Thursday, July 11, 2013

Winged: Xenos

Little Penguins
 
Penguins are seafarers and Ice-Desert survivalists from The Cerulean Deeps, White-Encrusted endless oceans of Exuberance. They believe in Exuberance and Excitement as a form of life, pushing them forward to greater achievements. Rumours of them having connections to Great Beasts from the Infernal Depths are unfounded...


Rockhopper
 
Rockhoppers are the Penguins' priests of exuberance - icons of excitement and experience. They are connected to the teeming intelligence ot the Ice, the Cyan, the Ocean, maybe the Tumult itself.


Albino Penguin
 
The Penguins' warrior caste, identified by their pale, scarred plumages - they are the ones touched by th Ice, by the Cyan, to be the champions of exuberance. Fonts of pent up excitement, Albinos are berzerkers of the highest order, delighting in all experience.


Emperor Penguin
 
Embodiments of the Cyan taken Winged form, Emperors have been changed by the power of Love. They are able to concentrate raw emotion into icy blasts, and exhibit strange... changes. Any relation between the tentacled Emperors and the great Krakens of the Tumult have not been explored...

Topaz-Hands Caste Hummingbirds
 
They are a Hummingbird, a devout and proud warrior & Violent Soul from the Bronze Ziggurats in the dense Torrid Vermillion Jungles at the centre of the Colour Spiral within the madcap, mayhem world of The Abyss.
The Bronze Ziggurat Cities are made of exactly that: huge bronze ziggurats, some colossal Hedron-like buildings, floating in huge columns amidst rivers of Golden light. This light is the Aurum, the River of Gold, the well of all Souls. The River might think their Stream of Consciousness is important, but the Aurum outshines it. Impossible to truly behold without being blinded, only Sapphire Caste may be permitted to enter it’s sparkling core, and seek audience with the Gods that live within.


Hummingbird Society is split into castes, based on the glittering plumage of the Winged:
Topazes are the slave caste, a sparkling brown or yellow plumage. All Hummingbirds are born Topaz, and must earn a greater caste through a Holy Act, or a great sacrifice, or many years toil. Topazes are expected to give their lives willingly, but many have other ideas. Many have exemplary knowledge of the fine cracks and alleys in the metal work of the cities, and many know great secrets heard from the whispering of the cobbles...

Emerald-Eyes Caste Hummingbirds
 
Emeralds are the craftsmen, signalled by their sparkling green plumage. Artisans and smiths, they make the weapons & armour for the warriors, great Artefacts for their kings, and keep the Ziggurats afloat. Only they know the secrets of the City’s workings...

Ruby-Blood Caste Hummingbirds
 
Ruby are the warrior caste, covered in gore identical to their glistening red plumage. Creatures of Holy Violence & Divine Bloodshed, Rubies wield their Macahuitls and shields in offering to the Great Gods of the Aurum.

Sapphire-Lips Caste Hummingbirds
 
Sapphire are the priests, sparkling blue like the sky to which they lift their offerings, or the water to which they offer it. It is with their Songs that the rain brings crops and the river teems with Emotion. It is, in the cities, only they that have the right to talk to the Aurum at the Ziggurats’ summit.

Fire-Crown Caste Hummingbirds
 
Firecrowns are the rulers, the Aurum born as man, resplendent in their Gold Plumage. The Fire in their Crown may be misleading - as elements transition from raging fire to mercurial water, so does the tember and view of the Hummingbird. To be the font of Power for the Aurum is to serve as a conduit, ever changing and flexible, yet always divine.
The Topaz work. The Emerald craft. The Ruiby kill. The Sapphire praise. The Firecrowns change. They are as mercurial as the river, as open as the sky, yet as scalding as the flame.
Gods amongst us, they are to be worshipped & followed, all their commands followed as Holy Edicts. Contradictory yet logical, open yet precise, to be Firecrown is to lead with the burden of constant change on your shoulders. We die for their cause, for their offerings, for their amusement if need be.

Kiwis
 
Following the first Parliament, Great Xenos Hunter Pokatua vowed to serve as Ambassador to The Red. Following that, many Kiwis have joined the Red as Hunters.
Originally from the Veridian Mesa, Kiwis are resourceful and tough Hunters, determined to never lose a prey.

Quetzals
 
Enemies of the Hummingbirds, the green & red Quetzals claim that they lived in the floating bronze Hedron Temple Cities of the Aurum first. Some terrible war, or fall from Grace later, and the Quetzals operate from ruined, collapsed Hedrons, remnants of both awesome technology & ancient power, left to rot and stagnate. Quetzals have the potential for great power and science if they would just look beneath their own feet... but too many are simply driven by an effort to reclaim the Aurum. Some claim they are the offspring of great, enormous terrible Gods from the Dream... others pick their words more carefully.
Obsessive, opportunistic, arrogant, ambitious. Quetzals thrive on personal gain, but enjoy the look or value of something expensive, rather than it's use. Quetzals do not have a caste system: all Quetzals are equal, although there is a self-designated Senate, where major decisions and quarrels are decided by knife fight. Quetzals often refer to themselves or other as Quetzal, believing they are one, unanimous people with a single great goal - individual names are only used in times of great anger, disappointment, or arousal.
Scarification and piercings are popular among Quetzals.
Rumours of attempts to summon the Avatar of their endless, terrible patron run deep. Although it seems unlikely, a terrible Avatar of Revenge intent on smashing the Bronze Temples haunts the fears of many Hummingbirds...



Pitohui
 
Known as Hoods because of their common need to cowl-cover their faces, Pitohui are a dark shadow in the Bright Xenos world. Often covering their bright Red & White markings, Pitohui are mercenarial assassins and poisoners, removing threats to the Vermillion Jungles for a substantial fee. Often working for Hoatzin, through Toucans, and wielding Emotion supplied by Kookaburras. Unlike the semi-Mythic Cuckoos, Hoods definetly exist, but there is no exact explanation why.
In a strange twist of fate, Hoods are excellent Poisoners and Corrosive Alchemists. Applied theoretical work between them, and Hoatzin could be devastating.
Rumours that Hoods have relations with the distant Empire of Dust are entirely unfounded...

Emus
 
Parrots are commonly considered the Scholars of the Xenos, collectors of Stories & Traditions, but Emus & Ostriches are also scholars, of History. Hard Fact. What has happened, who, how and why?


