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		<title>Edge of Darkness Wiki - User contributions [en]</title>
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		<updated>2026-04-12T19:37:18Z</updated>
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	<entry>
		<id>http://nwod.org/wiki/index.php/Flaws</id>
		<title>Flaws</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Flaws"/>
				<updated>2014-03-05T12:45:41Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a list of the Flaws that MAY be in play on EoD, if the Flaw you want is not here, please PM the Venues Storyteller or post a comment on your character sheet concerning something different or specific.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|Class=Wikitable&lt;br /&gt;
|-&lt;br /&gt;
|'''Physical'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaw'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|-&lt;br /&gt;
|Bad Regeneration &lt;br /&gt;
|''Werewolves Only'' &lt;br /&gt;
Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties.&lt;br /&gt;
|Rage p105 &lt;br /&gt;
|-&lt;br /&gt;
|Crippled &lt;br /&gt;
|Confined to a wheelchair. Speed is your Strength. Instant to move or -2 on speed and all actions to move. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Cumbersome &lt;br /&gt;
|Rather large. No change to size, Stamina cannot go above 3. Must shop in specialty stores for clothing &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Deformity &lt;br /&gt;
| -2 of social rolls when meeting new people due to disfiguring limbs/scars/blemish &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Dwarf &lt;br /&gt;
|Size is 4. XP awarded for notable social problems. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Hard of Hearing &lt;br /&gt;
| -2 from all hearing perception rolls. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Lame &lt;br /&gt;
|Speed factor is 2 due to flaw in legs (artificial, crippled, crutches etc) &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Mute &lt;br /&gt;
|Cannot speak. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|No Fangs &lt;br /&gt;
|''Vampires Only''&lt;br /&gt;
Does not cause enrapturement when feeding, must render unconscious or subdue victims rather than just bite. Saliva does not heal wounds caused this way.&lt;br /&gt;
|Mehket p118 &lt;br /&gt;
|-&lt;br /&gt;
|One Arm &lt;br /&gt;
|Double time to perform manual tasks. Attempts to do task quickly are at -3 &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|One Eye &lt;br /&gt;
|Ranged attack penalties double. 10-again not re-rolled in driving, 1's subtract. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Poor Sense of Smell &lt;br /&gt;
|''Werewolf Only''&lt;br /&gt;
Suffers a penalty to smell related perception checks.&lt;br /&gt;
|Rage p106 &lt;br /&gt;
|-&lt;br /&gt;
|Poor Sight &lt;br /&gt;
| -2 to all sight perception tests. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Silver Allergy &lt;br /&gt;
|''Werewolf Only''&lt;br /&gt;
Contact with silver causes some aggravated damage to a Forsaken werewolf. &lt;br /&gt;
|Rage p106&lt;br /&gt;
|-&lt;br /&gt;
|'''Mental'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaw'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|-&lt;br /&gt;
|Addiction &lt;br /&gt;
|Addicted to a substance. 3 sessions without indulging means its beaten. Indulgence here does not count for Gluttony. &lt;br /&gt;
|WoD Core p218 &lt;br /&gt;
|-&lt;br /&gt;
|Amnesia &lt;br /&gt;
|Memories from past trauma surface unexpectedly. Sporadically forgets allies and enemies from past. &lt;br /&gt;
|WoD Core p218 &lt;br /&gt;
|-&lt;br /&gt;
|Anthropocentric &lt;br /&gt;
|''Werewolf Only''&lt;br /&gt;
Uncomfortable in wolf forms, preferring to do everything as a normal human.&lt;br /&gt;
|Rage p105 &lt;br /&gt;
|-&lt;br /&gt;
|Behavior Blind &lt;br /&gt;
|Unable to figure peoples moods and emotions (although Empathy rolls can provide). Cannot detect sarcasm etc. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Cannibal &lt;br /&gt;
|A preference rather than addiction to human flesh. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Coward &lt;br /&gt;
|Hesitates at dangerous or awkward situations. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Forgetful &lt;br /&gt;
|Doesn't forget everything, just small details that make things frustrating, such as names and short term goals. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Functional Multiple Personalities&lt;br /&gt;
|''Changeling Only''&lt;br /&gt;
Multiple Personality Disorder derangement with a twist: The Changeling has two personalities that don't know the other exists; One sees itself as pure human and rejects the supernatural, the other as his true form, as a Changeling. &lt;br /&gt;
|CtL Core p44 &lt;br /&gt;
|-&lt;br /&gt;
|Headstrong &lt;br /&gt;
|Often brash, and does not think through their actions. &lt;br /&gt;
|Rage p105 &lt;br /&gt;
|-&lt;br /&gt;
|Illiterate &lt;br /&gt;
|Might recognize simple words, but has trouble with sentences or books. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Impossible Standard &lt;br /&gt;
|''Vampire Only''&lt;br /&gt;
Character is held to strict and exacting demands, of which failure has its own consequences. &lt;br /&gt;
|Ventrue 107 &lt;br /&gt;
|-&lt;br /&gt;
|Nightmares &lt;br /&gt;
|Dreams with intensity higher than Res become nightmares, keeping the new Intensity. &lt;br /&gt;
''Alt:'' Roll Res+Com, failure indicates character does not regain point on nightly Willpower. &lt;br /&gt;
|CtL Core p193, Spirit Slayers p140 &lt;br /&gt;
|-&lt;br /&gt;
|Racist/Sexist &lt;br /&gt;
|Has a strong bias against or for a certain social group to the exclusion of others of the same type. &lt;br /&gt;
|WoD Core p219&lt;br /&gt;
|-&lt;br /&gt;
|'''Social'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaw'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|-&lt;br /&gt;
|Aloof &lt;br /&gt;
|Shy and distant in social situations. Dislikes being the center of attention. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Disharmony &lt;br /&gt;
|''Werewolves Only''&lt;br /&gt;
Had strong religious beliefs that conflict with the principles of Harmony.&lt;br /&gt;
|Rage p106 &lt;br /&gt;
|-&lt;br /&gt;
|Dishonorably Discharged &lt;br /&gt;
|Can not purchase Allies, Contacts or Status related to Military services and gain effect of the Notoriety Flaw among ex-service members. &lt;br /&gt;
|Dogs of War p40 &lt;br /&gt;
|-&lt;br /&gt;
|Embarrassing Secret &lt;br /&gt;
|A secret in the past. XP awarded for keeping it secret at the expense of allies. (If gets out may exchange for Notoriety or other appropriate Flaw) &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Expectations &lt;br /&gt;
|''Vampires Only''&lt;br /&gt;
Has rigid expectations that do not gel well with reality; suffers a social penalty when interacting with others outside of that framework. &lt;br /&gt;
|Ventrue 107 &lt;br /&gt;
|-&lt;br /&gt;
|Hollywood Syndrome &lt;br /&gt;
|''Werewolf Only''&lt;br /&gt;
Has telltale markings of werewolves as defined by Hollywood&lt;br /&gt;
|Rage p106 &lt;br /&gt;
|-&lt;br /&gt;
|Lone Wolf &lt;br /&gt;
|''Werewolves Only''&lt;br /&gt;
Difficulty interacting with other werewolves. &lt;br /&gt;
|Rage p106 &lt;br /&gt;
|-&lt;br /&gt;
|Lost Love &lt;br /&gt;
|''Vampires Only''&lt;br /&gt;
Had a strong connection to another early in life (or unlife). When triggered by a certain stimulus, suffer a -2 penalty on all rolls until one can escape the situation.&lt;br /&gt;
|Ancient Mysteries p69 &lt;br /&gt;
|-&lt;br /&gt;
|Materialist &lt;br /&gt;
|''Werewolves Only''&lt;br /&gt;
Difficulty interacting with spirits &lt;br /&gt;
|Rage p106 &lt;br /&gt;
|-&lt;br /&gt;
|Notoriety &lt;br /&gt;
|Inverse of Fame. If recognized, is met with negative reactions from those that would know. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Speech Impediment &lt;br /&gt;
|Must be role-played. If forgotten, Storyteller may warn condition is curing. &lt;br /&gt;
|WoD Core p219 &lt;br /&gt;
|-&lt;br /&gt;
|Untrustworthy &lt;br /&gt;
| -2 to Persuasion, Socialize, or any Manipulation test. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|'''Mystical'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaw'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|'''Source'''&lt;br /&gt;
|-&lt;br /&gt;
|Bad Regeneration &lt;br /&gt;
|''Werewolves Only''&lt;br /&gt;
Has an injury that did not regenerate properly; has one lower Health and may suffer other penalties.&lt;br /&gt;
|Rage p105 &lt;br /&gt;
|-&lt;br /&gt;
|Glamour Addict &lt;br /&gt;
|''Changeling Only''&lt;br /&gt;
As per Addiction, except the substance is Glamour or the act of Harvesting. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Manifest Mien &lt;br /&gt;
|''Changeling Only''&lt;br /&gt;
Mien shows through in small ways. It leaves unsettling or lackluster impressions on people, depending on what is least useful to the character at the time. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Sluggish Vitae &lt;br /&gt;
|''Vampires Only''&lt;br /&gt;
Forced to spend an additional Vitae to wake each evening. &lt;br /&gt;
|Ancient Mysteries p69 &lt;br /&gt;
|-&lt;br /&gt;
|True Tongue &lt;br /&gt;
|''Changelings Only''&lt;br /&gt;
Can lie, but it is glaringly obvious in both blatant lies and lies of omission that the character is lying. &lt;br /&gt;
|Rites of Spring p98 &lt;br /&gt;
|-&lt;br /&gt;
|Conflicted &lt;br /&gt;
|''Werewolves Only''&lt;br /&gt;
Res+Comp to avoid ''Kuruth'' when not in combat suffers -3 penalty. If the character is in combat, the roll suffers a -5 penalty&lt;br /&gt;
|Blood of the Wolf 104 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Parent|Character Creation}}{{Links|Character Creation}}{{Help}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Vice</id>
		<title>Vice</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Vice"/>
				<updated>2014-03-05T12:42:23Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
When creating your character, choose one of the seven Vices detailed below as her defining one. This is not to say that your character may not have other weaknesses or base impulses, but her defining Vice is the one that most clearly evokes her basic behavior.&lt;br /&gt;
&lt;br /&gt;
==Envy==&lt;br /&gt;
An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it’s coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a selfloathing that they project onto others.&lt;br /&gt;
&lt;br /&gt;
Your character regains one Willpower point whenever she gains something important from a rival or has a hand in harming that rival’s wellbeing.&lt;br /&gt;
&lt;br /&gt;
Other Names: Covetousness, jealousy, paranoia &lt;br /&gt;
Possessed by: Celebrities, executives, politicians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gluttony==&lt;br /&gt;
Gluttony is about indulging appetites to the exclusion of everything else. It's about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed his insatiable appetite for pleasure, regardless of the cost to himself or those around him. He might be considered a junky or even a kleptomaniac (he steals things he doesn't need just for the thrill of it).&lt;br /&gt;
&lt;br /&gt;
Your character regains one spent Willpower point whenever he indulges in his addiction or appetites at some risk to himself or a loved one.&lt;br /&gt;
&lt;br /&gt;
Other Names: Addictive personality, conspicuous consumer, epicurean&lt;br /&gt;
Possessed by: Celebrities, junkies, thieves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Greed==&lt;br /&gt;
Like the envious, the greedy are never satisfied with what they have. They want more — more money, a big- ger house, more status or influence — no matter that they may already have more than they can possibly handle. Everything is taken to excess. To the greedy, there is no such thing as having too much. If that means snatching someone else’s hard-earned reward just to feather one’s own nest, well, that’s the way it goes.&lt;br /&gt;
&lt;br /&gt;
Your character regains one W illpower point whenever he acquires something at the expense of another. Gaining it must come at some potential risk (of assault, arrest or simple loss of peer respect).&lt;br /&gt;
&lt;br /&gt;
Other Names: Avarice, parsimony &lt;br /&gt;
Possessed by: CEOs, lawyers, stock brokers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lust==&lt;br /&gt;
The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence.&lt;br /&gt;
&lt;br /&gt;
Your character is consumed by a passion for something. He regains one Willpower point whenever he satisfies his lust or compulsion in a way that victimizes others.&lt;br /&gt;
&lt;br /&gt;
Other Names: Lasciviousness, impatience, impetuousness&lt;br /&gt;
Possessed by: Movie producers, politicians, rockstars&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pride==&lt;br /&gt;
Pride is the Vice of self-confidence run amok. It is the belief that one’s every action is inherently right, even when it should be obvious that it is anything but. A prideful person refuses to back down when his decision or reputation is called into question, even when the evidence is clear that he is in the wrong. His ego does not accept any outcome that suggests fallibility, and he is willing to see others suffer rather than admit that he’s wrong.&lt;br /&gt;
&lt;br /&gt;
Your character regains one Willpower point whenever he exerts his own wants (not needs) over others at some potential risk to himself. This is most commonly the desire for adulation, but it could be the desire to make others do as he commands.&lt;br /&gt;
&lt;br /&gt;
Other Names: Arrogance, ego complex, vanity&lt;br /&gt;
Possessed by: Corporate executives, movie stars, street thugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sloth==&lt;br /&gt;
The Vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort — and possibly risk failure — in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while the slothful person sits on his thumbs doesn’t matter one bit.&lt;br /&gt;
&lt;br /&gt;
Your character regains one Willpower point whenever he successfully avoids a difficult task but achieves the same goal nonetheless.&lt;br /&gt;
&lt;br /&gt;
Other Names: Apathy, cowardice, ignorance&lt;br /&gt;
Possessed by: Couch potatoes, trust-fund heirs, welfare cheats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrath==&lt;br /&gt;
The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense. &lt;br /&gt;
&lt;br /&gt;
Your character regains one spent Willpower point whenever he unleashes his anger in a situation where doing so is dangerous. If the fight has already begun, no Willpower points are regained. It must take place in a situation where anger is unwarranted or inappropriate.&lt;br /&gt;
&lt;br /&gt;
Other Names: Antisocial tendencies, hotheadedness, poor anger management, sadism&lt;br /&gt;
Possessed by: Bullies, drill sergeants, street thugs&lt;br /&gt;
&lt;br /&gt;
{{Links|Character Creation}}{{Parent|Character Creation}}{{Help}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Virtue</id>
		<title>Virtue</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Virtue"/>
				<updated>2014-03-05T12:37:31Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
When creating your character, choose one of the seven Virtues detailed here as your character’s defining quality. This is not to say that she may not have other worthwhile or altruistic qualities, but her defining Virtue is the one that most clearly evokes her basic beliefs.&lt;br /&gt;
&lt;br /&gt;
==Charity==&lt;br /&gt;
True Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the prin- ciple of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever she helps another at the risk of loss or harm to herself. It isn’t enough to share what your character has in abundance. She must make a real sacrifice in terms of time, possessions or energy, or she must risk life and limb to help another.&lt;br /&gt;
&lt;br /&gt;
Other Names: Compassion, mercy&lt;br /&gt;
Possessed by: Philanthropists, saints, soup-kitchen workers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faith==&lt;br /&gt;
Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever he is able to forge meaning from chaos and tragedy.&lt;br /&gt;
&lt;br /&gt;
Other Names: Belief, conviction, humility, loyalty&lt;br /&gt;
Possessed by: Detectives, philosophers, priests, scientists, true believers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fortitude==&lt;br /&gt;
A person’s ideals are meaningless unless they’re tested. When it seems as though the entire world is arrayed against him because of his beliefs, a person possessing Fortitude weathers the storm and emerges with his convictions intact. Fortitude is about standing up for one’s beliefs and holding the course no matter how tempting it may be to relent or give up. By staying the course — regardless of the cost — he proves the worth of his ideals.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever he withstands overwhelming or tempting pressure to alter his goals. This does not include temporary distractions from his course of action, only pressure that might cause him to abandon or change his goals altogether.&lt;br /&gt;
&lt;br /&gt;
Other Names: Courage, integrity, mettle, stoicism &lt;br /&gt;
Possessed by: Dictators, fanatic cultists, gumshoes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hope==&lt;br /&gt;
Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice - whether it's Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever she refuses to let others give in to despair, even though doing so risks harming her own goals or wellbeing. This is similar to Fortitude, except that your character tries to prevent others from losing hope in their goals. She need not share those goals herself or even be successful in upholding them, but there must be a risk involved.&lt;br /&gt;
&lt;br /&gt;
Other Names: Dreamer, optimist, utopian&lt;br /&gt;
Possessed by: Anti-globalization activists, entrepreneurs, martyrs, visionaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever he does the right thing at risk of personal loss or setback. The “right thing” can be defined by the letter or spirit of a particular code of conduct, whether it be the United States penal code or a biblical Commandment.&lt;br /&gt;
