Tuesday, July 12, 2011

Cotery: The Mourning Veil

The Mourning Veil will tell no lies of their purpose - their Aeries, huge shadow swept mausoleum cities, creeping morosely around the edges of The Endless Night that leads to the Abyss, feed on the Sadness and Despair of Dreams, and even the great powerful emotional torrents that enshroud a dying soul. The Corvids have done so for such a long time, and embrace their moribund way - many even revel in the brutality and despondence of Death.

However, there is also an objectively beautiful side to the Veil: where previously the Burning Eye had seen Despair as a source for controlling and "cheating" Death, the Veil instead try to use Despair to understand the raw, more hurtful parts of life. Corvids have great respect for Human Dreamers, gleaning their saddest, darkest memories out of them and using those as a basis for research. Magpie Colleges resemble the halls of some human youth's turbulent adolescence. Jays populate seedy clubs and dimly lit boudoirs. Jackdaws oversee the running of clanking, cringing underground train systems, cast in perpetual shadow under the pitch, lifeless streets above. All Corvids are, in their way, Artists and Philosophers of Death & Despair. As such, it is a common misconception to think of Corvids as Evil or Grim for their fascination with Death - it is just far more factually accurate that every Corvid thrives on some form of sadness.

The Veil have long-standing relationships with The Green & The House Of Raptor - all three thrive on almost entirely negative Emotion, and it is not uncommon for Magpies to commune with Rabble, Shrikes to trade with Shrike, Raven to lullaby Owl, and Jackdaw to argue with Hawk. There is long-standing trouble between The Eye and The Veil, as each are anathema to the other, and interactions between the two at Parliaments have proved problematic.

Following the Third New Parliament, which was successfully overseen by MINITru Agent James33, MINITru have decided to appear in their own capacity, beginning with Jay Agent Symaenid225. With the self-empowered fascist Ministry present at probably all future occasions, this is a severe wake-up call to Veil Houses, who now have to either comply, pretend, or fight for their creative freedom.

Five Principles of The Veil
  • Art 
  • Fashion 
  • Suffering 
  • Punctuality 
  • Statement 

OC, The Veil can be played as Death Cultists, A Goth Night Club, a cell of Despairing Artists, or a Voodoo Family.

Veil Bird Song is, in my head, a mix of Nightwish, Emotional Poetry, Baroque parlour music, Burlesque, The Cure and Brutal Metal.


Mixed Alleigance: It is possible to play a Jackdaw Agent or Enforcer in the Mourning Veil; storyline-wise all Jackdaws are members of MINITru, so they would be working in a Veil House both "on loan" and "on duty", patrolling the House for Secrets and (supposedly) making sure everything meets MINITru regulations. They will be expected to show loyalty to their new House, but a greater, unwavering loyalty to MINITru. How, and if,  you actually roleplay this, is up to you.

- - -

Magpies


Magpies are generally considered bad luck. Groups of young Magpies often hang around the Parliament, bickering quietly, coveting others' shiny preciousness, and budding into smaller groups. Magpie birdsong is trill and repetitive, and no-one has really studied because Magpies are just that unlucky. Weird emotional "kids", Magpies are the students of the Corvids, studying the despondency of life and it's eventual, inevitable outcome. Magpies become fixated over interesting ideas and concepts that grab their attention, fixating over the Shinies until they can understand them. Understanding their place in the inevitable, and applying their own practical and theoretical study of life, it's meaninglessness, the importance of Dream and the Beauty of Bleakness is the sign of a Magpie maturing and coming to terms with it's next step beyond simple study. This may be a reflection of them embracing the darker, more addictive side of learning. Magpies often give themselves vaguely educational and Academic titles: Doctoror, Masaster, Batcheloreate, Frofessor, Graduateilate, Meenor, Mayjor, etc.
Magpies and Rabble consider each-other friends, and will happily mingle at gatherings, without hostility, to trade, tell stories, gain theories and ideas, and make rude comments together.
Magpies gather in large numbers, and rely on the protection they have in these quiet, staring groups.
Magpies often wear black and white school uniforms, some with hoods and small bursts of colour. They covet small, shiny objects, and anything anyone else covets.

Type: Pawn.
Min: White Face/ Black Feathers, Black and White Streak Motif.
Beak: Black Large
Inspirations: Emo-Kids, Gypsy Kids, Any Child from Harry Potter, Newt (Aliens), Students, Lecturers
Emotion: Despair
Qualities: Emotionallist, Quick, Quicker

-

Jays


Jays are considered an oddity by the other Coteries - a Winged in the Veil who do not wear black, do not almost permanently scowl and do not reek of an aura of sadness. Jays are smiling, cheery, thrilling bon-vivants, bohemians and dandies, incredibly friendly and forward, and embrace happiness as a way to experience "the Life we have". Jays have good connections with "other Jays", and are good at getting Emotions for "acceptable application" or "snorting" at Parliaments. Many remark that Jays' benign nature can be unsettling, and some point out that they've never seen a Jay "not smile". Ever. A Jay throughly enjoying himself can go from smiling and friendly, to grinning and chuckling, to cackling madly and back again within moments. Many Jays claim to be Artists. Many more simply claim to "appreciate" ("snort") it.
A common belief is that Jays exhibit a "dark" side of Desire - their haunts, strained from human memory, often resemble dingy clubs with colourful lighting, or luxurious theaters about to put on a risque show. Jays love creating joy, but often through more lurid means than just a compliment...
Jays wear bright, fashionable clothing, almost always in blue or green - blazers, shirts, bow-ties, blouses and skirts. Jays like to carry small daggers, despite the tabboo on knives, "Just in case! Haha!"

Type: Pawn.
Min: White Face/ Black Feathers, Blue Details.
Beak: Black Large
Inspirations: Dandies, Bohemians, Toulouse Lautrec, Robespierre, The Joker, Hunter S Thompson, Burlesque Dancers
Emotion: Desire
Qualities: Emotionallist, Pistolsman, Hardy

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Grackles






















Although not true Corvids, Grackle are found most often amongst the company of their cousins the Jays. Couriers, runners, interlopers and ambassadors, they are friendly, good humoured and have very good relations outside the Veil & MiniTru, especially with Rabble in The Green, the Urban of the Dirt, and have even been known to serve within the Raptors of House Aquilla. Easily identified by their bell-like laughter and predisposition to leathers, what truly sets Grackle apart is their independence - even as part of a House or team, Grackle do what they like, when they like, with whom. This makes them especially valuable to MiniTru, who value the Despair that can be wrought and monitored by an independent Agent.
Grackle love to act as insurgents, spreading messages of change and spite, and delighting in the chaos caused.
Grackle love Leathers, which they view as both stylish and practical. They also, like Jays, have a predilection for small fire-arms. Some like to dye blue streaks in their hair.

Type: Pawn.
Min: Black Feathers, Blue Sparkles Over Eyes / Down Cheeks.
Beak: Small Yellow
Emotion: Desire
Qualities: Armoured, Pistolsman, Quick

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Poseurs



Poseur Winged are those that have left their Cotery, their Family & Home, to join the Mourning Veil in the name of Art & Despair.
Artists, Poets, Goths, Beatniks, The Lost Generation.

Type: Pawn.
Min: See Previous Winged
Beak: See Previous Winged
Emotion: Despair
Qualities: Stalwart, Fearful, One More Based On Previous Winged

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Jackdaw Agent



Jackdaws exhibit a unique and peculiarly "dark" part of the human psyche: Secrets. Secret Societies, Secret Police, Secret Procedures. Jackdaws know that everyone has secrets, even a lifeless Eyrie, and they need to be regulated. Careful observation and interrogation, possession regulations and emotion documentation. Sacred Pacts and secret hand-gestures.
Masonic and Clandestine, Jackdaws protect the rest of The Veil not only from themselves, but also from external threats: Jackdaws are one of the only Winged whose usage of Knives is not considered taboo  well, there's no secret that the Jackdaw Secret Police use them to kill threats, perps, crims and liabilities.
Jackdaws bear ritualistic markings on their faces. They often dress in robes with ritualistic aprons, with nooses around necks and knives displayed prominently.
Jackdaws are those Corvids who at a young age are noticed for their ability to either keep secrets, or extract them. They are taken away to the Ministry Of Truth (Or MiniTru) and are trained in enforcing Despair.
Secret Police, Assassins, Interrogators, Bodyguards, Masons with a Slice of 1984.

