Lodges - Wod

http://worldofdarkness.wikia.com/wiki/Lodges

Lodges

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Main_Page > Werewolf: The Forsaken

Contents 1 Tribal Lodges 1.1 Blood Talons 1.2 Bone Shadows 1.3 Hunters in Darkess 1.4 Iron Masters 1.5 Storm Lords

Tribal Lodges
Blood Talons
Lodge of Myrmidon by SasquatchMage. Called irresponsible, selfish sell-swords by many, the Lodge of Myrmidon is an ancient brotherhood of militant packs reaching all the way to the chaotic wars following the Fall of Pangaea. Lodge of Vigilance by Wormshadow. This faction of staunch guardians sees the thoughtless machinations of mortal shamans and (Thyrsus) mages as one of the greatest threats to the Shadow Realm.

Bone Shadows
Lodge of Stargazers by Sasquatch Mage. Using gifts of divination and farseeing, they assess threats to the material world from the vast regions of the void and seek ways to neutralise them.

Hunters in Darkess
Lodge of Benandanti by SasquatchMage. A secretive order of fervent Christian and sometimes Muslim or Jewish werewolves, these 'Hounds of God' follow the teachings of the ancient Benandanti, a famous pack of Hunters in Darkness from medieval Tuscany. Lodge of Tridents by SasquatchMage. Also known as the "Sea Wolves" or even "Sea Dogs," the Lodge of Tridents concerns themselves with a heavy burden: patrolling the Shadows of the world's seas and oceans.

Iron Masters
Lodge of Alchemists by SasquatchMage. The Alchemist werewolves apply rites and spirit magic to affecting change in matter as well as spirit, binding and studying the relations between the Elemental Choirs. Lodge of Emissaries by SasquatchMage. Ambassador to Vampires.

Storm Lords

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Lodge of Alchemists - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Alchemists

Lodge of Alchemists

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Main Page > Werewolf: The Forsaken > Lodges The Iron Masters not only acknowledge Change as a constant, they hold it as one of their most Sacrosanct principles. The children of Red Wolf know that things are perpetually in motion, and that the People can forge their destiny as well as they can forge iron and refine earths. The Lodge of Alchemists arose in early medieval Europe and the Middle East as an occult expression of the Iron Masters' renowned cunning and craftsmanship. The path they follow is as multifaceted as the gems and chemicals they conjure. The Alchemist werewolves apply rites and spirit magic to affecting change in matter as well as spirit, binding and studying the relations between the Elemental Choirs. The creation of enhanced klaives and myriad talens are but one expression of this order's aspirations. They also aspire to change and shape the spirit inside of them, harnessing the maximum potential of their Rage, but retaining Harmony. The Gibbous and Crescent Moons of the lodge maintain the records and occult research that this overtly meticulous werewolf organization undergoes. Concept: Alchemists Parent Tribe: Iron Masters Lodge Totem: The Sapphire Flame, a spirit of the hearth, rebirth, innovation, and imagination. One-time companion to Coyote. Symbol: Iron Master wolfshead wreathed in blue flame.

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Lodge of Benandanti - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Benandanti

Lodge of Benandanti

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Main Page > Werewolf: The Forsaken > Lodges Many of the People are faithful adherents to a human religion before their First Change, and after learning the truth of what they are, some take solace in the teachings of the Lodge of Benandanti. A secretive order of fervent Christian and sometimes Muslim or Jewish werewolves, these 'Hounds of God' follow the teachings of the ancient Benandanti, a famous pack of Hunters in Darkness from medieval Tuscany. From there, the lodge has grown astoundingly; much to the dismay of more traditionallyminded Uratha. The People of this faith possess a complex tradition of intricate theology designed to reconcile Judeo-Christian monotheism with animistic truths and the legends of Father Wolf, Mother Luna, the Firstborn, and the Fall. The Benandanti see themselves as crusaders and paladins chosen by the divine to destroy supernatural evil and protect humanity with burning devotion. The Pure Tribes are a hated enemy of the Benandanti, and they see Bale Hounds as satanists which must be killed at any cost, but sadly more than one Benandanti has converted to the Fire-Touched in a quest for spiritual vindication. For this and other reasons, many elders who know of the Benandanti see them as delusional at best and dangerous at worst. Concept: Monotheist Crusader Parent Tribe: Hunters in Darkness Lodge Totem: Lion of the Seventh Dawn. A curious creature, this spirit proclaims that he is a cherub celestial sent to Earth to rally "God's Forsaken," for a war against "the Jackals of Lucifer," presumably the Pure. Presumably... Lodge Symbol: Hunters in Darkness wolfshead on a cross, Star of David, or crescent and star, depending on which particular faith an initiate adheres to the most.

