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	<title>The Final Nights - User contributions [en-gb]</title>
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	<updated>2026-06-20T23:51:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Nemesis&amp;diff=957</id>
		<title>Nemesis</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Nemesis&amp;diff=957"/>
		<updated>2026-05-23T04:41:15Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Redirected page to Sabbat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sabbat]]&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=956</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=956"/>
		<updated>2026-05-23T04:41:04Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
=Ways=&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Prince===&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
===Seneschal===&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
===Primogen===&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
===Sheriff===&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
====Hound====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
===Harpy===&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
===The Masses===&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The First Tradition: The Masquerade===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
===The Second Tradition: The Domain===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
===The Third Tradition: The Progeny===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
===The Fourth Tradition: The Accounting===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
===The Fifth Tradition: Hospitality===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
===The Sixth Tradition: Destruction===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
=Relations=&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
==The Convention of Thorns==&lt;br /&gt;
=Members=&lt;br /&gt;
==[[Ventrue]]==&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
==[[Toreador]]==&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
==[[Nosferatu]]==&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
==[[Malkavian]]==&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
==[[Tremere]]==&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
==[[Brujah]]==&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
==[[Banu Haqim]]==&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
==[[Gangrel]]==&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
==[[Lasombra]]==&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
==[[Followers of Set]]==&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
==[[Daughters of Cacophony]]==&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
==[[Tzimisce]]==&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|[[Nemesis]].|A dramatic term for the Sabbat.}}&lt;br /&gt;
=History=&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Guide to the Camarilla&amp;lt;br&amp;gt;&lt;br /&gt;
Counsel of Primogen&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sixth_Tradition&amp;diff=955</id>
		<title>Sixth Tradition</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sixth_Tradition&amp;diff=955"/>
		<updated>2026-05-23T04:40:02Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Redirected page to Camarilla#The Sixth Tradition: Destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Camarilla#The_Sixth_Tradition:_Destruction]]&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=954</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=954"/>
		<updated>2026-05-23T02:10:47Z</updated>

		<summary type="html">&lt;p&gt;Biplume: rename?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
=Ways=&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Prince===&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
===Seneschal===&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
===Primogen===&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
===Sheriff===&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
====Hound====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
===Harpy===&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
===The Masses===&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The First Tradition: The Masquerade===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
===The Second Tradition: The Domain===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
===The Third Tradition: The Progeny===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
===The Fourth Tradition: The Accounting===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
===The Fifth Tradition: Hospitality===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
===The Sixth Tradition: Destruction===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
=Relations=&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
==The Convention of Thorns==&lt;br /&gt;
=Members=&lt;br /&gt;
==[[Ventrue]]==&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
==[[Toreador]]==&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
==[[Nosferatu]]==&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
==[[Malkavian]]==&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
==[[Tremere]]==&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
==[[Brujah]]==&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
==[[Banu Haqim]]==&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
==[[Gangrel]]==&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
==[[Lasombra]]==&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
==[[Followers of Set]]==&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
==[[Daughters of Cacophony]]==&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
==[[Tzimisce]]==&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|Nemesis.|A dramatic term for the Sabbat.}}&lt;br /&gt;
=History=&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Guide to the Camarilla&amp;lt;br&amp;gt;&lt;br /&gt;
Counsel of Primogen&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=953</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=953"/>
		<updated>2026-05-23T02:00:04Z</updated>

		<summary type="html">&lt;p&gt;Biplume: first formatting pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
=Culture=&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Prince===&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
===Seneschal===&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
===Primogen===&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
===Sheriff===&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
====Hound====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
===Harpy===&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
===The Masses===&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The First Tradition: The Masquerade===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
===The Second Tradition: The Domain===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
===The Third Tradition: The Progeny===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
===The Fourth Tradition: The Accounting===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
===The Fifth Tradition: Hospitality===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
===The Sixth Tradition: Destruction===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
==Ways==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
=Relations=&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
==The Convention of Thorns==&lt;br /&gt;
=Members=&lt;br /&gt;
==[[Ventrue]]==&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
==[[Toreador]]==&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
==[[Nosferatu]]==&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
==[[Malkavian]]==&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
==[[Tremere]]==&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
==[[Brujah]]==&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
==[[Banu Haqim]]==&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
==[[Gangrel]]==&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
==[[Lasombra]]==&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
==[[Followers of Set]]==&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
==[[Daughters of Cacophony]]==&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
==[[Tzimisce]]==&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|Nemesis.|A dramatic term for the Sabbat.}}&lt;br /&gt;
=History=&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Guide to the Camarilla&amp;lt;br&amp;gt;&lt;br /&gt;
Counsel of Primogen&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Lextalionis&amp;diff=952</id>
