Hunting Lodge of Hunter's Glen

The Hunter’s Glen Lodge, known commonly as The Lodge, came into being more out of convenience than anything else. As more hunters entered Pandora in search of new and exciting game, the Lodge offered a place to display trophies, share knowledge, and sometimes even offer quests.   The Lodge claims a neutral status and boasts membership of people from all walks of life. The atmosphere of the lodge is a reflection of its leader, known as the Huntmaster. The Huntmaster is determined by whoever has the greatest trophy, which is displayed above their elkhorn chair. Though any Huntsman may declare his trophy to be greater and call for a vote, most often no hunter will dare unless the trophy is obviously more impressive, so most Huntmasters will abdicate their seat when such a trophy is brought before the Horned Chair, requiring no vote. The shame of bragging about a trophy not worth the boast is enough to dissuade most fools from trying to take the chair without sufficient cause.

Services
Stable, ferry, alchemy, potions, scrolls, bar, inn, healing, and information

Structure

Membership
Membership in the Lodge is simple: Present a trophy of a kill and join. Trophies are mounted and marked (humanoids are generally just cleaned engraved skulls piled in a large wicker basket—especially interesting heads are mounted, however). A pin bearing the symbol of the Lodge (a bleeding stag’s head) is given to members.

All members are equal save the Huntmaster, whose words are followed without fail. “Sage” is really a title of endearment than an actual rank, reflecting the hunter’s wisdom and knowledge. Every sage has an area of expertise or two, and young and experienced hunters alike would do well to heed their advice.

The Rules of the Hunt
The Rules of the Hunt are simple:
  1. Respect your prey
  2. No fighting in the Lodge
  3. Boast only of your own trophy (only one person gains reputation)
  4. Obey the Huntmaster
New Statutes:
The laws forbidding the followers of Selune do not apply on the Hunting Lodge grounds. --Huntmaster Cloev Eroloth

Lying about Trophies
Members are assumed to be honest with their trophies, but they must make a bluff check if they did not kill their target and return with a trophy. If the trophy is not absolute proof of the target’s demise (unlikely, unless they resurrected the target after turning in their head), they take a -5 penalty to this check. They only need to make this check if they are attempting to deceive, otherwise all trophies are considered genuine proof.

The punishment for attempting to lie about a trophy is a warning, a second discovered deception or a discovery that a trophy isn’t real after the fact is immediate exile from the Lodge grounds and revocation of title(s).

Discipline
The Huntmaster determines the law and all laws usually reflect what he’s done in the past. Exceptions are unlikely, and may require the use of diplomacy (an opposed skill check in the case of NPCs). Exile is the usual punishment. There are no records of wrongs; an offender’s trophies are simply burned and the offender’s name added to a list. Appeals are typically unheard of.
Occasionally, troublesome hunters will have an “accident” while on a hunt, the severity matching the perceived crime. Similar “accidents” have been known to occur in hunting parties over the discussion of who will bring back the a prized trophy, but so long as such discussions happen outside the grounds of the Lodge, the Huntmaster traditionally takes no issue.

Culture

Members practice many faiths, though most pay respect to traveler, animal, and hunting gods.

Assets

Hunters, various ages and races: At any time, 2d6 hunters can be found at the Lodge, willing to lend a helping hand for gold, swapping stories, or celebrating a successful hunt.

"The Huntmaster's word is law." --Llathan, Ex-Lodge Sage

Type
Guild, Adventuring
Leader
Leader Title
Location
Related Ranks & Titles
Controlled Territories
Related Items

Trophies

Any Huntsman can have their trophies mounted with their name inscribed. Humanoid skulls are typically polished, engraved, and kept in tall wicker baskets around the room, with more impressive trophies taking more prominent positions.

Grud: half-fiend satyr head, head of a crimson worm (colossal red purple worm missing half its jaw) mounted opposite, Thunder Behemoth horn (CR 18: current Huntmaster) mounted above Horned Throne
Nurpus: half-fiend black widow spider head
Casriel Boone: human skull (werewolf) marked with arcane sigil
Jirelle: dire wolf skull
Jaxom: hangman’s tree totem (with Jaxom, Talamansi Shenadoah, and Rikken)
Egon: hobgoblin skull
Lalaana: green kobold sorcerer head of Uzzha the Mad
Saoren: choker arms
Savin: half-fiend horse head
Talamansi: horse skin, forest drake skull
Diavolo: forest drake skull
Solus: ghoul head
F'nor: ettercap head
Runa: dire ape head
Farouk: zombie wolf skull
Fosco: zombie wolf skull
Cloev: mature adult red dragon head (CR 15: former huntmaster)
Javida: ghoul head, wood carving of Javida standing with one foot on a rock, one hand on her hip and the other hand grabbing the top of a rhinocerous' head (by a fold of skin). The rhino's neck is not off the ground because Javida’s short. It's kinda resting in a pool of its own blood. Javida is looking slightly upwards and looks very proud of herself. Bombo is sitting on the ground criss cross beside her, looking slightly dejected.
Anthony: lesser bandersnatch head