Type: Pawn.
Min: Black Feathers, Masonic Symbols
Beak: Large Black
Emotion: Despair
Qualities: Quick, Knifesman, Footpad

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Jackdaw Enforcer



Some Jackdaws need more than a mere Knife to enforce Despair. Enforcers smash their way through problems knives and interrogation won't budge. Enforcers often find themselves in moral situations, having to choose between Despair and Desire. Most make the right decision...

Type: Knight.
Min: Black Feathers, Masonic Symbols
Beak: Large Black
Emotion: Despair
Qualities: Hardy, Armoured, Stalwart, Macesman , Juggernautism

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Ravens



Ravens are cowardly, emotional posers, prone to "the vapors" and "fits of melancholy". They are Artists and Poets, even composers of Bird Song, able to craft beautifully haunting pieces that even a Hawk or Owl would have trouble finding fault with. Ravens are truly in tune with The Night, and focus it's Melancholy into every Dreaming Step. Ravens are known to panic when backed into a corner, focussing their lives into their art and preserving it, rather than making themselves warriors. But with dedication comes power: Ravens' Song, channelled in the form of art, poetry, or even song, can work distraught wonders, reducing a room to tears or creating a practical monument to their tear-jerking beauty.

Ravens wear mostly black clothing with the occasional white or red thrown in. Shirt & cravat, Silk or Velvet dress, with patterned netting and filigree. They keep their hair immaculately scruffy, or confusingly beautiful. Many Ravens smoke, as it lets them focus on something that isn't base despair.

Type: Bishop.
Min: White Face/ Black Feathers, Black writing on face.
Beak: Black Large
Inspirations: Poets, Artistes, Poseurs, Byron & Shelley, Beatniks, Robert Smith, Lou Reed, Patti Smith, Siouxsie Sioux, Mary Shelley
Emotion: Despair
Qualities: Emotionallist, Orator

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Shrikes



Old Shrikes do not mind being associated with their more immature, smaller cousins in The Green, but to be honest would much rather prefer you didn't bring them up. Or anything else for that matter, because reaping limbs & organs is a very delicate business that requires the most concentration. Shrikes, also known as Butcher birds, have always had a morbid fascination with how Dream Forms work, and what they're made of - as such they are incredibly good at working with Dream Stuff - wether it's refining it into new forms or taking it apart from a still alive "patient". They make good Doctors and Physicians, if not creepy ones, as well as Bogeymen and Butchers.

Shrike like to wear the clothes of their profession: top hat, long coat, apron, doctor's bag, fine, practical dress. Almost entirely Gore-Splattered, obviously.

Type: Bishop.
Min: White Face/ Black or Grey Feathers.
Beak: Black Large
Inspirations: Ghouls, Murderers, Jack The Ripper, Dr. Seward & Van Helsing (Dracula)
Emotion: Wrath
Qualities: Barbrisier, Undertakerism

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Treepies

A Magpie whose thesis on Applied Despair & Emotional Investment is sometimes elevated to the position of Treepie in order to carry out their research first hand. Often Anthropologists, Archaeologists, Zooologists (Regular & Crypto) or Applied Statisticians. In short, Treepies are Post-Grads, delving into the secrets, peoples, geography & history of the Dream on a shoestring budget of Emotion.
Treepies are very much still Magpies, prefering to perform a mix of hanging with their undergrad buddies and talking with / visiting / studying with allied houses as research ("Day 37, and, strangely, the owls *still* havn't eaten me"). With their great mix of subjects and specialities, Treepies are great at obtaining Emotion that ISN'T Despair.

Treepies are often huge fans of Raven fashion, and so their relationship is strained - Ravens don't feel very artsy when a smelly student is all excited up in your grill. 

Treepies are also *not* big fans of MiniTru, strongly opposing the censorship of Academia and the fascist policing not seen in other Coteries - Treepies often run secret amnesties to help underdogs or the needy, claiming that the needy were "keeping all the despair for themselves", but in reality teaching them to fight the oppression. 

While mouthy Treepies disappearing in the night is common, so is huge Student pickets, or even worse, colossal mobs of Magpies led by Treepie rousers easily squashing any Jackdaw kettling through sheer numbers. When research is a key to the Veil's despair, an angry Academia can be a highly effective beacon for revolt.
Type: Bishop
Min: White Face, Black / Green Feathers, Green and White Streak Motif.
Beak: Black Large
Emotion: Despair
Qualities: Emotionallist, Despairing


-

Crows



Crows are simply wrong. No-one quite knows how they come to be, but they are an anathema to The Dream itself - The Memory of a Dead Corvid, forced to serve the Coterie beyond their Death as an immortal, unstoppable killing machine. Crows spend much of their time as ephemeral shadows, haunting and provoking the dreaming Winged with their whispering, despair-laden humour, before being empowered by a Rook to fight, giving them a corporeal form. Crows flesh is like soft stone, and they feel no pain. Crows simply will not cease to be, unless they fulfill the purpose they were brought back for in the first place. However, rumours spread of true ways to fell the Abominations. But they must be lies. Nothing can stop The Inevitable.

A Crow will wear whatever it wore in life, either torn into rags and visibly degrading in the air, or eerily preserved beyond possibility. Some will eschew these shrouds, and choose to go mostly bare if not for their modesty, hidden behind leather. Their entire bodies are covered in black, almost alive sigils and tattoos, a strange reminder of their ties to The Night, Death and Despair. Some Crows dress as Oriental Demons, black and white silk trousers and jacket, long white mask, black mane of hair blowing in the breeze of melancholy.

Crows can deliver a nasty, unreal blow with most weapons, but prefer weapons that really signify the suffering and turmoil that comes from death - Daikatanas, savage looking swords, skull-headed maces, eerily sharp rapiers, for instance.

Type: Knight.
Min: White (Palid) Face/ Black Feathers, Heavy Black Tribal markings.
Beak: Black Large
Inspirations: The Crow, Tengu, Zombies, Baron Samedei, Wraiths, Vampires
Emotion: Despair
Qualities: Hardy, Hardier, Armoured, Fearfulism, Enterrorfying, Two More Qualities Based On Previous Life

-

Rooks



Pale Rook



Dark Rook

Rooks are always seeped in tangible cloud of melancholy as loud as a remorseful violin eulogy. The very embraced despair is palpable, yet, when they speak, Rooks are always controlled and measured. Rooks wear much jewelery, often fingering through it absent-mindedly during conversation. Some joke loudly and obnoxiously about the shadows, the same ones clinging strangely to the walls, shifting just in the corner of your eye. Rooks are emotion cast into it's rawest, darkest form - sometimes this Despair reaches and cloys around another Corvid, the Rook's sadness approaching something close to Love. However, this bond between Rook and Lover can go dangerously awry if the Corvid dies, and the Rook is willing to make the ultimate abominable act...

Rooks come in two distinct castes: Pale Rooks, often associated with the rare Albino Birds that hold a special place in a handful of human religions, whose talents are like those of witches: songs and tinctures to provide for their Cotery, fonts of emotion to be channeled into positive use. Dark Rooks are more closely associated with what Rooks are famous for: unnaturally raising Crows, fonts of emotion to be channeled into pain.

Rooks wear billowing dresses in dark colours, or smart silk or velvet suits. Some wear monochromatic kimonos, billowing in black, dead Sakura Blossom Breezes. They often carry umbrellas, Jewelery and Porcelain Masks to hide their almost-constant tears.

