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Lodges: The Splintered (Werewolf: The Forsaken), by Chuck Wendig
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Product details
Hardcover: 144 pages
Publisher: White Wolf Publishing; 1st edition (September 20, 2006)
Language: English
ISBN-10: 1588463370
ISBN-13: 978-1588463371
Product Dimensions:
8.4 x 0.6 x 10.9 inches
Shipping Weight: 1.4 pounds (View shipping rates and policies)
Average Customer Review:
5.0 out of 5 stars
2 customer reviews
Amazon Best Sellers Rank:
#2,551,354 in Books (See Top 100 in Books)
We ordered this book as a Christmas present! Our daughter loves this book! She is throughly enjoying it, every day.
When I first heard about this book, I was thrilled, and I ran out to buy it the day it was released. While the first Lodges book focused mostly on Tribal Lodges, this book instead shows how Lodges can be adapted to different cultures, ideas, religions and places, giving a more local flavor to Werewolf: the Forsaken. Although there are a few Tribal Lodges presented in this book, most are multi-Tribal and very different from mainstream Uratha society. 22 new Lodges are presented from the far corners of the world - India, Germany, Poland, Japan, Antarctica, Africa, Mexico, Australia, France, Italy, the Middle East and beyond. Many hold beliefs or goals that put them at odds with more conservative or traditional Uratha, making them great antagonists, but they also can work as PCs too. And with a little work, they can be adapted to suit almost any chronicle. After an opening fiction, focusing on the Uratha of Bangladesh, and the obligatory introduction, we are treated to short write-ups of all the Lodges. My thoughts as follows,* Armee Sauvage - Born out of the second World War, this Lodge of French Ghost Wolves tries to deal with supernatural fall out of human attrocities. A very interesting take on the Uratha's relations with human conflict, as well as showing how a Ghost Wolf Lodge works.* Brotherhood of Eshu's Cap - A Lodge of African Hunters in Darkness who use stealth and trickery to protect important people, places and objects (including the Ark of the Covenant in Ethiopia!). Some very nasty examples of their work are included. Very cool to finally see an African Lodge, since the "Dark Continent" has gotten little coverage in Werewolf. Alternatively, you could easily transport them to the Caribbean via Yoruba faiths like Santeria and Candomble, which include Eshu in their pantheons.* Lodge of the Sacred Thread - Indian Storm Lords who consider themselves to be of the Kshatriya caste, the warriors and kings of the Uratha. A very interesting cultural take on the Tribes, and once again it's great to see the Indian subcontinent get covered since Werewolf has had little coverage of South Asia.* Lodge of 66 - Iron Masters who patrol the legendary Route 66, protecting it from the Pure. Nomadic werewolf packs made up of truckers and biker gangs! Very cool idea!* Lodge of the Black Woods - A multi-Tribal Lodge born out of a regional alliance to protect the Germany's Schwartzwald, members of this Lodge can also be in other Lodges as well. Kind of like Max Roman's dream of uniting the Uratha in the Rockies.* Lodge of the Endless Moon - A mostly Ghost Wolf Lodge based in Asia (particularly Japan) that seeks to placate and appease spirits through rituals. Besides being another interesting take on Asian Uratha, this Lodge can easily be adapted to other cultures and regions with a little work.* Lodge of the Fallen Idol - Another interesting but unusual take on werewolves, this multi-Tribal Lodge seeks to topple human religions. They aren't really atheists, as they interact with the spirit world as much as any Uratha, but they see human religion as flawed. Of course, they themselves are fanatics after a fashion too. Their signature character, Noach Weidenseld, was mostly crippled by a terrorist bombing and spends most of his time communicating through the internet. A very unique character for Werewolf.* Lodge of the Firestick - A multi-Tribal Lodge that controls and directs bush fires, the Lodge of the Firestick draws upon the culture and beliefs of the Australian Aborigines. Quite a good example at mixing human mythology with the spirit world of the Uratha, and it works very well.* Lodge of the Hungry Ghosts - Another Japanese Lodge, these Bone Shadows practice strange rituals to bring balance between the spirit world and the world of flesh. Unfortunately, they are likely to help spirits and come into conflict with other Uratha. At the very least, they are strange and frightening. I loved this write-up, and plan on including them in one of my upcoming chronicles. And the signature character, Kachi-Kachi, reminds me of something out of a Japanese horror film.* Lodge of Ilia - Born out of Imperial Rome, this mostly Iron Master Lodge seeks to survive and adapt to the spiritual landscape of the city. Another urban Lodge, but this one has a more cultural/mythological background than the ones we saw in other books.* Lodge of Kletby - Hailing from Czechoslovakia, all members of this multi-Tribal Lodge suffer from curses. Because of this, they seek to study, master and break curses. They practice a unique Rite which allows them to extend the powers and effects of Gifts into ritual curses.