&lt;br /&gt;
Other Names: Condemnatory, righteous &lt;br /&gt;
Possessed by: Critics, judges, parents, role models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prudence==&lt;br /&gt;
The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road he prospers slowly but surely.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower points whenever he refuses a tempting course of action by which he could gain significantly. The “temptation” must involve some reward that, by refusing it, might cost him later on.&lt;br /&gt;
&lt;br /&gt;
Other Names: Patience, vigilance &lt;br /&gt;
Possessed by: Businessmen, doctors, priests, scientists&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temperance==&lt;br /&gt;
Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It’s all about balance. Everything has its place in a person’s life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or un-holy. The trouble comes when things are taken to excess, whether it’s a noble or base impulse. Too much righteousness can be just as bad as too much wickedness.&lt;br /&gt;
&lt;br /&gt;
Your character regains all spent Willpower when he resists a temptation to indulge in an excess of any behavior, whether good or bad, despite the obvious rewards it might offer.&lt;br /&gt;
&lt;br /&gt;
Other Names: Chastity, even-temperament, frugality &lt;br /&gt;
Possessed by: Clergy, police officers, social workers&lt;br /&gt;
&lt;br /&gt;
{{Links|Character Creation}}{{Parent|Character Creation}}{{Help}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2014-02-26T05:55:18Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MCharacter&lt;br /&gt;
|Character Name=Raum&lt;br /&gt;
|Status=Deceased&lt;br /&gt;
|Player Name=NPC&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Portrait=Raum.jpg&lt;br /&gt;
|Avatar=Stock Model&lt;br /&gt;
|Notes=Created by [[Created By::User:Sirith|Sirith]]&lt;br /&gt;
}}&lt;br /&gt;
== Apperance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bai_Hu</id>
		<title>Bai Hu</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bai_Hu"/>
				<updated>2014-02-26T05:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MC2&lt;br /&gt;
|Character Name=Bai Hu&lt;br /&gt;
|Status=Deceased&lt;br /&gt;
|Player Name=Fool&lt;br /&gt;
|Consilium Status=0&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Order Status=0&lt;br /&gt;
|Portrait=Bai Hu.jpg&lt;br /&gt;
|Avatar=Ngo Thanh Van&lt;br /&gt;
|Presence             =2&lt;br /&gt;
|Presence Description =&lt;br /&gt;
|Appearance           = Athletic, Chinese American woman with short hair&lt;br /&gt;
|Awards               =&lt;br /&gt;
|Quote                =&lt;br /&gt;
|Inception            =26 August 2013&lt;br /&gt;
|Titles               =[[Position::Talon]] of the [[Adamantine Arrow]]&lt;br /&gt;
|Cabal                =&lt;br /&gt;
|Path Status          =0&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
Bai Hu is an athletic, Chinese American woman somewhere in her late twenties. She keeps her hair cut short and favors durable clothing.&lt;br /&gt;
&lt;br /&gt;
==Nimbus==&lt;br /&gt;
When Bai Hu’s nimbus flares one can hear the eerie echo of a gong in the distance and she takes on the appearance of a moving statue, with skin of bronze, and hair and eyes of jet.&lt;br /&gt;
 &lt;br /&gt;
==Biography==&lt;br /&gt;
Bai Hu grew up in San Francisco, learning to cook in the family restaurant and playing a variety of sports. After high school she floated for a year before deciding that she needed to make a radical change, something that would force her to evolve, and thus she enlisted in the Army in 2006. She spent her first few years of duty serving state-side as a food service specialist, though she used the time to study and learn Dari, one of Afghanistan's official languages. She was deployed in 2008 to Afghanistan and her first tour was hell. The base she was stationed at became the center of a heavily contested area, as a new organization of insurgents blossomed in the region, and causalities were a common occurrence. Because of this, and her linguistic skills, she was deployed beyond the wire frequently and saw combat on three occasions. Her goal had originally been to become a warrant officer in charge of a base kitchen, but after experiencing the reality of being at war she changed her course. She applied for a posting with the Cultural Support Teams and was soon training at Fort Bragg to be deployed alongside SF teams. The next time she hit dirt in Afghanistan she was alongside a ranger unit, though her tour was cut short. After 4 months of working to make tribal alliances,Bai Hu and her unit were ambushed in the mountains and she caught 4 bullets. Her unit was victorious, but she wasn’t the only casualty. Because of the severity of her wounds she was deemed 'not fit for duty' and was discharged once she was recovered enough to exit the hospital.&lt;br /&gt;
&lt;br /&gt;
It was back state-side that she experienced her Awakening. She was passing through Colorado, on her way back to San Francisco when a car in the oncoming lane cut across the highway, swerved, and then flipped into a ditch, missing her car due to some stroke of luck. Panicked, she pulled over and rushed to the smoking wreck. Her cell had no reception in the mountains but she tried to do something, anything for the family trapped in the car. It was as a 12 year old boy breathed his last breath in her arms that she felt the earth open beneath her and she was plunged into the realm of Stygia. There, her grief was eased, amidst the whispering rush of dark, swift rivers and the cool stone of monuments and tombs. Gems glinted beneath the surface of the water, and 9 pale suns glowed behind clouds and fog. Lead by the shades of the family she couldn't save, she came to the Watchtower, a massive temple made of nephrite, jet, bronze and ivory. As she stepped into the grand structure she tripped and cut her palms against a carpet made of silver and white gold. Her blood flowed through the carpet’s weave until it crawled onto the face of a massive gong that held thousands upon thousands of names, and then the blood formed her own name. Then, suddenly, she found herself back by the roadside, palms sticky and wet with a child's blood.&lt;br /&gt;
&lt;br /&gt;
The rest of her trip back to San Francisco was subdued, and her nightmares began to intensify. She was much changed by the time she saw her family again, and even despite their warmth and love they felt like strangers to her. She moped and struggled against her inner demons until she met an oddly dressed man in one of Chinatown's open air markets. The man was a Thyrsus of the Free Council, who went simply by Jack (Daniels, after his favorite drink), and he revealed to her the truth of her existence. He helped heal her physically and recover mentally, and taught her about the Awakened world. After a few months she was feeling positive about life again. She let her combat skills slip and focused on cooking, laughing, and learning. Jack’s cabal, all libertines, welcomed her in, all except a wary Acanthus that saw bloody Destiny laying on her, a Destiny that would only end in flames. It was from a Moros in the Cabal that she learned the beginning intricacies of the arcana of Matter and Death, and as the months turned into a year, Jo felt intimately close with Jack. She was ready to join the Libertines and become his apprentice, but this was not to be. The Seers of the Throne had different plans for hers mentor and his cabal. In a spectacular display of brutality, the Seers butchered them for transgressing on the dictates of the Exarchs and for the purpose of sending a message to the Golden Consilium. Bai Hu never learned which Pylon was responsible, but it didn’t really matter to her. The slaughter of her friends was personal, but it was also more than that; she didn’t want simple vengeance, she now wanted to wage War. She joined the Order of the Adamantine Arrow and changed her shadowname from Yulan (which connected to the Chinese Ghost Festivals) to Bai Hu (white tiger) to represent her connection to war, metal, and strength.&lt;br /&gt;
&lt;br /&gt;
Then, when her new Order was attacked by its own allies, Bai Hu decided that it was time to leave. She didn’t dare risk staying in the same city as her family if she would have to fight her allies as well as her enemies, and thus she left for Sacramento, hoping to find a place to grow and a place to protect. &lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Footer|mta}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:Key</id>
		<title>User:Key</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:Key"/>
				<updated>2014-02-20T02:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{header|mta}}{{Archivist|icon_nr=2}}{{User|Key|Show=All|Notes={{nowrap|{{User/One_Year}}{{User/POTM|March 2012}}}}&amp;lt;br&amp;gt;{{npc|m|Jonathan Cook}}{{npc|m|Bell}}{{npc|m|Avalon the Acanthus}} }}&lt;br /&gt;
==Information==&lt;br /&gt;
* '''Moniker:''' Key, Em, Silverkey, Silverkeyfinder, Keyfinder&lt;br /&gt;
* '''Age:''' 22ish&lt;br /&gt;
* '''Location:''' NE USA&lt;br /&gt;
* '''Gender:''' Female&lt;br /&gt;
* Current Head {{st-mta|icon_nr=0}} Storyteller (June 20 2012 - Current)&lt;br /&gt;
* Current Head {{st-ctl|icon_nr=1}} Storyteller (May 08 2013 - Current)&lt;br /&gt;
&lt;br /&gt;
==STing Experience==&lt;br /&gt;
{{Award Ghostbusters}}&lt;br /&gt;
&lt;br /&gt;
there are more, I just haven't made the little buttons yet&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
* o/ = Wave&lt;br /&gt;
* o7 = Salute&lt;br /&gt;
* o/\o = High five&lt;br /&gt;
* o/o = Head pat&lt;br /&gt;
* O/o = Bonk on the head&lt;br /&gt;
* O.O = OMG WTF&lt;br /&gt;
* O.o = Omg WTF&lt;br /&gt;
* &amp;gt;.&amp;lt; = XD&lt;br /&gt;
* -.- = Really?!&lt;br /&gt;
* \o/ = Yay!&lt;br /&gt;
* .~ = Snark mark. Used to indicate when a sentence is sarcastic&lt;br /&gt;
&lt;br /&gt;
==Chat Quotes that I have Kept==&lt;br /&gt;
* (11:33:31) kimura: Tom to put it from my perspective... go to the kitchen and make a ham sammich... don't summon one &lt;br /&gt;
* (18:21:42) Beej: what could possible go wrong at this poi...OH MY GOD&lt;br /&gt;
* (10:38:18) Zahatan: I actually googled &amp;quot;shanked&amp;quot; thinking it was some mage term &amp;gt;.&amp;gt;&lt;br /&gt;
* (20:27:34) Beej: Key is the Supernal IRS&lt;br /&gt;
* (20:56:11) Greebs: IT'S NOT ROCKET SURGERY GODDAMNIT!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Quotes I have kept===&lt;br /&gt;
* Happiness is something I know precious little about. &lt;br /&gt;
* &amp;quot;A statement isn't true until you prove it false, or false until you prove it true, it's true if I say it's true and false if I say it's false. I am not running Schrodinger's campaign setting.&amp;quot; - Bruwolf (Rpg.net) by way of RiffRaff&lt;br /&gt;
&lt;br /&gt;
{{clear}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{Help}}&lt;br /&gt;
[[Category:Players]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:SoraLow</id>
		<title>User:SoraLow</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:SoraLow"/>
				<updated>2014-02-20T00:05:57Z</updated>
		
		<summary type="html">&lt;p&gt;Key: Created page with &amp;quot;{{User|SoraLow}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User|SoraLow}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Progeny</id>
		<title>Progeny</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Progeny"/>
				<updated>2014-02-10T14:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;Key: /* The Embrace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Glossary]]&lt;br /&gt;
[[World of Darkness]] &amp;gt; [[Vampire: The Requiem]] &amp;gt; [[Progeny]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Creation of Progeny is ruled by the Second [[Traditions (Vampire: The Requiem)|Tradition]] which states that creating another vampire is, if not forbidden, at least governed by certain burdens or responsibilities.&lt;br /&gt;
&lt;br /&gt;
====The [[Embrace]]====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The creation of [[childe|childer]] requires an act of will (some say even a physical or spiritual sacrifice on the part of the sire) and a willingness to cruelly condemn another soul to eternal damnation. It, never the less, is a simple act: a vampire simply drains all the blood from a mortal vessel leaving her at the brink of death then, at the last moment, drips a small amount of her own vampiric [[vitae]] into the mouth of her victim. What happens then is a mystical transformation that is not understood even by the most learned kindred scholars. The victims dies, but her existence continues. She becomes a vampire, doomed to walk the nights of earth for eternity, drinking the blood of mortals for her sustenance.&lt;br /&gt;
&lt;br /&gt;
====What happens next====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Some vampires care little about their progeny, abandoning them to their own devices after their embrace, but the custom of [[Tutelage]] ensures that responsible sires prepare their childer for their requiem properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
You can find out more about Vampire the Requiem [http://www.white-wolf.com/vampire/index.php here], and buy the Core Rulebook, which goes into much more detail about the traditions, [http://secure1.white-wolf.com/catalog/product_info.php?cPath=22&amp;amp;products_id=489 here].&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tutelage</id>
		<title>Tutelage</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tutelage"/>
				<updated>2014-02-06T01:19:19Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Glossary]]{{header|vtr}}&lt;br /&gt;
[[World of Darkness]] &amp;gt; [[Vampire: The Requiem]] &amp;gt; [[Tutelage]]&lt;br /&gt;
__NoTOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
Tutelage is a custom which derives from the Second [[Traditions (Vampire: The Requiem)|Tradition]]. The custom decrees that the sins of the [[childe]] are the [[sire]]'s to repay. What this means, in practice, varies from domain to domain but, at the very least, it requires a sire to properly prepare her childer for their role in kindred society.&lt;br /&gt;
&lt;br /&gt;
====The first nights====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The first nights of a vampire's requiem are heady with power, fraught with danger and, often, a great deal of fear. The first hunger, the first hunt, the first feeding from a mortal's veins, the first stirrings of her [[beast]] are often confusing, even horrifying events. Without a sire to guide her a new vampire is prone to make mistakes, endanger the masquerade and even risk her sanity. It is a sire's duty to teach her childe the lessons she must learn in order to avoid revealing her true nature to mortals, to avoid leaving too many bodies behind, and to learn to control her hunger and her beast.&lt;br /&gt;
&lt;br /&gt;
====A sire's burden====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Some vampires care little about their progeny, abandoning them to their own devices after their embrace. However most [[Prince]]s ensure that new vampires behave by ensuring the mistakes and missteps of [[neonate]]s are the responsibility of the sire, who must pay for or be punished for their childer's misdeeds. A sire keeps their childer in line through a combination of fear and guile. Until she chooses to ''release'' a neonate, a sire has significant controls, at least under kindred law, over her childer. She may punish them as well as teach them and, considering the nature of kindred, punishments can be severe.&lt;br /&gt;
&lt;br /&gt;
====Release====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
When a sire feels her childe has reached a level of control and knowledge sufficient to keep her reasonably safe and secure within kindred society as a whole, she ''releases'' the childe. From this point on, a neonate's actions are her own to answer for. She goes from serving her sire, to serving her own conscience (such as it is). &lt;br /&gt;
&lt;br /&gt;
Some childer chafe under the control of their sire. Some sires keep their childer bound for unreasonable lengths of time, making them little more than servants or even slaves. Some childer have even been known to run away, travel to another domain to be free of their sire's influence. Few sires suffer such insults with good grace and, should they ever cross paths with their errant childer again, will likely take some form of revenge.&lt;br /&gt;
&lt;br /&gt;
If a childe feels she has been unduly kept subservient by her sire, and does not wish to run away, she may petition the Prince for release. This action should not be indulged lightly. A sire has broad rights as well as burdens when it comes to progeny. A Prince will not lightly set aside those rights. But if a childe can prove she has been unreasonably restrained or abused, the Prince may overrule the wishes of the sire and grant the childe release. This, almost inevitably, leads to conflict and ill will between Prince and sire, not to mention between sire and childe. Few Princes will undertake such action without very good reasons which are obvious to all involved, including her court and subjects at large. In extreme cases of abuse, she may even forbid the sire from creating more childer. A Prince who denies such a petition almost certainly condemns the childe to severe punishment at the hands of her sire, for such a petition is a slap in the face and a very public insult to the childe's sire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
You can find out more about Vampire the Requiem [http://www.white-wolf.com/vampire/index.php here], and buy the Core Rulebook, which goes into much more detail about the traditions, [http://secure1.white-wolf.com/catalog/product_info.php?cPath=22&amp;amp;products_id=489 here].&lt;br /&gt;
&lt;br /&gt;
{{footer|vtr}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Vae</id>
		<title>Vae</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Vae"/>
