Lodge of the Spirit Chains

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Lodge of the Spirit Chains
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Spirit/Totem The Broken One
Auspice Ithaeur
Signs of the Moon.jpg
Signs of the Moon 65-66
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As much as the Uratha like to tout that they are the guardians of the Shadow and will smash any spirit that steps out of line, the fact of the matter is that permanently destroying a spirit is not something the children of Father Wolf have easy means to do. A spirit whose Corpus is rent to shreds still reforms at full strength some days or weeks later. Only by ensuring that a spirit has expended all of its Essence before discorporating it can a pack truly destroy a creature of the Shadow, and few spirits are foolish enough to expend that final Essence if it feels it is in even the slightest danger of destruction. The Rite of the Sacred Hunt allows a pack to consume a vanquished spirit’s Essence, but using that to destroy the target of the hunt is a grievous sin. Likewise, few packs wish to risk tainting their totem with the murderous resonance that comes from wholly devouring another spirit.

The Lodge of the Spirit Chains devotes itself to trapping particularly powerful and dangerous spirits (of Jaggling rank or higher) and binding them into fetish prisons where their ability to influence the world is greatly diminished. Since a fetish made with an unwilling spirit is usually dangerous to use, the lodge maintains vaults around the globe where these mighty spirits’ prisons are held and guarded constantly by Rahu and Ithaeur devotees.

Prerequisites

Wisdom •••, Cunning ••, must know the Bind Spirit rite and Fetish Rite.


Benefits

Members of the Lodge of the Spirit Chains are wise in ancient tricks of summoning, binding, and fetish-crafting spirits. The player adds the character’s Wisdom Renown to her Harmony when calculating the dice pool of any rite used to call, bind, or trap within a fetish a hostile spirit. The lodge’s tricks rely on the targets hatred and wrath; thus, summoning or binding a neutral or allied spirit does not gain this benefit. In addition, if the member knows the ban of the spirit he is calling or binding, the player adds two dice to the dice pool.

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