* Lodge of the Lake - This multi-Tribal Lodge watches over a slumbering Maeljin beneath the ice of Antarctica, and have unknowingly been corrupted by their own pride. Members are slowly becoming Bale Hounds without knowing it. Theres a very creepy, Lovecraftian feel to this Lodge.* Lodge of the Lost - An ancient prophecy said that members of this Lodge would all die fighting a great darkness, but they defeated it and some members survived. Now, members of this spiritually dead multi-Tribal Lodge struggle to find new meaning and purpose. Very interesting concept, and open to interpretation by Storytellers.* Lodge of the Modernist - Another odd concept, this European Lodge of Bone Shadows studies the power of human language. The idea is very philosophical, and actually reminds me alot of my Linguistics classes, but I liked it. Another unusual take on Werewolf's themes.* Lodge of the Red Sands - One of my favorites, this multi-Tribal Lodge seeks to master survival in the desert wastes of North Africa, the Middle East and other harsh lands. Their Totem (Red Beast King) reminds me of the Egyptian god Set, which is appropriate since he was the god of deserts and wild animals. And I LOVE the signature character of Jurgurtha Lion-Eater, a Tuareg warrior. A bit stereotypical perhaps, but still cool.* Lodge of the Rose - A Blood Talon Lodge that strives to live up to human concepts of honor, chivalry and the way of the warrior. Members of this Lodge follow Noble Griffin, and not even supernatural powers can stop them from fulfilling their oathes. Quite a different take from the "berserker warrior" stereotype frequent to the Tribe.* Lodge of Scars - A multi-Tribal Lodge made up of the strongest and wisest elder Uratha, who seek to contribute their strength, wisdom and experience to the struggles of the Forsaken. A very cool concept for old Uratha who want to go out with a bang, like true heroes.* Lodge of Songkran - Born in the jungles of Thailand, this multi-Tribal Lodge seeks to liberate those trapped by slavery, poverty and addiction. I thought this was an interesting take on how Uratha relate to human problems, especially given the horrors of drug smuggling and sex trafficking in the Golden Triangle. Alternatively, their strict ideals can also bring them into conflict with other, less noble Uratha.* Lodge of the Storm's Eye - Drawn from the Native American cultures of Mexico and South America (the Maya, Aztec, Inca and such), this multi-Tribal Lodge seeks to bind evil spirits beneath the earth. Another great example of mixing human myths with Uratha spirituality, especially since they showed how different influences affect the Lodge in different areas (their Totem is known as Quetzalcoatl or Kukulcan in Mexico, but Viracocha in Peru, for instance). I like to think of it as a redux of the Uktena from Werewolf: the Apocalypse, and plan on using them in my upcoming chronicles. Also, good to get a taste of what might be in store for us in Shadows of Mexico.* Lodge of the Thin Shadow - A multi-Tribal European Lodge that work like elite secret agents. Secretive and elusive, they have slowly been loosing their grip on international politics (as the book pretty much outright says) but it's a great way to inject some good old fashioned Cold War-era paranoia into your games. And the signature character, Tess Nelson, is quite interesting (and not overpowered, despite being a CIA-agent). Good example of how to balance human jobs with life as one of the Forsaken.* Lodge of the Union - An open, multi-Tribal Lodge that seeks to unite everything. Flesh and spirit, the entire world, everything. A very young and idealistic Lodge, but their Totem seems to be the embodiment of Pangea itself!* Lodge of the Willow Branch - A multi-Tribal Polish Lodge dedicated to hunting down and slaying vampires at all costs. Their fanaticism is likely to cause many problems for both Uratha and Kindred, but they are definately fun.So yeah, 22 brand spanking new Lodges from across the world. It's a great taste of the many ways that human culture and beliefs can change the Uratha in different places. Many of the Lodges work just as well for PCs as they do for antagonists, and their backgrounds give good ways of integrating them into chronicles for either (the Lodge of the Willow Branch could easily start a conflict between local Uratha and vampires, while the Lodge of the Hungry Ghosts are as likely to ally with spirits as they are to fight them). Best of all, the introduction includes some useful notes for changing the Lodges to make them better suit other locales or ideas. For instance, the Lodge of 66 could be transported to Germany's autobahn, the Lodge of the Rose could be made to focus on bushido or omerta, and the Lodge of the Red Sands could be transported to Australia's Outback, the Gobi in Mongolia, or the American Southwest. So pretty much any of the Lodges could easily be tweaked to fit in with your chronicles, and to surprise players.If you plan on running a Werewolf game set beyond the US, or just want to add a different take on the Uratha (perhaps drawing upon human myths, cultures and history, or perhaps just incorporating something else entirely) then this book is almost essential. I strongly recommend checking this book out, especially in conjunction with Shadows of the UK, which gave a very good overview of the Uratha in the UK (as well as some mention of South Asian Uratha too). Both are great books for expanding Uratha into a more international setting.
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