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KATE “RANSOM” RANISTON

Ransom, Elodoth member of the Lodge of Crows

A Lodge of the Storm Lords, the manipulation of power and influence from behind the scenes is the shadowy path to dominance of the Lodge of Crows.

The alleged spirit patron of the Lodge of Crows is Crow. But the truth is that the spirit calling itself Crow is probably not Crow itself, the epitome of all crows, or even all corvids, as the spirit sometimes claims. It doesn’t seem likely that Crow itself would actively take an interest in the Uratha — and it does seem very likely that the spirit is lying again.

Overview[]

Werewolves of the Lodge of Crows often refer to the three strongest tribal lodges as “the three pillars of the storm” — the three philosophies and methods for a Storm Lord to achieve power and influence enough to make a difference. The Lodge of Crows is the subtlest of these three pillars, enough so that most werewolves aren’t even aware that there are three pillars in the first place. The Lodge of Crows’ members are sworn not to admit their loyalties, and, indeed, there aren’t many werewolves outside the Iminir who even know of the Lodge of Crows’ existence. Subtlety and cunning are the hallmarks of the Crows.

The subtle path to power can take many forms. Some Crows are consummate players of the social game, manipulating others with sweet words and quiet suggestions. Such players prefer to seem as harmless as possible (which, for werewolves, can never be entirely harmless), sometimes even going so far as to play the role of the person whose suggestions are invariably foolish. Reverse psychology doesn’t always work, but a clever Crow can use it as just another tool. Some Crows are also mystics. The lodge has its share of Ithaeur, though they are quite different in outlook from the mystics of the Lodge of Winter. Crows dedicated to spirit magic don’t pursue the more powerful rites or artifacts, and wouldn’t dream of binding the fiercest spirits. Rather, they comb the Shadow for news and hints, using their spirit magic to ferret out secrets.  Some Crows are more physical. They are the assassins and cleaners of the lodge and, by extension, of the Storm Lord tribe.

The greatest problem facing the lodge is the lodge members’ lack of scruples. The Crows aren’t afraid to do dirty work, up to and including the murder of other Uratha, should it prove necessary — and it often does. However, while a Crow might describe this as “pragmatic,” it isn’t really. Disrupting their own Harmony is a dangerous game to play, and not as practical as it would seem. Yet many Crows look on this behavior as a necessary sacrifice, even referring to themselves as “heroic” with a certain sort of gallows humor. They do the jobs that need doing, even at the expense of the soul. It’s a small price to pay for the good of the Iminir — or for power.

Membership[]

The lodge doesn’t mark any of their members as potential recruits; they simply watch for those who seem to fit their methods. When a Storm Lord gains a particularly high rank of Cunning or Purity Renown, word spreads. From there, more potent Crows watch the initiate for months to see if they're sufficiently discreet — and ruthless — to make a good member. If an invitation comes, it’s always delivered via spirit, usually a corvid-spirit of some sort. It’s rare that the prospect refuses — the Crows are careful to look for signs of potential disinterest or social ties that would prevent membership. When a prospective member agrees to join small tasks and assignments begin to filter to the recruit, always delivered by spirits. The tasks aren’t easy ones, and are sure to test the prospective Crow’s loyalty, discretion and resourcefulness. They also test the subject’s willingness to break the Oath when necessary — some applicants are even placed in situations in which they would have to betray their families or packs for a greater, lasting good. If the wouldbe recruit proves unworthy, the “assignments” slow down in frequency, and initiation never comes; the lodge keeps them hanging indefinitely, only using them for the occasional errand and letting them believe (or not) that they still have a chance. If the recruit proves worthy they will receive a visit from other Crows in person. Many initiates are often surprised to learn that the harmless old pacifist or know-nothing young punk they’ve ignored for the past year has in fact been giving them orders. The oath of loyalty is short, to the point and always taken in darkness.

Game Mechanics[]

The following are an overview of the game mechanics.

Prerequisites[]

Cunning or Purity ••••

Benefits[]

The foremost benefit of joining the Lodge of Crows is that members look after their own. They demonstrate a loyalty to each other fueled not so much by camaraderie as by a possessive bond. If someone injures a Crow, any others who hear about it are sure to take some measure of retribution. However, in accordance with the purpose of the lodge, the Crows strike secretly rather than overtly. Their attentions might be disguised as a fluke accident or take the form of a third party sent against the offenders on some trumped-up excuse. In addition to the benefits of protective brethren, Crows learn a few common code phrases and symbols that they can use to leave one another messages. They also pay one fewer experience point per dot purchased (new dots x2 instead of new dots x3) for all purchases of the Larceny, Stealth, Politics, Persuasion and Subterfuge Skills.

