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The Greenwake — in-engine capture

THE POWERS · THE GREATWOOD

The Greenwake

Wardens of the living land and the wild player's door — druids, rangers and hunters who keep the Greatwood and the wild reaches, and who stand between the frontier's people and the beasts, blight and famine pressing in on them. In the Lean Years they're the ones who know which woods still hold game and which water won't kill you.

Let the land live and the land will feed you, the Greenwake says, and in years like these that's not philosophy, it's survival. They keep the Greatwood and the wild marches: marking the safe trails, holding the deep wood against the things that hunt it, teaching foresters not to strip the last of what's left, and culling the maddened beasts that come down on the steadings when the cold pushes everything south. They distrust every wall and clear-cut the town-powers throw up, and they fight hardest against those who'd gut the living land for quick coin — which is why the Ledger's loggers travel armed. Cross the wild gently and the Greenwake is your guide; strip it bare and you'll learn why.

KIND

guild

PLAYSTYLE

wild

HEADQUARTERS

The Hollowing Oak

LEADER

Warden Esk of the Oak

Connected

Type Fields
kindguild
playstylewild
skillsDruidry, Survival, Marksman, Alchemy
headquartersplace.hollowing-oak
leadercharacter.warden-esk
joinableyes
aligned_withfaction.mourners-of-the-hush
relic_stanceleave it in the ground — digging the old dead out is just one more way of stripping the land for coin, and it draws worse things down
cellsthe Wardens (protect the living land and the steadings at its edge), the Rootbound (gone half-feral, all but merged with the Greatwood), the Cullers (hunt the maddened, dangerous beasts before they reach the farms)
signature_techniqueconcept.the-greenwake-rite
ranks{"name":"Sapling","unlocks":"the Warden-Walk; a place at the Hollowing Oak; Survival basics"}, {"name":"Warden","unlocks":"ward the living land; Survival & Marksman training; the warden-camps"}, {"name":"Greenward","unlocks":"the Greenwake rite; Druidry & Alchemy training"}, {"name":"Rootspeaker","unlocks":"speak with the Rootbound; the deep groves"}, {"name":"Wake-master","unlocks":"master Druidry; lead a culling or a returning"}, {"name":"Thornwarden","unlocks":"the wild's harder defenses; a living-wood weapon to draw"}, {"name":"Grovekeeper","unlocks":"keep a grove of your own; the Greatwood's hidden ways"}, {"name":"Hollow-Warden","unlocks":"the Hollowing Oak's inner heart; the long vigil"}, {"name":"Wildheart","unlocks":"the wild reads through you; speak for the Greenwake to the Mourners"}, {"name":"Heart of the Greenwake","unlocks":"the Greatwood follows your read of the wild"}
goalsKeep the living land living, Stand between the frontier folk and the wild that's turning on them, Cull what's gone dangerous before it spreads
valuesthe cycle, patience, the wild
axis_profile{"ambition":0.5,"tradition":-0.3,"fortune":-0.3,"method":0.2}
disputes{"name":"Cull or Return","summary":"The wild is turning wrong, and the wardens split on what the wrongness deserves. The cullers put down what's blighted before it spreads — clean, final, and getting easier every year; the returners hold that a healed beast is a healed acre, and that a Greenwake that only kills is just a hunting company with leaves on.","sides":["the cullers (put it down before it spreads)","the returners (heal what can be healed; the killing is a failure)"]}, {"name":"People or the Wood","summary":"Hungry frontier towns clear green land to eat, and the Greenwake stands between the people and the wild in both directions. When a starving village fires a grove for cropland, half the wardens see a family surviving winter and half see the next blight-edge being cut open by hand.","sides":["people first (a fed village is a warded village)","the wood first (the land can't be un-eaten)"]}
All Relationships (36)

located_in

  • The Hollowing OakThe Greenwake keeps the Greatwood from the Hollowing Oak.
  • HighbridgeThe Wake-Lodge — the org keeps its capital seat at Highbridge (TownLore seating edge).
  • HollowfoldThe Greenwake keeps a seat/branch at Hollowfold.
  • Saltreach SpringThe Greenwake keeps a seat/branch at Saltreach Spring.
  • Ashfall TownThe Greenwake keeps a seat/branch at Ashfall Town.

leads

ally_of

references

  • The Greenwake RiteThe craft of returning a thing to the cycle.
  • quest.where-the-cords-lead (unresolved)"Where the Cords Lead" involves the greenwake.
  • Pinewatch CampThe Greenwake of the Greatwood trade timber-lore and the slow sap with the Rampart foothills' loggers — a wary green-and-axe truce, the forest's wardens dealing with the people who fell its edge.
  • The DeepeningWardens of the living land, who read the faint Note over the picked-over barrows as a wound, not a peace.
  • The Lightning SnagThe Greenwake carved a hidden arrow at the snag's base pointing to the Oak — their secret navigation marker.
  • The Drowned Warden's TokenThe token is a Greenwake warden's last possessing — a piece of the guild's dead, recovered from the drowned shrine.
  • The Beaver-FlatsThe Greenwake fish the Beaver-Flats and use the water-maze as a natural patrol boundary — the confusion serves them.
  • The Lightning SnagThe Greenwake use the Snag as a secret nav-marker; the arrow at its base points to the Oak and they have never mentioned it to outsiders.

member_of

  • Nali GravesingerThe gravesinger walks the Mourner/Greenwake border.
  • The RootboundThe radicals merging with the wood.
  • The CullersThe hunters of echo-touched beasts.
  • Drowned WardenThe Drowned Warden was a Greenwake warden in life; the faction sealed the wood's edge against what it became.
  • The Charm-CordsThe Charm-Cords crossing is Greenwake territory — they hung the cords and they contest the Ledger's survey.
  • The Hollowing OakThe Hollowing Oak is the Greenwake's headquarters and the wild guild's gravity well.
  • The Last Hour GladeThe Last Hour Glade is sacred Greenwake ground — wardens give their final walk here and the Cullers guard its coordinates.
  • The CullersThe Cullers are a Greenwake cell — the hard edge of the same guild's care for the living land.
  • The RootboundThe Rootbound were wardens — they are still Greenwake at root, though they've gone further than Esk would have allowed.
  • Maret of the CullersMaret was a Greenwake warden before the Cullers named their cell — she carries both identities.
  • The CullholdThe Cullhold is a Greenwake cell's base — ultimately a Greenwake outpost even if Maret runs it for the Cullers alone.

rival_of

owns

expressed_in

  • The Five ElementsThe Greenwake work the Earth→Water seam — the living land where the fixed gives way to the flowing and growth happens. Druids of the productive edge.

guards

  • The Mistways DeepThe Greenwake string charm-cords through the first galleries of the Mistways Deep — until the cords stop.

enemy_of

  • The Gaunt LedgerThe Greenwake is the Ledger's standing antagonist in the Greatwood — the reason the Ledger's loggers travel armed.

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The Greenwake — Valenfeld — Valenfeld