Type: King&Queen.
Min: White Face/ Black Feathers, Bone White Mask.
Beak: Black Large
Inspirations: Voodoo Hougan, Witches, Dr. Falicier (Princess & The Frog), Morticia Adams, Necromancers
Emotion: Despair
Qualities: Fancy, Fearfulism, Scarista 

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


- -

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 

- -

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

- -


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


- -

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

Cotery: The Wavefarers

NOTE: As of ACT III (March 2013), the Wavefarers are currently split in a schism.
All information here is still true, but more relevant info can be found here.

Wavefarers
are travelers, explorers, sailors-of-fortune, and, sometimes, "legitimate sailors of dubious occupation". They roam the endless Seas of Passion, tumult with Dreams and undiscovered Desires and Ideas. For the Wavefarers, discovery and adventure is everything, but adventure has it's price, and it's rewards - this is why they attend the Parliament, willing to trade and story tell over a tankard of grog.

Wavefarers fight an endless war with two things: One is The Beasts of The Tumult Itself, bizarre Monsters From Beneath The Id that are excited by the Wavefarers' constant questing, creatures that defy imagination or concept, more emotion and imagination than nature. One season can see Wavefarers storming the skeletal castle of a thousand undead children's dreams of the future manifested as unfinished toys; another season sees them fighting one lone kraken with your father's face.

Their other sparring partner is mundanity. Wavefarers live for excitement, not desk-jobs (Except for Puffins, who will happily file away any reports Cormorants have to haphazardly churn away after a debacle). The overbaring nature of The Dirt and Raptors have often set off the Wavefarers, but none rile the Wavefarers more than the Riverstates, whose happy little lives seem content to never leave their precious River of Consciousness. What a Shower of Bastards.

Ofcourse, if Wavefarers find themselves in insurmountable odds, they will do one of two things: Fight to the Death, or Ditch The Puffin. Munging Puffins.
Wavefarer Aeries resemble colossal flotillas, dozens of ships travelling as one; huge floating fortresses built from the debris of ruined dream ships; flying galleons, avast thanks to huge feathered wings.

5 Principles of The Wavefarers
  1. Adventure
  2. Excitement
  3. Stories
  4. Determination
  5. Solidarity
OC, The Wavefarers are inspired by Pirates, Sailors, Vikings, Explorers and 19th Century Navy.
Wavefarer birdsong is, in my head, Sea-Shanties, Alestorm, Dirty Poems, and yet-more Battle-Metal.


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Gulls



Gulls are sailors, travelers and explorers. Birds of adventure who live for The Now and never feel satisfied with their lot. Gulls often covet someone else's "Booty" with envious eyes, and will often push themselves forward to strive towards something bigger, better, shinier. All Gulls live for the day they'll own their own ship, no longer needing to simply crew, cook and guard someone else's. A Gull will fast make friends with anyone contemplating an adventure out of the ordinary, and will regale them with stories of their own extraordinary exploits. The mundane, they can do without. Landlubbers, all of them.
Gulls never back down froma fight, unless it looks boring. They are often as selfless as they are selfish - one minute defending a lone victim from daunting odds, another leaving their allies behind so they can leg-it with the treasure.
Gulls often wear sailors' regalia: shift shorts and sandals, often with a cloth cap. Some wear navy uniform. Gulls carry simple weapons - daggers, clubs, some even own pistols.
Gulls have foul, foul mouths, and are notorious for swearing almost constantly in sentences. Even Swans and Owls have to give them the benefit of the doubt in formal occasions - it seems simply impossible for a Gull to stop narting swearing. Gull swear words include Nart, Fetch, Drum, Miss, and the extraordinarily offensive Munge.

Type: Pawn.
Plumage: White / Grey
FacePaint: Yellow / Red Triangle on face
Beak: Gull
Emotion: Adventure

Inspirations: Jack Sparrow (POTC), Tom (Treasure Island), Captain Blood, Almost Every Pirate Ever
Oppurtunities: Sailor, Pirate, Cook, Braggart, Used-Lantern Salesman, Adventurer
Qualities: Swordsman
, Hardy, Quick

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Puffins



The most popular story about Puffins goes that once, right at The Beggining, a bunch of Gulls were caught imbetween the wiles of a Church of Doves (who wished them to convert to the calm of The Chorus) and a gaggle of Jays (Who wanted to attend to their, well, more base pleasures). Being an easily persuaded bunch, The Gulls were slowly converted by both the Jays and Doves, each taking turns when the other group wasn't looking, and soon enough teh Gulls' wanderlust was gone, replaced with a happy contentment with the more base aspects of adventuring: Food, Drink, Company, Song, etc. Unfortunately for the Doves', The Puffins' more hedonistic ways were abominable to them, and for the Jays, they were just not adventurous enough in their desire pursuits. Well, at least the Cormorants still liked them, eh?
Puffins are beings of Bliss and Contentment rather than adventure, happy with their lot but willing to help their allies and crew, often with a slap on the back, a song, a tankard of Grog or maybe a tumble in the sheets. They wear simple clothes with flashes of hedonistic character - a jaunty hat here, a sequinned dress there. Puffins barely notice being scapegoats - whatever lets them continue with their cheery, happy lives. Most Puffins feel no need for weaponry, but on the behest of the few Gulls who actually do like them, some pack pistols or knives.

Type: Pawn.
Plumage: Black
FacePaint: White Face / Red Nose
Beak: Small Hooked

Emotion: Bliss
Inspirations: Smee (Peter Pan), Livesey & Trelawney (Treasure Island), Pretty much all of Gilligan's Island, Young Lemuel Gulliver
Oppurtunities: Clerk, Ship's Doctor, Cook, Dogsbody, Runner, Ever-Present-Happy-Guy, Whore, Barlady
Qualities: Hardy, Hardier, Barbrisier


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Razorbills





















If a Hawk is born too near the Tumult, it is born an Osprey.
If a Kestrel is born too near The Green, it is born a Kite.
If a Puffin is born too near The Green... well...

Razorbills are violent, angry Puffins. They don't do medicine or cheeriness.They do violence and insults.
Like Puffins though, they fit easily into The Wavefarers, thoroughly enjoying an Adventure as long as they get to cut something. They also, like Puffins, thrive with like-minded individuals, enjoying a ruckus, binge, or even a spot of the old ultra-violence together.
Razorbills like the company of other Razorbills, Puffins (Who they forgive for being total wussy anchors), and Skuas (Whose Violent Streaks match their own).
They wear simple clothes with flashes of hedonistic character - a jaunty hat here, a sequinned dress there. Razorbills do not take kindly to themselves or other Puffins being teased or stepped on, responding with anger, violence and Knives.


Type: Pawn.
Plumage: Black
FacePaint: White Face / Red Nose
Beak: Small Hooked

Emotion: Bliss
Inspirations: Smee (Peter Pan), Livesey & Trelawney (Treasure Island), Pretty much all of Gilligan's Island, Young Lemuel Gulliver
Oppurtunities: Pressganger, Ganger, Chav, Sadist
Qualities: Hardy, Hardier, Knifesman


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Wrecked


When an Eyrie goes to War, sometimes there are stragglers, either lone survivors or stranded without hope. When lost and alone, you either give up, or you fight against the world, determined to find something worth striving for. In the Tumult, these Survivors are the EyrieWrecked, and are Winged from all over who have been rescued by Wavefarers, or fought for a reputation big enough to warrant investigation.
Some Wrecked are more civilized than others, and some truly buy in for the whole pirate mentality, while others are merely survivors and adventurers. Most hate their previous Cotery for being too weak, or abandoning them, although some long to re-make contact. Others simply don't care, willing to build a new life above and below the Tumult.
Wrecked usually get on extremely with Puffins, who as Ship's Doctors are often the first to offer a friendly hand.