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Lodge of Emissaries - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Emissaries

Lodge of Emissaries

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Main Page > Werewolf: The Forsaken > Lodges While most Uratha have never even seen a "Blood Thief," all veteran elders at least know of these unseen lords of the damned and of the vast power they wield. Vampires prey upon the human herd, their undead hands in every aspect of mortal society. Throughout history, fear, misunderstanding and the struggle for urban territory has led to more than one conflict between the People and the Kindred. However, in the spirit of adaptation that Red Wolf demands, several Iron Masters of ancient Rome not only made peaceful contact with the Vampires of the Camarilla, but also formed a lodge, the Lodge of Emissaries, dedicated to maintaining understanding and non-aggressive (and sometimes mutually beneficial) relations. In a city that has a known Emissary, it becomes their duty and desire to keep fangs barred and boundaries uncrossed, although two packs that each have an Emissary may try to use the undead against each other. Some forward-thinking (or eccentric) Vampire Princes welcome a Lupine Emissary in their courts and social functions as a curiosity, as an opportunity for study, or for the actual goal of peace. Sometimes an Emissary can arrange agreements of non-intervention or allegiances. For example, the pack of the Emissary could arrange daytime protection of a Haven in exchange that none of the city's vampires feed upon certain humans or in their territory. Another cooperation could involve the powerful undead nobles granting Uratha material goods in exchange for the elimination of their enemies. Emissaries exchange the history, politics, and occult lore of the Embraced and Forsaken with the undead to help them in their duties. Many are curious to know the spiritual effects of vampiric activity, as many vampires are curious about the spirit world in general. In a handful of cases, some members of the Lodge have become so involved in the Danse Macabre that allies among the undead become friends, and friends could even become lovers. Although most Uratha would consider this a disgusting act, it has happened more than once, and there is NO chance of conception. However, Emissaries are not always successful in their dealings with the Blood Thieves, and more than one has been forced to utilize their specialized occult training in the wars of the night. Even diplomats have their limits. Concept: Ambassador to Vampires Parent Tribe: Iron Masters Lodge Totem: Dusk Wolf, a mysterious minor incarnae who possess a somewhat obsessive interest in vampirism, and the world of the Kindred. Some Ithaeur claim that Dusk Wolf is a deranged, malformed child of Red Wolf and Death Wolf, though there is little proof to support this view. Symbol: Iron Masters' wolfshead next to a fanged human skull.

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Lodge of Myrmidon - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Myrmidon

Lodge of Myrmidon

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Main Page > Werewolf: The Forsaken > Lodges Called irresponsible, selfish sell-swords by many, the Lodge of Myrmidon is an ancient brotherhood of militant packs reaching all the way to the chaotic wars following the Fall of Pangaea. The Blood Talons of the of this philosophy take the tribal traditions of caring for family and glory in battle more seriously than the maintenance of actual territory. The Myrmidon are packs of hardened nomads and mercenaries, traveling from territory to territory, working as hired-claws to whoever pays the highest in material goods, spiritual effects, and undying glory (except the Pure, who the Myrmidon see as a danger to the mortals they love). Instead of patrolling land as territory, they care for each other and their relations, packmates never swearing allegiance to different patrons (although different packs of the lodge may and sometimes do find themselves on opposing sides of a conflict). They also try to be there for their human relations as much as they can, Wolf-blooded and mundane alike. Most of the Wolf-blooded kinfolk to the lodge know well of the People's plight, and act as a kind of support troop group for the traveling packs. Concept: Elite Supernatural Mercenaries Parent Tribe: Blood Talons Lodge Totem: Unyielding Bull Symbol: Blood Talon claw on the forehead of a long horned bull skull.