		<title>Lextalionis</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Lextalionis&amp;diff=952"/>
		<updated>2026-05-23T01:58:53Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Redirected page to Camarilla#The Sixth Tradition: Destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Camarilla#The_Sixth_Tradition:_Destruction]]&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Traditions&amp;diff=951</id>
		<title>Traditions</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Traditions&amp;diff=951"/>
		<updated>2026-05-23T01:58:13Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Redirected page to Camarilla#Laws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Camarilla#Laws]]&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=950</id>
		<title>Camarilla</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Camarilla&amp;diff=950"/>
		<updated>2026-05-23T01:57:31Z</updated>

		<summary type="html">&lt;p&gt;Biplume: camarilla big update v1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Camarilla is the [[Sect]] with the most power and presence of all. Whilst instability has always rocked The Ivory Tower from time to time, it has withstood all tests that have come its way by adherence to the [[Traditions]]. It is through their efforts that order is maintained and safety is secured, they would claim. &lt;br /&gt;
&lt;br /&gt;
And yet those outside would argue the Tower begins to falter, crumbling under its own weight. Elders find themselves in positions of power none but other elders could dream to contest. The [[Anarchs]] begin to secure territory more and more, threatening to become a true Sect themselves, and worse, the [[Sabbat]] even gains ground as the years pass.&lt;br /&gt;
=Culture=&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Prince===&lt;br /&gt;
The Prince is the authority through which all power flows. In theory. In practice, the Prince’s word is final so long as the word is reasonable and does not incur enough enemies to question the finality with real force. And sometimes it is not their word at all. In any case, their powers are many. The power to declare [[Elysium]], the power to appoint or dismiss [[Primogen]], and the power to call [[Lextalionis]]. Even the interpretations of the Traditions, the basic law of all Camarilla domains, fall upon the Prince to make decisions on.&lt;br /&gt;
===Seneschal===&lt;br /&gt;
The hand of the Prince, the Seneschal is imbued with their authority on all matters in their absence. In [[San Francisco]], the reclusive nature of the Prince in particular leaves the Seneschal as the most powerful Kindred of the domain; all authorities the Prince have are often authorities the Seneschal truly wields.&lt;br /&gt;
===Primogen===&lt;br /&gt;
The Primogen are often the most powerful member of a given clan, appointed to serve as a council of advisors to the Prince. When in court of the Prince (or Seneschal) they may force a vote on an issue of importance amongst those Primogen present. Princes who have any sense will usually comply with the results, but Primogens who have any sense will not call a vote unless they are certain it will proceed; to be dismissed after wasting time with a failed vote is not rare.&lt;br /&gt;
===Sheriff===&lt;br /&gt;
The Sheriff is the law. When Traditions are breached, it is the Sheriff and their Hounds who harry their prey. With the power of the Prince imbued in their very title on the issue, the [[Sixth Tradition]] applies not to them and their agents, The Sheriff is sometimes even allowed to breach other Traditions themselves in pursuit of enforcement, though this is best not done often should they wish to retain the title and their Blood. At least, not against those within the Camarilla’s loving arms.&lt;br /&gt;
====Hound====&lt;br /&gt;
Hounds are little more than deputies of the Sheriff. They typically serve as investigators and enforcers on the Sheriff’s behalf, and serve at the appointment or dismissal of the Sheriff or Seneschal. They are even given leeway on the Traditions much as the Sheriff does, but are far more likely to be thrown under the bus if it becomes a liability.&lt;br /&gt;
===Harpy===&lt;br /&gt;
More often de facto recognized than truly appointed, few trust the Harpy. Force of personality is their weapon, rather than anything physical, and tends to be more dangerous; swaying opinion against a figure brings far more danger than one set of hands could do on their own. Harpies act to record and set opinions in a domain, as well as manage the system of [[Prestation]]. When disputes of prestation arise, it is the Harpy who rules if a boon is satisfied or remains owed. &lt;br /&gt;
===The Masses===&lt;br /&gt;
Most Camarilla vampires do not hold a title. Particularly those taking interest in mortal business do not often take title, and simply accept both the protections and regulations that declaring themselves to be under the Camarilla offers. Indeed, most Kindred claim themselves to be Camarilla if they do not claim another Sect or the status of [[Autarkis]].&lt;br /&gt;
==Laws==&lt;br /&gt;
===The Traditions===&lt;br /&gt;
====The First Tradition: The Masquerade====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most important of the Traditions, the very core of the Camarilla’s purpose, the Masquerade is the act of hiding Kindred from Kine. All Camarilla vampires, regardless of any factors, have a duty to prevent violations of this tradition; masquerade breaches. To violate the Tradition easily incurs death, and to even fail to enforce the Tradition upon others can bring heavy consequences too.&lt;br /&gt;
&lt;br /&gt;
If this were not enforced, it is inevitable, they say, that the Kine shall set their resources upon destroying the Kindred, and the Kine are too many for such a war to end in any way except death upon the Kindred. Any inhuman act is a breach of the Masquerade. To have fangs visible is a breach. To survive dangers no human would is a breach. To speak the language of Kindred is a breach. Witnesses of such must either be made to forget it, or they must be made unable to voice it.&lt;br /&gt;
&lt;br /&gt;
There are more egregious breaches, there are less egregious breaches, and yet enforcement is always harsh. Those who make minor breaches will find themselves staked, subject to the will of their captors in resolution. Those who make major breaches would wish to simply be killed, as the tortures they endure can last years at a Prince’s will. It is impossible to understate the importance of this Tradition, and it is best to rectify violations before anyone could possibly know, if made.&lt;br /&gt;
====The Second Tradition: The Domain====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
The [[Domain]] is simple to understand. It is the territory of a vampire, or a group thereof. Strictly speaking, the entirety of a given city is often the Prince’s domain to make fiefdoms of. For example, those given to Kindred of note, particularly Primogen and their clans. The will of the holder of the domain is absolute, and none may even begin to question it whilst within. &lt;br /&gt;
&lt;br /&gt;
‘Domain’ does not, however, mean ownership in the human sense. Were a clan to hold domain over an area, that would not imply any authority over the Kine found within. At least, not beyond their status as prey to bar others from. Involvement in mortal affairs is not inherently more intimate than that.&lt;br /&gt;
&lt;br /&gt;
There is also the question of the Anarchs and other malcontents. They have only the rights of squatters, permitted to handle their domain as their own, supposedly, simply because they are not worth crushing, and {{Tooltip|the Barrens|Particularly low-value territory in terms of Kine inhabitants; in this case, the industrial district.}} hardly worth taking. Anarchs would contest this reason’s truthfulness.&lt;br /&gt;
====The Third Tradition: The Progeny====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Itself largely justified to enforce the First, the Third Tradition mandates Kindred petition the right to embrace, or sometimes even ghoul, of the Prince. Violations are dealt with simply. All involved are granted final death.&lt;br /&gt;
====The Fourth Tradition: The Accounting====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directly connected to the prior, the actions of a fledgling childer are fully accountable to those who created them. Should they violate a Tradition, so too does their sire, to face consequence all the same.&lt;br /&gt;
