Greer Morgan

## Bio

Greer hated everything about her childhood, she was just too young to know it then. She was raised with money and privilege most others in Ten could only dream about, and although it didn’t touch the wealth of the Capitol, it meant never soothing calloused hands or fighting off hunger pains. Greer’s dad is the mayor of Ten, which meant she had a good education, a beautiful home, and four siblings who spent their days alongside her playing and learning instead of working. It should have been the perfect life, but perfection was only ever an illusion.

Greer learned from an early age that children should be seen and not heard, and they should not be seen unless perfectly presentable. She had a closet full of pretty dresses she was never allowed to stain. Her hair was always neat and never out of place. Her voice was never to be raised, and no matter what there was always a smile on her face. She was taught how to sit perfectly still through dinners, and parties, and ceremonies, and pictures, and when people would visit, they would coo over just how polite and well-spoken the little Morgan girls were.

None of this sweetness came naturally to Greer. Greer, in particular, was a horse that needed breaking. She used to protest about why the boys got to run and come home dirty with holes in the knees of their pants. Why did they get to ride horses, and look for lizards, and make noise? Greer’s sisters seemed to fall so easily in line, but Greer and her brother were an inseparable duo of chaos and noise. It seemed her parents were constantly battling the fire that burned in her, but they tamed her with the promise that good little girls get good things in life. So, Greer learned to behave. She learned to be polite and well-spoken with never a hair out of place or a stain on her dress. That was the way things were supposed to be.

* How did they feel about the games before being reaped?

Greer never thought about the Games too hard. She didn’t know the farm kids that went into the arenas, but she knew the ceremony like the back of her hand. She was told early and often that the Games were a system that worked, and Greer didn’t know to question that. She never imagined that she wasn’t actually immune to their reach, so her own reaping caught her completely off guard. Greer had always been told that if she behaved good things would happen. She had been promised the chance at a Capitol university or at least the life of modest luxury she had always had. She had never taken tesserae; she wasn’t supposed to die in the arena. That wasn’t at all how any of this was supposed to go, but Greer did what she knew how to do. Greer took the stage, and she smiled.

* What was their trajectory in the arena & how did they win their game?

Despite its broken promises, Greer’s childhood did help her going into the Games. She knew how to interview well and how to feign graciousness. She was well educated and had a few skills that made her adored by the Capitol audience. She knew how to play the piano, she could speak a little Latin, and she’d trained in archery enough to pull out a decent training score. All of this meant sponsorships, and sponsorships helped keep her alive.

Greer was launched into something resembling a children’s entertainment center. The tributes rose on pedestals in the center of a ball pit that served as the cornucopia. The tributes had to dig through the balls to find supplies, and the difficulty of maneuvering through the pit proved to be deadly for many. The ball pit was located in the center of a large jungle gym that could only be navigated via slides, tunnels, platforms, and nets. The bloodbath claimed eleven of the tributes, setting the Games up for a quick run.

The arena was extremely difficult to navigate as a whole and was designed to purposely confuse the tributes. There were also very few places to hide, and tributes had to learn to access escape routes if they wanted to avoid combat. The sectors of the arena were arranged vertically like floors in a building. Every floor of the entertainment center could be reached, but tributes could only move through the floors using slides and ladders embedded in the walls. No slide or ladder ever took the tribute to the same floor consistently, so the tributes were always left guessing where they would end up. Water was fairly abundant in the arena with potable drinking fountains on each floor, but food was nowhere to be found. The only food items in the entire arena were pizza and cake, moldy and rotten beyond edibility located in the sector of the arena called the “party room.”

Greer managed to escape the bloodbath by finding a bow and arrows in the ball pit and using it to defend herself as she waded through the plastic balls. After escaping the jungle gym sector, Greer wound up in the arcade sector where she formed an alliance with tributes from Seven, Eleven, and Twelve. The four of them spent the night safely sleeping in shifts and hiding in the noise and chaos of the arcade. The alliance stayed in the arcade into the second day, but by midday they were found by the pair from Four. Greer’s alliance fled through a slide and landed in a nearly pitch dark, black-light mini golf course. The dark, twisting course was difficult to navigate and proved to be very dangerous when the jungle themed course decorations revealed themselves to be arena mutts, and the group was attacked by monkeys and crocodiles. The tribute from Twelve was killed by the mutts, but the rest of the alliance escaped to a floor made up by a maze of inflatables for the night. By the third day, only nine tributes remained in the arena, and the gamemakers began routing the slides and ladders to force tributes onto the same floors. Greer’s alliance was ambushed by a group of tributes in the inflatable maze leading to the loss of the tribute from Eleven.

Greer and the tribute from Seven fled to a floor of the arena called “Tot’s Tiny Town” where they were able to hide for most of the fourth day. The two of them were able to find respite for much of the day, resting and receiving much needed sponsor gifts. By that night, only six tributes still remained, and the gamemakers wanted to begin wrapping things up. They released a group of seven foot tall animatronic mutts from the “party room” to attack any tribute they find. Through the night, the mutts killed several tributes and led the rest back to the main floor of the entertainment center before they were called off. Greer and her ally were forced back to the jungle gym where the game had started and brought face to face with the remaining careers. Greer’s last remaining ally was killed, but Greer was able to use her bow to survive the confrontation and be crowned a Victor on the fifth day in the arena.

* How were they affected by their experiences in the game?

The one thing the Games did give back to Greer was her fire. When she returned home, Greer’s parents tried their best to continue parading her around, but now Greer knew the truth about what the Games were. She didn’t believe her parents’ lies about the generosity of the Capitol or the benefits of the system anymore, so they stopped speaking to one another. Today, Greer isn’t so afraid to get her clothes dirty or to make a little noise.

* What are they like as a mentor?

Greer fights for her tributes, and all she asks is that they fight too. She knows that sometimes you have to play nice with the Capitol before you go in, and she would never fault a tribute for that. However, Greer always strives to make sure her tributes don’t lose their spark in the process.

* What is their personality?

Mostly, Greer likes to be left alone. She doesn’t trust easily and takes a bit to get know. She spends most of her time with her horses back in Ten, and only spends time in the Capitol when she has to. However, she’s learning to let herself have fun again.