To Emus, life is a series of interesting facts, to be chronicled and recorded. They have a sense of irreverent humour, that belies their otherwise serious nature. Emus sometimes grow nasty claws, rumours abound that they use them to etch facts into stone.
Emus like loose-fitting, dark robes and jewellery. Their prominent colour is a sparkling black. Strangely, the concept of gender seems to be foreign to them, referring to each other by name - individuality & achievement far more important.

 

Rhea

 

Rhea are those Emu whose delving into history has brought them closer to their ancestors, sometimes literally. Funerary ritualists, archaeologists and general experts of people past, these scholars find the concept of death fascinating: not the action, or killing, but what happens afterwards, to the Body, Soul, Memory, Belongings, Legacy. Rhea would much rather spend time with an ancient tome, or a mummified corpse, than another Xenos - when out of options, they'd converse with another Rhea, about death. Many Rhea have theories about the Xenos' closely guarded history, although no "papers" or stories have ever exited the parrots' archives - this has led to many rifts between the Rhea and the academic Parrots, who think their delving will uncover madness. Rumours of Rhea associating with, summoning, and even serving Lost are utterly unfounded. Although Rhea celebrate Death - dressing in funeral shrouds and removed plumage, adorning themselves with "memorial trinkets" and speaking on it with excitement - they cannot abide killing: they see Death as the act of coming to an end, to be remembered or forgotten, and intervening in this process can only cause Chaos.
Rhea culture is very basic, as opposed to the otherwise quite advanced and Idea-Song-Oriented Xenos Culture. Rhea live off herbs and distilled Emotion, often developed Alchymerically, much like their Moa ancestors. Their research is very hands-on, quite pre-Renaissance - lots of dissection and exhibition.
Rhea wear an object individual to each person they knew who has ever died. They do not see this as corpse-robbing, but hands-on research. Particularly well studied / elder / unfortunate Rhea are covered in small trinkets.
Rhea, like Emus, don't really do standard gender - they see others as either "Soft" or "Sharp", based on the image and reaction they portray. A Soft person drifts on through life leaving no marks, but a Sharp one leaves a mark. Soft subjects hold no interest for an amorous Rhea.

Ostriches
 
Competitive and determined, Ostriches are very fast and very strong, with naturally vicious claws. They may seem like perfect Soldiers, but armies do not breed the pure competition that they thrive on. Instead, Ostriches are all athletes: right from their earliest memories, all chicks know exactly what sport or activity they want to be The Very Best at, and spend the rest of their lives excelling at. Sprinting, Hurdling, Discus, Swimming, Pugilism, Javelin, Synchronized Dancing, Weight Lifting, Archery; Almost all sports and physical activities have, in Xenos history, been invented by determined young Ostriches, simply wishing to be the best at it. Sometimes, these sports and challenges become... extreme, as each athlete tries to outdo their compatriots. Sprinting... under threat of fire.
Hurdling... over vicious Aquatic Memory beasts.
Discus... with a bladed disc.
The greater the threat, the greater the challenge, the greater the thrill for all involved: Ostriches love watching sport as much as taking part.
Ostriches let nothing stand in their way, not even disfigurement: the more & more extreme the sports get, the more likely it is to become mauled or wounded. This can lead to lost limbs... but that's never a stop for Ostriches, simply something new to accommodate. These "Alter" Ostriches (to a challenge prone Ostrich, there is no such thing as handicap or disability) are treated no different to any other Ostriches, although it is not uncommon for these Alters to become elders in Ostrich society, known colloquially as "Judges" - it is they that have, hands down, achieved the hardest challenges, and often the most.
Ostriches *never* turn down a challenge: walking away is failing, coming last is... coming last. There's always room for improvement. They are incredibly honourable, sportsmanship being their lifeblood. They like to party hard.
Every time the Colour Spiral rotates a "Silver Moon" (A phenomena occurring from light coalescing around the Golden Stream of the Aurum), the Toucans and Ostriches ally to host and run the Argentum Games in the centre of the colossal Silver Bazaar. A huge series of sports games, winners of each game are lauded and celebrated, and even "losing" participants are showered with respect. The great finale comes in the form of the mind-blowingly dangerous Tetrathalon. Those who... do not "finish" the four challenges are given a Hero's funeral, complete with ecstatic parties.



Peacock
 
Who would dispute the rightful thrones of the Magnificent Peacocks? Dressed in gleaming blues & greens of only the most expensive threads, these masters of sword & bow, these righteous Princes are adored as bon-vivants and happy rulers of the beautiful Dawn Lakes of the Xenos. Their plumage always on show,a celebration of their birthright. Just and beloved Princes, although lofty in their position, the Peacocks adore parties and celebrations, a chance to mingle and show-off. Cocks surround themselves with harems of Peawives, and the finest Flamingo fashionistas, only the best for these glorious Maharaja (or even Maharanee). They are fascinated by the Winged of the Dream, and if not eager to directly ally, are at least eager to entertain and learn from them, experimenting in wearing Winged Fashion and experimenting with Winged ways & sports & games (to the ire of their Flamingos).
"Cock" and "Wife" do not directly relate to gender - a Cock is merely the entitled ruler (a holdover from the days before Princess could prove to their Brothers & Fathers that they were Equally Magnificent), and a Wife a beloved member of his circle, a far distant enough relation that it is no longer icky.
Peacocks love jokes. A common prank is to, once every new Wife, sweep up a common member of the Xenos (or now, Winged), and elevate them to Prince for "a day" (With full surprising access to treasure, estate & Wives).

Peawives
 
Consorts to the Peacocks, Peawives are those Peafowl who have married a noble Prince (Or Princess), and become part of their Harem of Wives. Sometimes these marriages are based on love, sometimes lust, sometimes necessity or arrangement. In front of their Maharaja (Or Maharanee), they are perfection: quiet, patient, beautiful (or handsome), often skilled dancers or singers for entertainment.
However, behind closed doors, outside of the eyes of their Consort, life is very different. Politics impregnate every depth of Peawife Harems, with factions forming based on friendship or necessity, a definite social ladder being erected and constantly fought over. Backstabbing, snide remarks, deadly rumours and even assassination ensure that another Wife might find themselves drop in favour.
Sometimes, in the right circumstance, it is to ensure a child is produced for the Prince, ensuring heirship and thus power for the lucky Wife, and that requires character assassination on behalf of the other prospective Wives...
And Sometimes, when the gender is incompatible, it becomes a race to become the closest of-the-same-gender to the Prince, so that, say, following their untimely death (usually a shaving accident, from behind, with a knife) the Throne defaults to them...
And Sometimes, it is based on true love, either fighting for the reciprocation of your emotions, or simply for the happiness of your beloved, at the cost of your own bliss...

