The spirits of cities are strange, individual creatures. The Ithaeur argue about the choir to which they belong, and which other spirits they might serve and even how they come to be. How does one spirit come to represent the whole city more than any of the others? One group of werewolves knows more of the answers than any others. These werewolves walk the streets of the city with greater caution than other Uratha, knowing that their every step is registered by the spirit who, in every sense that matters, is the city. These werewolves know what few others of their kind ever recognize, that the Iron Masters only walk the city with the tolerance of the city-spirit.
The spirits of the city are young in spiritual terms, yet are powerful out of all proportion to their age. No two are alike, yet all behave in similar ways. They can be known and influenced, and knowledge gleaned about one can be useful in dealing with others. Most importantly to the Uratha, city-spirits do not rouse themselves against the werewolves with the same hatred that other spirits exhibit. Even the spirits that flee the chaos deep in the Hisil are just more immigrants to be assimilated into the great city. They have their own concerns, ones hard for any werewolf to understand. What does a spirit drawn from human activity and emotion, the spirits of rock and stone, of electricity and gas, of metal and glass and urban wildlife truly want? What thoughts pass through the mind of such a being?
Prerequisites
Occult •••, Manipulation •••, Empathy ••
Benefits
All members of the Lodge of Stones gain the ability to contact a manifestation of the local city-spirit on a successful Manipulation + Occult roll; this is an instant action, requiring nothing more than speaking to a telephone pole or scratching a note on a wall. A successful roll only indicates that the spirit has received the message. The spirit is not compelled to reply, but can act as it chooses. In addition, lodge members gain three additional dice in any Social roll that involves the spirit of a city or town, and two extra dice to Social rolls made to deal with any building-related spirit.