				<updated>2014-02-05T16:30:22Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MC2&lt;br /&gt;
|Character Name=Vaeltia&lt;br /&gt;
|Titles=[[Position::Sentinel]] of the Consillium&amp;lt;br /&amp;gt;[[Adamantine_Arrow_Titles#First Talon|First Talon]] of the [[Adamantine Arrow]]{{#set:Position=First Talon}}, Michael of the [[Archangels]]&lt;br /&gt;
|Quote=&amp;lt;span style=&amp;quot;font-family: Brock Script; color: #0faf0b; font-size: 14pt;&amp;quot;&amp;gt;I'll burn everything you love, then I'll burn the ashes.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Player Name=Key&lt;br /&gt;
|Consilium Status=2&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=2&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Order Status=5&lt;br /&gt;
|Portrait=Vae.jpg&lt;br /&gt;
|Cabal=Archangels&lt;br /&gt;
|Legacy=Tamers of Fire&lt;br /&gt;
|Avatar=Leelee Sobieski&lt;br /&gt;
|Awards={{Award Black Widower}}&lt;br /&gt;
|Presence=4&lt;br /&gt;
|Presence Description=Fiery&lt;br /&gt;
|Appearance=Police Confidence, [[Striking Looks]] •• (Fierce)&lt;br /&gt;
|Inception = 22 October 2011&lt;br /&gt;
}}&lt;br /&gt;
==Sound Track==&lt;br /&gt;
* Fall out Boy - [http://www.youtube.com/watch?v=lNadfHSKBy0 Beat It] (NightCore) (MJ cover)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Vaeltia stands at about sixty one inches (5’1”) high, she has bright blue eyes that manage to show her emotions quite plainly when she isn’t actively concealing them. She has dirty-blond hair, that falls just past her shoulders, on average it is usually pulled up into a short ponytail or a tight bun. She has slightly tanned skin that boasts various light scars on her hands, what looks like a scar from a raptor on her left shoulder, one long ‘s’ shaped scar across her back varying other scars are found on her body of inconsequential nature. &lt;br /&gt;
&lt;br /&gt;
Frequently she wears her police badge around her neck on a leather thong, more often than not '''''under her shirt'''''&lt;br /&gt;
&lt;br /&gt;
====Nimbus====&lt;br /&gt;
The air around her crackles with energy generating both light and heat and her voice seems to echo with the voices of many.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Emily Gideon was the product of a drunken one night stand during her parent’s college days. And became a form of foundling when her mother decided to take the veil, leaving the her on her father’s doorstep.  Other than having a single father taking care of her she grew up like any other child. She would dive into libraries and their fantasy and science fiction sections to use it as an escape from school-yard tormentors. Although more than once she turned back on the bullies with a heavy hand. &lt;br /&gt;
&lt;br /&gt;
It was the early teen years that had her turning just a little bit delinquent, like many others, she became involved in smoking then, and started to date the type of men her policeman father wouldn't want her to. But she never went ''too'' far. She was still the good catholic girl that she had been raised as. When she was sixteen a fairly traumatic meeting with five gentlemen in an alleyway&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?14911 Painful Memories]&amp;lt;/ref&amp;gt; drove her to the nearest catholic church, and into the arms of a nun. &lt;br /&gt;
&lt;br /&gt;
This nun happened to be her mother. &lt;br /&gt;
&lt;br /&gt;
Nearly three years later, after the wonderful time spent with counselors and extra defense classes she found herself in the same alley way, albeit more prepared. She had planned it all from the beginning, her former boyfriend, an offering of sorts, and the revenge she finally claimed with the knife he had used to mark her.&lt;br /&gt;
&lt;br /&gt;
It took two days for the guilt to set in. And every day she began to light a candle in repentance for what she had done -- she never went to confession with the matter, the shame was crippling as it was. The weight of it all crushing her -- the tears wouldn't stop. A teenage murderer. One day, in the midst of her penance, she found herself in a small wooden chapel, full of light and candles for the past to help guide their souls to heaven.&lt;br /&gt;
&lt;br /&gt;
The salt of her own tears at the small altar and the feel of the cold wax candle in her hand was something she would remember for all times.&lt;br /&gt;
&lt;br /&gt;
===Awakening===&lt;br /&gt;
It was nothing like she had ever seen before.&lt;br /&gt;
&lt;br /&gt;
The [[Aether]] was before her -- hot with fury and wrath. It was beautiful, awesome, and fear inducing. For a moment she found herself frozen, then hunted by the denizens of the [[Supernal Realm]]. The thunder of their horses of flame, the wildfire of the chase.&lt;br /&gt;
&lt;br /&gt;
She ran, until she couldn't run any more. And then in the last effort as she saw a growing chasm beneath her she turned, trusting on her instincts and the motions of animals when chased by a wildfire. She ran towards the flame, towards what was sure to be her end. The candle she was holding so tightly was beginning to melt around her hand, as she ran towards the fire and the sound.&lt;br /&gt;
&lt;br /&gt;
Around her lightning filled the sky and the flecks of creation filled in her wake. The Exhilaration of the chase rushed through her veins, urging her forward, and then the spire rose up before her shining white and nearly impossible to look at.&lt;br /&gt;
&lt;br /&gt;
Inside light was everywhere, the tower was like stained glass and on every surface there were candle holders burning bright the names of others. And before her one empty for her. She peeled the candle out of her hand and placed it on the stand, and instantly the flame burst to life.&lt;br /&gt;
&lt;br /&gt;
Seconds later she was ushered out of the burning chapel, untouched and with no breathing issues.&lt;br /&gt;
&lt;br /&gt;
===Learning Control===&lt;br /&gt;
It didn't take long after the flames died down for [[West]] to find her. He was the first person to offer some sort of guidance in her first steps, and a bit of understanding to what she had experienced. She was wary at first, but eventually came to trust him, be it through feeling she had or just the way he treated her, it's yet to be known.&lt;br /&gt;
&lt;br /&gt;
He took her to his ranch, but means of automatic teleportation, and the lessons began right away&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?14546 Fanning a Flame]&amp;lt;/ref&amp;gt;. Simple things at first as she took her first view of the world with open and awake eyes&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?15078 This is What I Want]&amp;lt;/ref&amp;gt;. It was then that he offered to take her as an apprentice, which she declined due to her own soon to be imposed distance. Because for the newly awakened, the calls of the mortal world are still hard enough. At the end of the summer she would be headed to [[Chicago]], IL to attend the School of the Art Institute of Chicago (SAIC)&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?15164 What's in a Name]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Although the offer was turned down, West still extended the chance for when she returned from school, and although it was informal, the two of them both knew that such a relationship would happen in the future.&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?14916 Tag, You're it!]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chicago==&lt;br /&gt;
Vaeltia's reason for going to chicago was her acceptance into SAIC, although while she was in the city she was found by Mages and brought before the Consillium for acknowledgment. In addition to her classes she also worked with the Sunhawks and was initiated into the Adamantine Arrow. As the years progressed in Chicago she became more proficient in magic, but mostly in the Art she had set up to do. She learned her lessons with the Adamantine Arrow and frequently patrolled the City with the Sunhawks in their ''unique'' way.&lt;br /&gt;
&lt;br /&gt;
Through this she became accustomed to flying, and the secondary form of a Hawk&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?15503 First Flight]&amp;lt;/ref&amp;gt;, as it was simple initiation to the Cabal itself. Her time in Chicago was cut short when a bolt from the blue took out Song and left Vaeltia mid air&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?19390 Freefall]&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The resulting investigation by the [[Hierarch]] and [[Guardians of the Veil]] ended with a KOS order on her head and her stand in the [[Adamantine Arrow|Order]] stripped from her as she ran from the city at the behest of the remnants of her Foster Cabal. &lt;br /&gt;
&lt;br /&gt;
Vaeltia, herself, isn't sure how far the knowledge spread of her alleged murder of Adamantine Arrow Counselor Song, but she knows that she will never be able to pass through Chicago again. Barring specific measures to avoid detection.&lt;br /&gt;
&lt;br /&gt;
===The Sunhawks===&lt;br /&gt;
While in Chicago she was fostered in an [[Adamantine Arrow|Arrow]] and [[Guardians of the Veil|Guardian]] Sentinel Cabal called the Sunhawks.&lt;br /&gt;
&lt;br /&gt;
The Sunhawks were headed by a female Thyrsus Arrow named Song. Song filled the temporary place as Vaeltia's mentor while she was serving with the Sunhawks, as well as being one of the instructors in her initiation into the Arrows. Considering the number of life-proficient mages within the cabal, they have a unique way of patrolling the city, and make frequent use of the few [[Orphans of Proteus]] that have claimed their spirit-shapes and the Cabal as their own.&lt;br /&gt;
&lt;br /&gt;
====Counselor Song====&lt;br /&gt;
Was the leader of the Sunhawks and was one of the Orphans. She took a special interest in Vaeltia, preferring to be the one to force her into her Hawkshape. She was murdered from a bolt that may have been aimed at Vaeltia as well as herself. They were both in Hawkshape at the time, and Song didn't live to hit the ground.&lt;br /&gt;
&lt;br /&gt;
The guilt&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?19062 Flying Solo]&amp;lt;/ref&amp;gt; is there even though she ''knows'' she wasn't the one who killed Song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sacramento== &lt;br /&gt;
Vaeltia returned to Sacramento as soon as she could get out of the situation that the Consillium of Chicago had put her in. Being home once again she began to seek out other members of the Awakened community while selling her art on the side through one of the local galleries.&lt;br /&gt;
&lt;br /&gt;
===Apprenticeship===&lt;br /&gt;
Vaeltia's formal apprenticeship to West was announced in Consillium VI in the midst of a Faerie Glade in Panama.&lt;br /&gt;
&lt;br /&gt;
===Protect and Serve===&lt;br /&gt;
While still being under West's tutealage Vaeltia began her trek and training in the Police Academy.&lt;br /&gt;
&lt;br /&gt;
===Charge of the Arrows===&lt;br /&gt;
Vaeltia took the position of First Talon and maintains the Arrow part of the [[Circle of Creation]] as best she can considering the time constraints the rest of her life puts on her.&lt;br /&gt;
&lt;br /&gt;
===Paint to Paper===&lt;br /&gt;
Vaeltia still holds to her artistic nature, and she has worked on commission for [[Asa Clarke|Clark Miller]] for [[Avalon]]. Her painting there is displayed above the bar.&lt;br /&gt;
&lt;br /&gt;
* The canvas is dark, a silhouette primarily of a woman dancing, behind her there are the lights of a club and the fainter shapes of others in the club. Vitality seems to pulse from the canvas, like the lights might just be moving slightly. And some of the light reflecting off of the surfaces seems to show the faintest of features on the figure in the foreground&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?19762 Package Delivered to the Avalon]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Her other paintings are either hidden&amp;lt;ref&amp;gt;[http://nwod.org/forum/showthread.php?21142 A hidden Gift]&amp;lt;/ref&amp;gt; or can be seen displayed as a series in some of the galleries of Sacramento.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Name''' &lt;br /&gt;
|'''Description'''&lt;br /&gt;
|'''Rating'''&lt;br /&gt;
|-&lt;br /&gt;
|Behold, Truth&lt;br /&gt;
|The skyline shines and seems to sparkle and in the shadows of the buildings and the reflections of the buildings there seems to be a ‘fraying’. Like there is something underneath. In some of the lighter colors underlying layers of reds and greens and silver and gold can be seen&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|Even in Darkness&lt;br /&gt;
|The painting is based in darkness, and the neon arcs and lines of light form through their motion and ‘noise’ the skyline. Above them is the hint of a storm brewing and the the tension is visible as the lightning gathers in the cloud to strike.&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|Unconnected Threads&lt;br /&gt;
|The skyline is painted through the use of strands, thin lines expanding and forming images and shadows of images. The echo of the skyline continuing through all.&lt;br /&gt;
|10/8&lt;br /&gt;
|-&lt;br /&gt;
|Doubletake&lt;br /&gt;
|The skyline seems to be blurred, there are no direct hard lines and there are the afterimages of a burning city, and one higher and brighter. The trees at the foreground seem to show all four seasons at once.&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|Mindscape&lt;br /&gt;
|The skyline is slightly warped, like some of the buildings are being seen through both squinted eyes and in a carnival mirror. The colors are mostly grey although there is selective color, but it is usually a color that wouldn’t be associated with what it is depecting.&lt;br /&gt;
|10/8&lt;br /&gt;
|-&lt;br /&gt;
|Falling Sideways&lt;br /&gt;
|The skyline seems simple enough but there are the smallest of ripples throughout the city, and the perspective seems off and not off at the same time. Almost like looking through a thin layer of water that is constantly shifting.&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|Ephemeral Curtains&lt;br /&gt;
|The skyline seems to be cloaked for a, but in closer inspection the faded ‘mist’ that encompasses the picture can almost be parted and everything seems to have it’s own personality. The trees at the forefront seem to stand haughtily or proud, where as the buildings lean slightly as they wrestle with the weight they have been given to shoulder.&lt;br /&gt;
|9/8&lt;br /&gt;
|-&lt;br /&gt;
|Every Breath&lt;br /&gt;
|The skyline is filled of light, and each point of light is clustered. the small bird that was painted into a tree seems to have tracings of light within his feathers and across the bridge each of the six cars there have at least one trace of light coming from them. The flora shed their own light, but it is of a much more ‘green’ nature.&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|The Bell Toll&lt;br /&gt;
| The painting is similar to Every Breath only that the points are not light, they are more of a darker shadow with a touch of light. They do not touch everything in particular but as if the presence of grief is shown. The skyline itself seems a little bleak, but the small run of flowers along the foreground seem to be highlighted in their transience.&lt;br /&gt;
|8/8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sleep&lt;br /&gt;
|The textures of the objects in the painting seem to be more important, as well as the shading. The painting doesn’t hold much to illusory space but delivers in illusory tactile design. Objects have been given weight and a form of physicality.&lt;br /&gt;
|9/8&lt;br /&gt;
|-&lt;br /&gt;
|Unfettered&lt;br /&gt;
|The skyline is a clean image in 'black and white' painted through a mosaic of dots in colors of yellow, pink, blue and white. Thereby showing giving the illusion of a flat image at a distance.&lt;br /&gt;
|8/8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Bibliography|Parent=Archangels}}{{Parent|Archangels}}{{Footer|mta}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Unity</id>
		<title>Lodge of Unity</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Unity"/>
				<updated>2014-02-03T21:35:15Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Tribe=The Patriarch&lt;br /&gt;
|Motto=To Stand Together or Fall Apart&lt;br /&gt;
|Lodge Tribe=Outside Paths&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Truth-Catcher]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 140-143&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There was a time in the recent history of the Uratha when the estranged cousins of the Forsaken and Pure descended into full, feral warfare. The eras of tension, friction and small battles over hunting grounds were cast aside for a short while, as for the first and only time in the history of the People, the werewolves of North and South America sought to render each other extinct.&lt;br /&gt;
&lt;br /&gt;
This is known today as the Brethren War.&lt;br /&gt;
&lt;br /&gt;
The first stirrings of battle were actually limited to the Forsaken. The Tribes of the Moon, shattered by recent conflicts with powerful spirits, found themselves bereft of strong leadership across North and Central America. Infighting began, as the way of the wolf is to struggle to determine who will be the strongest alpha in every pack. While the Forsaken were weakened and distracted, their hated enemies struck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning or Honor ••; Brawl, Weaponry or Persuasion •••; must maintain a Harmony rating of 6 or greater&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Lodge members train extensively in different foci, and the experience costs of raising these skills — Brawl, Weaponry, Persuasion and Intimidation — becomes new dots x2 instead of new dots x3. Members also learn how to create [[Truth-Catchers]].&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Savior</id>
		<title>Lodge of the Savior</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Savior"/>
				<updated>2014-02-03T21:31:38Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=the Image&lt;br /&gt;