====The Fifth Tradition: Hospitality====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Tradition is simple as can be. When arriving in a place foreign to them, one must present themselves to the Prince. Many ignore this tradition, especially Anarchs or Sabbat, but to do so denies the Prince’s authority and thus the Prince’s protection. In this way, the Kindred in question brings risk upon themself; should they cause problems, they are not to be handled as though one of the Camarilla, but as though one of the Camarilla’s enemies. You are either subject to the Camarilla, or you are opposed to the Camarilla.&lt;br /&gt;
====The Sixth Tradition: Destruction====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Simply put, a vampire may not slay another vampire without the authority of the Prince behind them. To do so against another of the Camarilla, in particular, is itself a blatant violation of the Traditions to be prosecuted to the fullest extent.&lt;br /&gt;
&lt;br /&gt;
It is also  this tradition that establishes the Lextalionis - the Blood Hunt. To have the Blood Hunt called upon one is to have their life forfeit, with so much weight behind it that even {{Tooltip|[[amaranth]]|An antiquated term for diablerie.}} can be pardoned in some cases. If a Prince were not cautious with the power of this act, they would find themself in a far worse position than their targets quickly enough.&lt;br /&gt;
==Ways==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
=Relations=&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
==The Convention of Thorns==&lt;br /&gt;
=Members=&lt;br /&gt;
==[[Ventrue]]==&lt;br /&gt;
There is no clan that one pictures sooner than the Ventrue when hearing the word ‘Camarilla.’ Their own blood is given credit for the idea of the Camarilla, and the clan is difficult to detach from the Camarilla. Their prestigious name tends to carry them far, and they curry favor within the authorities of the Sect with ease.&lt;br /&gt;
==[[Toreador]]==&lt;br /&gt;
Toreador are synonymous with beauty. At least, often enough. The Toreador count many Harpies amongst their ranks. Another great asset they have within [[San Francisco]] is {{Tooltip|the Papillon|Highest value feeding-grounds; typically red light districts or other areas where people are inebriated and go missing easily enough.}}, which falls under their domain of the Dora.&lt;br /&gt;
==[[Nosferatu]]==&lt;br /&gt;
The currency of note to Nosferatu is information. If something happens, it would be astonishingly well-kept if the Nosferatu hadn’t heard whispers of it. With even communication infrastructure often being their duties to uphold, they fill a vital role within the ecosystem of the Camarilla. And when they are the predators of this ecosystem, blackmail is their weapon of choice.&lt;br /&gt;
==[[Malkavian]]==&lt;br /&gt;
Despite being as inscrutable to outsiders as ever, the Malkavians’ loyalty has always gone unquestioned. They offer utility in their nature as seers, offering enlightenment on situations that nobody else could even begin to peer into.&lt;br /&gt;
==[[Tremere]]==&lt;br /&gt;
Few know much about the Tremere. Even many Tremere do not know much about the Tremere. Their secrecy ensures their security, as other Clans have nearly naught to pry against them. This, alongside the Thaumaturgy they cultivate and keep as their dearest secret, makes them incredibly useful to other clans. Boons pile up very quickly as a result.&lt;br /&gt;
==[[Brujah]]==&lt;br /&gt;
Some predict the Brujah will go the way of the Gangrel in coming years. The {{Tooltip|Idealists|Brujah of a philosophical bend, more often elders.}} tend towards the learned history of the Brujah and stand strong within the Camarilla as crusaders like no other, and yet many of the {{Tooltip|Iconoclasts|Brujah of a more rebellious bend, typically the youth. Sometimes considered derogatory.}} of the clan abandon the Tower in droves, pursuing entry into the [[Anarchs]] or even [[Sabbat]] as they chafe under the rule of elders.&lt;br /&gt;
==[[Banu Haqim]]==&lt;br /&gt;
The newest entry to the Camarilla, the Banu Haqim had a difficult road to entry. They only succeeded, really, due to their own fears of Ur-Shulgi keeping them in line, and the exit of the Gangrel leaving a need for new warriors. They remain distrusted, particularly the Warriors - most of whom remain outside the Camarilla anyways. Nonetheless they are a member clan as the others, on paper.&lt;br /&gt;
==[[Gangrel]]==&lt;br /&gt;
The Gangrel are a particular case; whilst they have left the Camarilla, not all have departed, especially those with something to lose. Some domains continue to recognize their clan as one of the Camarilla despite this official exit. The remaining Gangrel, despite their Clan’s diminished status within the Tower, are often those of notable rank and pull greater influence than many Banu Haqim do.&lt;br /&gt;
==[[Lasombra]]==&lt;br /&gt;
The Lasombra are not and have never been a Camarilla clan; indeed, they are rather a Sabbat clan. In spite of this, a number of Lasombra antitribu seek the arms of the Camarilla and are welcomed - to an extent. So long as they eschew the ways of the Sabbat, and do not make any matter of using [[Obtenebration]] (which is widely considered a Sabbat discipline, and thus often treated as de facto prohibited in Camarilla domains) few issues tend to arise.&lt;br /&gt;
==[[Followers of Set]]==&lt;br /&gt;
The Setites are rarely found within the Camarilla, but those that are typically remain distrusted and on the fringes of the Sect. Their goal in this tends to simply be to ensure the destruction of the Sabbat, to further their own clan’s goals.&lt;br /&gt;
==[[Daughters of Cacophony]]==&lt;br /&gt;
The Sirens are of no great importance to anyone. Whilst they largely belong to the Camarilla, they congregate so rarely as to build little power, and are seemingly viewed as little more than a curiosity and an occasional utility.&lt;br /&gt;
==[[Tzimisce]]==&lt;br /&gt;
The dragons are essentially barred from the Camarilla. The amount found within can be counted on two hands, and making themselves known as one is, to say the least, a poor idea. [[Vicissitude]] is scorned as a discipline above any other, and is itself grounds to accuse someone of being of the {{Tooltip|Nemesis.|A dramatic term for the Sabbat.}}&lt;br /&gt;
=History=&lt;br /&gt;
The Camarilla was founded to bring order to disorder. It came about to bring an end to a revolt that claimed the unlives of many elders and, perhaps more importantly, to bring the Kindred back into the shadows once more, hidden from Kine. Whilst some elders speak of the time before it fondly, regretful of the boot now on their throat, most fear the memory of the inquisition well enough to accept this state of things. And yet, the neonates and even ancillae of today seem not to have the reason to take these words for what they are, and risk stoking both those flames up once more.&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Guide to the Camarilla&lt;br /&gt;
Counsel of Primogen&lt;br /&gt;
Vampire 20th Anniversary Edition Companion&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=949</id>
		<title>Litany</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=949"/>
		<updated>2026-05-21T00:42:07Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Litany=&lt;br /&gt;
==History==&lt;br /&gt;
As known by all Garou and even Kinfolk, the Litany is a set of ancient laws that were decided upon thousands upon thousands of years ago during the Concord. This marked the end of the Impergium - the genocidal treatment of humans marked thousands upon thousand of years ago, far before man ever learned to smith with metals. With the end of the Impergium and the gathering of the Concord, they would leave humanity be, allowing it to grow rather than squashing it beneath their heel. The Litany was born of this Concord, as an agreement between all tribes that would be held as sacred and above all else.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Many Galliards or Philodoxes spend their lives trying to master the entire Litany, to be capable of reciting every precept and the nuance held within every word. However, all Garou are familiar with a basic thirteen precepts within the Litany that all are sworn to uphold. Failure to uphold these laws is a grave violation within Garou culture and may be harshly punished. However, things are not quite so simple.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In modern times, the nature of these thirteen precepts has shifted, adapting to modern times and the ever-changing reality around them. Intent behind words has shifted or memory of exact passages has faded as histories begin to warp. Some even have a talent for bending the rules in their favor, citing simple laws in ways that justify the actions they take, rather than condemning them.&lt;br /&gt;