Parakeets
 
Parrots in training, Research assistants, librarians, students and narrative scholars without a book to their name (yet).
Parakeets are much the same as their more intellectual (and thus, higher-ranking) cousins, only with more excitement, more willingness to explore, get their hands dirty, and ask many, many questions in awkward, dangerous situations. Parakeets find knowledge (and Song) attractive, in both a studious and emotional way. Their new place in the Waveafrers is natural to them, sailing the mysterious tumult ("Exactly how deep is this?"), accompanying nefarious Gulls & Frigates ("So... does that technically belong to you now?"), being waited on by Puffins ("Exactly how much endurance do you have, on a scale of 1 to More?") and encountering mind-boggling Krakens ("Would you describe your appearance as Maddenning? Yes or Yes?").
Parakeets are always looking to uncover a full story never before recorded - Start, Middle and End - so they can pass theirthesis on to the Golden Libraries and achieve the Title of Full Parrot.

Macaws
 
Top of the Parrot Intelligocracy of the Golden Libraries in the Vermillion Mesa, Macaws are fonts of both Wisdom & Intelligence, geniuses and wisemen. True Sages, Macaws make the most educated and researched decisions they can, often discussing their thinking process out loud. Macaws are not flawless - although in Parrot society it is rude to show-up a Macaw's shortcomings outside of formal procedures (see below) - they will concede being wrong, but in the most fair and erudite way possible.
Ascending The Library is a big deal in Parrot society, and constitutes a great formal occasion. The current Macaw will gladly step down from their position to any contender (no non-Parrot has ever succeeded), if they can prove the newcomer is smarter than the Macaw. This can take any form, from quizzes, to battles of wits, to puzzles. The final decision is always in the hands of the current Macaw.
Macaws don't need weapons. If the Library-Throne-Room of master-swordsman Parrots & Cockateels, and the occasional spear-wielding Cassowary don't stop you, the Macaw, simply willing you on fire, will.
 

Hoopoes
 
A Hoopoe speaks only when spoken to: Silence is a virtue that enables those blinded by commotion to see true.
A Hoopoe never, ever stops: a spinning blade does not need to falter, simply change it's trajectory.
A Hoopoe is not to be touched: purity comes without stains of lust or violence, the White Hand are right on this matter.
A Hoopoe is to be enjoyed: the dance never ceases, simply changes it's pace, from the blade's sweeping curve to the jewelled, bell'd hips and stoumach.
A Hoopoe's history is not to be discussed: Colour does not always mean a Spirit who tore at us, choked us & blinded us in the Abyss.
A Hoopoe is to be aided: even two skilled blades need a shield to protect them.
A Hoopoe is to be respected: they have given their all for the Eye.
A Hoopoe is to be trusted: a holy warrior to serve the Condors, Eagles & Falcons.
A Hoopoe is to be denied: they should not want, never want. Their life is to serve as blade & jewel, not take.
A Hoopoe is to be observed from a distance: in fervor, those blades bite whoever is in their way.
 
Flamingo
 
Artists and Imagineers, Critics and Snobs of the highest calibur, Flamingo culture is based on image. Immaculate, perfect and without flaw. Deviation from beauty results in being ostracized. New forms of art and beauty are ever rising and falling in Flamingo society, so their hierarchy of image is ever changing. Flamingos only associate with themselves... and only the very elite of other Societies, none of the riff-raff or scum.


To Flamingos, Image, and especially costume & jewellery is everything to these disciples of beauty. They have been known to stop fights and potential diplomacy in order to give the other party a make-over, unable to deal with them otherwise.

Toucan
 
Traders, dream-engineers, idea-merchants and auctioneers, Toucans can get the Xenos whatever idea, weapon, artefact or device they need. For a price. Toucans flourish as the neutral party willing to host to both sides, but devote to neither. Suave and in demand, highly reliable but absolutely untrustworthy, unless you've purchased their services. Some Toucans eventually make the "right" decision, swayed by morals or an underdog's attitude. Many more don't.
 

Kookaburras
 
If Toucans are the traders and engineers, Kookaburras are the suppliers. Somehow distantly related to the River's reliable Kingfishers, Kookaburras are brilliant emotionallists and collectors of every emotion, common or foreign, and even stuff. Only, they have a personality quirk... being exposed to such large amounts of emotion constantly have left them... odd. Whether it's megalomania, rage-driven psychosis, obsessive-compulsion, or all of the above, or a number of other strange quirks, Kookaburras are never entirely all there. This never makes them idiots however, far from it.
Many Kookaburras believe in a view absurdism - treating the world as a joke and laughing at whatever problems come their way.
Regardless of their sanity, Kookaburras often engage in same sex relationships. It's just how they roll.

Hoatzin
 
Alchemists and Scientists of the Xenos, Hoatzin hold a unique mix of position and mentality. Believing that knowledge of an outcome firsthand is worth far more than mere notes or observation, Hoatzin experiment their new poisons, venoms, drugs and visions on themselves. This results in a Hoatzin acting as host to a number ailments, resulting in the popular view of them as, well, 'pungent'.
Many Hoatzin take the position of beggars and paupers, noting the social reactions to their experiments. This, combined with physical ailments, is the reason for the Hoatzin's common dress of bandages.
Most Hoatzin are content to be practical observers as Scientists, while a few are more willing to take their experiments, especially Venoms, to a wider audience. Talons and Bows are the delivery mechanisms of choice.

Roadrunners
 
Watching from the pale edge of the Colour Spiral, Roadrunners are envious of the Dreamscape Winged take for granted. Roadrunners want to run free & fast, without the regulations and responsibilities the culture of the Spiral places on them as escorts, caravans and travelling traders. They want to be able to do whatever they want - run, steal, fight, defend, hunt. Most are willing to take freedom in small bursts when and where they can get it, but some break away entirely, following Pokatua's footsteps and running away into the Dream, especially the Fugue, for a life of unrestrained, wild, unpredictable tomorrows.
Roadrunners are fast. Not only in footspeed, but in metabolism, attention span, wit, dodging, gun-drawing, bow-pulling and every aspect of their life. They are fascinated by Idea Technology, especially in any way it might speed up their life, or make it entertaining. Especially pistols, which make a nice alternative to their traditional bows.
Roadrunners enjoy occupations as rustlers, escorts, shepherds for Dream-flock (everything from Nightmares and Crabs, to Human-faced-Screaming-Llamas), bounty hunters, sheriffs, jailers, mercenaries and hired guns. Anything that'll provide an exciting life. Roadrunners like to tell stories around campfires, mostly about the exciting things they, and their ancestors, got up to. Many of these tales are recorded and guarded by Parrots, who claim they now have exclusive rights to them. Whatever. Don't tell them, but 'Runners tell those tales better anyway...

