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Chandra Hepp

Chandra Hepp, Elodoth member of the Lodge of Wrath

A Lodge of the Hunters in Darkness, the philosophies of the Lodge of Wrath are simple enough to understand. Territory is sacrosanct, and extends beyond the physical land that a pack claims. Their possessions, their bodies and even each other all fall under the heading of “territory,” and, thus, anyone who violates the sanctity of a lodge member or one of their packmates faces a terrible and determined foe.

The spirit patron of the Lodge of Wrath is Shrike-Bloody-Beak.

Overview[]

Members of the lodge call themselves Serthaha, or “those who punish.” To enter the territory of the Serthaha is to welcome death. The members don’t go out looking for trouble, though those who claim territory near urban centers do try to make those territories proof against trespassers. When someone enters the hunting ground of a lodge member, though, the Uratha is honor-bound to exact revenge. Shrike-Bloody-Beak doesn’t require the werewolves to kill all trespassers, especially if doing so would threaten to expose the Uratha, but the spirit does insist that anyone who wrongs the lodge, as a whole or in the person of a single member, must suffer. Sometimes this involves sneaking into the wrongdoer’s house and marking their bedroom door with claw marks, killing their pet, stalking their for a week or some other form of intimidation. If the violation was deliberate or damaging, more brutal methods might be necessary. Serthaha have been known to keep “pain larders,” wherein they leave offenders writhing on hooks for hours before they are finally allowed to die.

The Lodge of Wrath appeals mainly to the most aggressive of the Hunters in Darkness; in particular, the lodge appeals by ratifying a werewolf’s territorial instinct. It’s not just natural for you to guard your own, it’s your sacred duty. Some would-be Serthaha are obsessed with the notion of defending territory and precepts of Honor and Purity. Some, sadly, are just looking for excuses to inflict pain on others. The latter don’t normally make the cut, as deliberate torture of others for purely sadistic reasons is a violation of Harmony and impressing the Ralunim is difficult to do without keeping true to the Oath. But it happens sometimes that once a werewolf joins the Lodge of Wrath they discover a vicious streak they never knew they had. Active members of the lodge are rarely expelled; lodge members stick together and believe that a slight or attack on one member is an attack on them all. Thus, Uratha of the lodge might find themselves defending a fellow Serthaha who is guilty of brutal and reprehensible acts, simply because they are also a lodge member.

Membership[]

The Lodge of Wrath is not a society that one joins by barging in and demanding recognition. An applicant must conduct themselves with absolute decorum if they wish to become Serthaha. First, the werewolf must find — but not enter — the territory of a member of the lodge. They must politely ask permission to speak with the member, whether inside or outside of their territory. If the lodge member does not wish to speak to the Uratha, the applicant is honor-bound to leave and return at a later date (traditionally at least a lunar month, though this is flexible). If the lodge member agrees to speak with the applicant, the two Meninna discuss the possibility of the applicant joining the lodge. The lodge member gauges whether the applicant has the necessary foresight and skill to become Serthaha, normally by a few hypothetical questions and a quick sparring match. Of particular interest is whether the applicant can take a hit in Gauru form and resist Kuruth, since deliberate application of strength is important to the lodge (entering Death Rage doesn’t necessarily bar the applicant, but it doesn’t reflect well). Once the fight is over, the member either rejects the applicant or agrees to vouch for them to Shrike-Bloody-Beak. A rejected applicant can attempt to find another lodge member and repeat the process, but failure to disclose their previous attempt is a serious breach of honor. If the Serthaha agrees to speak to the lodge’s totem, they call up the spirit by impaling their own hand on a sharpened piece of wood. Shrike-Bloody-Beak then evaluates the applicant in much the same way as the lodge member, asking for possible punishments for trespassers to test the werewolf’s creativity and ordering them to track a spirit to test their hunting skills. Shrike’s tests can go on for weeks if necessary. The spirit is patient and exacting, and any indication that the werewolf is growing frustrated or annoyed is tantamount to insulting the totem. If this happens, the Uratha is immediately barred from membership and the Serthaha vouching for them must attack and drive them away, lest they, too, incur Shrike-Bloody-Beak’s ire. Once the spirit is satisfied, Shrike accepts the applicant into the lodge by slashing open the werewolf’s forehead or cheek with the spirit’s beak. The wound leaves a white scar that any Serthaha can recognize automatically. Shrike-Bloody-Beak doesn’t believe in a great deal of fanfare or lengthy initiations once its decision is made, but reserves the right to revoke membership at any time if the Uratha falters in their duties.

Game Mechanics[]

The following are an overview of the game mechanics.

Prerequisites[]

  • Purity ••
  • Honor ••
  • Brawl or Weaponry ••
  • Survival ••

Benefits[]

Members of the Lodge of Wrath may learn Retribution Gifts as though they were tribal Gifts.