==The Thirteen Precepts==&lt;br /&gt;
The following are the thirteen basic precepts. Further elaboration and interpretation will be given per precept, but ultimately, it is worth considering how the modern world has changed since the millennia ago these laws were written. An Elder will preach one thing, but what does each precept mean to you?&lt;br /&gt;
===Garou Shall Not Mate With Garou===&lt;br /&gt;
This is arguably one of the more straight-forward precepts. Do not mate with other Garou. The child of two Garou is born in Crinos form, always sterile, and always bearing a defect. Such births are extremely dangerous and the Crinos-born requires special care to raise. For years, they will be incapable of changing, thus being a Veil risk at all times as they must be hidden away from the public; not to mention the danger in a Crinos that knows not yet reason. Both parents will be punished gravely for violating the Litany and the child&#039;s fate depends heavily upon the mercy of the tribe (though, often death or exile.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This rule has little exception. If you conceive a Crinos-born, you&#039;ve violated this tenet, plain and simple. Contraceptives are well known to have little effect for Garou, so don&#039;t take the risk. Tribes even within vary on the question of acts that have no risk of producing Garou.&lt;br /&gt;
===Combat the Wyrm Wherever It Dwells and Whenever It Breeds===&lt;br /&gt;
Also fairly straight-forward! The Wyrm is the ultimate enemy. The source of corruption, destruction, everything. Battling the Wyrm is the greatest way a Garou can find glory and there is no greater purpose than fighting the Wyrm in defense of Gaia. To stay your hand is to let the Apocalypse dwell closer and closer.&amp;lt;br&amp;gt;&lt;br /&gt;
But of course, how could it be so simple? These are the final nights, as told by the pessimistic and jaded among the eldest of the Garou. Some have abandoned the fight altogether just to squabble over petty politics and return to lesser, unimportant ambitions. Some younger Garou have also thrown in the towel: thrust into a war against their will, it&#039;s so much easier to simply shake their head and run away to try to live a normal life again. As well, what &#039;&#039;&#039;is&#039;&#039;&#039; of the Wyrm? If a Garou is possessed but not fully corrupted, should they be saved or killed? Should all Wyrm-spirits be slain or are only Banes worth slaying? Is it worth slaying them at all if they&#039;ll simply reform in the Umbra in time? After quite literally thousands of years of fighting the Wyrm, is this truly the path forward?&lt;br /&gt;
===Respect the Territory of Another===&lt;br /&gt;
When approaching the territory of another Garou, announce yourself to them. Traditionally, this is done with the Howl of Introduction! There are some variations on this howl, but typically, you should recite your name, your deed-name (if any), your sept, your tribe, your patron, and your auspice. Some Tribes have different standards and may ask more (such as the Silver Fangs or Shadow Lords), but a Garou should have a strong idea of who you are.&amp;lt;br&amp;gt;&lt;br /&gt;
This has more or less been maintained as a precept, but there&#039;s some nuance in a more modern world. In urban Septs, you won&#039;t be howling in the middle of downtown or pissing on the side of an alleyway. In-person meetings, texts or calls with delicately worded code phrases, and other compromises are preferred to avoid suspicion from agents of the Wyrm (or the local police department).&lt;br /&gt;
===Accept an Honorable Surrender===&lt;br /&gt;
Garou are a warrior culture. Duels or other trials are common and Garou have lost their lives in the past through these violent clashes. Any wolf being attacked can expose their throat to signal a surrender. The loser is not judged for doing so, and the victor may even be praised for granting mercy. In the heat of battle, however, anything can happen. It can be easy for such a gesture to be overlooked and have your throat torn out instead.&lt;br /&gt;
===Submission to Those of Higher Station===&lt;br /&gt;
There is a strict hierarchy in Garou culture. Rank and Renown are core to their society and how it functions. You must always follow reasonable orders from those of a higher Rank than yourself. In theory. In practice, this varies in many ways; Bone Gnawers tend to   view questions of Rank with less priority than most. Children of Gaia, Silent Striders, and the Get often expect you prove yourself rather than rely on Rank. The Red Talons expect you to know your place without Rank coming into it. Shadow Lords and Silver Fangs tend to enforce this to a greater extreme than others; though, Shadow Lords perhaps selectively. Not to mention the Ragabash&#039;s impulse to question.&lt;br /&gt;
===The First Share of the Kill for the Greatest in Station===&lt;br /&gt;
This originally applied for hunting, but can still be utilized for the spoils of war. Those of the highest renown have a right to whatever valuables they claim necessary to their goals. The strains of the previous precept still apply here, however. While renown will get you a certain ways to claiming the resources you need from your pack, you will have to back up those demands by providing in turn. Do not simply mooch.&lt;br /&gt;
===Ye Shall Not Eat the Flesh of Humans===&lt;br /&gt;
Do not eat humans. This risks the corruption of the Wyrm - especially in modern times. Even barring the vile drives behind cannibalism and how it empowers the Wyrm, the advent of microplastics and other human ails makes their flesh detestable. Some tribes do so in secret - in blatant violation of this precept. The consequences to this being uncovered would be innumerable; it is unlikely a perpetrator would survive the revelation. &lt;br /&gt;
===Respect Those Beneath Ye - All Are of Gaia===&lt;br /&gt;
Likewise to respecting those above you, you should respect those below you. You are all Garou and should thus respect each other. To quote the concept directly, it is &amp;quot;an animistic and warrior version of noblesse oblige,&amp;quot; the obligations of nobility. Just as its sister precept, however, the following of this can be shaky. The Shadow Lords and Silver Fangs can &amp;quot;quantify respect&amp;quot;, rather than a blanket observation of respect to their lower peers. And the Bone Gnawers can hardly fathom those lower in station than themselves; what use could this precept be to them?&lt;br /&gt;
===The Veil Shall Not Be Lifted===&lt;br /&gt;
&amp;quot;The existence of the Garou must remain secret.&amp;quot; This, all Garou agree upon (with extremely seldom exception). This law is the most practical, as well. When humans once wielded blades of copper they now wield assault rifles, drive tanks. Those specialized at hunting Garou tip their bullets with silver and even discover ways to overcome Delirium with the aid of Pentex&#039;s machinations. And even with the Delirium casting a mist over the minds of humanity, this does not have uniform outcomes; it is not rare for the Delirium to simply make one pursue vengeance against the Garou. The panic caused by a rampaging Crinos can easily cause as much devastation as the Wyrm if you are careless.&lt;br /&gt;
===Do Not Suffer Thy People to Tend Thy Sickness===&lt;br /&gt;
If you cannot fight, if you cannot hunt, then you cannot provide for your pack and you should pass. Do not drag them down with you and find a peaceful means to die - or seek it out quickly with the aid of your siblings. Some tribes despise this law and some welcome it. Ultimately, the meaning stays the same no matter which tribe you hail from. If you are no longer of use, then you should not burden the nation with yourself. Die, leave, or if amongst tolerant company find some new use to make of yourself.&lt;br /&gt;
===The Leader May Be Challenged at Any Time During Peace===&lt;br /&gt;
Leadership is never guaranteed nor set in stone. These challenges are guaranteed by the Litany to ensure a fresh mind is rotated through as necessary. Challenges do not necessarily have to be duels, as an important note. They can be a test of wits, a quick display of intimidation, or various games or tests to prove that one is more capable than the other. The significance also scales depending on if it is the pack or if it is the entire Sept. Obviously, this is not a foolproof tenet, as some leaders are even known to declare constant war to ensure their position can never be challenged -&lt;br /&gt;