Paradises
 
The Patrons walk among us. The Paradise is God in Dream, perfection and beauty in all forms, wisdom and omnipotence. The Paradise must never be questioned  so beautiful & flawless - behind the mask, does the flesh even matter? The face of the God is all that matters. That metal carapace is the visage of an eternal, an immortal being to be worshiped and respected. Whoever was before is gone, and the immortal Paradise remains. Every word is gospel truth, every breath an edict. A life to be protected & devoted to, at all costs. When the flesh breaks, The Paradise must live on. Their face must be worn on new flesh, immortality awakened...


Paradises are treated as living Gods. Everything they say and do is treated as the utmost importance and utterly infallible. Many Xenos treat the mask as the important part, knowing that whoever wields it is God On Dream. Others realise the importance is the image - it's not a tool for a bloodline to keep control, it IS the bloodline. The Paradise has immortality, not because it has a constant stream of bodies to wear it, and act it, but because it's image and presence is burned into the minds of it's people forever.
It can't be long until a Paradise's role is subverted, and a Winged attempts to take their place as a new God, or is worn by the broken & angry to lead revolt. The Xenos are not stupid - they can tell when a metal mask rides a different body or speaks a different tone - but perhaps they are faithful enough to follow wherever that image goes...

Harpies
 
Raptors refuse to accept the truth: Harpies are Eagles, big, proud, ruthless, just, overseeing Eagles. But they are Xenos: Bright, Monochromatic, strange, alien Xenos. So there are far too many questions to be asked, far more questions than simply snubbing them.


Simply put, Harpies are Amazons, big proud unstoppable female warriors and heroic adventurers skilled in axe & bow. Descending from heights, screaming their terrifying warcries and divebombing their prey amid a shower of arrows. To see them in action, you would be forgiven for thinking that they are matriarchal like Moorhens, but it's simply true that their culture is different to ours. Woman are warriors, while men raise the young, teach, record history and cook. Harpies take their gender balance very seriously, with monogamous relationships paired as early as possible: when they reach age, Men must woo their bride with sensitivity and intelligence, while women prove their dexterity strength, stamina & wisdom, usually felling some hideous beast.
Yet still, they are definetly Raptors, Eagles even: they are very fair, charismatic, caring, prone to defending their family & culture with their lives. Whatever links this means, if any, between the Raptors & Xenos can only be speculated...

Cassowaries
 
What needs to be said. Cassowaries are perfect guards. Debatably, even more so than Geese. Strong, Fearless, Armoured, Resilient, Fast, Proficient with Spears & Swords, Terrorfying. And sometimes able to breathe golden flames. Cassowaries are, simply put, Tough.


But why? Why are Cassowaries like this? Why are they so cruel and heartless compared to their close relatives, the Historian Emus & Ostriches? What do they guard in the Cage? What keeps them so preoccupied? Why are they so strong? What are they prepared for? And on those few occasions, why do they leave? Are they on some mission for the Xenos Patrons? Are they on practicaL leave, fulfilling their hobbies of violence? Do they yearn for more? Does the darkness of the cage trap their feelings too? How do they feel to being separated from the rest of their people? Do they even know? Why do they wear the colour Gold? Why would they rather die than fail? Why do they explode in glory? There are simply too many questions...
Like Emus, gender seems unimportant to the Cassowaries: it is someone's moral achievements, their innocence or guilt, their determination that defines them.

Potoo

The easiest way to describe Potoo is to compare them to Rabble - both are immature, tribalistic, potentially savage but mostly child-like. The difference is that Rabble grow up.

Potoo are recognized by their bright yellow eyes and skin patterns, their savage weaponry, childlike curiosity, and most importantly, their lack of language. It seems Potoo have discarded the use of a common tongue, instead creating their own "idiot speak". Recognized snippets include:

"Babu" - Would you look at that baby!
"Bingabinga" - Repeatedly applied aggression should be able to solve this situation.
"Dabudabudabudabu" - I am withdrawing from this situation in a physical manner, at full speed.

Indeed, it is from Potoo that society has adopted the informal term "Babu" for babies.
Attempts to teach them standard language have resulted in a series of hot, sweaty events in the Vermillion Jungles, culminating in extreme disappointment.

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.




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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.

 -

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.

-

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.

Wednesday, July 10, 2013

Coteries: Plunderhearts & Haven-Holme

Following a decision by Captain Jim Ross, the Wavefarers accepted the Lost Great Awks amongst their numbers. This proved to be the last straw for the savage Shags, who felt that they had been left out of the political decisions of the Parliament. Reacting with violence and aggression, they blamed the blissful Puffins, who were swiftly defended by the honourable Cormorant navy - this resulted in a definite and possibly violent schism between the more reserved Cormorants and adventurous Shags.

At the fourth new meeting of Parliament, the Wavefarers attending were forced to make decisions - the Shags had declared war, and refused to occupy the same Cotery as the Puffins. Similarly, the Cormorants refused to stay allied to the Shags, and threatened to remove all Cormorant titles from Wavefarers if the Shags stayed. An unpopular, but definitive decision was agreed: the Wavefarers would be dissolved, and two new Coteries arise in its place. Many Wavefarers have left all Coteries behind, disgusted at this turn of events.

The two new Coteries exemplify the two sides of a Wavefarer - Haven-Holme exhibit excitement and bliss in exploration and indulgence, favouring Cormorant & Loon expedition missions and Puffin & Awk resort islands. The Plunderhearts are the more violent nature of the Shags & Albatrosses, focussing on raiding and looting. All Wavefarers have either chosen a side, or gone their own way.

All playable Wavefarers are one of these two factions. An existing Wavefarer can join either.
A new Wavefarer can only join one whose crew allows his kind of Winged.

Much of the Wavefarer flavour still applies to both factions, just with an emphasis on the feel below.

Due to player action & reaction, it is unlikely the Wavefarers will stay disbanded, thus the limited information here.


