Amidst The Green There Was More. The Red Of Anger. The Blue Of Freedom. The White Of Purity.
Wild And Green And Free Was Life. Wrath And Experience Was Left Without Corruption Of Outside. And It Was Good.
But Then Came The Grey. The Dirt And Filth From Outside. And The Green Screamed With The Pain, Writhing It's Roots And Claws With Wild Abandon.
Many Were Torn Away, Secluded And Seperated. And The Green Howled To Be One Again. To Be Pure.
The Green are the spirit of The Forest, the natural force of the trees and life which still ebbs endlessly and strong in the Dream. Servants of the original message of nature - freedom, anger, and life without restriction. The Green see the other Coetries as corrupted, following ideas and concepts introduced from the filth of Human Dreams - they see The Dirt as Utterly Without Sympathy, and the worst heathens of all. Death is too good for them. They also see Doves as pathetic and grovelling to equally pathetic patrons.
Following the Public Rebellion, and probable Betrayal, of Queen Kachiri's Forest against The Green, at the Third Parliament Of The New Age, the Red has become it's own Cotery, a slaughterhouse of visceral needs and violence. Relations between The Green & Red are... strained, between their two viewpoints. Especially as all unaligned Moorhens, and all Kiwis, have fled on an Exodus to the Red, called to by the Red's bloody ways, with no sign of ever returning. Macha and Nemain of House Leyati are the last Moorhens of The Green, their sisters either on a bloody pilgrimage, or rescued and adopted by the Royal Pheasants.
Following the Fourth Meeting Of The New Parliament, after killing their betraying leader, Forest Leyati welcomed Bustards back to the Forests of the Green. With them have come thousands of other, mostly pacifistic, Lost, looking for homes and farms amongst nature. What this will mean for the 'Caelies is yet to be seen.
The Green walk the Dream preaching Survival Of The Fittest and Natural Order. The Green are old and wise, and are often approached as sages and second opinions on many decisions.
Green Coteries resemble huge, thriving glowing forests, crawling and endlessly growing across the Dreamscape.
Five Principals of The Green
Green Birdsong is, in my head, Folk, Angry Celt, tribal chanting, Hippy Song, Beat Poetry, Jim Morrison.
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The Rabble (Wrens, Tits, Finches, Sparrows, Swallows) are the noisome squabble of the Green - young, immature, free roaming ingenues and pranksters who care for no-one's rules. The Rabble are massively untrusted by other factions thanks to their almost indecipherable idiot-talk and tendency to steal whatever isn't nailed down. The Rabble have no definite structure to their cells of bickering child gangs, but instead will promote whoever is "Best For The Situation", by stuffing garments down their top and proclaiming them a "Great Tit". Rabble are very good at getting underfoot, and rely on strength in numbers - Even the most noble and battle-hardened of Eagles will consider his chances against a large group of immature yet closely knit Rabble.
Robins consider Rabble "Servants Of The Green In Training", and do their best to raise Rabble into their prospective trades: Warriors, Hunters, Bards, Singers, Leaders. Many Rabble are willing. Many are not.
Rabble are incredibly inquisitive, and very good at getting information and learning interesting bits and pieces. Rabble have something of a Cargo Culture, appropiating "misplaced" things and focussing their whole attention around these lost goods... until they find a new one to fixate over. Rabble and Magpies consider each other friends, and often mingle to trade shinies, pass stories and tell rude jokes about their superiors.
Rabble wear rags, tattered cloaks, and stolen clothes. Rabble often carry small knives and rocks. For breaking windows. Rabble are good entertainers, and many make friends with other coetries thanks to their mastery of fiddle, flute or guitar.
Plumage: Any Colour
MakeUp: Colour on Cheeks
Inspirations: Urchins, Peter Pan & Lost Boys, The Lost Boys (Vampires), Artful Dodger, Kender, Gogol Bordello
Oppurtunities: Thieves Guild, Urchin, Bard, Comedian, Liason
Feral Winged are those Winged from other Coteries who never felt right within their stone walls, restrained by civilization's laws & clandestine constrictions, instead spurned (or spurred) into fleeing their homes & running away to the Green.
Feral birds are often seen as Fences and go-to Winged, as their past-connections to other Coteries may be useful, although their Ex-Cotery may not be pleased to see their defector-turned barbarian.
Plumage: See Above
FacePaint: See Above
Beak: See Above
Oppurtunities: Refugee, Gypsy, Militia, Runaway, Thief, Savage
Qualities: Hardy (+1 Hit), Quick (+1 Dodge), One More Based On Prievious Breed Of Winged
Grouse are the main militia of The Green - warriors who live off the land and trees and know how to protect their territories.
Aggressive defenders, Grouse are used to dealing with outsiders to the Green, and ahve an amiable Public face, but everyone knows not to push too hard or tread too far with a Grouse.
Grouse wear furs and simple handmade clothes and jewelery - more jewelery, means a better warrior. Grouse carry Spears, and know how to use them.
MakeUp: White or Blue Wode
Oppurtunities: Farmer, Pathkeeper, Defender, Pathfinder, Militia, Trader, Pheasant's Attendent, Pheasant's Pet
Qualities: Spearsman , Quick, Hardy
Woodpigeons symbolise the growing connection between the swelling changing Green and the rebellious side of the Dirt. Somewhere between the hard working and desireful Pigeons, and the mischevious and playful Rabble, Woodpigeons are determined grifters and tricksters, at home in both Cities & Forests. Both ambitious and passionate, many employ their skills with pistols and knives as ambitious highwaymen or go-betweens.