|Lodge Tribe=Pure&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=Blood Rosary&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 136-139&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is said that the God of the World walked as a man in ages past, and His words and actions established faithful masses in His wake. At the end, when His mortal life bled out from his wounds, the martyred Lord transcended the flesh and returned to the realm of pure divinity. And the mortals believed in this, so that whether this divine life was true or not became immaterial. Reality may have inspired belief, or the belief may have changed reality. In the end, Reality and Belief became one.&lt;br /&gt;
&lt;br /&gt;
Even a hundred, a thousand, two thousand years later, mortals still believe. Many of the Forsaken, who possess human halves to their souls in addition to the wolf within, still believe, too. The sights they see and the evils they face only reinforce their faith, even if it is somewhat altered from any traditional Christian model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
All applicants must maintain Harmony scores of 6 or higher. In addition, they must also obviously have faith in the Christian belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members are taught how to create a Blood Rosary upon joining. They also receive a +1 bonus to all Resolve rolls made to resist a spirit’s Numina or Influences; this bonus rises to +2 when targeted by spirit servants of the Maeljin.&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Mammon</id>
		<title>Lodge of Mammon</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Mammon"/>
				<updated>2014-02-03T21:28:56Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Mammon&lt;br /&gt;
|Motto=Angels of Want&lt;br /&gt;
|Lodge Tribe=Pure&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=Bad Penny&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 132-135&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Feeder of Greed is a distant master, and his devoted servants count themselves lucky (in their own way) if they interact with one of his Maeltinet. Greed is natural. The very foundation of life is hunger, and the very foundation of civilization is a hunger for things beyond the immediate satiation of the belly. Even taking more than is absolutely necessary for survival is a natural thing; to have more than the minimum that you need makes you healthier than those who live on the edge of starvation. All of Nature strives to prosper. It isn’t wrong to want. And it isn’t “right” to repress the hunger for more — it’s pointless. There will always be more, and so there will always be strength in the desire for more. So, at least, claim the werewolves who have pledged themselves to the Lodge of Mammon.&lt;br /&gt;
&lt;br /&gt;
The Lodge of Mammon is, of course, quintessentially selfish. Lodge members don’t work too hard to rationalize their choices in the context of their other “duties” to Luna or the Firstborn. These werewolves worship the incarnation of Greed itself for selfish reasons — they believe that when all is said and done, the Feeder of Greed will triumph as one of the dominant forces of the Shadow, and those who stood with him (or “it”) will be better off than those who didn’t. The spiritual servants of Mammon encourage this point of view, of course, and cultivate the greed of lodge members as well. Mammon and his ilk truly do give generously to those who swear fealty to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning •, Subterfuge ••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Though the lodge is composed of greedy individuals, there’s still a support network that holds to the principle that to give more is to encourage more desire. New recruits to the lodge of Mammon receive a free dot of the Resources Merit, unless that dot would take them to five dots or more. They also receive +2 bonus dice to any Social rolls made to interact with greed-spirits, or to Harmony rolls made to influence or bind greed-spirits through ritual fashion.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodges</id>
		<title>Lodges</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodges"/>
				<updated>2014-02-03T21:23:27Z</updated>
		
		<summary type="html">&lt;p&gt;Key: /* Pure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|wtf}}&lt;br /&gt;
{{ubt}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
{{ubb}}&lt;br /&gt;
'''Lodge:''' ''A specialized sub-faction generally within a tribe, which venerates a spirit tied to one particular aspect of the tribal philosophy.''&lt;br /&gt;
&lt;br /&gt;
Most members of a tribe devote themselves to their tribe’s broad ideals while managing their territory, interacting with their packmates and neighboring werewolves and so on. Some Uratha, however, devote themselves to certain aspects of their tribe’s totem spirit. Every tribe has a number of “lodges,” which are societies within the tribe that are dedicated to a particular facet of the tribe’s totem and activities.&lt;br /&gt;
&lt;br /&gt;
Lodges have associated spirits, but not true totems, which represent special areas of interest or expertise within a given tribe. Members of lodges generally teach unique rites and Gifts that other werewolves do not have access to, and membership in a lodge comes with additional responsibilities that membership in a tribe doesn’t include. At the very least, lodge-mates owe one another more loyalty and assistance than tribemates do.&lt;br /&gt;
&lt;br /&gt;
Lodges are not open to the very young or inexperienced. Every lodge has specific requirements for entry, and no werewolf can join a lodge simply by asking to join. An invitation must be extended from Uratha who are already members. Some lodges are geographical in nature, focusing on a particular aspect of local culture. There are said to be many strange lodges among the werewolves of Africa, for instance, which teach secrets of survival in those wolf-less lands. Rumors also persist that some lodges cross tribal lines, but any such societies are truly secret.&lt;br /&gt;
&lt;br /&gt;
==All/Other==&lt;br /&gt;
[[Brotherhood of the Crossed Swords]]  • [[Eiwaz Mot]] • [[El Sacrificio]] • [[Lodge of the Black Woods]] • [[Lodge of the Coyote]] • [[Lodge of the Crossroads]] • [[Lodge of the Endless Moon]] • [[Lodge of the Fallen Idol]] • [[Lodge of the Fevered Light]] • [[Lodge of the Firestick]] • [[Lodge of the Hunt]] • [[Lodge of Kletby]] • [[Lodge of the Lake]] • [[Lodge of the Lost]] • [[Lodge of the Modernist]] • [[Lodge of the Quetzal]] • [[Lodge of the Red Sands]] • [[Lodge of the Scars]] • [[Lodge of the Songkran]] • [[Lodge of the Storms Eye]] • [[Lodge of the Thin Shadow]] • [[Lodge of the Union]] • [[Lodge of the Willow Branch]] • [[Valkyria Mot]]&lt;br /&gt;
&lt;br /&gt;
==Auspice Lodges==&lt;br /&gt;
===Cahalith===&lt;br /&gt;
{{#ask: [[Lodge Auspice::Cahalith]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
===Elodoth===&lt;br /&gt;
{{#ask: [[Lodge Auspice::Elodoth]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
===Irraka===&lt;br /&gt;
{{#ask: [[Lodge Auspice::Irraka]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
===Ithaeur===&lt;br /&gt;
{{#ask: [[Lodge Auspice::Ithaeur]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
===Rahu===&lt;br /&gt;
{{#ask: [[Lodge Auspice::Rahu]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
==Tribe Lodges==&lt;br /&gt;
===Blood Talons===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Blood Talons]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Lodge of the Rose]]&lt;br /&gt;
&lt;br /&gt;
===Bone Shadows===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Bone Shadows]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Lodge of the Hungry Ghosts]]&lt;br /&gt;
* [[Lodge of Mania]]&lt;br /&gt;
&lt;br /&gt;
===Hunters in Darkness===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Hunters in Darkness]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Brotherhood of Eshus Cap]]&lt;br /&gt;
* [[Lodge of Arkadia]]&lt;br /&gt;
&lt;br /&gt;
===Iron Masters===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Iron Masters]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Lodge of 66]]&lt;br /&gt;
* [[Lodge of Ilia]]&lt;br /&gt;
&lt;br /&gt;
===Storm Lords===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Storm Lords]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* The [[Kshatriyas]]&lt;br /&gt;
&lt;br /&gt;
===Ghost Wolves===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Ghost Wolves]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
===Pure===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Pure]]| sep=_•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Lodge of Absolution]]&lt;br /&gt;
* [[Lodge of Plague]]&lt;br /&gt;
* [[Blood of Kings]]&lt;br /&gt;
* [[Council of Eagles]]&lt;br /&gt;
* [[Lodge of Kins Blood]]&lt;br /&gt;
* [[Lodge of Nights Fear]]&lt;br /&gt;
* [[Lodge of Vermins Shadow]]&lt;br /&gt;
&lt;br /&gt;
===Outside Paths===&lt;br /&gt;
{{#ask: [[Lodge Tribe::Outside Paths]] | sep =  _•_ }}&lt;br /&gt;
&lt;br /&gt;
* [[Cult of Bones]]&lt;br /&gt;
* [[Lodge of the Feast]]&lt;br /&gt;
* [[Lodge of the Grotto]]&lt;br /&gt;
* [[Lodge of Mammon]]&lt;br /&gt;
* [[Lodge of the Savior]]&lt;br /&gt;
* [[Lodge of Unity]]&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Feast</id>
		<title>Lodge of the Feast</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Feast"/>
				<updated>2014-02-03T21:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Ravening Wolf&lt;br /&gt;
|Lodge Tribe=Pure&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Communion of the Flesh]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 124&lt;br /&gt;
}}{{WHR|This Lodge is Banned|Banned}}&lt;br /&gt;
&lt;br /&gt;
Many cultures look on the ritual of sharing food as a spiritual bond. The Lodge of the Feast shares this belief. But, where others break bread and share wine, members of the Lodge of the Feast bond with one another over meals of human flesh. Some lodge members hold sumptuous banquets at which the humanity of their main course is elegantly disguised in casseroles, broths, stews and rare cuts. Other lodge members pull hitchhikers off the side of the road and drag them back home for a “family picnic,” served raw. Lodge members are dedicated human-eaters, joined together by a perverse spiritual reverence for their food and the conviction that they’re only following their nature. &lt;br /&gt;
&lt;br /&gt;
The core belief of the lodge is that eating human flesh is not morally wrong in and of itself —unhealthy, yes, but not wrong. Many see themselves as gourmands and aesthetes who are attempting to indulge in their favorite vice as “responsibly” as possible. Others don’t even care about moral judgments, and are in it for the sweet taste of forbidden flesh. Some may even harbor doubts, feeling they’re morally wrong, but unwilling to do anything about it. No matter a Feaster’s beliefs, though, Feasters know not to flaunt their habits — they’re well aware that other werewolves might try to tear them apart for their “heretical” views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Rituals ••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Ravening Wolf’s blessing allows members of the Lodge of the Feast to spiritually inure themselves at least in part against the spiritual deterioration that comes with eating human or wolf flesh. Lodge members are allowed to spend a Willpower point on the roll to resist degeneration for eating human or wolf flesh. This benefit applies only when attempting to resist degeneration for that particular sin against Harmony; any other sins that would call for a degeneration check must be faced with the usual number of dice. In addition, all lodge members are taught the Communion of the Flesh rite upon initiation, at no experience point cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Wrath</id>
		<title>Lodge of Wrath</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Wrath"/>
				<updated>2014-02-03T21:08:06Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Shrike-Bloody-Beak&lt;br /&gt;
|Lodge Tribe=Hunters in Darkness&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Retribution Gifts]]&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 114-117&lt;br /&gt;
}}&lt;br /&gt;
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 her packmates faces a terrible and determined foe.&lt;br /&gt;
&lt;br /&gt;
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 her bedroom door with claw marks, killing her pet, stalking her 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Purity ••, Honor ••, Brawl or Weaponry ••, Survival ••.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members of the Lodge of Wrath may learn [[Affinity::Retribution Gifts]] as though they were tribal Gifts.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Winter</id>
		<title>Lodge of Winter</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Winter"/>
				<updated>2014-02-03T21:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Grandfather Winter&lt;br /&gt;
|Lodge Tribe=Storm Lords&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Insight Gifts]]&amp;lt;br&amp;gt;[[Blinding the Eye]]&amp;lt;br&amp;gt;[[Alphas Blessing Rite|Rite of the Alpha's Blessing]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 112-113&lt;br /&gt;
}}&lt;br /&gt;
The People are strong — that much any fool can see. Even the runt of the litter who Changes becomes more powerful than the human herd around him. Thus, some argue, the true measure of an Uratha’s power is if his mind is strong as well as his body. No werewolves epitomize this more than those of the Lodge of Winter.&lt;br /&gt;
&lt;br /&gt;
Like other Storm Lord lodges such as the Crows and Thunder Lords, the Lodge of Winter is predicated on a philosophy of gaining power (for the good of the People, of course). The Winter Lords believe in a path to power that is cold, slow and inexorable. When approaching a new target or problem, they begin by gathering information quietly and subtly, like a slight chill in the air. As they begin to discover weaknesses in their enemies, they maneuver into place to exploit those weaknesses, preparing mystical attacks and careful battle plans as neatly as the silent first fingers of frost. When, at last, they’re ready to unleash the full brunt of their offensive, the winter storm hits without warning. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Resolve ••, Rituals ••, Wisdom •••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Winter Lords may learn [[Affinity::Insight Gifts]] as affinity Gifts. In addition, a member is taught a rite of her choice (dependent as usual on her Rituals trait) upon entry to the lodge. This free rite costs no experience points. Most rites are acceptable for selection, although the Storyteller can rule that certain rites (particularly those peculiar to lodges) are off-limits.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Voices</id>
		<title>Lodge of Voices</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Voices"/>
				<updated>2014-02-03T21:06:23Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=''Hissu-Ur'', the Shadow Wolf&lt;br /&gt;
|Lodge Tribe=Bone Shadows&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=Ancestral Vessel&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 103-105&lt;br /&gt;
}}&lt;br /&gt;
The Uratha honestly don’t know what happens after they die. Some say their souls move on to a place that no werewolf fully understands. They might enjoy a reward for their toils on Earth or they might, as the Pure seem to feel, be consigned to a special Hell for kinslayers. Some werewolves believe that they return to this world, living many separate lives, while others feel that once the Funeral Rite is performed the last bit of a werewolf’s soul rejoins the spirit courts. Some werewolves aren’t even sure that werewolves have souls at all. No one knows for sure, but the Lodge of Voices has some compelling evidence for its theories. &lt;br /&gt;
&lt;br /&gt;
The Querents, as members of this lodge sometimes call themselves, have come to believe that when werewolves die, their souls pass on to a reward (or punishment) that no living Uratha can fully understand. Even so, the Querents say, some part of them — their memories, their knowledge or perhaps a random collection of thought — becomes what werewolves know as ancestor-spirits. These spirits are not the returned souls of dead werewolves, not “ghosts” as humans understand the term. Instead, they are spirits of the Uratha race, just as a cat-spirit is a spirit of cats in general rather than the reflection of one specific animal. On the rare occasions that a given ancestor-spirit might resemble a specific werewolf, this is a reflection on the living werewolf in the conversation, not the spirit. The spirit appears as a fallen packmate or parent to garner additional emotion from the summoner, not because the spirit is that loved one’s spirit. The Querents refer to the descant of these spirits as the Affahissu, the Ancestor-Shadow. These spirits differ from, but seem related to, ancestor-spirits that watch over a particular family line of werewolves. The latter spirits, called Imria Hithim, act as guardians to specific families rather than patrons of the race as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Merit: Language (First Tongue), Wisdom ••, Purity •, Occult ••, Rituals •.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Lodge members can purchase the [[Ancestral Vessel]] Merit. In addition, they gain a free Academics Specialty (Uratha History).&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Wendigo</id>
		<title>Lodge of the Wendigo</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Wendigo"/>
				<updated>2014-02-03T21:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Wendigo, the Cannibal&lt;br /&gt;