Type: Pawn
Plumage: (Based on Previous Winged)
MakeUp: (Based on Previous Winged)
Beak: (Based on Previous Winged)
Emotion: Adventure
Qualities: Swordsman, Hardy, One more based on previous Winged

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



Cormorants (Sailor, Hero, Admiral)


Cormorant Sailors


Cormorant Hero


Cormorant Admiral

Cormorants have better navigational skills than Gulls, and thus are natural Captains, navigators and Leaders for the Gulls on a ship to look up to (or throw overboard). A Cormorant is considered good company, and they are very good at keeping good morale during hard times.
As Albatross, the Wavefarers natural leaders, are so rare (and like their privacy, away from other Albatross), a particularly powerful Albatross may promote a Cormorant from a Mate to a Captain, and a Captain to an Admiral to rule a Coterie alongside him. These Cormorant Admirals are highly respected by all for their good judgements and impeccably calm heads, as well as their masterful offensive-combat plans. Captains ares een as reckless heroes, jumping from ship to target, or throwing themselves laughing into the maws of great beasts with only a pistol and a crazy one-in-a-million plan.
Cormorants wear Navy regalia, complete with epaulettes and fancy hat. Some, less honest, Cormorants wear clothing more typical of a rich pirate. Cormorants often carry a pistol and an officer's blade - a cutlass or sabre.
Cormorants are natural singers, excelling as Chorusses describing their next, exhilirating adventure.
Cormorants are very superstitious, often calling the stars' omens, and even still considering the company of female Cormorants on adventures (including attending dangerous Parliaments) a bad omen. Ofcourse, they also exhibit a "Don't Ask / Don't Tell" mentality, with many Admirals revealed to be honestly shocking ladies on their death beds.

Type: Pawn/Knight/King.
Plumage: White / Grey / Black / Brown
Face-Paint: Yellow / Red "T" below eyes.
Beak: Gull

Emotion: Adventure
Inspirations: Commadore Norton (POTC), Nelson, Hornblower, Sharpe, Pirates of Penzance, HMS Pinafore, Wagner's Operas
Oppurtunities: Whistling Deck Mopper, Ship Captain, Pirate Captain, Press-Ganger, Quartermaster, Another Cook


Pawn Cormorant Qualities: Swordsman
, Pistolsman, Quick


Knight Cormorant
Qualities: Armoured, Quick, Swordsman, Pistolsman, Duellist


King Cormorant Qualities: Fancy, Swordsman, Orator

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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 Wavefarers 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 Maddening? Yes or Yes?").
Parakeets are always looking to uncover a full story never before recorded - Start, Middle and End - so they can pass their thesis on to the Golden Libraries and achieve the Title of Full Parrot.
Through a strange turn of events, Parakeets have found themselves Ambassadors to the Wavefarers.

Type: Pawn
Plumage: Red
Face-Paint: Bright Red
Beak: Hooked

Emotion: Love
Qualities: Swordsman, Fancy, Energist

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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...

Type: Pawn
Plumage: Blue
Face-Paint: Bright Blue
Beak: Small Pointed

Emotion: Love OR Hate
Qualities: Knifesman, Hardy, Energist 

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Information on the Lost Great Auks can be found here, on their own page.

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Pelicans



Pelicans have seen it all, and it shows - After all, who else can carry the Braod Arrow with such Pride? No matter how old a Pelican actually is, they certainly sound like they've been there and done that, and have the knowledge and tall tales to prove it. Pelicans are stout and hardy, thriving in the harshest weather when even the most hardy Gull has run for cover. Pelicans live for exploration, discovery, and bragging about it afterwards. Drinking competitions against Pelicans never go smoothly. Many Pelicans are "artists" - rabble rousers and shanty-singers, who get the whole ship worked into an emotional tirade of song, drink and laughter. Pelicans are respected and admired as tattooists  and often teach their trade skills to Gulls to keep the ancient art of blood and ink alive.
Pelicans like to wear simple clothing that shows off their girth - open waistcoats, bandanas, shifts and sashes tied around their waists. Some wear dribs and drabs of Xenos clothing - old momentos, always partnered with a long tale. Lady Pelicans wear old, sensible dresses, often with leather britches under and water proofs over. Pelicans favour Spears and other polearms - anything that at least feels like the Harpoon they once speared that Kraken with...

Type: Bishop
Plumage: White / Grey
FacePaint: Gold/Red Broad Arrow on Face / Tattoos
Beak: Pelican

Emotion: Adventure
Inspirations: Ahab, Old Ernest Hemmingway, Marco Polo, Magellan, Brian Blessed, Old Lemuel Gulliver, Long John Silver (Treasure Island), Captain Barbossa (POTC)
Oppurtunities: Navigator, First Mate, Cook, Cartographer, Monster Hunter, Professional Old Guy
Qualities: Hardy,
Toolsman


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Loons






















The "Scientific" cousins of the Cormorants, Loons have a natural predilection to curiosity. Curiosity & tinkering. In their makeshift diving transports, kibbled together from previous failures, Loons dive deep under the Tumult to poke and inquire at the strange Id beings beneath. Loons also love to play and with human idea technology, fascinated by newer and shinier "toys".
Loons get on well with Cormorants and their discipline, and love to waffle endlessly at a Puffin audience. They find that relations with Gulls and Pelicans are strange... why don't the other Wavefarers want to hear about Gizmos and Thingamybobs?
Loons dress in eccentric garb: tweed, waistcoats, hats.

Type: Bishop
Plumage: Brown / Grey
FacePaint: Brown speckles in bands on face
Beak: Gull

Emotion: Adventure
Inspirations: Doc Brown (Back To The Future), The Doctor, Captain Nemo
Oppurtunities: Inventor, Submariner, Tinkerer, Scavenger
Qualities:
Toolsman, Technologist 


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Frigates



Frigates are often seen as just bigger, more greedy Gulls. And that's pretty much correct. Frigates are Gulls who have achieved their dreams of attainment and luxury, but are still not happy. They will stop at nothing to defeat a foe, survive a mind-boggling adventure, or even trick an ally on their quest for "Booty" - wether that be Stuff, Emotion, or just a really, really big ship.
Think a Pirate. Not a Sailor, a Full On Pirate. Think what a Pirate wears. That's a Frigate.

Type: Knight
Plumage: White / Grey
FacePaint: Large Yellow / Red Triangle On Nose
Beak: Gull

Emotion: Adventure
Inspirations: Captain Jack Sparrow, Everyone from PiratesOfTheCaribbean
Oppurtunities: Pirate, Corsair, Swashbuckler
Qualities: Fancy, Quick, Pistolsman, Swordsman, Pistolero


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Skua
























Sometimes a Gull just wants to be a Captain, so they grab a ship and become a Frigate.
Sometimes a Gull just wants to be an Albatross, so they run away and become a Skua.
Skuas have given up on their crews, and run away to become a merciless barbarian consumed by oceans of rage. Reunited only at Parliaments and other social gatherings, they enjoy being angry loners, searching for Quests only their anger can solve.
Skuas are mean, cruel and vicious. They get on only with the Albatrosses they admire, and the Razorbills they tolerate. All other Wavefarers are fair-game.
Skuas wear furs and armour, in decreasing amounts.

