
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
All Relationships (36)
located_in
- →The Hollowing Oak — The Greenwake keeps the Greatwood from the Hollowing Oak.
- →Highbridge — The Wake-Lodge — the org keeps its capital seat at Highbridge (TownLore seating edge).
- →Hollowfold — The Greenwake keeps a seat/branch at Hollowfold.
- →Saltreach Spring — The Greenwake keeps a seat/branch at Saltreach Spring.
- →Ashfall Town — The Greenwake keeps a seat/branch at Ashfall Town.
leads
- ←Warden Esk of the Oak — Esk is Wake-master.
- ←Warden Esk of the Oak — Warden Esk is the Wake-master of the Greenwake and the keeper of the Hollowing Oak.
ally_of
- →The Mourners of the Hush — The Mourners' wild cousins — same patience, more teeth.
- →The Mourners of the Hush — The Greenwake are the Mourners' wild cousins — the same patience for letting things fade, fewer bells, more teeth.
references
- →The Greenwake Rite — The craft of returning a thing to the cycle.
- ←quest.where-the-cords-lead (unresolved) — "Where the Cords Lead" involves the greenwake.
- →Pinewatch Camp — The 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 Deepening — Wardens of the living land, who read the faint Note over the picked-over barrows as a wound, not a peace.
- ←The Lightning Snag — The Greenwake carved a hidden arrow at the snag's base pointing to the Oak — their secret navigation marker.
- ←The Drowned Warden's Token — The token is a Greenwake warden's last possessing — a piece of the guild's dead, recovered from the drowned shrine.
- ←The Beaver-Flats — The Greenwake fish the Beaver-Flats and use the water-maze as a natural patrol boundary — the confusion serves them.
- ←The Lightning Snag — The 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 Gravesinger — The gravesinger walks the Mourner/Greenwake border.
- ←The Rootbound — The radicals merging with the wood.
- ←The Cullers — The hunters of echo-touched beasts.
- ←Drowned Warden — The Drowned Warden was a Greenwake warden in life; the faction sealed the wood's edge against what it became.
- ←The Charm-Cords — The Charm-Cords crossing is Greenwake territory — they hung the cords and they contest the Ledger's survey.
- ←The Hollowing Oak — The Hollowing Oak is the Greenwake's headquarters and the wild guild's gravity well.
- ←The Last Hour Glade — The Last Hour Glade is sacred Greenwake ground — wardens give their final walk here and the Cullers guard its coordinates.
- ←The Cullers — The Cullers are a Greenwake cell — the hard edge of the same guild's care for the living land.
- ←The Rootbound — The Rootbound were wardens — they are still Greenwake at root, though they've gone further than Esk would have allowed.
- ←Maret of the Cullers — Maret was a Greenwake warden before the Cullers named their cell — she carries both identities.
- ←The Cullhold — The Cullhold is a Greenwake cell's base — ultimately a Greenwake outpost even if Maret runs it for the Cullers alone.
rival_of
- →The Gaunt Ledger — The Ledger would strip the living land for salvage.
- ←The Charm-Cutters — The Greenwake who keep the Oak would hang them from it.
owns
- →The Living-Wood Bow — The Oak grants it through the Greenwake.
- →The Wake-Lodge — The org's Highbridge seat: The Wake-Lodge.
- →The Living-Wood Bow — The Living-Wood Bow is the Greenwake's signature weapon — given only to wardens of the living land.
expressed_in
- ←The Five Elements — The 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 Deep — The Greenwake string charm-cords through the first galleries of the Mistways Deep — until the cords stop.
enemy_of
- →The Gaunt Ledger — The Greenwake is the Ledger's standing antagonist in the Greatwood — the reason the Ledger's loggers travel armed.
This world ships in Valenfeld. Play the game →