, When the Autumn Equinox does fall. Mabon is the celebration of the last of the harvest. If the harvest has been plentiful, the celebration at Mabon will be large. Mabon is the last celebration before the cold of winter sets in. Somber times are ahead; the Sun will wane and die once more and many long months of cold lay ahead before spring graces the land once more. Still, if the harvest has been a good one, then the people will be strong and prepared for the coming winter. Mabon, the god for whom the festival is named, is celebrated at the harvest festival.
The wheel of the year ends where it began. And so the cycle of life goes on, uninterrupted and never ending.
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