Type: Knight
Plumage: White / Black
FacePaint: Large Yellow / Red Triangle On Face
Beak: Gull

Emotion: Wrath
Inspirations: Conan, Red Sonja
Oppurtunities: Pirate, Corsair, Barbarian, Reaver
Qualities: Fearful, Berzerkerist, Armoured, Swordsman, Sabruer

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Albatross



Albatross are simple creatures - huge, powerful, imposing, loud, bred for adventure and really wild things. Known as the Warrior Kings, Albatross love a good fight, and will as often leave a scrap laughing, one wing over their opponents shoulder as leaving the combat soaked in gore, the last one standing. Albatross are simple, but they aren't dumb, paying heed to a Pelican's sage stories or a Cormorant's learned navigation plans. Albatross love their privacy, and will often desire to be alone - this is never more true when confronted with another Albatross, as the two will outright refuse to be in the other's company. This has led to the destruction of many Wavefarer Aeries, torn apart by enraged Albatross. An Albatross emotions can often be compared to the weather around it: a storm shows a fury, a deluge a great sadness, sunshine happiness and a gale a great excitement. Albatross love tests of Strength and Courage, and never back down from a challenge.
Albatross wear very little - boots, the more educated ones leather trousers, the less loin cloths and furs. Some wear leather armour and heavy furs to keep out the cold. Many Albatross have tattoos they love to show the world, and the oldest, hardest Albatross are totally covered in ink. An Albatross is never seen without Weapons - Often Two Axes, or a huge Battleaxe, or two Cutlasses.
Killing an Albatross is a bad omen. However, it's also not very easy.
Albatross like swearing almost as much as Gulls do, especially enjoying portmanteuxing swearwords into new and creative collages of profanity, e.g "FUCKOLLOCKS", "DECKPUFFIN", "TWUNT", "COLOSSAL SHITTING DICKWANGER", "CLUNGEPIGEON", "DECKING WOMBPUFFINS!", "CRABSTICLES!", "KRAKENTITS!" "GORGEPLUMS!" and "DECKNUTS!". They also like using "DECK!" as a stand-in for "Fuck", "Dick" or "Heck".
They like to blame things on the Puffins. Bloody Puffins. Free-Loading Bastards.

Type: King
Plumage: Grey / White

Emotion: Adventure
FacePaint: Thick Gold/Yellow/White/Grey/Red stripe down Face, Tattoos
Beak: Gull
Inspirations: Young Ernest Hemmingway, Conan The Adventurer, Doc Savage, Blackbeard, Beowulf, Sinbad
Qualities: Axesman, Armoured, Reaperist 


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Auks
























Sometimes, a Wavefarer House settles down. There are many reasons this can happen, but one popular reason is that it gets bogged down by too many Puffins. When a lot of Puffins outweigh the more Adventurous Wavefarers, the boat stops sailing. Several times this has happened, and every time a Puffin has come out on top, turning this static nothingness into a resort or centre for Good Times.

These Puffin leaders, known as Auks, are Exemplars of Puffin Bliss, offering hospitality, a level-head, and calm. They are very protective of their people, and often act as generals when protecting their Eyrie, feeling responsible for every life on board. They do like Adventure, but are more wary of the dangers than most.
Unlike Razorbills, Auks, like Razorbills, don't stand for derogatory comments about Puffins, and will demand answers.
Auks wear pretty dresses and colourful suits. Lots of corsetry going on.

Type: King
Plumage: Black

Emotion: Bliss
FacePaint: Red Nose, White face
Beak: Large Hooked
Qualities: Hardy, Hardier, Fancy

Cotery: The Fading Eye

Once, The Burning Eye stood strong. In those days, the Dream was a desert, arid and bitter, emotions pooled as mist below the gaze of The Raging Sun himself and The Tears Of The Night. Ra and Thoth and Horus all smiled down at the Vultures who worked the words of the Ibis with conviction, determination and fear: life was to be savoured and buit upon, for beyond death there was even more life, and who were we to be left behind? The Other Coteries respected The Eye for they were strong and positive, never threatening without backing from their Patrons, and The Eye grew as a powerful faction. And The Vultures fought for the Eye, and The Ibis spoke for the Eye, and high-above the Great Pyramids did the Falcon watch among his Fathers, and smiled for All Was Good.

And then "The Stars All Went Out".
No-one now outside the Eye can seriously say they know exactly what this means, but the phrase appered in every Raven, Owl or Woodpecker's depiction of "The Closing Of The Eye". Some believe this meant a great stellar eclipse, signalising a terrioble omen for the Eye, culminating in their destruction by another Cotery. Others believe it meant the Death of a Falcon, a great sadness falling upon his followers, possibly the first instance of a "documented" Cuckoo killing. Others think it meant the Eye's Patrons were destroyed by another Cotery's patrons, and without faith, the Eye fle into The Abyss..
All that is known is that "The Stars All Went Out, and The Eye Closed Til All Was Darkness."

And then nothing. The best of a thousand years passed and the Eye were considred an anomaly - a Cotery whose own grandeur had somehow swallowed them whole, allowing the Mourning Veil to ascend into the seat that had been left bare. The Eye were a story to tell your children - occasionally you'd see politically unaffilaited Vultures, mindless things trading for food, and your progeny would ask "who is that funny old man mother?", and what would follow would be stories of burning sands and great temples and beautiful priestesses...
"Eye" culture saw an uprise in the 1800's, with Egyptology becoming a thrill once more in the human subconscious: The Veil found themselves donning silk robes and daubing their eyes like Horus. Great Beautiful Funeral parties were held like a Pharoah's burial, turning fast into the Veil's own brand of debauchery and despair-worship. It was during one of these great parties within the Mausoleum-like walls of The Pitying Claw Cotery House that Lady Rook Sylvia KrimsonGryp did entangle with her Crow lover, her fragile silk dress discarded to the warm winds. In euphoria did she raise her eyes to the sorrowful starless void of The Abyss, ready to claim to it how wonderful sadness was, and how all life could be embraced with the punishing hold The Eye had had so long ago...

Only to see, instead of an Abyss, she was staring straight at a Colossal Pyramid, it's peak burning with red flame, emerging from beyond the Abyss, half of it still enclosed in shadows. It is said in tales and half truths that she was able to get off one small sound of pity, or perhaps awe or fear or despair before her entire Cotery was sumarily crushed and burned beneath the Colossus' foot.

And thus did the Eye return. Hundreds of Pyramid Houses left the Abyss, immiediately declaring war on Corvid Coteries. With the aid of the element of Surprise, the Eye devasted The Veil, appropiating and learning the use of rifles from the destroyed Coteries. Once contact was made with the Eye through pandering Hawks (Who knew power when they saw it), a truce was swiftly established, with The Eye, (Now Fading rather than Burning) reinsatated as a political power only if they were to cease aggression immiediately.
The Fading Eye (as now "The Days of Burning are long behind us") claim to have left for The Abyss when "All The Stars Went Out", fleeing some great un-nameable catastrophe (that obviously never happened). Within The Abyss, the Eye fought hard and prospered within the timeless void, unloved and without Patrons, against what they reffered to as "Bright Burning Spirits" (The Xenos refuse to comment). Eventually, they were able to truly fight their way back after once more meeting with their True Patrons, the Sons of Horus, who protected them against the Darkness, and led them to strike against the Usurpers, The Veil.

The Eye are once again a powerful political power, a large military force backed by the belief thatwhile all life is precious, perfection can only be achieved through Death and ressurection, as proved by their Falcons. The Eye get on well with The Wavefarers, whose lust for adventure and inevitable shining death matches their own, as does the natural hierarchy between Vultures and Cormorants. Obviously there is trouble between The Eye and The Veil, as each are anathema to the other, and interactions between the two at Parliaments has proved problematic.

The Fading Eye were once powerful and everlasting - now they are nothing and fading away. Proud worshippers of The End from an Endless Desert, The Eye once sat where the Mourning Veil sit - accepting Sadness and Aspirations as Power. Now, they are the children of Death, believing in a greatness Beyond The Dreaming, Beyond Life that no-one can prove to exist. This is their last stand, or be ground down into the sand and be forgotten. Eye Coteries resemble colossal Pyramids, glowing with supernal light, either breaking the mists or hovering above them. Philosophical, nomadic, but also warlike, The Eye desire that the world know their need for Death before they die too.


Five Principles of The Eye
  1. Power
  2. Control
  3. Duty
  4. History
  5. Respect

OC: The Fading Eye can be played as (Surprise!) Egyptians, Oppressive Military Dictatorship, Mobile Army, Religious Fanatics, Aztecs, or Stygian Set Cult.
Eye Bird Song (In My head), sounds like a mix of heavy loud chanting, impassionned lyrical speeches, eulogies, celebratory cries and battle metal.


