Showing posts with label green. Show all posts
Showing posts with label green. Show all posts

Thursday, July 11, 2013

Winged: Lost

Following the Second Parliament of The New Age, House Raptor have begun to kindly accept the deceased Lost into their number. Perished Souls who were never sent to their Patron, these Lost have escaped, and some still "live" inside a colossal Gilded Cage at the center of The Dream (previously, within the Abyss). Although many are warlike and hateful of their living descendants, many more simply want to exist outside of confinement, and The House of Raptor have given them that blessing.
Soon after, other Coteries started accepting Lost into their homes: the Green, Wavefarers, and Riverstates.

Common knowledge about Lost is vague and small: they were once average Winged, who died, and their souls were collected in the Cage; the Cage was owned and ran by the Xenos; something in the Cage destroys Lost as part of some mechanism.
Lost find it hard to exhibit emotion, and many find singing hard, if not impossible; they describe an experience not unlike the cold of the Abyss when they wake; some claim they have no Souls.
Lost can repair damage to their forms very quickly - it is unlike flesh; not all Lost are bloodthirsty - they are a people, and some want revenge for their deaths and others just want an existence.

This page serves as a list of all playable Lost so far.
The following Coteries can recruit the following Lost:

  • Riverstates: Lost
  • Wavefarers: Great Awks
  • Green: Lost, Bustards
  • Raptors: Everything except Bustards & Great Awks
It is possible at some point, following player action, the Lost may become a full-fledged faction.

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The Lost (Lost)


Any Winged can die. A Winged whose Soul is neither consumed nor given to their Patron finds themselves fodder in the Cage. Some want revenge. Some want to live again. Some want to fade away. After all, they are just people.
Although there are now Lost returning their homes in every Cotery, the Raptors are the only ones to accept The Lost as their own kind, and give them positions within their Society...

Type: Lost Pawn
Plumage: Pale (Based on Previous Winged)
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale (Based on Previous Winged)
Emotion: Hate
Qualities: Stalwart, Fearful, One more based on Previous Winged.

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Dodo (Lost)


Relations of the Pigeons, the Dodos were lore-hungry scholars, determined to mine history and secrets from the world, with legitimate means, subterfuge, or a Knife. Something went wrong, and human dreams overwhelmed them. Or the Cats.
Now the Dodos have returned to reopen the Parliament, and are as thirsty for knowledge and power as ever.

Type: Lost Pawn
Plumage: Pale Blue or Grey
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale, Big Hooked (Based on Previous Winged)
Emotion: Hate
Qualities: Hardy, Knifesman, Emotionallist

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.




- -

Bustards (Lost)

Once proud members of the Green, the British Bustards were peaceful plainspeople - pacifistic crafters and farmers, whose life meshed well with the Grouse. But the Bustards peaceful ways made them perfect targets for attacking Coteries, and with the rise in human dreams of firearms, they found themselves hunted to death. Their place in The Green was ritually filled by the Cappercailies, who did little to reflect the Bustards' peaceful ways.
Returned, the Bustards simply want life, craft and existence... but are saddened that they have been replaced by monsters.
Type: Lost Pawn
Plumage: Pale Brown
MakeUp: Tired Rings around Eyes
Beak: Pale
Emotion: Love
Qualities: Merchantillier, Materiallist, Toolsman

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.


- -

Caracara (Lost)


Described in texts as "Vile", "Ill-Tempered" and "Evil", Caracara were close to both the Vultures and Buzzards: Raptors of a military bent who used their cruelty as both an art form and a way of chanelling their bile. Argumentative, ill-tempered, and ambitious, the Caracara attempted various uprisings in their Houses, and dwindled in numbers as the other Raptors fought back. The final known Caracara was Tenebrae Fols, acting Conductor of the 1888 Parliament.

Type: Lost Knight
Plumage: Grey or "Faded" Black
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale, Big Hooked (Based on Previous Winged)
Emotion: Hate
Qualities: Swordsman, Sabruer, Armoured, Fortified, Fearful

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.
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Moa (Lost)

Alchimerists and herbal seers from the early times, the Moa lived in symbiosis with the Raptors: the Raptors protected them, in exchange for the Moas' lives. Their proficency with emotion manipulation and alchimery have led many to believe that Moas are the originators of many song structures used today to shape the Dream. When human Dream power rose, the Raptors retreated, their most Ancient Eagles fell, and so did the Moa with them.

Type: Lost Bishop
Plumage: Faded Brown or Grey
FacePaint: Brown or White around Tired Eyes
Beak: Small
Emotion: Hate
Qualities: Hardy (+1 Hit), Barbrisier (1 Minute Roleplay Healing)

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Elephantine (Lost)

The cousins and protectors of the Moa, the Elephantine were huge, well built farmers and simple builders, providing living space and crops for the Moa and their Eagle overlords. Although peaceful, they served as a dutiful and strong militia, intent on protecting their families & betters. They died alongside the Moa.