Rites[]

Carrion Messenger ••: The Lodge of Crows has one of the finest and most secure communication systems known to the Uratha, thanks to the crow-spirits that have been placed at the lodge’s disposal. Using this rite, Crows can send one another messages without having to bother with unreliable (or non-secure) communication media; a Crow can send word to one of her peers in another city without even having to know a human name or phone number. This rite can only be used to carry messages from one lodge member to another; teaching the rite to an outsider is a violation of the lodge’s oath of secrecy, and the spirit messenger will refuse to take a message to anyone but a Crow.

Fetishes[]

Poisoner’s Pen •: The Lodge of Crows sometimes provides its new members with a Poisoner's Pen. While a fountain pen is the preferred form, any small handheld object can function like this fetish. Once activated, it supernaturally injects a poison, drug or similar fluid into the next person. The poison must be contained in some reservoir within the object - the object does not create the poison - although it needs no mundane means of egress. A mosquito-spirit empowers this fetish.

  • Durability 2 (Reinforced to 3), Size 0, Structure 3
  • Action: Reflexive[1]

References[]

Werewolf: The Forsaken Lodges
First Edition
Blood Talons Lodge of CerberusLodge of the EinherjarLodge of GarmLodge of the Lone WolfLodge of NightLodge of the ShieldLodge of SwordsLodge of Wendigo
Bone Shadows Lodge of BaitalLodge of DeathLodge of DoorsLodge of Hallowed HallsLodge of HarbingersLodge of the Hundred DaysLodge of the Hungry GhostsLodge of ProphecyLodge of the ReapingLodge of Voices
Hunters in Darkness Lodge of AshesThe Brotherhood of Eshu's CapLodge of CarrionLodge of the Empty DenLodge of HarmonyLodge of RuinLodge of SeasonsLodge of the Sleeping BearLodge of Wrath
Iron Masters Lodge of 66Lodge of ArmsLodge of the Hidden HuntLodge of LightningLodge of MetalLodge of ScrollsLodge of SpiresLodge of StonesLodge of Wires
Storm Lords Lodge of CrowsLodge of the Final WinterKshatriyasLodge of the MaelstromLodge of NamarrkunLodge of SalvationLodge of the Shadow's StormLodge of the Shadow ThroneLodge of ThunderLodge of Winter
Auspice Lodge of the BoundaryLodge of the Broken PledgeEigner LodgeLodge of the Endless HorizonLodge of the Fury ChoirLodge of the HazzanLodge of Luna's TearsLodge of LycurgusLodge of the Second MoonriseThe Secret TribunalLodge of the Shadow ThroneLodge of the Spirit ChainsLodge of the Spoken WordLodge of the Starless SkyLodge of the Storm's Eye
Pure Lodge of AbsolutionBlood of KingsCouncil of EaglesLodge of Kin's BloodLodge of Night's FearLodge of PlagueLodge of Sana'aLodge of Vermin's Shadow
Others Lodge of the AdderLodge of ArkadiaThe Armée SauvageLodge of AvalonLodge of the Black WoodsLodge of Bloody SpearsBrotherhood of the Crossed SwordsLodge of ChemicsLodge of the CoyoteLodge of the CrossroadsCult of BonesLodge of EchoesLodge of the Endless MoonLodge of the Fallen IdolLodge of the FeastLodge of Fevered LightLodge of the FirestickLodge of Grey HuntersLodge of the GrottoLodge of Howling DeathLodge of the HuntLodge of IliaLodge of KletbyLodge of the LakeLodge of the LionLodge of LondonLodge of the LostLodge of Luna's DevoteesLodge of MammonLodge of ManiaLodge of the ModernistLodge of the Morning StarLodge of the NahualLodge of PraetorsLodge of QuetzalLodge of the Red SandsLodge of the RoseLodge of the SacrificeLodge of SaintsLodge of the SaviorLodge of ScarsLodge of ScavengersLodge of the ShepherdLodge of SilenceLodge of SongkranLodge of TearsLodge of the Thin ShadowLodge of Two WorldsLodge of the UnionLodge of UnityLodge of the Willow Branch
Mots EiwazValkyrja
Second Edition
Blood Talons Lodge of the Einherjar
Bone Shadows Lodge of the Hundred Days
Hunters in Darkness Lodge of the Hook HandLodge of Sleepless Earth
Iron Masters Lodge of the Shield
Storm Lords Lodge of The Roman Ritual
Ghost Wolves Eaters of the DeadLodge of the Field
Auspice Lodge of the ChronicleLodge of Gargoyles
Pure Lodge of Muspell
Others Lodge of GarmDreaming LodgeLodge of Quicksilver ChildrenLodge of the Screaming MoonThe Temple of ApolloThe Thousand Steel Teeth
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