===The Leader May Not Be Challenged During Wartime===&lt;br /&gt;
- as inversely, leadership may not be challenged during war. There is no time for doubt, no time for challenge. Follow the leader and follow their orders. Hesitation is defeat, death, or worse. Disobedience is punished harshly as conflict is no time to be challenging the authority of those that lead. Violation of this tenet can cause severe consequences with some rare exceptions. Being under thrall or corruption can excuse disobedience from a true lack of control. In some instances, the alpha&#039;s decisions can be called into question to the extent insubordination is tolerated. Even still, such an action carries a deep risk.&lt;br /&gt;
===Ye Shall Take No Action That Causes a Caern to Be Violated===&lt;br /&gt;
Likewise to upholding the Veil, no Garou questions this law; this may be the one of fewest loopholes. Do not ever do anything that threatens the sanctity or safety of any Caern. Tribes challenge and seize control of rival Caerns but they never seek to destroy. Even unintentional violations of this law are punished harshly. The only difference in interpretation of this law will be the appropriate punishment for the violator. Mind every action you perform, mind anything you ever do, and ensure you never threaten the Caern with anything you do. Caerns represent most what a Garou is meant to protect. To fail the Caern is to fail your purpose.&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=948</id>
		<title>Litany</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=948"/>
		<updated>2026-05-20T08:46:33Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Litany=&lt;br /&gt;
==History==&lt;br /&gt;
As known by all Garou and even Kinfolk, the Litany is a set of ancient laws that were decided upon thousands upon thousands of years ago during the Concord. This marked the end of the Impergium - the genocidal treatment of humans marked thousands upon thousand of years ago, far before man ever learned to smith with metals. With the end of the Impergium and the gathering of the Concord, they would leave humanity be, allowing it to grow rather than squashing it beneath their heel. The Litany was born of this Concord, as an agreement between all tribes that would be held as sacred and above all else.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Many Galliards or Philodoxes spend their lives trying to master the entire Litany, to be capable of reciting every precept and the nuance held within every word. However, all Garou are familiar with a basic thirteen precepts within the Litany that all are sworn to uphold. Failure to uphold these laws is a grave violation within Garou culture and may be harshly punished. However, things are not quite so simple.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In modern times, the nature of these thirteen precepts has shifted, adapting to modern times and the ever-changing reality around them. Intent behind words has shifted or memory of exact passages has faded as histories begin to warp. Some even have a talent for bending the rules in their favor, citing simple laws in ways that justify the actions they take, rather than condemning them.&lt;br /&gt;
==The Thirteen Precepts==&lt;br /&gt;
The following are the thirteen basic precepts. Further elaboration and interpretation will be given per precept, but ultimately, it is worth considering how the modern world has changed since the millennia ago these laws were written. An Elder will preach one thing, but what does each precept mean to you?&lt;br /&gt;
===Garou Shall Not Mate With Garou===&lt;br /&gt;
This is arguably one of the more straight-forward precepts. Do not mate with other Garou. The child of two Garou is born in Crinos form, always sterile, and always bearing a defect. Such births are extremely dangerous and the Crinos-born requires special care to raise. For years, they will be incapable of changing, thus being a Veil risk at all times as they must be hidden away from the public; not to mention the danger in a Crinos that knows not yet reason. Both parents will be punished gravely for violating the Litany and the child&#039;s fate depends heavily upon the mercy of the tribe (though, often death or exile.)&amp;lt;br&amp;gt;&lt;br /&gt;
This rule has little exception. If you conceive a Crinos-born, you&#039;ve violated this tenet, plain and simple. Contraceptives are well known to have little effect for Garou, so don&#039;t take the risk. Tribes and even within vary on the question of acts that have no risk of producing Garou.&lt;br /&gt;
===Combat the Wyrm Wherever It Dwells and Whenever It Breeds===&lt;br /&gt;
Also fairly straight-forward! The Wyrm is the ultimate enemy. The source of corruption, destruction, everything. Battling the Wyrm is the greatest way a Garou can find glory and there is no greater purpose than fighting the Wyrm in defense of Gaia. To stay your hand is to let the Apocalypse dwell closer and closer.&amp;lt;br&amp;gt;&lt;br /&gt;
But of course, how could it be so simple? These are the final nights, as told by the pessimistic and jaded among the eldest of the Garou. Some have abandoned the fight altogether just to squabble over petty politics and return to lesser, unimportant ambitions. Some younger Garou have also thrown in the towel: thrust into a war against their will, it&#039;s so much easier to simply shake their head and run away to try to live a normal life again. As well, what &#039;&#039;&#039;is&#039;&#039;&#039; of the Wyrm? If a Garou is possessed but not fully corrupted, should they be saved or killed? Should all Wyrm-spirits be slain or are only Banes worth slaying? Is it worth slaying them at all if they&#039;ll simply reform in the Umbra in time? After quite literally thousands of years of fighting the Wyrm, is this truly the path forward?&lt;br /&gt;
===Respect the Territory of Another===&lt;br /&gt;
When approaching the territory of another Garou, announce yourself to them. Traditionally, this is done with the Howl of Introduction! There are some variations on this howl, but typically, you should recite your name, your deed-name (if any), your sept, your tribe, your patron, and your auspice. Some Tribes have different standards and may ask more (such as the Silver Fangs or Shadow Lords), but a Garou should have a strong idea of who you are.&amp;lt;br&amp;gt;&lt;br /&gt;
This has more or less been maintained as a precept, but there&#039;s some nuance in a more modern world. In urban Septs, you won&#039;t be howling in the middle of downtown or pissing on the side of an alleyway. In-person meetings, texts or calls with delicately worded code phrases, and other compromises are preferred to avoid suspicion from agents of the Wyrm (or the local police department).&lt;br /&gt;
===Accept an Honorable Surrender===&lt;br /&gt;
Garou are a warrior culture. Duels or other trials are common and Garou have lost their lives in the past through these violent clashes. Any wolf being attacked can expose their throat to signal a surrender. The loser is not judged for doing so, and the victor may even be praised for granting mercy. In the heat of battle, however, anything can happen. It can be easy for such a gesture to be overlooked and have your throat torn out instead.&lt;br /&gt;
===Submission to Those of Higher Station===&lt;br /&gt;
There is a strict hierarchy in Garou culture. Rank and Renown are core to their society and how it functions. You must always follow reasonable orders from those of a higher Rank than yourself. In theory. In practice, this varies in many ways; Bone Gnawers tend to   view questions of Rank with less priority than most. Children of Gaia, Silent Striders, and the Get often expect you prove yourself rather than rely on Rank. The Red Talons expect you to know your place without Rank coming into it. Shadow Lords and Silver Fangs tend to enforce this to a greater extreme than others; though, Shadow Lords perhaps selectively. Not to mention the Ragabash&#039;s impulse to question.&lt;br /&gt;
===The First Share of the Kill for the Greatest in Station===&lt;br /&gt;
This originally applied for hunting, but can still be utilized for the spoils of war. Those of the highest renown have a right to whatever valuables they claim necessary to their goals. The strains of the previous precept still apply here, however. While renown will get you a certain ways to claiming the resources you need from your pack, you will have to back up those demands by providing in turn. Do not simply mooch.&lt;br /&gt;
===Ye Shall Not Eat the Flesh of Humans===&lt;br /&gt;