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Lodge of Stargazers - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Stargazers

Lodge of Stargazers

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Main Page > Werewolf: The Forsaken > Lodges Some werewolves howl at the stars as well as the moon. There are terrible and wonderful things beyond the ken of the Earth's Shadow, and the Stargazers would know them for what they are. A contemplative and disparate order of mystic astrologers and astrophysicist occultists, the Stargazers know that more Celestines than Luna and Helios exist, and each has their own alien agendas and denizens. These werewolves search for the mysteries and spiritual power deep in space-time and the vast spirit wilds between planets. On first glance, a Stargazer may appear quiet and reserved, but it takes the strongest mind and most steely resolve to face the horrors of entities that exist the vast reaches of void and space. Stargazers usually research alone (though they do maintain communication with one another to share information), and they function just fine within packs of more mainstream werewolves, attending to regular pack duties. Most Stargazers are Ithaeur or Cahalith. Using gifts of divination and farseeing, they assess threats to the material world from the vast regions of the void and seek ways to neutralize them, such as the Idigam and even stranger spirits from Mars and beyond... Concept: Astrologers and Lovecraftian Occultists. Parent Tribe: Bone Shadows Lodge Totem: Sidereal Wolf, Son of Death Wolf Symbol: Bone Shadow skull on a black seven-pointed star.

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Lodge of Tridents - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Tridents

Lodge of Tridents

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Main Page > Werewolf: The Forsaken > Lodges Also known as the "Sea Wolves" or even "Sea Dogs," the Lodge of Tridents concerns themselves with a heavy burden: patrolling the Shadows of the world's seas and oceans. The spirits of the sea are many, and alien to landlubbing Uratha. Despite lessened interaction with humans or proliferation of artifice spirits, many island or coastal communities are counted among the territory of a pack of Tridents, who ward off beings of the briny deeps: spirits, undead, strange aquatic Hosts, and worse. Members of the Tridents often wield trident klaives (use stats for spear) in battle as a symbol of their prestige and their responsibility. Some packs act as the crew of their own ships, and travel from locus to locus as maritime nomads. It is said that their lodge totem, Blue Wolf, a half-sister of Black Wolf, teachers her children unique gifts of the sea to aid them in their duties. Tridents are reported to have the ability to stay underwater for extended periods of time, swim more adeptly, command the creatures of the deep, and even take on a strange and terrifying aquatic primal form. Concept: Oceanic Werewolves Parent Tribe: Hunters in Darkness Lodge Totem: Blue Wolf, a sister to Black Wolf. Daughter of Black Wolf's non-Father Wolf mother and an Incarnae of the Sea. Lodge Symbol: The Hunters in Darkness wolfshead with crossed tridents behind it.

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4/21/2010 8:22 PM

Lodge of Vigilance - Wod

http://worldofdarkness.wikia.com/wiki/Lodge_of_Vigilance

Lodge of Vigilance

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Main Page > Werewolf: The Forsaken > Lodges As Father Wolf lorded the Border Marches, the Lodge of Vigilance keeps mortals in their place. This faction of staunch guardians sees the thoughtless machinations of mortal shamans and (Thyrsus) mages as one of the greatest threats to the Shadow Realm. Initiates are often those who have lot someone dear to the schemes of a mage, or have suffered spiritual backlash in their territory because of one. They patrol the Shadow far abreast of their territory if they suspect mortal encroachment, which earns the ire of many packs. The effects of a cavalier mage's arcana on the Spirit World prompts many Uratha of this lodge to hunt down the Awakened in their territory as a top priority. Concept: Mage Hunters Parent Tribe: Blood Talons Lodge Totem: Vigilant Hawk Symbol: Blood talon claw on a shield

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