
Melanie Rennes, Cahalith member of the Lodge of Seasons
A Lodge of the Hunters in Darkness, the Lodge of Seasons demands much of those who choose it.
The spirit patron of the Lodge of Seasons is Changing Winds.
Overview[]
Each of the members of the lodge chooses (or rather, is chosen by) a particular season, and that season determines not only what benefit the Uratha takes from the lodge, but the time of the year that they are granted particular respect in the lodge. The Lodge of Seasons is less concerned with social matters or mystical riddles than some of the other brotherhoods within the tribes. Instead, these werewolves are dedicated to living according to a set of natural precepts, and, as such, the lodge resembles a religious faith as much as an exclusive club. Members are designated by their favored seasons (for instance, a member might be known as “Joshua Avery, Summer”), and, during a given season, those Meninna aspected to that time of year are considered the leaders of the lodge. Age, Renown and other issues still play into dominance concerns, of course, but between two members of the lodge, the one whose season currently reigns is considered more “in tune” with the world and therefore receives deference.
The primary lesson that members of the lodge learn is that everything has a proper time, but that time isn’t determined by social custom or human (or even werewolf) ideals, but by the Earth itself. These Meninna don’t engage in “Gaea worship” as humans use the term, because they don’t recognize the Earth as having any particular interest in werewolves or any other single species. Instead, they see the world as being governed by natural laws, which change as the world spins, rotates around the sun, grows warmer or cooler, and otherwise changes in patterns.
Membership[]
The Lodge of Seasons is one of the most inclusive of the Uratha lodges, largely because the reasons that a werewolf joins the lodge are spiritual and ideological, rather than political. The Lodge of Seasons is predominantly composed of Hunters in Darkness, but members of other Forsaken tribes occasionally petition for and receive membership. A werewolf wishing to join the lodge simply begins living in time with the seasons as expressed by the lodge’s philosophies (which means, of course, that at some point the applicant must have been taught what those philosophies are). Changing Wind is said to look in on werewolves on this spiritual journey, though the spirit doesn’t reveal itself. It might lead other lodge members to these applicants, enabling the lodge to watch its fledgling members. Some Uratha choose to correct and teach applicants, while others prefer to let them learn by trial and error. In any case, the applicant must “live the seasons” for an entire year. Traditionally, the applicant begins this trial at the beginning of one of the seasons, rather than in the middle, so that they don't start and end the year in the same season. Each season has one important principle that applicants must adhere to during this trial period.
In spring, applicants must abstain from battle. Fighting to protect themselves, their packs or their territories is considered acceptable if no other option exists, but initiating combat is forbidden. Entering Death Rage doesn’t automatically disqualify the werewolf, but many applicants to the lodge avoid assuming Gauru form at all during spring. This isn’t to say that Uratha have to be passive or inactive during the spring. They are expected to learn, mate and explore during spring. Note that “combat” implies fighting a foe for reasons other than survival — in no season is a werewolf forbidden from hunting.
In summer, all of the pent-up energy of spring comes to a head as the applicant is finally permitted — and encouraged — to fight. Prospective members lead their packs on hunts for those who wronged them, defend their territories with vicious brutality and hone their combat skills in brawls with pack- and tribemates. The hardest lesson for applicants to grasp about summer, though, is that the Rage that they feel must not be allowed to run wild. Killing other Uratha is still a serious sin, and the Oath still applies. A werewolf who kills another during summer is immediately barred from membership, unless they can convince a Ralunim that their actions were justified.
Come autumn, the ferocity of summer gives way to chilly, ruthless planning. The werewolf is expected to be ready to die with the first sunrise of winter, and, therefore, they have one season to put their affairs in order. This means making sure their pack is sound without them, that their family (if any) is safe and that any debts are paid and grudges are released or settled. Autumn is a busy time for applicants, but the lengthening nights help them in their hunts. During this time, the applicant is reluctant to accompany their pack on “new business” — defending and maintaining territory is an ongoing concern, of course, but expanding that territory can wait until spring.
