Category:Lodges CofD

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Holding a nebulous place somewhere between tribe and pack, lodges honor lesser aspects of Forsaken society. Lodges can form around auspice or common ethos, but tribal lodges are common as well. Some focus on one particular aspect of the tribe’s oath or sacred prey, like the Storm Lords’ Lodge of Thunder, whose members believe that only the mightiest werewolves are worthy of leadership. Others have a broader purview, like the Iron Masters’ Lodge of Wires, whose devotees pledge themselves to understanding the strange new spirit broods birthed from the technological revolution.

Despite being smaller than tribes, lodges have a wider social net. A given Blood Talon likely knows (and sees at moots) most of the Suthar Anzuth in her state, and maybe the states surrounding it, but she probably knows every member of her lodge on the same continent — and with rise of global communication, even beyond. As lodge members move around and spread their teachings, they’re more likely to keep in touch.

  • Eaters of the Dead: Ghost Wolves who believe that they are obliged to utilize every kill to maximum advantage. They claim as their sacred prey the hungry dead: As Isim-Ur consumes her prey to gain its power, vampires and their ilk steal the power from the living. (Forsaken 2e p52; The Pack p90)
  • Lodge of Arms: They hunt human warriors, foes who are skilled with the tools of war. (The Pack p77)
  • Lodge of the Chronicle: The lodge seeks to preserve the history and knowledge of the Uratha as a whole, and members display perfect recall and a dazzling understanding of history and lore. (Forsaken 2e p53)
  • Lodge of Crows: They hunt their prey through the spider-web of their contacts and influence, patient and hidden. (The Pack p77)
  • Lodge of Death: They hunt ghosts, the undead, and those who would live beyond their allotted time. (The Pack p77)
  • Lodge of the Einherjar: This lodge devotes itself to uncovering the stories of “lost packs” and sharing them with the Forsaken at large. (Forsaken 2e p51)
  • Lodge of the Field: These Ghost Wolves largely eat human carrion during their sacred feasts — corpses disinterred from graveyards or stolen in other creative ways — but the cult needs the occasional fresh, bloody sacrifice to cement the lodge’s bond. (Forsaken 2e p276)
  • Lodge of Gargoyles: This lodge trains new-moon assassins in the art of striking from above. These werewolves use long-range weapons — rifles and bows, usually — to bring their prey low, silently and effectively. (Forsaken 2e p53)
  • Lodge of Garm: They hunt the elders and champions of the Pure, werewolves with great primal power. (The Pack p82)
  • Lodge of Harbingers:: They hunt marauding spirits that rove from place to place, those that spread destruction and maledictions, or that bear baleful messages. (The Pack p77)
  • Lodge of Harmony: They hunt Hosts in the earliest stages of their infestations, seeking to prevent the Azlu and Beshilu from ever causing damage. (The Pack p77)
  • Lodge of the Hook Hand: The lodge finds local legends and folklore, stories of murderous ghosts and psycho killers, and tweaks the stories to its own ends. (Forsaken 2e p51)
  • Lodge of the Hundred Days: They tirelessly to draw the poison from the wound formed by the Rwandan Genocide. (Forsaken 2e p51)
  • Lodge of Lightning: They hunt down humans whose actions galvanize the society around them in dangerous ways; in the modern age, the Lodge concerns itself a great deal with technology. (The Pack p77)
  • Lodge of Muspell (Dark Eras p166)
  • Lodge of Prophecy: They hunt powerful spirits that their omens show are fated to be dangerous. (The Pack p77)
  • Lodge of Quicksilver Children (Forsaken 2e p216)
  • Lodge of the Roman Ritual: Using a blend of Catholic ritual and Uratha animism, they “hunt” their sacred prey not by tearing them limb from limb but by forcibly extracting the spirits from their victims’ souls. (Forsaken 2e p52)
  • Lodge of the Screaming Moon: They hunt fear itself, conquering it and seeking the most awful of prey. (The Pack p86)
  • Lodge of Scrolls: They hunt humans who arm themselves not with weaponry but with knowledge and influence, especially those who possess eldritch lore. (The Pack p77)
  • Lodge of the Seasons: They hunt Hosts through attuning themselves to the natural cycles of the world, letting the Uratha heal the damage done by their prey. (The Pack p77)
  • Lodge of the Shield: The Lodge of the Shield serves as a support network for Uratha serving in law-enforcement. (Forsaken 2e p51)
  • Lodge of Sleepless Earth: They hunt those who violate territory, knowing it to be a part of themselves as surely as their own claws. (Forsaken 2e p68)
  • Lodge of Swords: They hunt entire packs, preferring to see individual werewolves as threads within the larger tapestry of war. (The Pack p77)
  • Lodge of Thunder: They hunt the most powerful of Claimed, in particular the terrifying Hive-Claimed. (Forsaken 2e p51)
  • Lodge of Winter: They hunt possessed of all kinds, shattering the chains that bind entities to their victims. (The Pack p77)
  • Lodge of Wires: They pledge themselves to understanding the strange new spirit broods birthed from the technological revolution. (Forsaken 2e p51)
  • Lodge of Wrath: They hunt interlopers who intrude upon sacred places. (The Pack p77)
  • Temple of Apollo: They reject Forsaken and Pure alike, pledging instead to Apollo and hunting those who violate his shrines. (The Pack p88)
  • The Thousand Steel Teeth: They are road warriors, hunters of the highways, oil-smeared wolves riding war-wagons bound with spirits. (The Pack 84)
  • Wendigo CofD: They use terror and stealth to hunt weak and vulnerable werewolves, preying on them to spread fear and weakness amongst the foe. (The Pack p77)