- -

Plunderhearts
Led by the plundering Shags, the Plunderhearts exhibit the more violent, piratical side of Wavefarers, with a  focus on raiding other Eyries, blazes of destruction, and unconditioned violence. Much more Corsairs & Vikings than sailors, the Shags have established a respect with and for the ultra-violent Red, and even the wise Green, understanding the necessity of Wrath, even during Adventure. Plunderheart expeditions will be focused on fighting & stealing. Shags are known to treat the minimal Puffins within their ranks with disdain and loathing, being unusually cruel towards them.

The Shags have declared war upon Haven-Holme and the Cormorants. An Eyrie-Battle is to be expected.

Haven-Holme eyries resemble either huge savage Shag longboats, or the ship / fleet of a corsair.

The five principles are:
  1. Adventure
  2. Pillage
  3. Victory
  4. Destruction
  5. Courage
Available Winged:
Pawns - Shipwrecked, Gulls, Razorbills, Shag Sailors, Penguins
Bishops - Pelicans
Knights - Frigates, Shag Marauders, Skua
Kings - Shag Jarls, Albatrosses

- -

Haven-Holme
Led by the relaxed Puffins and adventurous Cormorants, the expanding resort of Haven-Holme exhibits the more pleasurable, social and experiencing side of Wavefarers, with a  focus on celebrating, expeditions of exploration, and defensive maneuvers. Much more Sailors & Explorers than pirates, the Cormorants have established a respect with and for the pacifistic Church of the White Hand, and even the occult Pillars of Light, understanding the necessity of Bliss, even during Adventure. Haven-Holme expeditions will be focused on exploring & rescuing. Cormorants are known to treat the minimal super-violent Winged within their ranks with pity and contempt, often completely ignoring or disrespecting them.

Haven-Holme is very protective of it's Great Awks, the main reason they split from the Wavefarers.

Haven-Holme eyries resemble either well-kept Cormorant ships, or Puffin & Awk resort towns, built around beautiful islands. Some even resemble ancient Great Awk temple cities, all marble and hedonism.

The five principles are:
  1. Adventure
  2. Exploration
  3. Stories
  4. Determination
  5. Care
Available Winged:
Pawns - Shipwrecked, Cormorant Sailors, Razorbills, Puffins, Parakeets, Penguins
Bishops - Parrots, Loons, Great Auks
Knights - Cormorant Heroes
Kings - Cormorant Admirals, Auks

Tuesday, June 4, 2013

Scene III Repercussions

Minor Event 4, Durham, June 2013
1932, Hosted by Forest Rabble (Previously Leyati)


The Rabble of the Green held a party to discuss matters, mostly related to their conflict with the Red.

A confused but haughty Falcon of The fading Eye demanded an explanation as to why they were summoned to the Raptors. It becomes apparent that many of the Falcons are moving back to the Raptors, alongside the Merlins. What this will mean for Raptor / Eye relationships is yet to be seen.

Angry at having been declared war upon, an Avatar of the Red, Vore, demands audience from the Green, and is attacked. Raptors try to get involved, but Pahl’Mun is fast to stop them, declaring it is the Green’s fight. However, once the Green are all downed, and the Avatar is wounded, almost everyone attacks it, forcing it to berserk and fight back against most of the Parliament. It is felled, and it’s Soul is given to The Green. Pahl’Mun is apalled that the Raptors and Veil would involve themselves in someone else’s disagreement...

Following a disagreement over Pokatua’s actions during the red Avatar’s attack, Skreech challenges him toa duel - if Skreech wins, the Kiwis will rejoin the Green, if Pokatua wins, the war between the Red & Green is disolved. The duel starts: Pokatua’s spear is destroyed swiftly, however he is dealt a nasty wound to his foot, not by Skreech but by momentum. Unfit to fight, they agree to postpone their duel...

Meanwhile, Ress the Great, Champion of the Rabble, gets into a kazoo duel with Finn of the Lost. It quickly escalates, and Ress is backed into a corner and wounded - a Veil shrike offers to alleviate her pain, to which she agrees... and is publically murdered in front of a shocked and appalled audience. Enraged, Skreech kills the Shrike. Ress returns, bandaged and bleeding, but very definetly dead - she only has a few hours with her House before she must stand at her Patron’s side...

A terrified soldier comes looking for aid - a strange war machine, showing influence from both the Dirt & Red, is attacking the Forest. A number of Green & Raptors storm the skeletal flesh and metal abomination, aided by a fast, flying shadow that keeps the warmachine’s flying machines at bay. It is explosively dealt with, showering the Forest with flesh and metal.

Skreech & Pokatua’s duel restarts - Skreech is swiftly downed by Pokatua’s blast of thorns. The war is called off - Ress & Skreech disagree loudly on this, and it is generally accepted that the Rabble will not be returning to Parliament, intent on defending their forest.

Roth of Forest Locrinus turns up, and settles his disagreements with the Rabble, prepared to speak for them on behalf of the Green & Locrinus. It looks likely it is Roth, the temperate and conscientious Grouse, who will inherit Ress’ Juror position.

A strange, sparkly lady of unfamiliar appearance crashes into the party, wounded. She claims to be running away from a horrible beast, and has spent decades looking for aid - a group of Raptors agree to help her, and follow her... to a rift in the dream, leading to elsewhere. What they encounter cannot truely be comprehended, but is, for now, apprehended...

Act III Repercussions

Major Event 4, March 2013
1925-29, Hosted by the Fading Eye


Approaching the Parliament’s latest manifestation within the Deserts of the Fugue, everyone becomes aware of a fiery red ring above the Parliament, an ill omen.

Most Coteries give impassioned overtures, overseen by a strange being resembling a ragged, ancient Winged, calling himself Pahl’Munn, the spirit of Parliament. The Fading Eye are recognized, amongst tough company, as the best Overture, and Duchess Titus of the Red wins Conductorship - having publicly voted for the Red, Leyati the woodpecker is seen as a traitor by his people in The Green, and is executed by Skreech.

Pahl’Munn speaks on the nature of this Parliament, insinuating strongly that he IS the Parliament. A Chess tournament and a number of games are arranged and played. Charles, an incredibly adept Chess playing Dreamer challenges all comers, and plans to continue doing so...

Pahl’Munn makes it clear that the attempts to hold “Trials” in the parliament are anathema to the way the parliament swiftly operates, but gives the Winged the tools to at least attempt a Trial anyway: he names 8 Jurors, who must all unanimously agree on a verdict, if that trial wants to conclude. With one of the Jurors being noticeably absent, it becomes obvious this is a very bad option. The Jurors are Titus, Pablo, Theodora, Ress, Jenny, Talia, Myrrhvynn & Captain Jim Ross.