FacePaint: Green Speckles
Beak: Small Yellow
Information on the Lost & the Bustards can be found on their own page.
Turkeys claim that once they fought as part of The White Hand, alongside the Doves, Partridges, Robins and others, acting as foot-soldiers against the enemies of peace, but a disagreement led to the Turkeys becoming abandonned in the mists of Dream. Rescued by actions between the Green & Dirt, the Turkeys now serve both, looking only for purpose as the Soldiers they are, able to channel both their need for acceptance and their battle fury. Turkeys are exemplary fighters, armoured in both leathers and regalia, trained in both Swordplay and especially Rifle marksmanship. Many cover their face to hide their individuality.
FacePaint: Red Stripes down cheeks
Beak: Red Small
Robins are Rabble who have proven themselves in battle, or have been overly heroic in a way most rabble would never consider. The red chest of the Robin is a tattoo, a reminder of the Robins' original purpose of ferrying dreams and being spurned for it by the hate of the world outside the Green. Robins are close to The Forest, and can feel and hear things Rabble cant. Robins' connection to the Forest can fill them with emotion, leaving them angry and determined.
Robins wear cloaks, some crimson clothing, and hoods. They often carry Bows, which they are proficient with.
Type: Knight, or Bishop
Plumage: Red, Brown
MakeUp: Red Spirals on Exposed Skin
Beak: Small yellow
Oppurtunities: Bard, Sniper, Trader, Storyteller, Hunter, Guardian
Knight Qualities: Bowsman, Sharpeshooter, Quick, Quicker, Armoured
Shrike are Rabble whose raucous nature has... progressed that of their brethren. Visually indistinct to their rabble, a Shrike's mind is nothing more than violent immature pranks, experiments with knives, and friendly chats that end with the Shrike taking you outside for "some quiet time". No-one really trusts obvious Shrike, so they act within the Rabble as a violent stop-gap. It is rumoured that Shrikes do... things to the bodies of those they kill they consider enemies. Nothing has been proved. Or described comfortably.
Shrike dress in cloaks, rags and stolen clothes. Shrikes carry small knives, and more than usually, a hatchet.
Type: BishopPlumage: Any Colour, White Plume
MakeUp: Colour on Cheeks
Oppurtunities: Lethal Protector, Butcher, Violent Guardian, Assassin, Tracker
Qualities: Axesman, Butcherer
Capercailies are the Grouse and quail whose defensive natures have grown even too violent and aggressive for most Green to understand. Capercailies are dark, shunned pariahs, often considred cursed because of their dark, violent tendencies, living in isolated caves, dark forest depths or hilly outcrops, often alone. However, when The Green needs to assault an enemy, Capercailies will stand amongst their bretheren, and the strength behind their spears are valued more deadly than any other.
Capercailies wear rags and furs, and sometimes relics and trophies stolen from fallen enemies and allies alike. They carry handweapons and spears. Usually very, very large spears. Ordained with trophies.
Plumage: Brown or Black, Black Plume
MakeUp: Black or White Wode
Oppurtunities: Judicial champion, Spear of The Green, Gladiator, Hermit, Executioner, Berserker Line-Breaker
Qualities: Hardy, Hardier, Spearsman, Pikesman,
Pheasants claim to have been here first, and no-one argues.
Pheasants are the Philosopher Warrior Kings, sitting back to ponder Royalty's benefits and purpose to Wrath while their Capercailes and Grouse do the trading and fighting. Pheasants recline in their thrones, Grouse and Rabble attendents by their side, Woodpecker aiding their decisions, as they order their Capercaily to destroy the usurper.
Pheasants are not as violent or combat-savvy as Capercaily, but neither are they weak or untrained in sword or spear. They are, however, valiant, headstrong and charismatic tacticians, famous for raiding strikes and surprising tide-turns in the midst of heated siege.
Pheasants wear the finest made rural clothes and furs, drenched in bronze and gold jewelery. When they are required to fight, they carry an axe, sword or spear with skill.
Following the Moorhens' flight to the Red, many Pheasants have adopted stragglers amongst their families and number. With a new common enemy, it is easier for these Pheasant Kings & "Queens" to work together.
Plumage: Brown, Brown Plume on Head
makeup: Red or Brown Wode
Beak: Small Brown
Inspirations: Slaine, Conan, Odin
Woodpeckers are the Druids and Voice of The Forest. Woodpeckers are strange, lofty beings, known to speak almost entirely in birdsong and riddle, prophecy and command. Woodpeckers enact strange song and dances in order to commune with The Forest, and command strange, supernatural control over the roaming forests of The Green. Woodpeckers are highly respected and guarded by The Green - Even a headstrong Pheasant or Moorhen will stand down on a decision if a Woodpecker speaks up. They consider themselves guardians of the Verbal History of The Green, and pride their skills of tongue above all others.
Woodpeckers wear ornate cloaks, jewelery, and swirling, glowing tattoos on their green plumage. Woodpeckers carry staffs, and ornate daggers. The Staffs are for hiking. The Knives are for Ceremony. Obviously.
Plumage: Green or Gold
MakeUp: Green Spirals on Exposed Skin
Beak: Long Thin
Inspirations: Druids, Merlin, Swamp Thing, Man Thing, Eldar Farseers
Oppurtunities: Druid, Storyteller, Visier, Judge