|Lodge Tribe=Blood Talons&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Bloods Revelation|Rite of Blood's Revelation]] &amp;lt;br /&amp;gt;Rite of Forbidden Flesh&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 106-109&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Wendigo is made up of werewolves who seek a path different from their tribemates’. Still [[Blood Talons]] through and through, members of the lodge nevertheless seek out and master unusual alternatives when approaching any physical conflict. This is not because of some desire to stand out or earn glory the eyes of their tribemates — quite the opposite, in fact. The Uratha of this lodge take the hunt to the hidden places of their territories because they recognize the values of stealth, surprise and learning an enemy’s habits before launching the attack.&lt;br /&gt;
&lt;br /&gt;
The werewolves sworn to Wendigo do not fight their battles within the shadows, though they use the cover of darkness and distraction in order to get close enough to strike. Infiltration, observation, tracking skill — these are qualities that a member of the lodge displays in addition to any of his usual Blood Talon virtues. A '''Suthar Anzuth''' werewolf is a fearsome sight in battle. He becomes all the more terrifying when he lashes out at his enemies from within their ranks; emerging from nowhere and letting out the howl that summons his packmates to the fight as he tears into them with his Gauru claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
All applicants must possess at least Glory •• and must also impress ''Wendigo''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members may learn the Rite of Blood’s Revelation and the Rite of Forbidden Flesh. Lodge members train vigorously in the disciplines of surgical combat, and purchase the Skills Athletics, Stealth and Survival at new dots x2 rather than new dots x3.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Thunder</id>
		<title>Lodge of Thunder</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Thunder"/>
				<updated>2014-02-03T20:58:17Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Duke of Thunder&lt;br /&gt;
|Lodge Tribe=Storm Lords&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Affinity::Inspiration Gifts]]&amp;lt;br /&amp;gt;[[Affinity::Strength Gifts]]&amp;lt;br /&amp;gt;[[Rallying Drum]]&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 100-102&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Thunder isn’t subtle, nor do the lodge’s members want to be. They espouse the most direct and forthright form of leadership. As one of the “three pillars of the storm,” they stand for one of the three recognized paths to power — and arguably the most widely respected. They represent open leadership through might and charisma, the path of the alpha who leads by strength of presence and sinew.&lt;br /&gt;
&lt;br /&gt;
In an idealistic sense, the Lodge of Thunder stands for the idea of leadership by merit. At the core of the Storm Lord philosophy is the idea that the Forsaken need the strongest werewolves possible to lead them, and the Lodge of Thunder is a refinement of this mindset. Practically, however, the amount of idealism in the lodge varies quite a bit. Some of the Thunder Lords are outright brutes, using an iron fist to control their packs and any other “allies” they can overpower. Others are very pragmatic, reasoning that strength is necessary for a pack’s survival. And, of course, some consider themselves to be working for the greater good; to their minds, they strive to be the leaders that the Forsaken deserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites:=== &lt;br /&gt;
Presence •••, Strength or Stamina •••, Glory ••, Honor ••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits=== &lt;br /&gt;
Thunder Lords gain access to the [[Inspiration Gifts|Inspiration]] and [[Strength Gifts|Strength]] lists as affinity Gifts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Swords</id>
		<title>Lodge of Swords</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Swords"/>
				<updated>2014-02-03T20:57:42Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=''Anka-Ur'', child of Dire Wolf&lt;br /&gt;
|Lodge Tribe=Blood Talons&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Packstone]]&amp;lt;br&amp;gt;[[Mercy Gem]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 97-99&lt;br /&gt;
}}&lt;br /&gt;
Uratha join the ''Lodge of Swords'' because they have a vision of how things should be done. For some Blood Talons, actively hunting out threats to a single territory isn’t enough. They hunt for a more active role in the world, whether advocating a cause in their own domains and striving to see it though to the end, or taking their outlook and sharing it with others in neighboring protectorates.  The Lodge of Swords is a gathering ground for werewolves who champion individual causes and work tirelessly to achieve their own personal goals.&lt;br /&gt;
&lt;br /&gt;
They are sometimes called, not entirely inaccurately, crusaders. A crusader with skewed aims or a dark heart is a dangerous antagonist. One with a noble goal and the will to achieve his ends is an inspiration to all around him. These are werewolves who seek out a purpose, a “Heart,” to quote the tale of the lodge totem, and are merciless in pursuit of achieving this cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Resolve •••; Brawl, Weaponry or Firearms •••; Glory ••, Purity ••; Willpower 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benifits===&lt;br /&gt;
Swordbearers are given a [[Packstone]] upon joining, and exceptionally successful applicants may be gifted with a [[Mercy Gem]] as well. Lodge members are diligent in their causes and gain certain Skills quickly through experience. The experience costs of purchasing or raising these Skills — Brawl, Weaponry, Intimidation and Persuasion — becomes new dots x2 instead of new dots x3.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Seasons</id>
		<title>Lodge of Seasons</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Seasons"/>
				<updated>2014-02-03T20:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Changing Wind&lt;br /&gt;
|Lodge Tribe=Hunters in Darkness&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Season Flute]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 91-93&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Seasons demands much of the Hunters in Darkness who choose it. These [[Meninna]] make a commitment to live by the precepts of Changing Wind. 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 she is granted particular respect in the lodge. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Purity •••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
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 ([[Affinity::Weather Gifts|Weather]]), summer ([[Affinity::Rage Gifts|Rage]]), autumn ([[Affinity::Insight Gifts|Insight]]) and winter ([[Affinity::Death Gifts|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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Scrolls</id>
		<title>Lodge of Scrolls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Scrolls"/>
				<updated>2014-02-03T20:55:43Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=None&lt;br /&gt;
|Lodge Tribe=Iron Masters&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Comprehension Rite]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 88-90&lt;br /&gt;
}}&lt;br /&gt;
Uratha culture remains, broadly speaking, an oral one. Wisdom and stories, even training and facts, are passed through story, song and conversation. While many amongst the Cahalith maintain that this is the only way to spread true wisdom, rather than the empty knowledge of facts, the Iron Masters have never agreed. The Lodge of Scrolls is the most widespread lodge within the tribe, and many consider this lodge to be almost a sub-tribe rather than just a lodge. The Scroll-Keepers work ceaselessly to discover, compile and record knowledge that will serve the Forsaken well in generations to come. At the heart of the lodge members’ work is repairing what they see as the great folly hidden in the necessary death of Father Wolf. With Father Wolf died more knowledge of the Shadow Realm and the nature of reality than the Uratha now possess. As a race, they have forgotten more than they remember. And that knowledge, the awareness of ignorance, rankles something fierce. The greatest concern, of course, is that the information gathered cannot be allowed to fall into the wrong hands — and the Scroll-Keepers are violently protective of their gathered lore in the way that only werewolves can be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perquisites===&lt;br /&gt;
Intelligence •••, Academics ••, Investigation •••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Access to the wide range of material recorded and archived by the lodge gives lodge members two extra dice on any Research or Investigation roll to discover information, even if they’re not directly consulting the Lodge of Scrolls records. Old Knowledge grants lodge members insights into where what they seek might be most easily found. In addition, they learn more easily than most werewolves. The experience cost for all Mental Skills becomes new dots x2.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Salvation</id>
		<title>Lodge of Salvation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Salvation"/>
				<updated>2014-02-03T20:52:48Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Brother Bones&lt;br /&gt;
|Lodge Tribe=Storm Lords&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Moons Veil Rite]]&amp;lt;br&amp;gt;[[Silver Scar Rite]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 84-87&lt;br /&gt;
}}&lt;br /&gt;
The werewolves of the Lodge of Salvation dedicate themselves to a largely thankless and perhaps futile task — converting the Pure. It is the lodge members’ belief that the brutal indoctrination of the Pure can be undone, and that the cult of hate can be broken. The lodge focuses on the task of separating likely converts from the rest of their tribemates, getting the potential converts to a safe place and breaking through the scars and barriers imposed by initiation into the Pure Tribes. The lodge focuses mostly on the young and recently indoctrinated. In part, lodge members reason that older Pure are far less likely to be reachable, and, in part, the lodge members simply cannot stand the idea of the youngest being so badly abused and broken.&lt;br /&gt;
&lt;br /&gt;
The Lodge of Salvation is not exclusively [[Storm Lords]] 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Honor •• or Purity ••; must maintain Harmony of 6 or higher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Lodge members may purchase [[Affinity::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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Prophecy</id>
		<title>Lodge of Prophecy</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Prophecy"/>
				<updated>2014-02-03T20:52:13Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Blind Owl&lt;br /&gt;
|Lodge Tribe=Bone Shadows&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Prophets Voice|Prophet's Voice]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 77-80&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Prophecy was allegedly the first to form from the Hirfathra Hissu, and is one of the oldest of all the tribes’ lodges. The Prophets recognize that even with all of the knowledge on Earth, all of the wisdom of the spirits and all of the experience of the ancestors, the future is uncertain because it hangs by a single thread. One unforeseen event, one tiny coincidence, can topple an empire, and no amount of planning can circumvent this destruction. Only by knowing the future can one be truly wise. Only by seeing the unforeseen can one know everything.&lt;br /&gt;
&lt;br /&gt;
The members of the lodge strive to know and understand the future, and this involves interpreting prophecies from ancient texts and making sense of more recent ones. In contrast to the Harbingers, who seek to put prophecies in a context that can help them on a day-to-day basis and identify immediate threats, Prophets study portents that span years or decades. They study trends that might take lifetimes to unfold completely and destinies that might affect a generation of Uratha not yet conceived. The members of the lodge, therefore, tend to be older, more experienced werewolves, many of whom have split with their packs or retired from the strenuous activity of patrolling the spirit wilds. Solitary Prophets hold small pieces of territory, and often work out accords with local packs to help them protect and patrol their turf. Many Prophets are not above dropping seemingly dire hints about a pack’s future and only agreeing to share the “truth” if the pack agrees to help the Prophet in some way. &lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Members must maintain Harmony 7 or higher, as well as Wisdom •••• and Occult ••••. In addition, applicants must know the following rites: [[Bind Spirit Rite|Bind Spirit]], [[Call Gaffling]], [[Call Jaggling]] and [[Wake the Spirit]]. &lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
&lt;br /&gt;
Members may learn [[Affinity::Knowledge Gifts]] as if they were tribal Gifts. In addition, Prophets can purchase the Omen Gazing Gift at a five-point reduction in cost. They may also purchase the [[Prophets Voice|Prophet’s Voice]] Merit with experience points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Ruin</id>
		<title>Lodge of Ruin</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Ruin"/>
				<updated>2014-02-03T20:51:30Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Coyote-Who-Howls&lt;br /&gt;
|Lodge Tribe=Hunters in Darkness&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Final Sunrise Rite]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 81-83&lt;br /&gt;
}}&lt;br /&gt;
Everything comes to an end. Every natural cycle, every hunt, every story and every life eventually comes to dust. Memories fade, and entire cultures pass away, leaving only whispers and refuse. This is the fundamental truth of the world, and the precept on which the members of the Lodge of Ruin base their beliefs. The Lodge of Ruin requires its members to suffer, bleed and break before they can join. Before a Hunter in Darkness becomes a member, he must hear Coyote’s mournful howl and know that the end is not coming, it is here, in every moment. That means, of course, that every moment a member of the lodge lives, he is surviving the end of the world. The Rust-Walkers do not consider their worldview bleak, simply realistic. Similar to other Mennina, the Rust-Walkers revere the cycles of nature. They just choose to skip ahead a bit, finding perfection and enlightenment in destruction, death and entropy. This isn’t to say that they revel in carnage and waste themselves — they are bound by the same precepts of Harmony as any Uratha, and simply because the world is going to end someday doesn’t mean that they feel the need to help it along. They do feel, however, that many of the concerns of the Uratha and the world’s population in general are frivolous to the point of offense.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
&lt;br /&gt;
Craft, Computer or Drive ••, Cunning ••, Survival ••.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
&lt;br /&gt;
Members of the Lodge of Ruin may learn [[Affinity::Shaping Gifts]] as if they were tribal Gifts. In addition, they pay a reduced cost (new dots x2) for the following Skills: Intimidation, Streetwise and Survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Night</id>
		<title>Lodge of Night</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Night"/>
				<updated>2014-02-03T20:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Khonsu&lt;br /&gt;
|Motto=Lord of the Silver Sands&lt;br /&gt;
|Lodge Tribe=Blood Talons&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Ghost Howl|Rite of the Ghost Howl]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 73-76&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lodge of Night formed thousands of years ago, when a powerful moon-spirit offered its patronage to the Suthar Anzuth of Thebes. Stories tell of how Egypt during this era was a realm of turmoil, slavery and war — and the Shadow was gravely poisoned around the cities. The moonlight-spirit promised to illuminate the darkest reaches of the Uratha’s territory so the werewolves might hunt down and destroy their enemies. The promise has held for millennia, and the Blood Talons of the Lodge of Night still call upon the blessing of their patron as they hunt. With Khonsu’s light, the Uratha enter the darkness without fear; with his illumination, the werewolves see&lt;br /&gt;
into the blackest depths of the Shadow.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Lodge of Night is to take grave responsibility into your heart. Each of these self-titled “night hunters” knows it is his duty to lead the way into the darkest reaches of the Shadow. As a Blood Talon and as Khonsu’s child, a night hunter must be the strongest, the best-prepared and the first to face any horror that could emerge from the world’s sinister reflection. Upon swearing to the Lune totem, the Uratha of this lodge take an additional oath: ''“I vow to be the one who faces the darkness first.”''&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Brawl or Weaponry ••••; Glory ••; Willpower rating of 7 or greater&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members gain a number of blessings. A lodge member can make his vision adapt to any lighting conditions, seeing with preternatural clarity even in Hishu form and in pitch darkness. The character gains +2 to any rolls involving visual perception at night. Characters may also purchase the Rite of the Ghost Howl with experience points. Lodge members also train in several different areas. The experience costs of purchasing or raising these Skills — Brawl, Occult and Athletics — becomes new dots x2 instead of new dots x3. The final benefit of Khonsu’s Blessing is to heighten the instinctive hunter’s sense of a prey’s weakness. If a character spends a Willpower point to activate activate this powerful awareness, all foes suffer a –1 Defense against his attacks for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