Type: Lost Knight
Plumage: Faded Brown or Grey
FacePaint: Brown or White around Tired Eyes
Beak: Small
Emotion: Hate
Qualities: Hardy, Hardier, Hardiest, Numb, Stalwart

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Great Auks (Lost)
Ancestors of the Puffins before they became the Blissful little busybodies of today, Great Auks were masters and mistresses of the tumult. Sirens, Courtesans and Celebrants of Emotion, Auks took the power of the tumult and used it to fulfill their dreams, wants and needs. Crafters of Stories and Songs, the Auks surrounded themselves with beautiful things and people, and cared not for the worlds outside their porcelain temples...

The Auks ceased to be when most of their kind turned to Bliss, and the rest left to find greater comfort outside the Tumult, never to return.
Following the actions of the Puffins of the Wavefarer Ships Bounty & The Fool's Errand, Captain Jim Ross officially gave sanctuary to a number of Lost Auks. Now they are reunited with their Descendants, and returned to a world of beautiful physical possibilities.

Type: Lost Bishops
Plumage: Pale Blue or Grey
MakeUp: Tired Rings around Eyes (Based on Previous Winged), Red Nose
Beak: Pale, Big Hooked
Emotion: Love

Qualities: Hardy, Hardier

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Ancient Eagles (Lost)

Ancient Eagles, extinct, almost completely forgotten memories of monstrous dominance have recently clawed their way back to the Dreaming, no-one knows where from. Powerful, utterly monstrous and ravenous, these bygone-era Beasts demand respect & power, and will destroy anything that denies them such.

Type: Lost King
Emotion: Hate
Plumage: Brown / White
FacePaint: Brown on Forehead, Red on Nose
Beak: Large Curved Yellow
Inspirations: Julius Caesar, King Arthur, Dracula, Vlad The Impaler, Genghis Khan
Oppurtunities: Monster, Barbarian King
Qualities: Fearfulism, Armoured, Taloned

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

Friday, February 8, 2013

Possible Lost: Bustards



BUSTARDS - Once proud members of the Green, the British Bustards were peaceful plainspeople - pacifistic crafters and farmers, whose life meshed well with the Grouse. But the Bustards peaceful ways made them perfect targets for attacking Coteries, and with the rise in human dreams of firearms, they found themselves hunted to death. Their place in The Green was ritually filled by the Cappercailies, who did little to reflect the Bustards' peaceful ways.
Returned, the Bustards simply want life, craft and existence... but are saddened that they have been replaced by monsters.

Friday, January 11, 2013

Possible Green: Great Tits



GREATS - Sometimes, a Rabble in The Green... "matures". Now don't get me wrong, they don't become an adult, and do... accounting and... cooking and ...spell-checking and all that other rubbish grown up stuff. They start noticing responsibility for their actions, cause and effect, fighting for a reason, protecting a loved one, revenge, etc. Basically, they start actually listening to a Robin. These "Tits" are usually seen with a mix of awe and confusion by their Rabble Siblings - possible leaders in training, champions in the rough, beacons of erratic hope... while still having a sense of humour and a desire to set Dirt on fire.
Sometimes going by "Tits", sometimes being colossally aware of how hilarious that sounds and instead renamed "Greats" (As in, both "Great Tits" and "I AM BETTER THAN YOU"). Gang leaders, instigators, antagonists, and champions-to-be. Robins, Woodpeckers & Pheasants are proud of their accomplished students, who have chosen reason (Well, as much "Reason" as there is in thievery and poo jokes) over the wild, and push them forward for great deeds. Greats often take responsibility as a voice for a Rabble gang, dishing out careful punishment if a Rabble goes too far (and secretly rewarding them when no-one's looking). They still favour knives, but have progressed from simple pick-pocketing tools to a twirl of dual blades. Greats despise Creepers, their animalistic counterparts in the Red.
Rumours of Rabble achieving even more are uncommon... and clearly just lies. I mean, pffft. Rabble. Kings. Yeah, right.

Possible Raptor: Sparrowhawk


SPARROWHAWK - Red fights Green. Wrath fights Wrath. Predators feed on both.
Their exact relations to the Raptors, Green & Red extremely shady, the Sparrowhawks are big game hunters and opportunistic killers - Hawks, Kites & Kestrels who have been amongst the enemy, living as them, killing as them. Hearts of darkness, bullets of cold indifference, these predators kill for little more than the thrill of death and personal score. Sparrowhawks treat hunting as a game, awarding a single point for a Rabble, an extra ten for an entire gang.
Among the Red, they hunt Green; Among the Green, they hunt Red.
They're not stupid, so hunting their allies within their own territory is always highly unlikely and morally stupid - although an aristocrat's patience with barbarian peasants can only be strained *so* far...
Robins and other Feral look at them with a terrified respect; studied murderers, who could easily turn their indifferent claws on you given half a reason.Their relationship with the Raptors is equally strained; they may be traitors, but at least their guns aren't aimed at *us*. They often serve as ambassadors between both, and promote healthy relations between the Noble Houses and the Forests. However, it is impossible to judge, push comes to shove, where their loyalties truly lie: with their blood, or the forest that enabled them to spill it so easily...