Experiments are performed on Dawn the Crow... and she is brought back to life... temporarily...

A number of strange, faceless “Swanners” peacefully assault Elector Ferdinand, giving him strange bracelets, before leaving...

Following Jim Ross’ decision to allow Great Auks to join the Wavefarers, a number of Cormorants and Shags arrive at the Parliament, trying to convince the Wavefarers to join their individual sides - the Shags hate the Lost Auks, and are sick of the Puffins’ pacifism, while the Cormorants are sick of the Shags’ bloodthirsty nature. To prevent all-out segregation and war, the Parliament’s Wavefarers decide to dissolve and split the Wavefarers between these two new Coteries, Havenholme and the Plunderhearts. Many disagree, and the Shags are still angered, but no devastation comes immediately. Ol’ Bert heads a party, absent from the important meeting, vocal about the split being a terrible plan, but is silenced by Captain Jim Ross’ duelling prowess...

Proving herself a big hero, Ress of the Green fights a number of usurpers to her title of ”Great”, amongst them the murderous Sparrowhawk Flint. Flint is a wily and deadly opponent, but Ress kills him regardless, avenging those the opportunistic murderer had killed, and proving herself Great.

The Fading Eye engage in a number of jaunts and activities to rescue the memory of an ancient Boy King of Egypt - eventually, they are successful, and return the majestic image of Tutankhamun to the Waking World. With that Icon of hope, growth and hope returns to the fugue, fighting back the red ring of Fire...

Orl, a lost Bustard approaches the Green and is accepted into the forests once more. Lost flock to a new haven - similarly, following many Parliaments worth of arguing and fighting, El;ector Ferdinand confronts Empress Articana... and with help from Carla the Goose convinces her to back down from her conquest attempts, and instead join the River as another Queen. She agrees, and brings Lost with her.

Beatrix returns, and working with the Winged, sets a trap for the Kitten Tom and his allies - he is killed, but claims his “Big Brother” will avenge him...

Crowley returns, flanked by the familiar Chronozon.

Despite many attempts, representatives of the Pillars of Light and MINITru are not given a place as a Voting Cotery in the Parliament. They will keep trying...

Donafon, a creepy Kingfisher, organizes a jaunt to the Source of The River for next Parliament...

In a rush, a Crane drops a load of youngsters with the parliament - a fledgling Parrakeet, Duck, Eagle-Owl and Robin. Many Winged attempt to claim the children as their own, but they are guarded by the Parliament members.

The Dirt, Green & Red all go on hunting jaunts. They are all successful in hunting their quarries.

A strange Dreamer “Witch”, covered in ink stains argues with the Parliament - when her origins are discovered, she is offered respite, and accepts death.

Nook of Guild Ceta is finally dealt with, and the Penguin Empress rescued - however, Nook is successful in creating a new lifeform before he dies, a creature he calls the Ningen - part dreamer, part mammal, born in the Abyss. Destructive and barbaric, it tears into the Crimson Barrier in an attempt to reach the Waking World. The mammals are saved by the military prowess of Schloss Gustav, and only a small, tattered fragment of the creature escapes.

A Turkey of The Red, Dmitri, undergoes a ritual performed bya Xenos Hummingbird, and starts claiming that he is a Moorhen of the River...

The White Hand arrive to preach.

Xenos Ambassadors appear, demanding compensation for all the atrocities performed by the parliament against them - the murder of several individuals, repeated theft and destruction of the Cage, etc. Eventually enough is gathered, and the Cage becomes fully repaired.

Genevieve, a Heron from “The Source” heralds the River’s “Season of Mists”, when Storks & Herons are most respected.

Pokatua the Kiwi suffers strange wounds. It is soon after that The Moa Professor is murdered in the Parliament, to little fanfare.

The Red suffer a severe and strange illness, becoming lethargic and weak. No-one takes any opportunity to act on this...

Albert & Nik, two scientists, arrive to discuss science - both are imaginative, and have dreamt plans on terrifying weapons, but neither is willing to act on them. The warmachines are a “Peace-Ray” and a “Fire Across The Sky” - many Winged start having ideas, but Albert is very forceful in his berating for such destructive thoughts.

An ancient Winged claiming he is Haastus Tururl, the Patron of Schloss Gustav, arrives flanked by Ancient Eagles, and attacks the Raptors - aided by the Green, they are able to repel and slay him.

The Green declare War on the Red - inconvenienced, Titus is forced to retire from Conductorship, and the Seshemat takes over until the end of Parliament.

Outside, the world has changed - the fugue is growing oases and relics of beauty amidst the blank despair. A time of sadness is over, and joy is on the horizon.. but far off, the sound of marching and gunfire approaches all too quickly...

Sunday, May 19, 2013

Scene II Repercussions

Minor Event II
1925


Notes:

- The Crimson Barrier is a colossal city, an impenetrable wall running entirely parellel to the Riverstates, itself mounted on a long red river (The Blood Stream, a so-called "Font of Life"). It sits on the edge of the Dream, a last defense before entering the human Dreamers' world. The Barrier's people are incredibly defensive and xenophobic 90% of the time, and very protective of Dreamers. However, they DO love a good party.
They are big traders on Love & Hate, fishing it from the Blood Stream.
The Barrier is run by 8 Guilds. A Flag shows a heart shape cut into 10, with 2 pieces missing:

- Guild Vulpis enforce Homeland Security, making sure Mega-District problems disappear ASAP. (Foxes, Squirrels, Badgers, Rats)

- Guild Canae are police. They are most commonly met outside the Barrier protecting Dreamers from outside influence. (Dogs, Wolves, Bears)

- Guild Terad are renowned for being the only Singers in Barrier society. They run the Clergy, devoted to expression, and by extension the couriers. (Bats)

- Guild Orsin oversee every trade made within and between the Barrier. They are wealthy, made of "new money", hard earned. (Farm Animals)

- Guild Equae runs both the agricultural networks and the road systems between mega-districts. They are renowned for being the most hard-working, under-paid Guild. (Horses, Etc.)

- Guild Diminuta is manual Labour, and by extension the Militia. They often employ services to the other Guilds, as they easily outnumber all other members 100 to 1. (Rodents, Mescelids)

- Guild Primis run the Educational system, and by extension the Science Board and Hospital. They are famous for doing language experiments on Dreamers. (Apes)

- Guild Preyborne are the Noble Elite, often employed as overseers and political pushers. They strive on Cultural Purity. (Hunted Animals, Deer Etc.)

