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07. Ficha/Ith Ith Silvestre Gómez Xurxo XERAIS FICHA TÉCNICA Título: Ith Autor: Silvestre Gómez Xurxo Ilustrador: Francisco Bueno Capeáns Editorial: Edicións Xerais Colección: Merlín Nº páxinas: 102 ISBN: 84-8302-689-9 O AUTOR SILVESTRE GÓMEZ XURXO naceu en Beba (Mazaricos) no 1951. É mestre, licenciado en Psicopedagoxía e Xeografía e Historia. En 1985 publica o seu primeiro libro, Conversas do Pai Seixas. Participa na elabo- ración de diversos materiais didácticos. Tamén na colección Merlín, ten publicado 2 Déixao medrar, un libro no que trata as dificultades dos adolescentes para tomar decisións sobre o seu futuro. O ILUSTRADOR FRANCISCO BUENO CAPEÁNS naceu en Santiago en 1967. Licenciado en Belas Artes, traba- lla como ilustrador e debuxante de banda deseñada e de animación. Á parte de libros de texto, ten ilustrados títulos como A lenda da cidade asolagada ou O laboratorio do doutor Nogueira. As ilustracións de Francisco Bueno Capeáns remítennos á banda deseñada tanto na repre- sentación das personaxes coma nas angulacións e utilización de planos. É de estimar a documentación do artista que nos achega datos acerca dos adornos celtas, o deseño das xoias e cascos, o tipo de roupas e armas, a redondez arquitectónica ou o tipo de natureza na que están situadas as escenas. Conforme avanza a historia os contrapicados cos que se mostra a grandeza da estirpe de Ith vai deixando paso ós picados do final, subliñando desta maneira e debilidade dos homes fronte ó seu destino. ARGUMENTO Ith é o fillo do mítico caudillo celta Breogán, o guerreiro de forte aturuxo, sabio e valoro- so, o rei fundador da Brigantia e da torre do seu nome, erguida ao seu carón. Desde un faro da costa de Brigantia, na illa da torre, Ith divisa ó lonxe unhas terras que hai máis aló do mar e soña con chegar a elas algún día. Botarse ó mar e atopar novas terras para poboalas e darlles nome, ese parece ser o destino dos caudillos deste pobo celta. Breogán dixéralle que este non era aínda o país definitivo porque de xeración en xeración profetizábase que os gaeidil non atoparían descanso ata alcanzaren Erín, un lugar remoto. Ó mando de tres barcos e trinta homes, Ith emprende unha viaxe na procura das terras soñadas. O camiño será duro, a loita contra a hidra, a perda do cabalo de Ith presaxiando malos agoiros, o encontro e defensa do rapaz Nearth fronte ós salvaxes homes do pobo dos fomoré que foran gobernados por Conan… Así chega e anda pola verde Erín, un país moi semellante a Brigantia, cunha paisaxe, pobo- ado, gravados e lingua semellante. Ith ten a sensación de que xa a coñecía de antes. Alí encontra a amizade dos seus habitantes, aínda que tamén acabará atopando o veleno da traizón. O relato parece basearse na lenda que di que con determinada luz, dende Galicia, miran- do ó norte, pode verse a costa de Irlanda. Ith é unha trepidante novela de aventuras, narrada con poderoso alento épico, que recrea un dos máis significativos episodios da historia mítica dos celtas que habitaron o noso país. A necesidade de transmitir a memoria colectiva, o valor e a lealdade son algúns dos temas deste libro. 3 PERSONAXES ITH Mariño avezado da caste dos soñadores. Fillo de Breogán e casado con Bron; pai de Bris e Lugai. Desde neno soña con poder chegar a unhas terras que adiviña mirando ó norte e que supón fermosas e farturentas e a onde quere levar a súa estirpe a vivir en paz e prospe- ridade. BREOGÁN Guerreiro sabio e valoroso, de fácil palabra e xusto, da estirpe dos gaeidil, fundador de Brigantia que herdara de seu pai Brath. Casa coa amable Cau, do pobo dos nerios, e ten dez fillos, entre os que se conta Ith. BRATH Pai de Breogán. Home baril, rei dos guerreiros de frechas azuis que trae a estirpe dende os mares interiores. BILE, o sucesor de Breogán, irmán de Ith. Guerreiro de fero fulgor. Pai de Golam. BREGO, irmán de Ith, home prudente, adusto e firme, de poucas palabras; cun corpo del- gado, elástico e potente. Gran cazador de osos. GOLAM, o destemido, vai visitar a terra de orixe da estirpe de Barth o patrucio. Navegaron os mares interiores en catro barcos cos mellores guerreiros e especialistas da tribo. Chegaron ó país dos escitas. Mentres tanto Brigantia é atacado polos inimigos que a saben desprote- xida, morre Bile e ha de sucederlle, mentres non regresan, Ith. Golam, mentres tanto, casa con Seng filla do rei dos escitas, da quen ten dous fillos (Donn e Erech). Loitou con Refloir, o sogro, a quen deixa ferido nos brazos da súa filla. Máis tarde terá outros dous fillos, Emer e Aimirguín, de