However, these potent blessings are not without an additional price. All lodge members suffer a –1 penalty to all Harmony rolls made at night. This instability is one of the reasons many werewolves abandon the lodge’s teaching after years of membership, in order to protect their minds from degeneration.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Metal</id>
		<title>Lodge of Metal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Metal"/>
				<updated>2014-02-03T20:49:15Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Fierce Iron&lt;br /&gt;
|Motto=Of Skill and Discovery&lt;br /&gt;
|Lodge Tribe=Iron Masters&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Corrosion Rite|Rite of Corrosion]]&amp;lt;br&amp;gt;[[Fire Hammer]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 70-72&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Metal is one of the oldest extant lodges of the Iron Masters — if not the oldest. Even as humanity moved from using found objects and shaping them into tools to creating their own from metal, so too did the idea spread amongst the Iron Masters, if the legend behind the lodge’s origin is to be believed. In particular, the use of metal weapons was to be a boon for the Uratha (albeit a mixed one, thanks to the eventual creation of silver weapons). For creatures whose life is struggle, the ability to take the humans’ idea of creating tools (and most especially weapons) is a powerful one. Indeed, the Lodge of Metal is held in high regard not just by the Iron Masters but by most of the tribes of the Uratha. Most werewolves can see the value in finely wrought weapons in their hands.&lt;br /&gt;
&lt;br /&gt;
Many lodges claim ancestry from members of this lodge, but most metalsmiths doubt this claim. After all, lodges such as the Lodge of Arms are more concerned with the use of tools than in their creation. And for the metalsmith, the act of creation is all. However, those who craft more archaic weapons with forge and anvil are a minority in the lodge. Many more of the lodge members are occupied with the creation of anything from hand-assembled guns to custom-built computers and personalized mobile phones. For all the lodge’s long and distinguished ancestry, lodge members does move with the times.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Crafts •••, Investigation ••, Wits •••&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The primary benefit of becoming a member of the lodge is communication with other lodge members and the information that is shared as a result. However, their relationship with Fierce Iron grants them a real boon when creating new items. Lodge members gain three extra dice in all Craft-related rolls, and a +2 to any rolls to coerce or bribe spirits when offering chiminage lodge members crafted themselves.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Doors</id>
		<title>Lodge of Doors</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Doors"/>
				<updated>2014-02-03T20:47:01Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Lurker in Doorways&lt;br /&gt;
|Lodge Tribe=Bone Shadows&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Opening Gifts]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 49-52&lt;br /&gt;
}}&lt;br /&gt;
The [[Bone Shadows]] of the Lodge of Doors take their tribal philosophy of the quest for knowledge and the constant need for discovery and make the philosophy a way of life. Some Bone Shadows are detectives who abhor mysteries and wish to see the truth behind any façade, while others are thrillseekers looking for amusement by opening doors they know are forbidden. Most, though, identify with their strange totem — they hate barriers, whether physical, spiritual or psychological and wish to bypass them to find the prize, be it truth, wealth or horror, on the other side. While many young [[Hirfathra Hissu]] attempt to join the lodge with grandiose ideals about wanting to discover the mysteries of the universe or even bringing humanity a new understanding of their place in the world, the lodge is quick to show these youngsters the reality of the Lurkers. Many of the hidden truths of the world are hidden for a very good reason. That doesn’t mean the Lurkers shy away from them (the old adage that somethings should remain unknown is completely counter-intuitive to the Lodge of Doors), but they don’t see themselves as Prometheans, bringing the light of knowledge to the masses. If others want to learn the unpleasant truths of the world, they must open the doors, turn over the rocks and descend into darkness themselves. More specifically, one lesson that all new members of the lodge have drilled into them is ''“Nu Bath Githul”'' — The Herd Must Not Know. This portion of the Oath is inviolate, but not for the reasons that most [[Uratha]] believe.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
All applicants must maintain a Harmony rating of 6 or more, and have Cunning •• and Larceny or Investigation ••.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members may purchase [[Affinity::Opening Gifts]] as though they were tribal Gifts.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Maelstrom</id>
		<title>Lodge of the Maelstrom</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Maelstrom"/>
				<updated>2014-02-03T20:38:45Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Old Man&lt;br /&gt;
|Motto=''Those Who Watch the Seas''&lt;br /&gt;
|Lodge Tribe=Storm Lords&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Bloodscent Tooth]]&amp;lt;br&amp;gt;[[Drowned Man's Pearl]]&amp;lt;br&amp;gt;[[Salt-Hewer]]&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 66-69&lt;br /&gt;
}}&lt;br /&gt;
Even if the Uratha had double their numbers, they couldn’t be everywhere they might be needed. The entire world casts a Shadow, even the parts of the world that are inhospitable to werewolves. And strange things can be born away from humans and wolves alike, things that might follow a faint scent or sound to civilization. The Lodge of the Maelstrom knows this all too well, for lodge members have taken it upon themselves to watch the coastlines for signs of horrors that are born at sea. In an ideal world, those things that spawned down in the depths would remain in their lightless environment and never venture forth to warm air and dry land. But the world is not ideal.&lt;br /&gt;
&lt;br /&gt;
The Lodge of the Maelstrom has its origins in Europe, presumably during the Dark Ages. The lodge spread as its members sailed among unknowing humans for new shores, arriving in Africa and the Americas as early as the Viking expeditions (if the legend is true). Members claim to be part of a brotherhood that extends around the globe, from lonely sentinels scattered among the islands of the South Pacific to packs that have carved out territory for themselves on desolate northern beaches. Wherever the lodge has spread, it has carried a simple teaching: watch the seas.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Resolve •••, Athletics ••, Occult •&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Sea-watchers are attuned to the rhythms of the sea, and gain +2 bonus dice to Perception rolls related to perceiving something on or under the sea’s surface, or anywhere that the ocean’s waters may touch. A sea-watcher has little difficulty tracking something along a beach by scent, where other werewolves would have difficulty smelling anything but salt and fish. Lodge members also receive affinity with any water-based Elemental Gifts, and gain the Sea Specialty to Occult rolls, which applies to spirits and folklore associated with the ocean. A less tangible benefit of membership is the lodge’s extended network of information. With as many far-sailing sea-watchers as there are within the lodge, news can travel for a surprising distance. A seawatcher in New England is far more likely to hear of the latest supernatural troubles in Hong Kong than a landlocked pack would be, although this information tends to apply only to troubles that affect the harbors or oceans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Harmony</id>
		<title>Lodge of Harmony</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Harmony"/>
				<updated>2014-02-03T20:37:57Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Rooting Boar&lt;br /&gt;
|Motto=Boar's Den&lt;br /&gt;
|Lodge Tribe=Hunters in Darkness&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Churned Earth Rite]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 60-62&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Harmony is perhaps the largest of the Meninna lodges, and has members all over the world. Most Uratha know that the Sulukka (a First Tongue word referring to those who perform ritual cleansings) take over territories that have been somehow befouled or rendered useless and help to make them vital and desirable hunting grounds again. Some Sulukka only work to make sure that their own territories remain clean and safe, and, in the modern world, with humanity polluting so much of the land, this has become the most common outward face of the lodge. Other members travel and help young or small packs to maintain their territories before moving on, but this attitude was much more common before the world became so densely populated.&lt;br /&gt;
&lt;br /&gt;
The third face of the lodge, though, is one that other [[Uratha]], apart from the Hunters in Darkness, seldom see or even know about. The Lodge of Harmony knows that some earth should never be churned, some territories never fully explored. Spirits slumber beneath the ground that the Uratha would do well to leave sleeping. The idigam are the most well-known (or at least widely discussed) of these ancient threats, but the Lodge of Harmony has discovered things while digging in the earth that could spell death and damnation for large numbers of werewolves. Therefore, packs of Sulukka, or packs that include members of the lodge, sometimes act as guardians for such locations, making sure that intruders do not disturb the creatures’ rest and that these unholy beings do not taint the land around them. To that end, the Sulukka have developed powerful rituals of binding and cleansing, some of which they teach to other [[Meninna]], but the most potent of which the Sulukka keep as carefully guarded secrets.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Members must maintain Harmony 7 or more. Also, applicants must have Purity ••• and Wisdom •.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members may purchase [[Warding Gifts]] as though they were tribal Gifts. In addition, the lodge makes use of a unique rite, [[Churned Earth Rite]].&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Harbingers</id>
		<title>Lodge of Harbingers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Harbingers"/>
				<updated>2014-02-03T20:37:43Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The White Hare&lt;br /&gt;
|Lodge Tribe=Bone Shadows&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Hunter's Spur]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 57-59&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Harbingers focus their concern less on the esoteric greater meaning of things and more on the practical and immediate implications of prophecy and omens. It’s all very well, the Harbingers say, to have read the dire foretellings of the ancestors of the tribe, but, without the proper context, the information is useless, and even then it’s no good unless the [[Uratha]] know about it. Harbingers are drawn from the rare werewolves who have less territorial instincts (or who can fight against them), preferring to run from place to place like their fleet-footed totem, carrying portents, news and warnings to other werewolves. This, combined with the lodge’s totem (White Hare isn’t regarded as a terribly fearsome spiritual patron), make the lodge a rare choice.&lt;br /&gt;
&lt;br /&gt;
What kind of werewolf, then, would choose life as a Harbinger? Without fail, Harbingers are [[Uratha]] who have seen some of the most dangerous and chthonic horrors the World of Darkness has to offer and survived (though never intact). Many [[Bone Shadows]] merely grow more curious when they see such obscene things, but some grow resolute. Other werewolves need to know about the monsters lurking in the shadows, because, despite any tribal rivalries, despite any bad blood between the Forsaken, they are all the People. The Harbingers, therefore, bring a great sense of responsibility to their work.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning or Wisdom ••, Athletics ••, Stealth ••&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Harbingers may learn [[Stealth Gifts]] as though they were tribal Gifts. Also, the player may add three modifier dice to any Persuasion rolls made to deal favorably with other [[Uratha]]. The Harbingers are interested in warning others of danger, not in raising volatile werewolves’ hackles.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Garm</id>
		<title>Lodge of Garm</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Garm"/>
				<updated>2014-02-03T20:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Garm, son of Fenris-Ur&lt;br /&gt;
|Motto=Brothers of the God-Killer&lt;br /&gt;
|Lodge Tribe=Blood Talons&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Triumph Ruin]]&amp;lt;br&amp;gt;[[Rune-Klaive]]&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 53-56&lt;br /&gt;
}}&lt;br /&gt;
The ''Lodge of Garm'' is founded on the principles of perfection in battle. The totem exemplifies this, both in Garm’s legendary Pangaean history and the misinterpretations of his destiny in Norse and Viking culture. The werewolves of the lodge seek to emulate this ideal. They focus on perfection in all things that could ever relate to battle. Many possess a greatly fatalistic streak, always anticipating the worst — and preparing for it.&lt;br /&gt;
&lt;br /&gt;
Few members seek out dangerous situations and conflict just for the thrill —– there is almost always a driving reason behind the combative nature of this lodge. Violence without reason is worthless. Battle with a focus is both experience and duty; these things matter deeply to the Garmir.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
All applicants must maintain a Harmony rating of 6 or greater and Glory •• or higher, and must have a Brawl, Weaponry or Firearms Skill of •••• or better.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Garmir are given a minor fetish upon joining. This fetish is sometimes a weapon of some kind, but is more often a [[Mercy Gem]]. Lodge members are trained in several different foci. The experience costs of purchasing or raising these Skills — Brawl, Weaponry, Athletics and Persuasion — becomes new dots x2 instead of new dots x3.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Death</id>
		<title>Lodge of Death</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Death"/>
				<updated>2014-02-03T19:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Hithethal-Us&lt;br /&gt;
|Motto=Ashes and Smoke&lt;br /&gt;
|Lodge Tribe=Bone Shadows &lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Pain Poppet]]&amp;lt;br&amp;gt;Death Rage Modifier&lt;br /&gt;
|Source=Lodges The Faithful&lt;br /&gt;
|Pages=p. 45-48&lt;br /&gt;
}}&lt;br /&gt;
The [[Hirfathra Hissu]] as a tribe are renowned for going where other werewolves fear to tread, searching for wisdom that has been left untouched. Those [[Bone Shadows]] of the Lodge of Death, however, feel that the greatest mystery lies not in the howls of the [[Cahalith]] or some pocket of the Shadow, but in the inevitability of the grave. What lies beyond the veil of death is a question that humans and werewolves alike have tried to answer — unsuccessfully — for thousands of years. All humans have to go on is faith in a few dubious stories of tunnels of light,but the Uratha have the testimony of the spirits. This doesn’t help as much as they’d like, however.&lt;br /&gt;
&lt;br /&gt;
[[Bone Shadows]] might join the Lodge of Death for any number of reasons. The tribal imperative to seek knowledge isn’t as great an impetus to seek out the lodge as one might think, though. While death is more an ever-present threat for werewolves than for most humans, that doesn’t mean the Uratha welcome death, or do not fear it. Joining the Lodge of Death requires an applicant to face her own demise, so if all a Bone Shadow seeks is knowledge, safer paths exist. &lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Honor •, Wisdom ••• and Occult ••• with a Specialty in Ghosts, Death or another applicable field (Storyteller’s discretion).&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members of the Lodge of Death know the times and circumstances of their deaths. Therefore, lodge members do not fear an untimely end. Members of the lodge do not fear for their own lives (though they might feel afraid for loved ones), and are immune to supernatural attempts to instill fear. Also, members’ Harmony ratings are treated as two higher when considering triggers for Death Rage. That is, a member might have Harmony 6, but does not need to check for Death Rage if injured outside of combat (see the chart on p. 174 of Werewolf: The Forsaken).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Cerberus</id>
		<title>Lodge of Cerberus</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Cerberus"/>
				<updated>2014-02-03T19:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Cerberus, son of Fenris-Ur&lt;br /&gt;
|Motto=Howling at the Gates of Death&lt;br /&gt;
|Lodge Tribe=Blood Talons&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Speak with the Guardian]] &amp;lt;br&amp;gt; [[Wraith-Claws]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 37-40&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of Cerberus walks between the world of the living and the world of the dead, enforcing the separation of the two realms much as all Uratha enforce the separation of physical and spiritual. The werewolves of the Lodge of Cerberus recognize no benefit in interaction with the dead, and these werewolves see no compassion in letting tortured ghosts remain parasitically anchored to the living. Everything must die and pass on, and the Lodge of Cerberus has no mercy toward those who violate this most sacred natural law.&lt;br /&gt;
