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[2E Fan] Lodge of Scrolls

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  • [2E Fan] Lodge of Scrolls

    I give to you fan 2E update for Lodge of Scrolls from Lodges the Faithful book. First some quotes from 1E opening material ( in italics ), then my update. Post will be edited when I hammer other parts of the write-up.

    Lodge of Scrolls

    Scroll-Keepers, Scribes, Librarians

    ‘When Father Wolf died, what was lost? When we were Forsaken, what was lost? When one of us dies, what is lost? When you die, what will be lost?
    What is knowledge to such as us? Everything.
    What is loss to such as us? Everything.
    What do we seek? Knowledge.
    What do we avoid? Loss.
    Some say that the Hisil is the memory of the world, and that every thought and action that happen find a new form there. If they are right, then the memory of the world is a dark and painful thing. It is not enough for us. The spirits lie, even though we compel them to speak truth. The spirits hate us, even though we act for their benefit. That is why we had to act. That is why we hunted down a great spirit of memory. The greatest of the Farsil Luhal gathered, and formed the pack of scrolls. All the Iron Masters devoted nights and days without number to inscribing every memory that mattered to them, every though that they counted worthy, on scrolls without count. When the work was done, the pack entered the Hisil and the hunt began.
    What did they seek? Knowledge.
    What did they find? Loss.
    We will never learn what paths they took, what secrets they learnt, what spirits they bound — for that knowledge was taken from them before their return. Somewhere, deep in the Hisil, they sacrificed every memory they had, every old thought, every old passion, to the spirit of Old Knowledge, and bound it to their wills.
    With only the knowledge of success and their heart’s call to their own territories, they made the journey home, amazed at the ease of their passage. The deals they brokered, lost to their minds, must have been powerful indeed. The road was clear and easy.
    On their return, their old packmates welcomed those Iron Masters, and took them to their scrolls. For nights and days without count, they read. They learned. And they knew something new: success. They had Old Knowledge. And they had the scrolls.
    What did they save? Knowledge.
    What did they defeat? Loss.
    When they died, what was lost? Nothing. When you die, what shall be lost? Nothing.’
    - Litany of Scrolls

    '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.' - Source

    The Lodge of Scrolls is Tribal Pillar of Iron Masters, but in it is also vocal minority of Bone Shadows that are obsessed with sustaining knowledge from ancient rights and spirits.

    Scroll-Keepers hunt humans who arm themselves not with weaponry but with knowledge and influence, especially those who possess eldritch lore. As Iron Masters, they also broaden this to other supernatural creatures with ancient lore to receive.

    Totem: Old Knowledge
    The Old Knowledge is one of most… elusive… Totem spirits known to Uratha. It’s more like a feeling than real being. In eons that passed since first Iron Masters bound this spirit as Totem of Lodge, no one of them ever seen it – they all just feel it’s presence. As the saying of adherents go: ‘Knowledge is fleeting – you only knows you need it when you do not have it.’ Rumors inside cult say that Old Knowledge can be as old as Pangea. Some even theorize it was born with humans first breaking from being more than hairless apes and using their skills to communicate what they know with drawings on the caves walls. Whatever truth of it’s origins, Totem guide it’s worshipers by images and sensations what it want’s from them. ‘Visions’ is best word most of adherents points to when speaking about their patron guidance. And it’s clearly hungry for knowledge. Totem push it’s cultist to seek things it do not know – as it always want’s more. With eons that passed it seems less and less that it can learn – but somehow, it finds new targets to point for adherents for their Siskur-Dah.

    Influences of Old Knowledge: Knowledge 5, Hunger 4


    Bonds
    Blessing: Adherent of the Scrolls is assumed to have variant of Library, Advanced Merit ( Mage: the Awakening 2E, p. 105 ) to any topic if he has access to large storage of data – like Internet or library. It works as when adherent consults her library on any topics, take the Informed Condition relating to the topic. You can do this once per session, regardless of the topic you choose. Spirits are literally whispering to his ear where to look.
    Aspiration: To collect knowledge.
    Ban: Beside Sacred Hunt, adherent must get knowledge only by exchanging knowledge with other party. All knowledge must be stored in some form then.

    The Sacred Hunt
    The Lodge Sacred Hunt grants your characters the ability to sense if human ( or humanoid ) has esoteric lore that is not known to Old Knowledge. Lore is shown as inner light, more intense as being have more exotic lore. When the Hunt is finalized, adherent can get knowledge from the Prey by touching it, similar how general Siskur-Dah let participants to get Essence from targeted spirit, only that adherent need to make unarmed touch attack by rolling Strength or Dexterity + Brawl – Defense of the prey. One touch at the end of the Hunt is all that is needed to steal knowledge from prey, instead of devouring it.