Scota, filla do faraón de Exipto. Regresan coas armas de ferro que substi- tuirán ás de cobre e bronce. Cando atopa a torre sen lume e a aldea desfeita arremete con- tra os inimigos que o chamarán o destructor ou exterminador. Daquela, Ith déixalle o mando da tribo. Home de gran fogaxe, moi bo cazador. LUGAI, fillo de Ith será quen vaia buscar axuda á terra dos nerios e tamén quen acompañe a seu pai na viaxe a Erín. Rapaz lanzal, forte e áxil, coa sabedoría do pai, que vai entrando no mundo dos adultos conforme avanza o relato. NEARTH, a quen salva Ith en Erín; é fillo de Mac Grené, o gobernante de Erín. MAC GRENÉ, xefe dos Tuatha de Danann. Admira a Ith a quen pide consello respecto á sucesión do reinado de Neit, seu pai; pero deixarase convencer por un dos seus irmáns que quere o reino para el e acabará traizoando ó fillo de Breogán. MAC CUILL, irmán de Mac Grené que malinterpreta as palabras de paz de Ith, convencen- do ós seus irmáns de que os quere dividir pois sendo máis débiles serán máis facilmente dominados por el e conquistada a súa terra. 4 OUTROS TEMAS E VALORES • O mundo mítico dos celtas. Os nomes, as formas e elementos decorativos que aparecen nos debuxos lévannos a un universo recoñecible en Galicia. Por un lado, a música, os festi- vais de música celta, os instrumentos e sons que comparten; por outro o mundo dos cas- tros, a idade dos metais e os vestixios que quedan nas nosas aldeas e museos. As sete nacións celtas. • Costumes e tradicións das que fala e que son propias dos pobos antigos. A caza, a súa racio- nalidade e forma de facela, o reparto entre as aldeas; os rituais de iniciación dos mozos. A construcción dos poboados e dos barcos. Crenzas coma a de que cando un guerreiro emprende unha viaxe non debe baixar nunca do cabalo pois esa é a forma de ter garan- tido o regreso á casa ou «alí onde fique un guerreiro debe estar coas súas armas e as pou- cas cousas que o acompañaron na súa vida». • Tradición oral como medio de transmisión de valores. As historias que se contan á beira dun lume: «A caída da tarde nos días de inverno é a hora da fantasía, das palabras graves e das algareiras ó agarimo do lume. Nesas horas tamén se aprenden as historias que man- teñen viva a memoria colectiva do pobo. E así pasan de xeración en xeración formando parte do orgullo de todos e cada un». «Así se constrúe o pobo: sobre a urdime da memo- ria colectiva». «E así viñan día a día deitando na memoria dos novos os feitos aconteci- dos dende vello, para que nada importante desapareza para sempre.» • O valor dos nomes no mundo antigo. «Sempre se han de recordar os nomes, porque nos nomes está a vida do pobo. Cada nome é unha persoa e todo o que esa persoa fixo.» Nomes tamén de lugares que dan explicación da orixe ou características. Nomear é, dal- gunha maneira, facerse dono das cousas. • Animais fantásticos: a serpe de sete cabezas, a hidra á que lle renacen nun intre os mem- bros que perde na loita, recuperándoos. Podemos buscar máis animais fantásticos nas diferentes mitoloxías; incluso podemos revisar aqueles creados por Cunqueiro. • A dificultade da toma de decisións. A contradicción de Ith entre a razón e a ilusión, entre a melancolía e o desexo de marchar. Antes de irse recorre a aldea comprobando o esta- do das pezas do lousado, das fontes e das canles de desaugadoiro, das murallas… A loita entre o que deixaba atrás e o que procuraba. «¿Por qué o chamará a vida a outro lugar se aquí está todo canto quere?» O saber consiste en buscar algo novo sen esquecer nunca o pasado. • A defensa da paz. Ith ponlle moito coidado á convivencia, á posibilidade de vivir pacifi- 5 camente diferentes familias ou tribos compartindo unha terra. Non cre na necesidade de ser dono de todo, senón de ocupar só o que se precisa. Esto é o que defende tanto na súa terra, Brigantia, como en Erín, a terra soñada. • A defensa do medio ambiente. O irmán de Ith, Brego, pode ser o prototipo de persoa res- pectuosa coa natureza tal e como aprende de seu pai Breogán; un gran cazador que xa só mata para comer. Toda a tribo comparte esta ensinanza, tal e como se nota cando definen qué caza farán en cada momento. • O respecto e cariño cara ós maiores. A consideración que se ten deles como persoas sabias que poden ensinarnos sobre a vida. • Os soños, os desexos… o destino. Buscar a resposta ós soños. O destino dos pobos e das per- soas. Breogán faláralle a Ith de que sendo el rapaz os druídas dicían que os gaeidil eran unha galla dunha grande árbore formada por moitos pobos espallados por todo o mundo.
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