Retribution Gifts[]

Werewolves are not at any loss for skill in battle or in ways to track down their enemy, and so a being that wrongs a werewolf (or, worse, a pack) is probably in for a savage lesson in pain. Members of the Lodge of Wrath, dedicated as they are to seeking out and punishing those who would trespass on or despoil Meninna territory, have special blessings from Shrike-Bloody-Beak to aid them in their work. Retribution Gifts only function against targets that have directly wronged or harmed the Gift’s user, their pack or the Lodge of Wrath in general. Against innocent targets or offenders that have never committed any offense to the werewolf or their people, these Gifts are useless.

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Shrike's Vengeance: Shrike-Bloody-Beak teaches its followers how to strike with spirit talons, making even their Hishu form fists deadly weapons. A werewolf using this Gift can split open an opponent’s flesh with a slap and disembowel him with a solid kick — provided that they can first convince Shrike of the opponent’s guilt. The character utters an entreaty to Shrike in the First Tongue, asking for the spirit’s blessing in punishing a given target. If the entreaty is accepted, that character inflicts lethal damage with any attack against that specific target for the rest of the scene, whether or not the attack would normally cause lethal damage. Fists, feet or blunt weapons can kill a target in the same way claws and blades would. The Gift lasts for one scene once activated, and can only be used against one opponent per scene.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Sinful Thoughts: Used when someone has offended one of the Serthaha in a minor way or with a decent explanation, this Gift works to prevent a recurrence. Shrike-Bloody-Beak sends one of its flock to follow the target of the Gift, watching carefully for any intent to inflict harm upon the werewolf’s pack, trespass on their territory or otherwise repeat their crime. If they so much as considers doing so again, the tiny bird-spirit pecks at them, causing them extreme pain for a few seconds. While this spiritual attack usually doesn’t cause any damage to the target’s body, it’s normally enough to make them think twice about crossing the Lodge of Wrath again. Sinful Thoughts requires the werewolf to stare at the target for a full turn. If the target is capable of ridding themselves of the shrike-spirit, they may do so (werewolves and some mages often can, for instance, though normal mortals are usually stuck with their watchful hanger-on).
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Shrike's Larder: The Serthaha believe that the soul carries pain after the body dies, and that it serves as a reminder in future lives. Therefore, they sometimes wish to stretch out the pain an offender feels so that, in future incarnations, they will instinctively know to avoid the same crimes. This Gift, named for Shrike-Bloody-Beak’s habit of impaling still-living prey on thorns for later consumption, facilitates that by forestalling the moment of death. The target may (and probably will) wish to die, but cannot until the Gift’s effects end. Traditionally, Shrike’s Larder is used to prolong the agony of serious offenders to the Lodge of Wrath. Some Serthaha use this Gift on a given target before entering combat, allowing them the surety of at least one survivor to interrogate or leave writhing in pain as an example. Using this Gift as a method of torture requires a roll to resist degeneration if the character’s Harmony is 3 or more.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Guilt's Lure: The Uratha are superlative trackers, but the myriad antiseptic scents in the modern world often make hunting down an unknown trespasser very difficult. This Gift, however, draws the offender back to the scene of the crime, allowing the werewolf and their pack to lay an ambush. The Gift must be activated within 24 hours of the crime. The werewolf paces around the crime scene (which might where a body was found, the site of vandalism in the werewolf’s territory, etc.) and emits low growls and snarls. The target, wherever they are, feels a strong pull to return to the area. The desire to return makes sense to the target. A murderer might feel compelled to return and make sure that no one has discovered their crime, while a vandal might want to go back and do more damage.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Shrike's Feast: Shrike-Bloody-Beak is known to impale its prey on sharp objects and eat it one piece at a time. The ultimate expression of this spirit’s vengeance is similar — the werewolf can separate the target’s soul and mind from his body, picking away at flesh, spirit and mental strength. This Gift requires the werewolf to touch the target. Doing so in combat requires a single success on a roll of Dexterity + Brawl – target’s Defense.

Fetishes[]

Lightning Chain (••••): This weapon is made from a thick chain about 10 feet long - the links of the business end are wrapped with copper wire. The Lightning Chain is one of the hallmark weapons of the Lodge of Wrath. It is often used by them to deal with interloping humans who provoke them into murderous action. A lightning spirit-must be used to fabricate it. If struck with the inactivated chain, it does normal damage (listed below). If activated, the chain's damage s a major electrical blast, doing 6 (B) damage. Normal armor offers no defense against this electrical attack. Furthermore, the target must make a reflexive Strength roll in each turn of contact. Failure means the target is still connected to the Lightning Chain and suffers its damage each turn until a successful roll is made or the chain is discharged. The Uratha does not make further attack rolls after the first combat turn. The target either succeeds at the reflexive roll or suffers 6 dice of damage. The chain only holds a charge for three turns. Afterwards, it must be connected to a major source of electricity for an hour to regenerate.

  • Durability 3 (reinforced to 6), Size 4, Structure 10, Damage 2 (B)
  • 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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