    Mysteries of the Scroll-Keepers
    • After short period of initiation, future adherent is pointed before last test – direct conversation with Old Knowledge. Totem talks with him in dreams and visions. At the end of it, adherent must make real sacrifice – he must lose one of his most important memories to the patron of the Lodge. From then on, adherent always feel he lost something major from his life, but cannot remember what.
    • Cult as old as this has hundreds – if not thousands – of lore stashes around the world. Form of this information storage also changes dramatically. Most traditional Bone Shadows members point to sacred caves hidden in Hisil’s deep regions that may remember Pangea. New generations of Iron Masters dwell into Deep Web and store knowledge in secret, scattered on seven continents databases. Some artistic inclined Farsil Luhal even used graffiti to convey what they know, with hidden First Tongue glyphs in it. Most still use traditional libraries and their ‘secret rooms’ or shelves – or even just coded messages, with some ‘spelling mistakes’ that come as words from Uremehir.
    Last edited by wyrdhamster; 04-27-2020, 11:21 PM.


    My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
    LGBT+ through Ages
    LGBT+ in CoD games

  • #2
    Interesting, I always love lore hunter ideas. Excellent idea as usual Wyrdhamster!


    It is a time for great deeds!

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    • #3
      I added Old Knowledge section and done smaller fixes in the Bonds section.

      Totem: Old Knowledge
      The Old Knowledge is one of most… elusive… Totem spirits known to Uratha. It’s more like a feeling than real being. In eons that passed since first Iron Masters bound this spirit as Totem of Lodge, no one of them ever seen it – they all just feel it’s presence. As the saying of adherents go: ‘Knowledge is fleeting – you only knows you need it when you do not have it.’ Rumors inside cult say that Old Knowledge can be as old as Pangea. Some even theorize it was born with humans first breaking from being more than hairless apes and using their skills to communicate what they know with drawings on the caves walls. Whatever truth of it’s origins, Totem guide it’s worshipers by images and sensations what it want’s from them. ‘Visions’ is best word most of adherents points to when speaking about their patron guidance. And it’s clearly hungry for knowledge. Totem push it’s cultist to seek things it do not know – as it always want’s more. With eons that passed it seems less and less that it can learn – but somehow, it finds new targets to point for adherents for their Siskur-Dah.

      Influences of Old Knowledge: Knowledge 5, Hunger 4


      My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
      LGBT+ through Ages
      LGBT+ in CoD games

      Comment


      • #4
        Added Mysteries section to write-up. May expand it with new hooks if got good ideas.

        Mysteries of the Scroll-Keepers
        • After short period of initiation, future adherent is pointed before last test – direct conversation with Old Knowledge. Totem talks with him in dreams and visions. At the end of it, adherent must make real sacrifice – he must lose one of his most important memories to the patron of the Lodge. From then on, adherent always feel he lost something major from his life, but cannot remember what.
        • Cult as old as this has hundreds – if not thousands – of lore stashes around the world. Form of this information storage also changes dramatically. Most traditional Bone Shadows members point to sacred caves hidden in Hisil’s deep regions that may remember Pangea. New generations of Iron Masters dwell into Deep Web and store knowledge in secret, scattered on seven continents databases. Some artistic inclined Farsil Luhal even used graphite to convey what they know graffiti, with hidden First Tongue runes in it. Most still use traditional libraries and their ‘secret rooms’ or shelves – or even just coded messages, with some ‘spelling mistakes’ that come as words from Uremehir.
        Last edited by wyrdhamster; 04-27-2020, 12:54 AM.


        My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
        LGBT+ through Ages
        LGBT+ in CoD games

        Comment


        • #5
          Originally posted by wyrdhamster View Post

          The Sacred Hunt
          The Lodge Sacred Hunt grants your characters the ability to sense if human ( or humanoid ) has esoteric lore that is not known to Old Knowledge. Lore is shown as inner light, more intense as being have more exotic lore. When the Hunt is finalized, adherent can get knowledge from the Prey by touching it, similar how general Siskur-Dah let participants to get Essence from targeted spirit.[/LIST]
          Actually, Uratha get essence by eating the spirit, not merely touching it.

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          • #6
            Added Scribes to adherents titles, as was in The Pack book.

            Originally posted by Excess View Post
            Actually, Uratha get essence by eating the spirit, not merely touching it.
            I stand corrected. Then Scrolls-Keeper need to make unarmed attack to touch the victim before stealing lore. Rewritten correct rules piece on Sacred Hunt section.

            Originally posted by wyrdhamster View Post
            The Sacred Hunt
            The Lodge Sacred Hunt grants your characters the ability to sense if human ( or humanoid ) has esoteric lore that is not known to Old Knowledge. Lore is shown as inner light, more intense as being have more exotic lore. When the Hunt is finalized, adherent can get knowledge from the Prey by touching it, similar how general Siskur-Dah let participants to get Essence from targeted spirit, only that adherent need to make unarmed touch attack by rolling Strength or Dexterity + Brawl – Defense of the prey. One touch at the end of the Hunt is all that is needed to steal knowledge from prey, instead of devouring it.
            Last edited by wyrdhamster; 04-27-2020, 11:19 PM.


            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
            LGBT+ through Ages
            LGBT+ in CoD games

            Comment

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