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Vultures (Soldiers / Officers / Generals)

Vulture Soldiers



Vulture Officer



Condor General


Vultures are the Eye's foot-soldiers, messengers and diplomats. Strong, believing and utterly dependable, Vultures are good at spotting a weakness and acting on it. Vultures pour their faith into their Ibis, letting their Priest channel their belief into Weapons of Contemplation and Death. Vultures maintain a strict military Morale and Structure, and a particularly well-regarded and hard-working Vulture may be promoted to an Officer, or even General. Officers are regailed for their unfaltering morale and leadership skills, while Generals are considred tactical geniuses, able to spot strategic weaknesses and encircle them relentlessly before destroying their mark utterly.
Vultures are famed for their patience, stubborness and cool under fire - although fully capable of charging an enemy and emerging cictorious, Vultures are far more likely to wait out a prolonged gunfight with superior firepower and morale. An old name for a General is a "Condor".
Vultures often wear simple uniform, whether it be military (with a desert-motif) or loin cloths. Officers are proud their insignia and marks of office, and proudly wear their scars. Generals are often dressed in full regalia, complete with goggles and mask to protect against both desert and trench conditions.
Vultures carry simple weapons - Scimitars, or Maces - some carry Rifles. Rifle lines are often bolstered by Shield walls.

Type: Pawn/Knight/King.
Plumage: Grey or Brown or Black or White (The same for an entire Regiment)
FacePaint: Eyeliner, Heavy Feathered Eyebrows
Beak: Large Black Curved
Emotion: Despair
Inspirations: Storm Troopers (Star Wars), Stygians (Conan), Modern Soldiers, Ottomans
Oppurtunities: Rifleman, Line-Breaker, Guardian, Medic, Hero, Strategist, Diplomat, Heartless Warmonger

Pawn Qualities: Armoured, Stalwart, Macesman

Knight Qualities: 
Armoured, Stalwart, Pistolsman, Macesman, Juggernautism

King Qualities:
Armoured, Stalwart, Pistolsman


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Hawks

Hawks are supposedly less common within the Fading Eye than they are within the House of Raptor, but cantankerous Officers, Slave-workers and even simply out-of-place Nobles with strange-fancies have been seen following Falcons. It is believed that in the years after the first Hawk diplomats established links between the Returned Eye and The Parliament, many became far more enamoured with The Eye's words of forceful enlightenment than the Eagles' bothersome laws, and swiftly jumped ship. These Hawks are considred traitors and cowards by The House of Raptor, and the Fading Eye Hawks are well aware of this - antagonism at first sight between the two factions is a common occurence that is often settled with veiled words between Eagle and Falcon.
Eye Hawks are much the same as Raptor Hawks, except for their need to emulate Falcons rather than Eagles. The main difference is, as all Hawks are snappy if not slightly outdated dressers, these Hawks know how to dress for warmer climates.



Type: Pawn
FacePaint: Brown on Nose
Plumage: Brown
Beak: Curved Brown
Emotion: Nightmares
Inspirations: Steerpike (Gormenghast), Brutus (Julius Caesar), Lancelot (Arthurian), the Vampire Lestat, Heathcliff
Oppurtunities: Duellist, Herald, Professional Antagonist, Panderer, Slave Driver
Qualities: Fearfulism, Armoured, Swordsman 

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Ducks

Ducks have always been servants of the Falcons. It's just that many RiverStates Scholars are unlikely to admit this.
Those Ducks sworn to The Eye come from ancient, loyal stock - servitors, servants and slaves to their Noble Masters who delight and revel in their subserviance to such a glorious power. Other Winged who have met RiverStates Ducks before are often shocked by the humility and compassion of The fading Eye's Servants, for these punkah wallahs, pack carriers, attendants and harem girls are far from the backstabbing haughty nobles of a Swan's Palace.
Ofcourse, deep down, a Duck is still a Duck, and a duck knows Oppurtunity. While Eye Ducks are not backstabbing ambition-grabbers, they still breed the same rumours of wheeling-dealing and assassination. There are still rumours of foreign Cotery Ambassadors poisonned, or dying of "exertion" in the harems.
Eye Ducks wear fine silks and jewels in the style of Desert Dwellers - baggy trousers, spiralling Turbands, almost-see-through tops, careful reveals. A Duck in need of a weapon will often carry a scimitar or similar Desert Sword. Or perhaps a knife hidden in a discreet cleavage or cranny.
Rumours of Fading Eye Swans are Utterly Unfounded, and Continued Discussion Of Such could be considred A Most Grievous Crime.

Type: Pawn
Plumage: Grey or White or Brown
MakeUp: Green or Purple Forehead
Beak: Yellow Duck
Emotion: Desire
Inspirations: Arabian Nights, Almost Every Minor Bond-Villain Henchman/Woman/Assassin, Ever.
Oppurtunities:
Punkah Wallah, Harem Girl, Dancer, Vulture Hero's Batman, Confection Slave, Assassin

Qualities:
Quick, Swordsman, Knifeman

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Militant Winged




While the Fading Eye's regime of militant despair and aggressive depression don't appeal to everyone, some Winged are swayed by it. Many Militant Winged join the Eye's rank and file soldiers, taking quicker to Rifles than most Vultures. Most Miltant Winged get on well with the many Vultures they fight alongside, although major accounts of "racism" and different, clashing views in the same unit have appeared.

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

Type: Pawn
Plumage: See Above
FacePaint: See Above
Beak: See AboveEmotion: Desire
Qualities: Riflesman, Stalwart, One More Based On Prievious Breed Of Winged

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Ibis

Ibis understand that Death has it's place. Scholars, Priests, Efficiency Experts and Watch-Tappers, Ibis lead their Vulture servants in fervent Rituals to understand, channel, or even bring Death. Repositories of Knowledge, Ibis and Owls do not get along - Owls thinking Ibis too melancholy and Ibis seeing owls as Heathens and Heretics. Vultures will serve an Ibis as willingly as they would a Falcon, and these unfaltering, melodramatic Priests are proud of their willing, self-sacrificing flock.
Ibis often wear monochromatic robes, billowing, or sometimes prim and proper suits and dresses

Type: Bishop
Plumage: White or Red
FacePaint: Black or Red (Stylised) Cross across bridge and down nose. Heavy Eye make-up.
Beak: Long Thin
Emotion: Despair
Inspirations: Thulsa Doom (Conan), Saruman (LOTR), Necromancers, Alistair Crowley
Oppurtunities: Priest, Chaplain, Loremaster, Minion-Sacrificing Supervillain
Qualities: Barbrisier,
Knifeman

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Falcon

Falcons are the children of Horus, the Brothers of Hapi, Imsety, Dumateuf and Qebehseneuf. Embodiments of life and the Endless Sun, Falcons are somewhat messiah-like figures, worshipped and loved by Ibis and Vulture. Child-like and Compassionate, falcons will often fight for another's cause, as long as their purpose and need will be satisfied by it's completion, thus meaning their death will not be wasted. Sometimes Falcons will lose their child-like demeanour, and staring into their eyes in these moments of seriousness have been described as either like wading into an abyss or staring into the heart of the Sun.
Falcons are generally reffered to as "He", as Horus never had any daughters. Female Falcons often revel in this, delightring in the confusion this brings out in other cultures.
Falcons can be empowered by an Ibis, turning them into nigh-immortal embodiments of Ra, Horus or any of the other Patrons themselves.
Falcons often wear bright, simple clothes, often white, or white, foreign military regalia, all open fronted and informal - Falcons are beings of The Now, and care little on how to wear uniform correctly. Falcons carry Scimitars or Maces, especially Great Maces, the weapon of Seker.

Type: Knight
Plumage: White or Brown
FacePaint: Blue Flames around eyes. Heavy eye make-up.
Beak: Curved White
Emotion: Despair
Inspirations: Horus (Duh), Imhotep (The Mummy), Arab Princes, Mowgli (The Jungle Book), Darth Vader
Oppurtunities: Paladin, Blackguard, Weapon of Divine Wrath, Child-Like Saviour
Qualities: Macesman
, Crusheer, Fancy, Fancier, Hard

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Children Of Horus



Sometimes, Death can be overcome by sheer Duty.
Horus blesses those that are his true, heroic Children with a second life. Yes, it may be pale and cold, but the promise of Duty, Purpose, and Power still remain...