Intro:

- A city as far as the eyes can see, a huge thick castle wall, with a bright red mote. You rise and pass over, an endless city of spires, roads, bridges, many-layered with viaducts and aquaducts linking all. Tall, hand crafted buildings, built on top of each other, beautifully carved bridges and roads spiderwebbing over a huge, red river. Coracles and small boats dredge huge nets through the bloody water, full of glittering Love & Hate, the occasional whole building or statue hauled out of the river. Colossal walls disect the city into blocks, graffiti covered, gates manned by armoured figures regulate the passage of citizens.

- A flag flies: a Romantic Heart, divided into Ten Square Pieces: Two Pieces are visibly missing...

- At the highest level, the crown of the city, there is a private garden, more a forest, with huge mansions built onto the branches of trees, statues of Stags and Rabbits, safe behind many ivy-twined fences. Somewhat beautiful, yet chaotic and discordance singing arises from colossal cathedrals, almost entirely spires and belfries. Small figures fly and circle erratically in many directions, swooping off amongst the walls and spires and returning.

- Huge academic buildings nestle in the trees too, large gatherings of furry-faced ape scholars discussing loud, jovially and aggressively with each other from building to branch to building. Some are gesticulating toward human dreamers, or measuring them, or poking them, or generally experimenting, understanding their cousins.

- The roads carry huge caravans of mobile shops, on wheels and jaunting, insectile legs. Horses trade from the sides, leading the procession and assessing the safety of the roads. Some horses can be seen operating huge, manually-pulled steamrollers, making roads and building bridges and buildings by hand. Huge many-layered market places accept the caravans into their underbelly, flags of many houses and Guilds flying outside, beside a prominent statue of a Boar Rampant: part Bank, part House of Commons.

- Down on the streets, pubs, bordellos, restaurants and the pavements are flooded with cavorting, arguing, fighting rodents. Many are doing manual labour, aiding the equine and porcine traders, but many more are drinking, arm-wrestling and brawling. Patrols of metal-armoured guards, teeth-filled muzzles obscured by helmets and hooded cloaks walk the roads, glaring and growling at trouble-making. In their midst human dreamers walk protected and observed to their destination...

- On a street corner, the armoured hounds attempt to block the view of a violent scene. Crimson grafiti drips down a wall, cordoned off, a steadily reddening sheet draped over vsiceral remains. A 3-letter slogan “TAX”.

- Large gardens are blocked off, chained closed, marked “WARNING: STATUE GARDEN”. One is directly outside the building you approach, a many-windowed office building, somewhat mansion somewhat temple. Grotesques of Squirrels, Foxes, Badgers line the doorways and windows... and the occasional reptile...

- Below, you can see many more levels of the city descending into darkness, moss-overgrown and faded in darkness. Shadows move...

Event:

- The Winged are greeted by Lyas, head of homeland security for this Sector. He wants to show some comradeship between the Winged & the Barrier. There is gift-giving, and everyone gives and receives a gift.

- Lady Cervus, a member of House Preyborne, holds a meeting discussing Barrier & Parliament relations - a plan of mutual exclusion, except on dire emergency is agreed to, with a swap in resources too.  

- Captain Revere, a police commander, is upset with Lyas not ensuring the safety of his people, with both rogue ideas and a known murderer walking the streets. Wnged volunteer to help, and venture into the city with Lyas - Revere on the other hand, takes on all comers in a series of brief fights.

- Lyas tries to find his contact, Timothy, but can't find amidst the chaos of a number of rogue vehicle Ideas running rampant in the nearby area. They are all dealt with by teamwork, but the final one is some sort of war machine, touched by the Red. Titus, Illario & Tucker deal with it and the Gremlins piloting it, while Skreech destroys a Red growth, and Carla chases after a shadowy cloaked figure watching. Carla deals with a  particularly nasty Gremlin that wounds her quarry, but eventually tracks her to a huge, closed Statue Garden. Lyas admits it's gone serious, especially with Timothy missing, and another "TAX" murder. He leaves to pull some strings, and try and get the Winged access...

- Crowley attends, and manages to find some sort of truce with the Winged, especially the Raptors. Over teh evening, he acquires a large amount of Emotion...

- Ingrid, a Diminuta sellsword, attends and gets drunk, gushing all sorts of strange rumours. Attempts to take her in a fight are incredibly misjudged.

- Jaehn, a Primis Scientist hosts a storytelling competition for the title of poet laureatte.

- Brother Piscus staggers in, carrying a tiny Penguin - he claims the Piscans and Penguins are at war, but something else has attacked both sides. An investigation commences, and the group succeed in rescuing many captured Unnameable and even a Sphinx, but fail to rescue the Penguin Empress. They discover the attackers are "Guild Ceta", led by the charismatic yet powerful shaman Nook. No attempt is made to heal the rift between the Penguins and Piscans.

- Charlotta, an Orsin Instor, and Strell, a bat Priest host a singing competition, alongside the brash Gargoyle, Madame Lodestone. Ezra Lovelorn is named Singer laureatte. Ofelia Lovelorn is gifted the care of Lodestone's baby brother... who appears to be nothing more than a brick. Strell hands an artefact over to Ischarrion, while Charlotta starts banking agreements with MINITru.

- Lyas comes through, and Carla leads an expedition into the Statue Garden. Despite the efforts of Lisabet Delacey to turn every moment into possible suicide, they succeed navigation, and discover something beneath the Barrier. Content, they return, now with a lead on the murderer, who has been observed by their new, mysterious allies.

- Old Bert hosts a highly successful Carousing song - pumped on Adventure, half the party leave with Bert, all wearing their Bounty-brand Battle Moustaches, and beat up an entire Trade Union Public House of Guild Diminuta representatives. Both sides thoroughly enjoy it.

- Empress Articana attends, and manages to be civil, discussing much with many Winged.

- Following their lead to an old food facility, Carla's team discovers the murder - a twisted abomination of a  dead Dreamer's soul still obsessed with it's past occupation - taxidermy. The Soul is destroyed, and the souls of those murdered released too. 

