
A Lodge of the Storm Lords, the werewolves of the Lodge of Salvation dedicate themselves to a largely thankless and perhaps futile task — converting the Pure.
The spirit patron of the Lodge of Salvation is an ancestor-spirit known as Brother Bones.
Overview[]
The Lodge of Salvation is not exclusively Storm Lord in membership, but the principles of Winter Wolf certainly suffuse the lodge. Lodge members still believe in unyielding strength and the responsibility of leading their fellow werewolves — but, in their case, they believe in leading all their fellow werewolves. The lodge is defined by a strongly perceived need to minister to the Pure and to rescue as many as the lodge members can from that culture of hate.
Although the lodge members would probably be happier operating in full view of their Forsaken brethren and the Pure, realistically, the lodge members know that this approach causes too many problems. The lodge comes under frequent fire from other Forsaken, who all too often see its philosophy as completely dangerous; it’s true that the People should not kill the People, but the redeemers push their luck too far with their missions of “mercy.” All it takes is one lucky break for a Pure captive, and, suddenly, one of the Forsaken’s worse enemies is loose behind the front lines. And, naturally, those Pure who know of the Lodge of Salvation see the lodge members as heretics of the worst and most perverted degree — those who not only blaspheme against the “true will of Father Wolf” but who also steal away the Pure’s own young. It may be a hypocritical charge, but it doesn’t make the Pure any less dangerous or the Lodge of Salvation any less reticent to keep a low profile.
Surprisingly, the Lodge of Salvation has met with some real success in the few centuries it’s been in existence. Lodge members’ typical method of operation is to gather information about the local Pure, in particular learning of any recent recruits. When lodge members find a target that seems as though they could be “reached,” the lodge attempts to abduct the young Pure and bring them to a safehouse, where they can be gradually “deprogrammed” into unlearning the hate forced upon them. If the lodge members manage to successfully break through with a given rescue, they then perform the Rite of the Silver Scar, a rite that removes the marks of the Pure. The young werewolf then has the opportunity to build a new life among the Tribes of the Moon. The greatest goal of the Lodge of Salvation, however, has yet to be met. The lodge has yet to discover a way to undo the Pure rites that scourge the auspice blessing from a werewolf’s spirit; even the lodge’s most successful rescues are moonless creatures who cannot reclaim what they’ve lost. The search for such a power drives some lodge members to obsession.
Membership[]
Members of the Lodge of Salvation aren’t aggressive recruiters. Although they could certainly use the extra power, the lodge’s work is so dangerous and demanding that a half-hearted recruit is an unnecessarily risky proposition. Instead, they tend to do their recruiting in an off-handed fashion. At tribal gatherings, they bring up the idea of reaching out to those Pure members who aren’t beyond saving in casual conversation to see who bites. Lodge members look for werewolves who have some particular interest in understanding the Pure and dismiss those who are driven by hate or revenge. The ideal recruit is one who has watched a friend or loved one be abducted by the Pure; even if it’s too late to save that particular Uratha, the recruit in question will probably be interested in helping rescue other abductees. The Lodge of Salvation does not require an initiation ordeal; the trials of membership are ordeal enough. Initiation is a simple and grim affair. The initiate is brought to one of the lodge’s safehouses for a ritual oath, sworn on the bones of a fallen lodge-brother. The oath is made to Mother Luna and to the brethren of the lodge, a promise to bring mercy and salvation to the young victims of the Pure.
Game Mechanics[]
The following are an overview of the game mechanics.
Prerequisites[]
- Honor •• or Purity ••
- Must maintain Harmony of 6 or higher
Benefits[]
Lodge members may purchase Inspiration Gifts as affinity Gifts. In addition, lodge members receive +2 to Resolve rolls made to resist Gifts used against them by the Pure, and +1 to Resolve rolls made to resist Death Rage when wounded by one of the Pure.
Rites[]
RITE OF THE MOON’S VEIL •••: For members of the Lodge of Salvation to have a chance to reach a “rescued” Pure werewolf, they need time to gradually break down the blocks and mental scars imposed by the Pure Tribes indoctrination. Time is a rare commodity when the Pure have been roused, though. This rite allows the ritemaster to temporarily hide the subject from the Pure Tribes, masking them from any supernatural attempts made by the Pure or their spirit allies to detect them. This rite does not work on targets that possess auspices.
RITE OF THE SILVER SCAR •••••: This potent rite is used to remove the Renown gained from a willing recipient, in effect re-baptizing them and preparing them to begin walking the path of Lunes. Without the use of this rite, a formerly Pure werewolf cannot join the Tribes of the Moon; at best, they can only be a Ghost Wolf without so much as an auspice.
Reference List[]
- WTF: Lodges: The Faithful, p. 84-87