Type: Knight
Plumage: Pale (Previous Winged)
FacePaint: Blue Flames around eyes. Heavy eye make-up.
Beak: Pale (Previous Winged)
Emotion: Despair

Qualities: Two Based on Previous Winged's Life.
Fancy, Fancier, Hardy, Hardier, Stalwart

Children of Horus are Shades of Winged empowered to survive as servants of the Eye. At basic they are Quality-less, but can obtain use of their Qualities by being imbued with certain songs.

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Desert Eagles


Powerful, Fear-Inducing, Respect-Worthy and Undisputed Leaders, the Desert Eagles are much like their Raptor cousins. Unlike them, blood & relation means little to the Desert Emperors. Raptor Nobles who have turned their backs on their family in the name of Power and new-found Respect, these Eagles have adopted the militaristic might of The Eye, been welcomed for their power & nobility, and have assumed regal command of the aggressive despair-feeders. Like their Hawk relatives, these Eagles do not get on with their relatives back in The Raptors, and are seen as Blood Traitors. But they don't care. The Raptors don't have innumerable armies of Vultures under their wing.
Desert Eagles dress in a logical cross of militaristic regalia (vests, dress jackets, boots, pantaloons) and Desert Regalia. These Eagles prefer image over Armour. Large Swords, like their cousins, are the way to be seen leading an army.

Type: King
FacePaint: White on Forehead, Yellow on Nose
Plumage: Brown/White
Beak: Large Curved Yellow

Emotion: Nightmares
Inspirations: Cleopatra, Every Egyptian Pharaoh, Patton, Every Nazi General, Lawrence Of Arabia, Malik (YuGiOh!)
Oppurtunities: Pharaoh, Dictator, Emperor
Qualities: Fearfulism , Fancy, Swordsman

Cotery: The Dirt

Many centuries ago, a group of Doves became bored with The Chorus, believing there was more to life than non-interference and singing. These Doves wanted materialistic possessions, fulfilled desires, and, most importantly, their own home: not to be some Nomadic Church surviving symbiotically from some other Coterie. Without anger or resentment, The White Hand sadly allowed these True radicals to leave and find their place in The Dream.

It is unknown how long the Doves wandered, but it wasn't a short time. Trudging without protection in the worst scraps and stinking debris of the Dream left the Doves dirtied and Corrupted, their past lives washed away and replaced only with the need to strive for fulfillment and personal happiness on their own merits. They were now Pigeons.

And so did the Pigeons eventually, after so long wandering and meandering, discover Human Dreams of Cities. Like huge, broken photographs looming out of the misty dream, the images of civilization peered down on the Pigeons like colossal Monoliths. Slowly, they gathered these civilized memories, scorned by the other Coteries around them into their own City. The Other Coteries scorned The Pigeons, calling them foul and barbaric, swimming in The Dirt for scraps and attention. And thus they took their name.

As the other Coteries lost their glamour and proud history, The Dirt flourished, growing stronger with every human dream of Civilization or Technology. Soon, other winged joined with them, many enamoured by the Pigeon Dream of Progress and Achievement, defecting from their Coteries also, becoming part of the city and one day earning full citizenship as a Pigeon. From the Human Subconscious, the Gargoyles lumbered into The Dream, aiding the Pigeons with building and ideas. Left as trade tokens by the Xenos, The Pigeons liberated the Canaries from those that would simply employ them as slave labour. Finally, Mockingbirds sauntered into the Dirt, providing wealth and organization.

As the rest of the Dream fights to keep it's Heritage, the Dirt continuously grows stronger, feeding on the Human concept of Technology and turning it into resources for their Progress. The White Hand are proud of their filthy cousins, wallowing in humnan Dreams, and many Dove Coterie Houses keep close to Dirt Cities.

Dirt Eyries resemble Huge Bustling Cities. Some appear as human cities, others as collections of photographs blurring into one another and defying strange angles. Others are huge, wheeled things, traveling and roaming unhindered throughout the Dream, racing their spires against the RiverStates CityRafts.

Dirt Eyries run on Constructs - ideas and concepts brought into reality through hard work and toil. Canaries mine ideas, which are expanded into fleshed out Concepts by the Gargoyles. The Pigeons work on these being produced after the Mockingbirds find the backing. Constructs range from fancy pistols to fully moving cities, transforming buildings, automatic defenses and Abyss-Knows what else.

5 Principles of The Dirt
  • Science 
  • Progress 
  • Purpose 
  • Ideas 
  • Acceptance 
OC, The Dirt are inspired by Victorians, The Mafia, 80's Mine Protesters, Steampunk, 1920's Communists
Dirt Birdsong, in my head, is a mix of Les Mis, 1940's Raucous Pub Song, Protest Song, Business-deal recital, Morrissey-esque bitter witticism and street poetry.


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Pigeons (Working Class)


Working Class Pigeons make the bulk of the Cities. Honest, hard working types who long for something more. Working Class Pigeons love getting their hands dirty, fixing a Dream Construct or getting a few hits in on an oppressor. They love it.
Working Class Pigeons especially love protesting at the enemies of the City, laying dow their weapons and trade in order to just sing and shout about their freedom. It's far more effective than most give them credit for. Many protest against the Ornithocracy of the Parliament, but also attend so they can say their view. Despite their serious causes, Pigeons know how to have fun, and can be often found drinking in large groups, laughing and joking amidst melancholy moments of planning.
Most Pigeons sound Cockney. They dress in scruffy, serious clothes - shirts, waist coats, jackets, flat caps, suspenders, simple cotton dress and bonnet. Some Pigeons carry pistols.

Type: Pawn
Plumage: Grey or Brown
FacePaint: Green / Purple on Forehead
Beak: Small yellow
Emotion: Desire
Oppurtunities: Maid, Repairman, Ice cream seller, Chimney Sweep, Protester, Bar-Owner, Dad's Army, Ho
Qualities: Toolman, Hardy, Technologist 


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Pigeons (Middle Class)


Middle Class Pigeons are in a difficult position. More privileged than the Working Class but less respected than the Upper Class, Middle Class Pigeons often side with their less-well-off brethren, aiding them in the learned disciplines the simpler citizens can't understand: Medicine, Advanced Construction, Architectural Design, that sort of thing.
Middle Class Pigeons often wear dignified suits or dresses, not too shabby, not too flash.

Some serve in the Air Corps or Militia, acting as Soldiers and Bodyguards for the Dirt. In this role, they combine Architecture or Engineering with field duty, resulting in a tough leather-clad militia armed with serious looking wrenches - usable for repairs, setting up an artillery post, or bashing an enemy over the head with
Many carry pistols.

Type: Bishop/Knight
Plumage: Grey or Brown
FacePaint: White / Grey on Forehead
Beak: Small yellow
Emotion: Desire
Oppurtunities: Pilot, Surgeon, Architect, Engineer, High-Class Ho, Weapons Designer

Middle-Class Qualities: Barbrisier, Chirugeonier
Militant Qualities:, Armoured, Stalwart, Pistolsman, Toolsman, Technologist


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Pigeons (Upper Class)


Upper Class Pigeons are commonly regarded as eccentrics with more money than sense. There is little argument as to why they still hold such a high position within the ranks of The Cities, as they are under-achieving addicts with more interest in oppression, silly adventures and fornication than achieving anything worthwhile. However, two things have stopped these accusations going any further: large amounts of Stuff frequently donated to the Lower Classes, and a hole in the head of whoever makes these ridiculous claims.
Upper Class Pigeons dress richly: tophats and tails, long flowing dresses, often covered with symbols of the dirt - cogs and goggles and things. An Upper Class pigeon has little else to fill it's time, and will often be a fantastic shot with one of it's many, powerful pistols.