Do not eat humans. This risks the corruption of the Wyrm - especially in modern times. Even barring the vile drives behind cannibalism and how it empowers the Wyrm, the advent of microplastics and other human ails makes their flesh detestable. Some tribes do so in secret - in blatant violation of this precept. The consequences to this being uncovered would be innumerable; it is unlikely a perpetrator would survive the revelation. &lt;br /&gt;
===Respect Those Beneath Ye - All Are of Gaia===&lt;br /&gt;
Likewise to respecting those above you, you should respect those below you. You are all Garou and should thus respect each other. To quote the concept directly, it is &amp;quot;an animistic and warrior version of noblesse oblige,&amp;quot; the obligations of nobility. Just as its sister precept, however, the following of this can be shaky. The Shadow Lords and Silver Fangs can &amp;quot;quantify respect&amp;quot;, rather than a blanket observation of respect to their lower peers. And the Bone Gnawers can hardly fathom those lower in station than themselves; what use could this precept be to them?&lt;br /&gt;
===The Veil Shall Not Be Lifted===&lt;br /&gt;
&amp;quot;The existence of the Garou must remain secret.&amp;quot; This, all Garou agree upon (with extremely seldom exception). This law is the most practical, as well. When humans once wielded blades of copper they now wield assault rifles, drive tanks. Those specialized at hunting Garou tip their bullets with silver and even discover ways to overcome Delirium with the aid of Pentex&#039;s machinations. And even with the Delirium casting a mist over the minds of humanity, this does not have uniform outcomes; it is not rare for the Delirium to simply make one pursue vengeance against the Garou. The panic caused by a rampaging Crinos can easily cause as much devastation as the Wyrm if you are careless.&lt;br /&gt;
===Do Not Suffer Thy People to Tend Thy Sickness===&lt;br /&gt;
If you cannot fight, if you cannot hunt, then you cannot provide for your pack and you should pass. Do not drag them down with you and find a peaceful means to die - or seek it out quickly with the aid of your siblings. Some tribes despise this law and some welcome it. Ultimately, the meaning stays the same no matter which tribe you hail from. If you are no longer of use, then you should not burden the nation with yourself. Die, leave, or if amongst tolerant company find some new use to make of yourself.&lt;br /&gt;
===The Leader May Be Challenged at Any Time During Peace===&lt;br /&gt;
Leadership is never guaranteed nor set in stone. These challenges are guaranteed by the Litany to ensure a fresh mind is rotated through as necessary. Challenges do not necessarily have to be duels, as an important note. They can be a test of wits, a quick display of intimidation, or various games or tests to prove that one is more capable than the other. The significance also scales depending on if it is the pack or if it is the entire Sept. Obviously, this is not a foolproof tenet, as some leaders are even known to declare constant war to ensure their position can never be challenged -&lt;br /&gt;
===The Leader May Not Be Challenged During Wartime===&lt;br /&gt;
- as inversely, leadership may not be challenged during war. There is no time for doubt, no time for challenge. Follow the leader and follow their orders. Hesitation is defeat, death, or worse. Disobedience is punished harshly as conflict is no time to be challenging the authority of those that lead. Violation of this tenet can cause severe consequences with some rare exceptions. Being under thrall or corruption can excuse disobedience from a true lack of control. In some instances, the alpha&#039;s decisions can be called into question to the extent insubordination is tolerated. Even still, such an action carries a deep risk.&lt;br /&gt;
===Ye Shall Take No Action That Causes a Caern to Be Violated===&lt;br /&gt;
Likewise to upholding the Veil, no Garou questions this law; this may be the one of fewest loopholes. Do not ever do anything that threatens the sanctity or safety of any Caern. Tribes challenge and seize control of rival Caerns but they never seek to destroy. Even unintentional violations of this law are punished harshly. The only difference in interpretation of this law will be the appropriate punishment for the violator. Mind every action you perform, mind anything you ever do, and ensure you never threaten the Caern with anything you do. Caerns represent most what a Garou is meant to protect. To fail the Caern is to fail your purpose.&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=947</id>
		<title>Sept of the Western Eye</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=947"/>
		<updated>2026-05-20T08:28:03Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Sept of the Western Eye are the Gaian representatives of the [[Garou]] population. If you are not playing a [[Black Spiral Dancer]] or a [[Forsworn]], you should be joining under this Sept&amp;lt;ref&amp;gt;With exceptions; [[Bone Gnawers]] have independent Rabble, and tying a [[Silent Strider]] to a Sept is a fool&#039;s errand.&amp;lt;/ref&amp;gt; and adhering to their rules.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
If you are within the Sept of the Western Eye, you are a Gaia-loving Garou. You are a follower of the [[Litany]] to whatever interpretations you may have of the individual tenets. At least, in theory. Depending on the views of your character, your fellows within the Sept may be seen as family or simply as convenient allies to work with. But if nothing else, you should strive to feel as if you would fight and die together, for you are all servants of Gaia. Though sometimes, family can argue, and family can fight.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Councilor===&lt;br /&gt;
&#039;&#039;Veterans of the Garou Nation with the highest esteem, your word within the Sept of the Western Eye is law. Make sure the Litany is upheld, and that your caern does not fall prey to the Wyrm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is for Garou of Athro or above in ranking. They&#039;ll be expected to be extremely familiar with the facets and needs of the Sept and Nation as a whole. Expectations will be placed upon them by their peers; this is a leadership role. Be ready to lead and guide those around you with your fellow councilors through any matters.&lt;br /&gt;
&lt;br /&gt;
===Truthcatcher===&lt;br /&gt;
&#039;&#039;You are the most highly regarded Philodox within the Sept, granted the honor of being the ultimate arbitrator. It is your duty to mediate matters within the Sept. Enact your judgement upon anyone who violates the Litany.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is explicitly for Philodox of high rank. It is an adjacent role to Councillor, but one befitting your auspice. You are the judge and executioner, with your Sept as your jury. Ultimately, however, you can even claim the role of jury in all matters of arbitration and justice. Use this authority wisely.&lt;br /&gt;
&lt;br /&gt;
===Warder===&lt;br /&gt;
&#039;&#039;You are the most respected Ahroun within the Sept of the Western Eye, granted the honor of coordinating the caern&#039;s security. The Wyrmfoe and Guardians answer to you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated, you are the highest ranking Ahroun. The Truthcatcher is the judge, jury, executioner, but you are the executioner in all matters that are cut and dry. The Wyrm only needs your judgement, and your decree is its execution. Be mindful of other player&#039;s in this role, as while all Kindred and Black Spiral Dancers are of the Wyrm, they are also other players engaging with the round. Be ready to lead your Sept against any dangers decisively, but do not charge blindly into unnecessary conflict.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
&#039;&#039;You are the bottom of the Sept&#039;s pecking order, but also the frontline offense and defense, serving directly under the Warder to ensure the caern&#039;s safety and well-being.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Only slightly misleading, a Guardian is typically a ranked Garou who does not have a specific role within the Sept. You are all warriors of Gaia - in absence of other roles to fill, you will always be a warrior. You may have a higher rank than some of your peers and may benefit from this. However, you will always defer to the Garou holding an official position, as they have been assigned their specific role. Think of this as the baseline enforcers of the Sept: the Hounds, the Bruisers.&lt;br /&gt;
&lt;br /&gt;
===Keeper===&lt;br /&gt;
