All Concepts
The Greenwake Rite — in-engine atmosphere capture

THE LORE · THE GREATWOOD

The Greenwake Rite

The Greenwake's signature craft: easing an echo-touched thing back into the living cycle so it fades by growth rather than by sealing or silence.

Where the Choir seals and the Mourners sing to silence, the Greenwake plants. The rite gives an echo a body to inhabit and rot through — a sapling, a wound in the earth, a dying beast — so that the dead's leavings return to soil and root instead of lingering or being locked away. Done right, something green grows where an echo used to ring. Done wrong, or too greedily, you get the Rootbound: a person who let too much of the wild in and is slowly becoming landscape.

KIND

custom

DOMAIN

wild-craft / echo-fading

Connected

Type Fields
kindcustom
domainwild-craft / echo-fading
tenetsGive the echo a living thing to rot through, Let the dead feed the living; something green grows where it rang, Take in too much wild and you become the Rootbound
All Relationships (8)

references

  • The GreenwakeThe craft of returning a thing to the cycle.
  • The SunderingThe rite is the wild's answer to the Sundering.
  • The Wright's ShardApplied to the great echo, the rite is the 'fade' ending — let it sink back into the cycle.
  • Sorrel, Who Is RootingShe turned the rite on herself.
  • quest.the-warden-walk (unresolved)The first small rite.
  • quest.the-dying-beast (unresolved)The rite at its hardest.
  • The Last Hour GladeThe Greenwake Rite reaches its end at the Last Hour Glade — the warden's final walk to the wood.
  • The Amber SapThe amber sap is the distilled product of the Greenwake Rite's final walk — the wood's gift returned in crystallized form.

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The Greenwake Rite — Valenfeld — Valenfeld