Type: King
Plumage: Grey or Brown
FacePaint: Purple on Forehead
Beak: Small yellow

Emotion: Desire
Oppurtunities: Elitist Snob, Adventurer, Investor, Marksman, Courtesan to the Rich and Famous
Qualities: Fancy, Pistolsman, Merchantillier


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Pigeons (White)























"She was an odd investment, the White Pigeon, but ze had never once regretted backing her cause. And she was a Pigeon - an oddity, born with plumage white as a Dove, with pale grey fingers. That had raised no few eyebrows, but she had taken it as a sign, a reminder of the heritage of the Pigeons who had once, in the mists of time, been Doves of the White Hand. A divine message that the future of peace and unity, of the Chorus itself, lay in progress, in innovation - in the Dirt.

She had declared herself a prophetess - no, more, a manifestation of the Chorus itself. She abandoned her name, in a move which rather endeared her to the Mockingbird who, like many others of hir kind, had done the same, and went only by the epithet of White Pigeon. And when she spoke, you could truly believe that in science and progress lay the way to eternal peace. There is always a buyer for peace, and so Mr Sparks took her under hir wing, ensured she had every resource she needed, and watched with fascination as the Dreamer she selected as her personal project began to change the world. A fine investment indeed."


White Pigeons are a link between the religious purity of the White Hand, and the scientific endeavors of the Dirt. They are Prophets & Utopians. They often base their names on variations of the word White, or it's Synonyms. They feel a deep connection to Dreamer Scientists, and the many attempts to end war... even if an ultimate weapon needs to be built to do that.

Type: Bishop
Plumage: White
FacePaint: Grey on Some Extremeties (Choices of Forehead, feet, fingertips, etc)
Beak: Small White

Emotion: Love
Qualities: Emotionalist, Loving 

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Gulls



Gulls are sailors, travelers and explorers. Birds of adventure who live for The Now and never feel satisfied with their lot. Gulls often covet someone else's "Booty" with envious eyes, and will often push themselves forward to strive towards something bigger, better, shinier. All Gulls live for the day they'll own their own ship, no longer needing to simply crew, cook and guard someone else's. A Gull will fast make friends with anyone contemplating an adventure out of the ordinary, and will regale them with stories of their own extraordinary exploits. The mundane, they can do without. Landlubbers, all of them.

Gulls never back down from a fight, unless it looks boring. They are often as selfless as they are selfish - one minute defending a lone victim from daunting odds, another leaving their allies behind so they can leg-it with the treasure.

Many Gulls leave the Wavefarers in favour of The Dirt's aspirations. They find themselves as traders, scavengers, cooks, enforcers and even couriers.

Gulls often wear sailors' regalia: shift shorts and sandals, often with a cloth cap. Some wear navy uniform. Gulls carry simple weapons - daggers, clubs, some even own pistols.

Gulls have foul, foul mouths, and are notorious for swearing almost constantly in sentences. Even Swans and Owls have to give them the benefit of the doubt in formal occasions - it seems simply impossible for a Gull to stop narting swearing. Gull swear words include Nart, Fetch, Drum, Miss, and the extraordinarily offensive Munge.

Type: Pawn.
Plumage: White / Grey
FacePaint: Yellow / Red Triangle on face
Beak: Gull
Emotion: AdventureInspirations: Jack Sparrow (POTC), Tom (Treasure Island), Captain Blood, Almost Every Pirate Ever
Oppurtunities: Sailor, Pirate, Cook, Braggart, Used-Lantern Salesman, Adventurer
Qualities: Swordsman, Hardy, Quick 


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Urban


Many other birds, after viewing the beautiful, simple bleakness of the Dirt's sprawl go Urban, adopting the Pigeons' dream of freedom and Voice as well as their dress sense. Many disregard their entire previous lives, but still use the practices they learnt before to help them attain their needs.
Urban birds are often seen as Fences and go-to Winged, as their past-connections to other Coteries may be useful.

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

Type: Pawn
Plumage: See Above
FacePaint: See Above
Beak: See Above
Emotion: Desire
Oppurtunities: Spiv, Fence, Go-To, Refugee, Gypsy, Militia, Runaway, Thief
Qualities: Hardy (+1 Hit), Quick (+1 Dodge), One More Based On Prievious Breed Of Winged


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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 mischievous 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: Desire
Qualities: Knifesman, Pistolsman, Quick  


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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 abandoned 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, armored 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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Canaries


Canaries came with the Xenos a long time ago. But, for some reason, they stayed. The Dirt don't mind, employing the honest, hard-working Canaries as their industrial might. Mostly thought-miners, dream-forge-workers and heavy maintenance experts, Canaries provide the others with the resources they need to become rich.
Many Canaries speak with Northern or Welsh accents, however some still have a strange, foreign Xenos air to their speech. Most wear dungarees, aprons, dirty shirts and helmets, although some still wear traditional, colourful tribal clothing underneath. Many dont carry weapons per se, but are instead fully capable with their picks, shovels, hammers, mattocks and rolling pins.

Type: Knight
Plumage: Bright Yellow or Green
FacePaint: Black tribal Markings
Beak: Yellow Small
Emotion: Desire
Inspirations: John Henry, Eugen Sandow
Oppurtunities: Miners, Navees, Rail-Workers, Heavies, Enforcers, Urban Shaman, Buttonmen
Qualities: Hardy, Hardier, Hardiest, Toolsman, Unionised 


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Barn Owls




Barn Owls are the Dirt's resident geniuses. Detectives, Journalists, Philosophers, Social Commentators, Civil Alchemists, Scientists and Astronomers. Like their Raptor Cousins (with whom they share a bitter, strained academic rivalry), Barn Owls serve as advisors and confidants for power bases, although they also answer the need for hunting with a precise attention to detail and mysteries, hunting out the truth. They have a taste for the supernatural, debunking the most mythic of Dream beliefs with Reasoning and Dreamer Science.

Barn Owls wear eccentric clothing: long dresses and hats & bonnets, trench coats, long scarfs and deer-stalkers. They often have annoying, creepy hobbies that "heklp them think", like playing violin badly or clicking their knuckles.
Barn Owls have lasted a long time, never Raptors. They have only recently joined The Dirt, and their previous alliances are unknown...

Type: Bishop
Plumage: Brown or White
FacePaint: Brown or White around eyes
Beak: Yellow Small
Emotion: Nightmare
Inspirations: Sherlock Holmes, Moriarty, Poirot, Ms. Marple, Father Brown
Oppurtunities: Detectives, Consultants, Resident Genius
Qualities: Fancy, Stalwart


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Mockingbirds


Mockingbirds know all about investment. Mockingbirds are good, almost supernaturally good at sitting on resources and making sure it goes to all the right people. Considered greedy, selfish and callous by most Pigeons, they are tolerated because of their willingness to be the figureheads for The Dirt, and their amazingly good skills at beauracracy. Mockingbirds provide habitation and buildings (from their almost endless resources) for the Pigeons. Mockingbirds are not celebrated fighters, but can certainly impress many with their pistol-skills.
Mockingbirds dress splendidly; suit, waistcoat, cummerbund, neckerchief, pocket watch, fancy dresses and jewelry. Some carry pistols, and some are able to acquire the fanciest projectile weaponry only Gargoyle speculation can offer. Who knows where from though.
To Mockingbirds, Business comes first, everything else is second. To this end, many Mockingbirds have discarded such simple facts of life like Gender and Family to the wind - as far as they are concerned, a Mockingbird is a being who wakes, conducts business (inbetween moments of sustenance) then sleeps. There is no time for anything else.

Type: King
Plumage: Browns
FacePaint: Light Brown bellow eyes with speckles
Beak: Yellow SmallEmotion: Desire
Inspirations: IK Brunell, Most Older Men and Women in Austen and Bronte Novels, The Godfather
Oppurtunities: Banker, Industrialist, Godfather, Inventor
Qualities: Merchantillier, Orator, Fancy