&#039;&#039;You are a Keeper, finding yourself at the bottom of the Sept&#039;s hierarchy doing the dirty work. Help out your fellow kin as best you can and follow orders.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is typically reserved for kinfolk and cubs. You are of low rank and otherwise lack crucial rights within the Nation. Your authority is extremely limited. Follow orders, do not disobey. Trust in the judgement of those above your station and consult the Truthcatcher or Councillors should you feel your concerns unheard. Think of this as the baseline employee of the Sept.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
===The [[Litany]] is the most sacred traditions of all the Tribes===&lt;br /&gt;
To quote the corebook: &amp;quot;Their traditions vary from tribe to tribe, but all Garou must remember and hold to the central code of law called the Litany.&amp;quot; There are technically more precepts and multitudes within the Litany that have been written, but the vast majority of Garou concern themselves with a basic set of thirteen. To see a deeper explanation, do read the full article on the [[Litany]]. The thirteen basic precepts are as follows:&lt;br /&gt;
====Garou Shall Not Mate With Garou====&lt;br /&gt;
====Combat the Wyrm Wherever It Dwells and Whenever It Breeds====&lt;br /&gt;
====Respect the Territory of Another====&lt;br /&gt;
====Accept an Honorable Surrender====&lt;br /&gt;
====Submission to Those of Higher Station====&lt;br /&gt;
====The First Share of the Kill for the Greatest in Station====&lt;br /&gt;
====Ye Shall Not Eat the Flesh of Humans====&lt;br /&gt;
====Respect Those Beneath Ye - All Are of Gaia====&lt;br /&gt;
====The Veil Shall Not Be Lifted====&lt;br /&gt;
====Do Not Suffer Thy People to Tend Thy Sickness====&lt;br /&gt;
====The Leader May Be Challenged at Any Time During Peace====&lt;br /&gt;
====The Leader May Not Be Challenged During Wartime====&lt;br /&gt;
====Ye Shall Take No Action That Causes a Caern to Be Violated====&lt;br /&gt;
&lt;br /&gt;
==Ways==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
[To Do]&amp;lt;br&amp;gt;&lt;br /&gt;
[Rites]&amp;lt;br&amp;gt;&lt;br /&gt;
[Overview of Triat]&amp;lt;br&amp;gt;(general beliefs, rites, ritae, etc - if a Lot Of Them like garou nation rites, make another page to list them. for sabbat, important to note the vaulderie regardless of anything else for example)&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
You are the warriors of Gaia. Combat the Wyrm wherever it dwells and whenever it breeds. However, this leads to a more complicated relation with the rest of the splats - as most splats present on the server can be considered of the Wyrm in some way. Rather than blatantly engaging with combat with everyone else, however, you should seek to take a more subtle role; consider the Veil in all actions. Kindred, Black Spiral Dancers, they only seek to harm and destroy Gaia. Every word they speak is poison, so be wary of trusting anything they say.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inevitably, you may come into conflict, however, which is where your role as a warrior of Gaia will shine. Strike whatever has threatened the Sept, but do so without causing the Caern to come under stress or scrutiny. You are not secluded off in a lone forest with spirits and rites to conceal your holy place. You are in the middle of a city and should act in all ways with discretion and absolution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, simply be ready for conflict. Especially as a Gaian, every other splat can have reason to cause harm to the Caern or your fellow Garou. Don&#039;t let them win.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
The relationship between Tribes and Septs can be strict or loose, and is the latter when it comes to the Sept of the Western Eye. The only tribe disallowed is one of your greatest enemies: the Black Spiral Dancers. All other tribes unite under the banner of the Sept of the Western Eye. Canonically, the Sept of the Western Eye is overseen by the [[Children of Gaia]] (and to a lesser extent, the [[Ghost Council]]). In practice, however, leadership and other positions are filled as necessary regardless of the origin tribe of the players. This can cause some tension, of course, given the preference some tribes have for Caerns located far from the cities, but Gaians seeking to operate within the Sept have to make due with what circumstances have provided for them.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Garou history is extensive and each tribe book easily covers thirty or more pages of history just relevant to each tribe, over a hundred for various cultural practices. These will be appropriately covered on their separate pages, but some relevant lore to the Sept of the Western Eye and Garou history in general will be provided here. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sept of the Western Eye and the Caern they protect was created long before the colonial era by the Ghost Council. Close to a century ago, however, the Ghost Council invited the Children of Gaia to watch over the Caern and maintain relations with the nearby humans so that they could focus on affairs in the local Umbra. Currently, this has extended to the Children allowing Garou of any tribe to petition the Sept for membership.&lt;br /&gt;
&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Werewolf: The Apocalypse – 20th Anniversary Edition&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Efn&amp;diff=942</id>
		<title>Template:Efn</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Efn&amp;diff=942"/>
		<updated>2026-05-20T07:38:24Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{safesubst&amp;lt;noinclude /&amp;gt;:#if:{{{name|}}}  |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|name={{{name|}}}|group={{safesubst&amp;lt;noinclude /&amp;gt;:#switch: {{{group|}}}     | note     | upper-alpha     | upper-roman     | lower-alpha     | lower-greek     | lower-roman = {{{group|}}}     | #default = lower-alpha    }}}}  |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|group={{safesubst&amp;lt;noinclude /&amp;gt;:#switch: {{{group|}}}     | note     | up...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{safesubst&amp;lt;noinclude /&amp;gt;:#if:{{{name|}}}&lt;br /&gt;
 |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|name={{{name|}}}|group={{safesubst&amp;lt;noinclude /&amp;gt;:#switch: {{{group|}}}&lt;br /&gt;
    | note&lt;br /&gt;
    | upper-alpha&lt;br /&gt;
    | upper-roman&lt;br /&gt;
    | lower-alpha&lt;br /&gt;
    | lower-greek&lt;br /&gt;
    | lower-roman = {{{group|}}}&lt;br /&gt;
    | #default = lower-alpha&lt;br /&gt;
   }}}}&lt;br /&gt;
 |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|group={{safesubst&amp;lt;noinclude /&amp;gt;:#switch: {{{group|}}}&lt;br /&gt;
    | note&lt;br /&gt;
    | upper-alpha&lt;br /&gt;
    | upper-roman&lt;br /&gt;
    | lower-alpha&lt;br /&gt;
    | lower-greek&lt;br /&gt;
    | lower-roman = {{{group|}}}&lt;br /&gt;
    | #default = lower-alpha&lt;br /&gt;
   }}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:NoteTag&amp;diff=941</id>
		<title>Template:NoteTag</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:NoteTag&amp;diff=941"/>
		<updated>2026-05-20T07:37:42Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{#if:{{{name|}}}  |{{#tag:ref|{{{1|{{{note|{{{content|{{{text|}}}}}}}}}}}}|group=note|name={{{name|}}}}}  |{{#tag:ref|{{{1|{{{note|{{{content|{{{text|}}}}}}}}}}}}|group=note}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt; &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#if:{{{name|}}}&lt;br /&gt;
 |{{#tag:ref|{{{1|{{{note|{{{content|{{{text|}}}}}}}}}}}}|group=note|name={{{name|}}}}}&lt;br /&gt;
 |{{#tag:ref|{{{1|{{{note|{{{content|{{{text|}}}}}}}}}}}}|group=note}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Core_Rules&amp;diff=926</id>
		<title>Template:Core Rules</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Core_Rules&amp;diff=926"/>
		<updated>2026-05-18T10:32:45Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Core Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0) Take these rules as they are intended to be, and not how they are written literally.&lt;br /&gt;
*0.1: Rule skirting, lawyering, and/or being a dick for the sake of ruining other&#039;s experiences can become a bannable offense.&lt;br /&gt;
*0.2: The Final Nights is an 18+ community. Users suspected of having misrepresented their age will be blacklisted, without the possibility of appeal. This status may be shared with other communities. &lt;br /&gt;
&lt;br /&gt;