- Lyas returns, to thank everyone for their company and their efforts. Awards from the Barrier are given to the Winged:

- Hot Blooded Champion, for the Winged who beat Revere, went to Rico the duck.
- Delver of Secrets, for the most curious Winged, also went to Rico.
- Friend Of The Barrier, for the Winged who did the most for the Barrier, went to Carla the goose.
- Cold Blooded Ally, for the Winged who went below the Barrier, also went to Carla.
- Singer Laureate, for the Winged who sang the best, went to rook Ezra Lovelorn.
- Mr Dream 1925, for the best dressed male Winged, also went to Ezra.
- Ms Dream 1925, for the best dressed female Winged, went to pigeon Lisabet deLacey
- Friend of Dreamers, for the Winged who risked the most for the Dreamers, went to Vincenzo the Duck.
- Friend of the Bright, for the Winged who helped the Xenos, went to pelican Ol' Bert
- Friend of the Infernal, for the Winged who helped the Piscine, went to the owl Grand Duchess Titus
- Poet Laureatte, for the Winged who told the best story, went to the penguin Neg.
- Friend of the Lost, for the Winged who aided their own dead relatives, went to owl Isolde Alvitdottir

- Then everyone hugged Lyas. It was awfully awkward.

Act II Repercussions


Major Event 3
1919 to 1925

- Hosted by the Mourning Veil. Raiko of the Mourning Veil is chosen as Conductor. James33 of MINITru arranges a combat tournament - many sign-up.

- It is the Riverstates' Season of Knives - every Riverstates member attempts to gain control of a number of tokens. Pablo succeeds.

- The Lost boast of their acceptance into the Parliament, to the chargrin of the Xenos.

- A poisoned, wounded Loon staggers into the Parliament. The Wavefarers befriend him, heal him, and aid him in repairing his bathysphere.

- Empress Articana returns. It seems the Cage's presence in the Dream is strengthening the Lost, allowing them to shrug off mortal wounds within seconds. Pablo of the Riverstates postpones the duel with Articana until more of his people can attend...

- Something powerful interrupts the Fading Eye's Patronages. Something is very wrong.

- A Butcher appears, but this one is sentient. It claims the Butchers are a virus, Influenza, and they wish for recognition as a people. The threat of war with insurmountable foes is taken aboard, and the Butchers are accepted as a presence.

- The Loon, Prof. Trelawney, takes a group of Xenos into the Cage - what they discover is a Xenos prison for Lost / Dead Winged.

- Erik, a Dreamer, appears wrapped in chains, stalked by a ghostly assassin. After being freed, he defeats the assailant, leaves behind his chains, and instructs the Winged to "find the others"...

- Beatrix, a recurring Dreamer, is finally befriended by the Winged, rather than disposed of. A plot is discovered by a  group of "Cats" to extort the Parliament. Also, a number of interesting observations are discovered in Beatrix's Journal...

- Prof. Trelawney takes a group of Winged to the Colour Spiral, in particular the ice fields of the Penguins. There they meet a Sphinx, are captured, befriend the Penguin Empress, and make a long list of promises...

- Oway, a Cassowary from the Cage, attends the Parliament in a fury, annoyed that they would saboutage and infiltrate the Cage. Despite pleading that they did not and will not, not long after, the cage is attacked again in a huge cloud of Ink. Oway returns incensed, demanding justice, but is murdered by the Parliament. 

- The Green Knight, an embodiment of The Green, arrives to kill Happy Jack - he is destroyed by a group effort. It is around this time that the Forest of Kachiri rejects the Green, and allies itself to the Red, the spirit of Modern Violence.

- Mayor Tunney, an Auk, hosts a party for Puffins & friends to discuss the placement of the newly reawakened Lost Great Auks. Despite feelings on Lost, the Great Auks are accepted. This will eventually cause a schism within the Wavefarer infrastructure...

- Two human Dreamers, Arthur & Charles arrive, arguing Faith over Theory. Some Winged accompany them on a strange adventure to retrieve "HP's Silver Key" from a Cat. The group confront, and are seemingly bested by a creature of pure fear, a shadow that walks like a man that is poisoning the imaginations of Dreamers. Charles & Arthur, oblivious, hand over their Pen & Cross, respectively.

- An old vulture comes to the Parliament, seeking an honourable death, and is granted one by his people. Similarly, an old Buzzard is granted the same by hers. 

- Two Piscans arrive, having captured a Dreamer in the Infernal Depths, HP, and offer to return him - to the price of a fight to the death, with their champion. Torstig of the Raptors is chosen, and fights the Unnameable,a  squamous creature from the Depths. He loses, but an argument begins because of House Raptor misunderstanding the fight. The duel begins again, and the Winged do their best to help Torstig, who really doesn't want to die. Torstig wins the second time, and despite it now having become a best-of-three, Torstig murders the Unnameable and boasts to the Parliament... 

- The Parliament itself responds with outrage, wounding and toppling all those close to the fight - Conductor Raiko communes with the Parliament, and decides that as both contenders lost, both should die. The Piscans are happy with this, and hand over HP, who begs them to help "Young Robert", before handing over his Silver Key. Torstig ritually takes his life in front of his family... but his Soul vanishes before it can be reaped...

- A Dreamer appears with a broken pyramid of yellow, blood-stained glass. It is fixed, and there is a distinct feeling that there is more to this...

- Angered by Torstig's death, Haastia attacks the Conductor - she is struck down, and despite her Lost strengths, is successfully killed by a small number. Held accountable for her actions, Algernon, Albrecht and 
Hans are also murdered. The Owls are unavailable, but when they do return, they are put on trial. Many Winged argue that this is against the rules of Parliament - they should either be blamed, or be acquitted due to their absence. Luckily, they are whisked away by what appear to be Dreamers - when they return, Albrecht is returned with them. Allegations appear to be dropped, but tensions are still frayed.

- Baphomet & Behemoth, two slick looking individuals arrange an audience with the Dirt and a few, selected others. It seems very private.

- Petrov and his revolutionist allies return - this time they are picked off swiftly, and Petrov is finally killed. 

- The fighting Tournament concludes in a three-way duel between Roth, Mori & Rico - Mori wins, and is handed the ancient Soul of Chanticleer, the great Chicken Hero. 

- Robert, a young dreamer arrives, troubled, and is escorted by Forest Kachiri on an adventure into the Infernal Depths, infiltrating a Piscan Temple. A friend of Robert's is rescued, and she gives her Sword to the group.

- With all items in place, the Key, Pen, Sword, Cross and Chain combine into a new artefact - The Blade of Ultimate Truth,a  weapon against fear, bound to the five possessors of the previous items. Swiftly afterwards, the lights falter, and stark creatures of shadow attack the Parliament, led by the same fear-creature as before, Shreck. Soon discovering they shrivel back under both fear and bravery, the creatures are beaten back, and Shreck is toppled quickly by Vidan the Woodpecker, wielding the Blade. The parliament closes soon afterwards.