&lt;br /&gt;
These werewolves do not seek any enigmatic answers from beyond the grave, or debate the truths of the afterlife. Such things, to their minds, are mysteries not for the living. The Cerberans see themselves as sentinels, guardians at the Underworld’s gates who prevent contact between living and dead. A mortal medium channeling the souls of the dead is just as guilty as a bitter wraith that returns to haunt the scene of its death. Both are breaking the natural cycle of souls, and are to be punished accordingly.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
All applicants must maintain a Harmony rating of 7 or greater and have at least Glory •• and Purity ••. They must also have a Brawl or Weaponry Skill of ••• or better and Rituals •• or higher. &lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members are taught the Rite: [[Speak with the Guardian]] when they join. They are also shown the exact ways of constructing their own [[Wraith-Claws]], earning a +1 bonus on the Rite of the Fetish roll when they&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Crows</id>
		<title>Lodge of Crows</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Crows"/>
				<updated>2014-02-03T19:38:29Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Crows&lt;br /&gt;
|Motto=Crow's Great Lie&lt;br /&gt;
|Lodge Tribe=Storm Lords&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Carrion Messenger]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 41-44&lt;br /&gt;
}}&lt;br /&gt;
Werewolves of the Lodge of Crows often refer to the three strongest tribal lodges as “the three pillars of the storm” — the three philosophies and methods for a Storm Lord to achieve power and influence enough to make a difference. The Lodge of Crows is the subtlest of these three pillars, enough so that most werewolves aren’t even aware that there are three pillars in the first place. The Lodge of Crows’ members are sworn not to admit their loyalties, and, indeed, there aren’t many werewolves outside the Iminir who even know of the Lodge of Crows’ existence. Subtlety and cunning are the hallmarks of the Crows, and the manipulation of power and influence from behind the scenes is their shadowy path to dominance.&lt;br /&gt;
&lt;br /&gt;
Crows don’t care about glory or recognition for their deeds. Such rewards are for those who need affirmation more than results. In fact, the Crows are much happier being uncredited for their work. It brings so much more freedom. With all eyes on the dominant alpha, the pack omega can get away with much more. Openly confessing to being of the Lodge of Crows is a major violation of the lodge’s oath of secrecy, enough to mark one for — removal.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning or Purity ••••&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The foremost benefit of joining the Lodge of Crows is that members look after their own. They demonstrate a loyalty to each other fueled not so much by camaraderie as by a possessive bond. If someone injures a Crow, any others who hear about it are sure to take some measure of retribution. However, in accordance with the purpose of the lodge, the Crows strike secretly rat her than overtly. Their attentions might be disguised as a fluke accident or take the form of a third party sent against the offenders on some trumped-up excuse. In addition to the benefits of protective brethren, Crows learn a few common code phrases and symbols that they can use to leave one another messages. They also pay one fewer experience point per dot purchased (new dots x2 instead of new dots x3) for all purchases of the Larceny, Stealth, Politics, Persuasion and Subterfuge Skills.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|wtf}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Ashes</id>
		<title>Lodge of Ashes</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Ashes"/>
				<updated>2014-02-03T19:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=None&lt;br /&gt;
|Motto=Black Wolf Visits Chain-Breaker&lt;br /&gt;
|Lodge Tribe=Hunters in Darkness&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Chain-Breaker]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 33-36&lt;br /&gt;
}}&lt;br /&gt;
Possibly the smallest of any of the lodges, the Lodge of Ashes is rumored to boast perhaps a dozen members worldwide. Most Hunters in Darkness, particularly those who create fetishes, have heard the legend of Chain-Breaker, but very few know that he founded a lodge in keeping with his ascetic philosophies. Those Uratha who do know of the lodge’s existence dread ever coming into contact with one of the Unfettered (as the members call themselves), for the result is almost always violent.&lt;br /&gt;
&lt;br /&gt;
The Lodge of Ashes believes that the Forsaken were cast out of Pangaea justly, and that although they bear the responsibility of patrolling the spirit wilds and preventing incursions of spirit on flesh (and vice versa), by enslaving spirits, the Forsaken have failed horribly in their duties. Fetishes in particular are anathema to the Unfettered. They feel these trinkets set the possibility of trust between spirits and the Uratha back more than the murder of Urfarah ever did. After all, the death of Father Wolf was in accordance with his ban and a natural part of the cycle of life. Although the spirits might resent the werewolves for what they did and for taking on Father Wolf’s duties, these sins could have been forgiven. The mistake the werewolves made, the Unfettered feel, was forcing spirits to teach the Gifts, power their rites, bond their packs and, especially, dwell in prisons of metal and bone. &lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
In addition to maintaining Harmony 8+, Uratha must know the [[Rite of Contrition]] and have Primal Urge 3 and Purity ••••• to even attempt to join the Lodge of Ashes. Obviously, they must eschew use of fetishes, and many refuse to follow pack totems as well.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
All confirmed members of the Lodge gain the [[Chain-Breaker]] Merit (named for the lodge’s founder). Beyond this, belonging to the lodge is its own reward — maintaining the level of spiritual purity necessary to remain Unfettered provides the Uratha with better relations with spirits and other werewolves, and the intense training they go through gives them much in the way of skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Arms</id>
		<title>Lodge of Arms</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Arms"/>
				<updated>2014-02-03T19:36:15Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Coveter&lt;br /&gt;
|Motto=Of Honor and Victory&lt;br /&gt;
|Lodge Tribe=Iron Masters&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=[[Duel Rite|Rite of the Duel]]&amp;lt;br&amp;gt;[[Forging Arms]]&lt;br /&gt;
|Source=Lodges The Faithful &lt;br /&gt;
|Pages=p. 30-32&lt;br /&gt;
}}&lt;br /&gt;
Of all the humans’ tools, weapons are one of the least used amongst the Uratha. Certainly, weapons are useful on those occasions when one must stay in Hishu but, given the choice, most werewolves would rather fight with their natural weapons of tooth and claw. The Lodge of Arms, though, understands the value of the weapon, be it sword, bow or gun. An Uratha with weapon can be far more dangerous in Hishu or Dalu than one would expect and, with a fetish weapon, can approach the danger levels of Gauru without any of the control issues.&lt;br /&gt;
&lt;br /&gt;
Blade wolves, as members of this lodge are known, devote themselves to the mastery of a single weapon: that’s an individual weapon, not a class of weapons. These werewolves involve themselves in the creation of their weapons, from forging and manufacturing, through the process of binding spirits into the weapons and merging those spirits with the weapons’ own awakened spirits.The net result is a weapon that is part child, part lover and part killing device. For many members of the lodge, their relationship with their weapons will become the defining relationships of their lives. The intimate connections with the weapons allow the blade wolves to wield them to devastating effect.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Occult ••, Firearms or Weaponry •••&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The greatest benefit that a member of the Lodge of Arms gains is assistance in creating the weapon that will be her constant companion. A lodge member gains a +3 modifier to any attack roll using that weapon and that weapon only. Additionally, a lodge member may treat her Firearms or Weaponry Skill as being one level higher for all weapons of the same type.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Shepherd</id>
		<title>Lodge of the Shepherd</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Shepherd"/>
				<updated>2014-02-03T19:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Sibath-Ur &amp;quot;Herding Wolf&amp;quot;&amp;lt;br /&amp;gt;Kuluth-Ur &amp;quot;Trembling Wolf&amp;quot;&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Blood of the Wolf&lt;br /&gt;
|Pages=106-107&lt;br /&gt;
}}&lt;br /&gt;
The bonds of the pack are among the strongest that any werewolf experiences. But the bonds of family, of blood, hold the Uratha as well. While some werewolves look down upon the uragarum, the Shepherds assert that the proper thing to do is to honor and protect them, for they are related by blood to werewolves and, therefore, Imru.&lt;br /&gt;
&lt;br /&gt;
All Shepherds are sworn to protect the wolf-blooded from harm, to be honest with them about their condition and about Uratha culture and to help the wolf-blooded cope with the trials they face because of their nature. Different werewolves behave in different ways, of course. Some Shepherds are nurturing and compassionate, while others treat wolf-bloods almost as roughly as they do other werewolves. One thing remains constant, however. The Shepherds do not treat uragarum who violate the tenets of the Oath — especially The Herd Must Not Know — with mercy. The Shepherds feel that if the wolf-bloods know their place in Uratha society, they should be responsible for their actions. Shepherds do not announce their membership to other Uratha, but do not deny membership if asked. Members recognize each other through Herding Wolf’s blessing, but wear no other indicator of their allegiance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Purity •, Maintain a Harmony of 7 or more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members can recognize each other and wolf-bloods on sight, without a need for a roll. Also, they can learn the following rites at a decreased cost: Banish Human, Shared Scent (for tracking wolf-bloods), Banish Spirit, Fortify the Border Marches and Rite of Moon’s Love. These rites cost a number of experience points equal to the level of the rite, rather than the level of the rite x 2. Ithaeur apply their usual price break and then subtract one, and so pay (level of rite – 1) in total, a minimum of one experience point.&lt;br /&gt;
&lt;br /&gt;
{{clear}}[[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Silence</id>
		<title>Lodge of the Silence</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Silence"/>
				<updated>2014-02-03T19:27:36Z</updated>
		
		<summary type="html">&lt;p&gt;Key: Created page with &amp;quot;{{Werewolf/Lodge |Spirit/Totem=The Fetterd Wolf |Motto=No pack but Us behind these bars. |Lodge Tribe=Ghost Wolves |Lodge Auspice={{anyauspice}} |Benefit=Modifiers |Source=Blood ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Fetterd Wolf&lt;br /&gt;
|Motto=No pack but Us behind these bars.&lt;br /&gt;
|Lodge Tribe=Ghost Wolves&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=Modifiers&lt;br /&gt;
|Source=Blood of the Wolf&lt;br /&gt;
|Pages=73-74&lt;br /&gt;
}}&lt;br /&gt;
This organization exists primarily within correctional institutions. It offers protection to its members and, indeed, territory; it is a lodge for those who choose to remain, not those who wish to escape. Its mandate is simple — maintain the secret of the Uratha’s existence within prisons, and identify those inmates likely to Change. Eliminate those who might compromise the Uratha due to the stresses of prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The Uratha has to have been imprisoned for an extended period of time. This could be for some felony-level offense or incarcerated for political views and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The Uratha learns methods for channeling his Rage when confronted by the pressures of incarceration and life inside. He or she gains +2 to resist Death Rage outside of combat, +2 to resist Intimidation and +1 to all Grapple checks.&lt;br /&gt;
{{clear}}[[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Lunas_Devotees</id>
		<title>Lodge of Lunas Devotees</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Lunas_Devotees"/>
				<updated>2014-02-03T19:24:14Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Luna&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=None&lt;br /&gt;
|Source=Blood of the Wolf&lt;br /&gt;
|Pages=33-34&lt;br /&gt;
}}&lt;br /&gt;
More commonly referred to as the Lodge of Forms, this Lodge is a loose-knit group of werewolves united by their common interest in seeking the ability to don additional forms. These werewolves use many different methods: some search for new uses for Mother Luna’s Gifts, some spend their entire lives trying to worm and wheedle a new Gift for shapeshifting out of the Lunar Choirs and others inspect the pocket in the Hisil where a werewolf’s other forms wait, trying to add forms to that spiritual storage.&lt;br /&gt;
&lt;br /&gt;
The Lodge of Luna’s Devotees claims as its spirit totem, of all spirits, Luna. Few werewolves, even members, take this claim seriously because there is no record of any lodge interaction with the Celestine, let alone of any guidance. Still, as the face-changer, the lodge’s members give her extra reverence under the theory that every little bit helps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning •, Desire to seek other forms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The peripheral members of the Lodge of Luna’s Devotees gain nothing — yet another reason for outsiders to look upon the lodge with scorn. Yet the devoted members do gain a little something from their shared knowledge. Each member gains a specialty relevant to her search for additional forms. If she treats her examination of the shadow-pocket as a science, she gains a specialty for that skill. If she treats her examination as an examination of the occult, she gains the specialty there. The specialty can apply outside finding more forms, depending on how the werewolf seeks them, but only rarely.&lt;br /&gt;
&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_Chemics</id>
		<title>Lodge of Chemics</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_Chemics"/>
				<updated>2014-02-03T19:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Feral Cat&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe=Iron Masters&lt;br /&gt;
|Lodge Auspice={{anyauspice}}&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Blood of the Wolf&lt;br /&gt;
|Pages=26&lt;br /&gt;
}}&lt;br /&gt;
The strange and small Lodge of Chemics seeks to understand the unexplainable or, failing that, to catalogue its effects. The lodge’s members search for enlightenment as to their state in the unpredictable occurrences of a fresh cub’s First Change and in the stranger parts of the Hisil. The lodge treats the world as a mishmash of interacting mysteries that all mean something about life as Forsaken while believing that they can’t really know enough about any given interaction without trying it. To the lodge, this principle is embodied in the reactions of Gauru forms with untested chemicals and combinations. Take some aspirin, some ibuprofen and a hit of marijuana, go someplace safe and test it in the other forms. Especially the Gauru form.&lt;br /&gt;
&lt;br /&gt;
Named by the founders (whose primary interest was in chemicals), the lodge has since attracted those werewolves intrigued by the lodge philosophy, which encourages members to treat life similarly. When a werewolf’s regeneration isn’t responding as expected, a Chemic tests the boundaries of the known by giving the subject bruises and cuts that should quickly disappear or testing what happens if the subject should taste blood. If a Gift causes an unfamiliar effect, the Lodge of Chemics recommends activating Gifts of the same type that call upon the same spirits or that were taught by a single spirit, not to mention activating the same Gift at different times or places. The Chemics aren’t insane; if the problem is recognizable enough that it has a known solution, one that predictably works, then that’s obviously the right choice. Similarly, if a tested combination of drugs and Gauru would save the day, then it’s better to use that combina- tion than something potentially foolish. It’s only when there’s a serious unknown, when there’s no regular response to fall back on, that it’s time to experiment and, in the process, learn more about what it means to be a werewolf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cunning •, Science •• (Specialty: Chemistry), Medicine ••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members of the Lodge of Chemics add one die to any roll to resist the adverse effects of a drug. Additionally, the lodge offers excellent training, much of it based on personal experience, in Medicine and Science, reducing the costs of raising those two skills from new dots x3 to new dots x2.&lt;br /&gt;
&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Starless_Sky</id>
		<title>Lodge of the Starless Sky</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Starless_Sky"/>