Finally, when the cold, silent winter descends, the werewolf reflects on the past year and asks themselves some difficult questions. Were they true to Harmony? How might they improve? What did they and their pack accomplish and what did they sacrifice to do it? Was it worth the reward? The werewolf abstains from interaction with other werewolves (though they may be near them, especially their pack), avoids combat if possible (though not to the same extent as during spring) and spends time conversing with any spirits that they can find. Respect for spirits is paramount during winter. Members of the lodge believe that in the still of winter, word of a werewolf’s deeds carry farther than in other seasons and so they must be extra careful to treat the denizens of the Hisil with respect and quiet authority. After a full year passes, the applicant (who by this time has been contacted by members of the lodge via Changing Wind) enters the spirit wilds on a month-long quest. Their packmates are permitted to accompany them, and, indeed, the lodge encourages this, as the point of the quest is for the werewolf to discover their favored season, which is much simpler to do if they are at ease and not under constant threat. A servant of Changing Wind accompanies the werewolf and observes them, watching to see what challenges they face and how they face them. Once the month is over, the werewolf returns to the physical world and declares themselves to be a Summer, Spring, Winter or Autumn. If the Uratha is still unsure, then they are denied membership in the Lodge of Seasons. If they can confidently claim a season, then Changing Wind and the lodge welcome them.
Game Mechanics[]
The following are an overview of the game mechanics.
Prerequisites[]
Purity •••
Benefits[]
Each member of the Lodge of Seasons has a favored season, and that period determines a class of Gifts that the Uratha can learn as tribal Gifts. The favored seasons are: spring (Weather), summer (Rage), autumn (Insight) and winter (Death). In addition, during the werewolf’s favored season, he receives three additional dice to any Social roll involving a lodge member. Many members are presented with a Season Flute upon being inducted into the lodge, depending on how flawlessly they passed their initiation and whether or not there is a member about with the means to make one.
Fetishes[]
Fourfaces (•): What this fetish lacks in power makes up for in versatility over the course of a year. Many experienced Hunters in Darkness craft the fetish as a gift to those who join the Lodge of Seasons. The Fourfaces fetish is meant to remind the younger werewolf of the tenets of Harmony. It looks like a small wolf's head with four faces representing the four seasons. When activated, this fetish adds one die to a skill roll, based on the Season. In summer it adds to Brawl; in the fall, it adds to Empathy; in winter, to Medicine; and in spring, to Awareness. The effect lasts for one turn per success on the activation roll.
- Durability 1 (reinforced to 2), Size 0, Structure 2
- Action: Instant[1]
Season Flute (•••): Four different varieties of this fetish exist, one for each season. Each is empowered by a wind-spirit, and the time of the year that the fetish is created determines its effect. Traditionally, members of the lodge carry flutes appropriate to their seasons, but it’s not inappropriate, for instance, for a Summer to carry a Winter Flute. The character must play a short tune (just three or four notes) on the flute to activate it. Once successfully activated, the flute’s effects remain for one minute per success on the activation roll. The flute can be used once per scene. The effects of the four different types of Season Flutes are as follows:
- Spring: The werewolf is infused with the boundless energy and possibility of spring. For the rest of the scene, the player receives a +1 modifier to any roll involving a Power Attribute (Strength, Intelligence or Presence).
- Summer: The hot summer gusts bolster a werewolf’s endurance and fortitude. For the rest of the scene, the player receives a +1 modifier to any roll involving a Resistance Attribute (Stamina, Resolve or Composure).
- Autumn: An Autumn Flute aids the werewolf in incisive thinking and quick action. For the rest of the scene, the player receives a +1 modifier to any roll involving a Finesse Attribute (Dexterity, Wits or Manipulation).
- Winter: The biting chill of the winter wind infuses the werewolf’s fangs and claws. If the character successfully damages an opponent with their natural weaponry, that opponent suffers a –2 penalty on all rolls from pain. Gifts or other effects that mitigate pain can alleviate this effect as usual
Reference List[]
- WTF: Werewolf: The Forsaken Rulebook, p. 201-202
- WTF: Lodges: The Faithful, p. 91-93
- ↑ WTF: Lore of the Forsaken, p. 153