Tuesday, July 12, 2011

Cotery: The Green

Before Everything Else, There Was The Green. And The Green Was Life.
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
  1. Survival
  2. Balance
  3. Nature
  4. Truth
  5. Memory
OC, The Green can be played as Robin Hood et al, Rohan, Wood Elves, "Celts", Tribal Cult.
Green Birdsong is, in my head, Folk, Angry Celt, tribal chanting, Hippy Song, Beat Poetry, Jim Morrison.

- - -

Rabble

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.

Type: Pawn
Plumage: Any Colour
MakeUp: Colour on Cheeks
Beak: Small
Emotion: Wrath
Inspirations: Urchins, Peter Pan & Lost Boys, The Lost Boys (Vampires), Artful Dodger, Kender, Gogol Bordello
Oppurtunities: Thieves Guild, Urchin, Bard, Comedian, Liason
Qualities: Knifesman
, Emotionalist

- -

Feral



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.
Many disregard their entire previous lives, but still use the practices they learnt before to help them attain their needs, except now with an extra layer of wild abandon, chaos & violence.
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.

The Phys-repping for Feral is based on the kind of Feral bird you are, and which Coterie you fled from. Please ask and think sensibly about which kind of Feral Winged you can play.

Type: Pawn
Plumage: See Above
FacePaint: See Above
Beak: See Above

Emotion: Wrath
Oppurtunities: Refugee, Gypsy, Militia, Runaway, Thief, Savage
Qualities: Hardy (+1 Hit), Quick (+1 Dodge), One More Based On Prievious Breed Of Winged


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Grouse

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.

Type: Pawn
Plumage: Brown
MakeUp: White or Blue Wode
Beak: Small

Emotion: Wrath
Inspirations: Highlanders, "Celts", Asterix, Rohan
Oppurtunities: Farmer, Pathkeeper, Defender, Pathfinder, Militia, Trader, Pheasant's Attendent, Pheasant's Pet

Qualities: Spearsman , Quick, Hardy 

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Woodpigeons

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.

Type: Pawn
Plumage: Brown
FacePaint: Green Speckles
Beak: Small Yellow
Emotion: Wrath

Qualities: Knifesman, Pistolsman, Quick

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Information on the Lost & the Bustards can be found on their own page.

- -


Turkeys

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.

Type: Knight
Plumage: Brown
FacePaint: Red Stripes down cheeks
Beak: Red Small

Emotion: Bliss
Qualities: Swordsman, Armoured, Fancy, Riflesman, Eraseer


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Robins

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

Emotion: WrathInspirations: Wood Elves, Bards, Pathfinders, Robin Hood
Oppurtunities: Bard, Sniper, Trader, Storyteller, Hunter, Guardian

Knight Qualities: Bowsman, Sharpeshooter, Quick, Quicker, Armoured


Bishop Qualities: Bowsman, Sharpeshooter 

- -

Shrike


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: Bishop
Plumage: Any Colour, White Plume
MakeUp: Colour on Cheeks
Beak: Small
Emotion: Wrath
Inspirations: Butchers, Reavers, Highwaymen, 80's Movie Slashers, Sweeney Todd, Jack the Ripper
Oppurtunities: Lethal Protector, Butcher, Violent Guardian, Assassin, Tracker
Qualities: Axesman, Butcherer


- -

Cappercailies

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.

Type: Knight
Plumage: Brown or Black, Black Plume
MakeUp: Black or White Wode
Beak: Small
Emotion: Wrath
Inspirations: Berserkers, Hermits, Really Violent highlanders, Barbarians, Dervish
Oppurtunities: Judicial champion, Spear of The Green, Gladiator, Hermit, Executioner, Berserker Line-Breaker
Qualities: Hardy, Hardier, Spearsman, Pikesman,
Berzerkerist

- -

Pheasant

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.

Type: King
Plumage: Brown, Brown Plume on Head
makeup: Red or Brown Wode
Beak: Small Brown

Inspirations: Slaine, Conan, Odin
Emotion: WrathOppurtunities: Warrior King, Troubled Monarch, Thoughtful Royalty, Conqueror, Harem-Attended Victor
Qualities:
Spearsman, Fancy, Stalwart

- -

Woodpeckers

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.

Type: King
Plumage: Green or Gold
MakeUp: Green Spirals on Exposed Skin
Beak: Long Thin
Emotion: Wrath
Inspirations: Druids, Merlin, Swamp Thing, Man Thing, Eldar Farseers
Oppurtunities: Druid, Storyteller, Visier, Judge
Qualities: Orator
, Emotionalist, Fearfulism