				<updated>2014-02-03T19:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Rahu&lt;br /&gt;
|Benefit=Mihira, the Night Watchmen&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=177&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of the Starless Sky is still a small lodge, boasting only a few dozen members. The members are either lone wolves or, more frequently, Rahu acting as alpha to their packs. They believe the city is an exponentially more dangerous place than rural or suburban areas, but by the same token, cities are the most desirable territories that werewolves can claim.&lt;br /&gt;
&lt;br /&gt;
Much of this is opinion, of course, but the lodge does make some valid points. Cities typically have a population density that allows for hiding in plain sight. The larger a city, the easier it is to get lost in a crowd. Yes, it places great impetus on a werewolf to retain self-control, to avoid Death Rage, but this in turn provides a strong motivation for staying in Harmony. The pack must learn to coexist with the creatures around it (that is, people) and this, the lodge believes, breeds a kind of humility. A herd of prey animals kills young predators whenever it can, and human beings will rise up and slaughter any werewolves they discover living in their midst (at least, they would if they did discover them, or so the lodge feels). Living in the city is the ultimate trial-by-fire. Urban werewolves must learn to meet their obligations, to protect their packs, to honor their totems and most importantly to hunt...all in secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Purity ••, Stealth •••, Streetwise •••, Investigation ••, Revealing the existence of the Uratha remains a sin against Harmony no matter how low the Harmony trait falls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members of the Lodge of the Starless Sky can use the Warrior’s Eye differently than other Rahu. In addition to sizing up an opponent for direct combat, the Mihira can learn how dangerous the target is considering outside factors. For instance, a werewolf uses Warrior’s Eye on an old Colombian man sitting on a park bench. By himself, the man is no threat to a werewolf — but the Mihira’s power reveals that he is highly dangerous from influences beyond his own body. More specifically, the man’s son is the drug lord of the area, and if the old man should turn up dead, a small army of heavily armed and drug-crazed men will be searching for the killer. The Warrior’s Eye doesn’t reveal information beyond “dangerous in a fight,” “dangerous due to outside considerations” and “not dangerous at all,” but it does give the Mihira a slightly better idea of what’s in store for him.&lt;br /&gt;
&lt;br /&gt;
In addition, when a werewolf joins the lodge, he chooses a new affinity Gift list from either Knowledge or Stealth.&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Second_Moonrise</id>
		<title>Lodge of the Second Moonrise</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Second_Moonrise"/>
				<updated>2014-02-03T19:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Isi'is-ur &amp;quot;Anguished Wolf&amp;quot;&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Rahu&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=175-176&lt;br /&gt;
}}&lt;br /&gt;
The Lodge of the Second Moonrise is composed of werewolves who wish to repent. Many of them are not truly Rahu, but they all think of themselves as Full Moons, self-identify as Full Moons, and try to live as though they are Full Moons. Many of them are Ghost Wolves, have performed the Rite of Renunciation in order to atone for some horrible crime they committed before being “saved.”&lt;br /&gt;
&lt;br /&gt;
All members of the lodge believe that their moment of salvation came at the hands of either a Full Moon werewolf, a Ralunim or Mother Luna herself. “Salvation” here is typically as bloody an event as one would expect from werewolves — most lodge members, in fact, barely survived it. Some committed terrible violations of the Oath. They might have habitually consumed human flesh, sired or bore a Ghost Child, or even betrayed a pack to an enemy. They might have hunted down and slain other werewolves with no particular reason for doing so (although killing the People is against the Oath, killing sworn enemies such as the Pure or the Bale Hounds isn’t usually cause for tribal expulsion by itself). Some members of the Lodge of the Second Moonrise actually were Pure, or even Bale Hounds or Zi’ir. That, they say, is the power of Luna to grant salvation. Even the Empty Souls can be refilled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Purity •&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
While the lodge makes frequent prayers and supplications to Luna to grant them access to the Gifts taught by the Ralunim (Full Moon Gifts and Purity Gifts), she has yet to do so. The power that Isi’is-ur wields as a lodge totem, however, has enabled the members of the lodge to learn either Strength Gifts or Dominance Gifts as though they were affinity Gifts (the character picks one list upon joining the lodge).&lt;br /&gt;
&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Fury_Choir</id>
		<title>Lodge of the Fury Choir</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Fury_Choir"/>
				<updated>2014-02-03T19:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Ralurnim&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Rahu&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=173-174&lt;br /&gt;
}}&lt;br /&gt;
The Fury Choir, the Ralunim, are the Lunes of the Full Moon, and as such are the fiercest warriors in Luna’s army. Only spirits of war and combat are deadlier, and only spirits of light itself burn brighter. Some Rahu have a kind of hero worship for these spirits, which is only natural. But Lunes are not werewolves, and do not (necessarily) obey the precepts of Harmony. The Ralunim are, in some ways, “more Rahu than Rahu” because they are not and cannot ever be human.&lt;br /&gt;
&lt;br /&gt;
The werewolves of the Lodge of the Fury Choir think this is a good thing, and ultimately something to which they aspire. The members of this lodge — who call themselves Ralurnim or “full moon spirit wolves” — believe that achieving true Purity means leaving behind all other forms of Renown, all ties to the physical world, and all other identifying traits except for being Rahu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Pruity •• to •••, 5 dots spread between Brawl, Firearms, Weaponry, Members are expected to maintain Harmony 7+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Once per story, members of the lodge can call upon the Lunes to grant them extra time in Gauru form. This only works when moonlight is touching the character, meaning that he must be outdoors at night with at least the crescent moon showing. The player spends three points of Essence for a crescent moon, two for a half moon and one for a gibbous moon — if the moon is full, the werewolf can invoke this power at no cost. The werewolf may stay in Gauru form for a number of turns equal to his Purity.&lt;br /&gt;
&lt;br /&gt;
In addition, the character is able to learn the Fury Choir Fighting Style.&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Spoken_Word</id>
		<title>Lodge of the Spoken Word</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Spoken_Word"/>
				<updated>2014-02-03T18:54:13Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Heart of the City&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Cahalith&lt;br /&gt;
|Benefit=Standard of Station&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=139&lt;br /&gt;
}}&lt;br /&gt;
In the late 1970s, an African-American Uratha by the name of Jasmine B publicly rejected poetic verse and epic poems as the means by which Cahalith should share their stories. She said, in essence, that the bardic poem was dead, and there was no reason to keep digging up Shakespeare in the hopes he’d start smelling better. To Jasmine, there was a new age of spoken word and rhythm was the only way to live up to the glories of the past.&lt;br /&gt;
&lt;br /&gt;
She began a formal war against traditional storytelling. As she followed the roots of ethnic Africans as it grew and changed in the US, she witnessed the birth of hip-hop and rap. Being a Visionary, she could see the potential in hip-hop as it was bound to the heartbeat of the city. She reasoned that, since some Uratha were destined to be children of the cities, it followed that they would need to adapt to the language and culture of the streets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Streetwise •••, Expression •••&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Because of their intimate connection to the streets, members of the lodge can purchase Allies: Urban Spirits at half cost. In addition, members of the lodge have access to a Standard of Station fetish.&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Hazzan</id>
		<title>Lodge of the Hazzan</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Hazzan"/>
				<updated>2014-02-03T18:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Sukkalaila&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Cahalith&lt;br /&gt;
|Benefit=Rite of Laila’s Message&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=137-138&lt;br /&gt;
}}&lt;br /&gt;
Not all werewolves toss away their mortal upbringing and discount their old faiths just because they discover spirits are real. In many Jewish traditions, a hazzan is a lay-person who leads the synagogue in prayer through song. So long as there have been practitioners of the Jewish faith, and so long as there have been Cahalith, there has been the Lodge of the Hazzan.&lt;br /&gt;
&lt;br /&gt;
Among Jewish werewolves, the Cahalith have acted is demi-clergy, helping Jewish-born werewolves interpret the Torah in ways that made sense with Uratha culture and condition. The Cahalith, as Lorekeepers and performers, fit with the Jewish requirements for the position of hazzan, even if many werewolves considered themselves too “unclean” to ever be fit to serve as rabbis. Having a hazzan isn’t the same as having a real rabbi to guide the people in tradition, but as many Jewish Uratha are fond of saying, “it is enough.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Cahalith of Jewish Descent or conversion, Expression •, Academics ••, Academics specialty in Torah or Rabbinical Studites. Status (Jewish Community) •&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Members of the Lodge can learn the Rite of Laila’s Message. In addition, lodge members also gain the 9-again quality on any Occult rolls made in regards to Jewish mysticism.&lt;br /&gt;
{{clear}}[[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Secret_Tribunal</id>
		<title>Secret Tribunal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Secret_Tribunal"/>
				<updated>2014-02-03T18:21:06Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=Shadowed Visier&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Elodoth&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=101&lt;br /&gt;
}}&lt;br /&gt;
The People trust their Half Moons to stand in judgment. After all, the Elodoth sees the world through the eyes of every auspice, giving him a unique perspective. Some Elodoth stand in judgment only when their packmates ask for their assistance. Others have earned the respect of many packs, and their honor is such that other werewolves will travel for miles to resolve a particularly thorny problem — not because the local Elodoth are bad, but because the renowned Half Moon lends an air of legitimacy to all his judgments.&lt;br /&gt;
&lt;br /&gt;
Some Elodoth don’t believe in waiting. When a pack seeks out a judge, things have already gone too far. Better that they dispense justice from the shadows, with only the guilty ever sure that they exist. These werewolves belong to the lodge known as the Secret Tribunal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Investigation ••, Empathy ••, Streetwise •&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Upon joining the Secret Tribunal, a character gains two dots spread between the Merits: Allies (Local Were- wolves), Contacts (Local Werewolves), and Contacts (Local Spirits). Members of the Lodge can also purchase dots in Investi- gation or Subterfuge at a rate of (new dots x2) rather than (new dots x3) experience points.&lt;br /&gt;
{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Lycurgus</id>
		<title>Lodge of the Lycurgus</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Lycurgus"/>
				<updated>2014-02-03T18:17:02Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Elodoth&lt;br /&gt;
|Benefit=Modifiers&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=99-100&lt;br /&gt;
}}&lt;br /&gt;
Lycurgus the Bold was a shining example of what an Elodoth could be — he put the blessings of his auspice to good use and brokered a lasting peace with the spirit courts. Sure, a powerful spirit thought it had found a loophole, and the story ends in blood and death, but unusually the deaths are not Forsaken deaths, and Lycurgus came out of the whole situation with his honor intact. Only a few Elodoth who have been in a similar situation can say the same; all too often the Elunim would not recognize a werewolf’s honor after one bad judgment or one bro- ken deal. Even so, some optimists never give up. Every day, some people push themselves to be better. Some of those Half Moons formed the Lodge of Lycurgus.&lt;br /&gt;
&lt;br /&gt;
The Lodge got its start in Athens shortly after the death of Lycurgus, but for most of its existence only a handful of werewolves wanted to be members. Over two thousand years it became something between a mystery cult and a family tradition. Were it not for the discovery of Lycurgus’ story on an archeologi- cal dig, that’s what it would have remained. The sudden swell of interest has broadened the lodge’s appeal and Elodoth from all corners of the world travel to the Greek capital to learn the secrets and pass them on to interested werewolves at home. In many ways, the Lodge of Lycurgus’ sudden popularity is similar to the spread of Indian mysticism to the West in the late 1960s. Currently, the Lodge is a very popular group — a lot of Elodoth who don’t join still appreciate that some are willing to go to the lengths that the Lodge demands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Politics •, Persuasion •, Honor •••, Language (Greek)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
All members of the Lodge of Lycurgus add their Honor Renown in place of the flat +2 bonus when using their Spirit Envoy ability. This change is permanent; even were the lodge to disown a werewolf, she would still add her Renown to the roll.&lt;br /&gt;
{{clear}}[[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Boundary</id>
		<title>Lodge of the Boundary</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Boundary"/>
				<updated>2014-02-03T18:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Silent Jackal&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Elodoth&lt;br /&gt;
|Benefit=[[Death Gifts]]&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=98-99&lt;br /&gt;
}}&lt;br /&gt;
The Half Moon is two halves divided by an edge. Several Elodoth understand that the edge is an important part of their auspice moon; it represents the boundary, the wall between flesh and spirit, or the Rage that divides werewolves and humans. A few try to embody that boundary when they take the role of judge or inquisitor, embodying the line that cleaves truth from lies.&lt;br /&gt;
&lt;br /&gt;
Those Elodoth who join the Lodge of the Boundary know there’s another barrier there in the Half Moon: the wall between the light, vital world of the living and the shadowed world of the dead. While many members belong to the Bone Shadows, the Lodge of the Boundary doesn’t hunt for secrets. A member of the lodge is far more interested in the recently dead. The Half Moon is the envoy to the spirits, and the Lodge of the Boundary act as envoys to the dead. Most members focus on those ghosts that haunt their territory, discovering what the dead need before they can move on. A few go further in their quest to settle the affairs of the dead, travelling far to slay a ghost’s enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Academics •, Occult ••, Investigation •&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
All members of the Lodge of the Boundary count Death Gifts as an affinity Gift list, and pay (new dots x 4) experience points to purchase Death Gifts. Members can also use their Spirit Envoy ability on ghosts as well as spirits.&lt;br /&gt;
&lt;br /&gt;
{{clear}}[[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lodge_of_the_Spirit_Chains</id>
		<title>Lodge of the Spirit Chains</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lodge_of_the_Spirit_Chains"/>
				<updated>2014-02-03T18:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;Key: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Werewolf/Lodge&lt;br /&gt;
|Spirit/Totem=The Broken One&lt;br /&gt;
|Motto=&lt;br /&gt;
|Lodge Tribe={{anytribe}}&lt;br /&gt;
|Lodge Auspice=Ithaeur&lt;br /&gt;
|Benefit=&lt;br /&gt;
|Source=Signs of the Moon&lt;br /&gt;
|Pages=65-66&lt;br /&gt;
}}&lt;br /&gt;
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.&lt;br /&gt;
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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.&lt;br /&gt;
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===Prerequisites===&lt;br /&gt;
Wisdom •••, Cunning ••, must know the Bind Spirit rite and Fetish Rite.&lt;br /&gt;
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===Benefits===&lt;br /&gt;
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&lt;br /&gt;
knows the ban of the spirit he is calling or binding, the player adds two dice to the dice pool.&lt;br /&gt;
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{{clear}} [[Category:Lodges]]&lt;/div&gt;</summary>
		<author><name>Key</name></author>	</entry>

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