1) The Final Nights is a HRP community that uses the &amp;quot;World of Darkness (V20)&amp;quot; setting as a backdrop. Players are expected to create character(s) that could plausibly exist in this world. Characters should have a limited knowledge/experience base, and not &#039;know it all&#039; or have &#039;done it all.&#039; This applies especially for cross-splat knowledge. Excessive lore dumps of any kind is considered poor roleplay form, and is subject to staff action. &lt;br /&gt;
*1.1: This does not limit a player from making exceptional or rare character types, but respect should be given to the motivations and reasoning behind an exceptional character concept. It is important to consider how such a character concept may fit into the shared narrative.&lt;br /&gt;
*1.2: Unauthorized faction switching (&amp;quot;sect hopping&amp;quot;) is prohibited. A character may choose to change their faction, or abandon theirs. In the case they decide to, the player will open a ticket with the lore team for approval. See &amp;quot;Faction rules.&amp;quot;&lt;br /&gt;
*1.3 If a player needs to leave the round prematurely, they should utilize a matrix found at the edges of the map to remove their character and open the slot back up. This is required for any leadership role and “1/1” roles. &lt;br /&gt;
*1.4: Knowledge of existence or weaknesses of particular splats is not a justification to acquire these means, on their own. A hound is likely to have vampire fighting implements, a janitor is not, even if they work for vampires.&lt;br /&gt;
*1.5: Players may not play characters that do not have mechanical support. This specifically means that Exalted, Demon, Mage, Mummy, and Changeling splats are forbidden. Vampire, Werewolf, Hunter, Wraith, and any Dark Ages content that is otherwise attached to an allowed splat is permitted.&lt;br /&gt;
&lt;br /&gt;
Examples include&lt;br /&gt;
::- Unsupported supernatural types such as Imbued, Mummies, Exalted, fera that are not reflected mechanically (Ajaba, Apis, Kitsune, etc) including their Kinfolk&lt;br /&gt;
::- Unsupported kindred bloodlines (bloodlines without discipline support)&lt;br /&gt;
Examples do NOT include&lt;br /&gt;
::- Bloodlines which can can be supported through admin intervention, but are not their own choice yet (Subject to lore team approval on a per basis)&lt;br /&gt;
::- Werewolf tribes that can be supported through roleplay efforts, but are not their own choice (Siberakh, for example)&lt;br /&gt;
&lt;br /&gt;
*1.6: Leaders of factions are held to a higher roleplay expectation than a normal role. This also applies to werewolves with high &amp;quot;renown,&amp;quot; as well as kindred of generations lower than 10, or age older than 200.&lt;br /&gt;
*1.7: Roleplay of childlike in mental capacity or physical appearance, as well as pregnancy based narratives are forbidden. &lt;br /&gt;
&lt;br /&gt;
2) Malicious acts like griefing, metagaming, typebaiting, banbaiting, powergaming, and exploiting can become bannable offenses if occurring regularly or if the case is severe enough.&lt;br /&gt;
*2.1: Multikeying, cheating through exploitation, ban evasion, blatant attempt to grief, and RDM are all permanently bannable offenses.&lt;br /&gt;
*2.2: If multiple users are playing from the same connection, inform staff. Otherwise it may be presumed to be multikey.&lt;br /&gt;
&lt;br /&gt;
3) Hate Speech is strictly forbidden. Using any platform affiliated with TFN (discord, server, forum, etc) to threaten a group of people or propagate racial and otherwise prejudiced slurs or stereotypes is a bannable offense. We take this seriously and want to create a server that is welcoming to all people. This includes variations or misspellings of slurs.&lt;br /&gt;
*3.1: The personal horror nature of this setting is a springboard to explore tense, emotional, and mature topics. This rule considers the context of each case. The onus is on each player to follow the spirit of rule, especially while roleplaying characters with biases or prejudices. (Ex: A Black Fury is expected to focus on uplifting women. A 500 year old Kindred is expected to have more preoccupation with urbanization and technology.)&lt;br /&gt;
*3.2: The Final Nights, as an inclusive space, has a policy against the use of reclaimed slurs, to prevent offense from members of those groups who are not favorable to the reclamation. The exception to this rule is the reclaimed slur Queer.&lt;br /&gt;
&lt;br /&gt;
4) Discrimination towards in universe splats (factions, groups, supernatural origin, clans, and tribes) is acceptable in moderation. Attacking them for existing, or otherwise preventing their engagement in the round without appropriate escalation is not. &lt;br /&gt;
&lt;br /&gt;
5) keep IC content IC, and OOC content in OOC. Use LOOC and OOC when you wish to communicate to other players as yourself, and only use your characters speech to reflect in character speech.&lt;br /&gt;
*5.1: Revealing information about the current round in OOC, discord, the forum, or another platform (metacomming) is strictly prohibited. The exception to this is to make a ticket either in round using ahelps or on the discord using the ticketbot.&lt;br /&gt;
&lt;br /&gt;
6) Avoid antagonizing players and staff through discord, forums, or in-game communications(LOOC/OOC.) While expressing frustrations about IC events is ok, ganging up on players is not. Flaming others is considered abuse and is subject to a higher escalation in punishments. &lt;br /&gt;
*6.1: Consistent IC harassment may be considered alongside OOC harassment as a continuation.&lt;br /&gt;
*6.2: Taunting or mocking other players for their roleplay, or berating players OOC for roleplay opportunities, is not allowed.&lt;br /&gt;
&lt;br /&gt;
7) The server has a persistence based perspective to rounds. This means that conflict, events, knowledge, and motivations may continue past the round they are produced in.&lt;br /&gt;
*7.1: Events where a splat’s society collapses, (ex: The Masquerade/Veil are irrevocably broken, National Guard/Hunter Orgs called enmasse, etc) are considered non-canon.&lt;br /&gt;
*7.2: Positive events of previous rounds should be maintained, while inconsistencies and extreme disruptions should be dismissed. This does not apply to repeated negative events. If the same character is repeatedly assaulting the same location, revealing the same information that exposes them to escalation, or wreaking havoc round after round, this may be considered canon.&lt;br /&gt;
*7.3: Inconsistenties of events should be smoothed out among the players involved, to reach a mutually understood canon. Canon Arbitration tickets may be opened to allow staff to mediate these issues as they come up.&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Factions_Policy&amp;diff=925</id>
		<title>Template:Factions Policy</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Factions_Policy&amp;diff=925"/>
		<updated>2026-05-18T10:32:07Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Faction Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Your character&#039;s faction is set when you create them. You may change a character&#039;s faction by opening a general inquiry ticket on discord, and having the change noted on your account. This is so the entire staff team is aware, and the time it happened is noted. &lt;br /&gt;
*1.1: You should generally not loot faction areas of their items, if your character would not logically have access to them, or feel comfortable in committing the acts. Within Kindred society, the transgressions of trespass and theft are quite severe, and have significant consequences. &lt;br /&gt;
*1.2: You may not knowingly break into or steal from faction bases or clan havens without a member of said faction or clan online. Not being able to determine this fact does not nullify this requirement. Named faction weapons or items may be acquired though combat(or other means) with their bearer. &lt;br /&gt;
&lt;br /&gt;
2) Primogens are appointed roles of great trust, and are not treated as canonically &#039;always having been primogen&#039;. In the uncertain power vacuum of San Francisco, the role of primogen is often changed. Those who wear the badge are taking on the clan&#039;s diplomatic responsibilities as well as the responsibility of keeping the shared domain safe. Appointed primogen who abuse this temporary power may become unpopular enough to no longer be capable of taking the role. If you are found to be repeatedly dethroned, dismissed, or killed for your actions as primogen, a job ban may apply to reflect the IC consequences of your actions. Alternatively, attempting to assert an authority as a previous primogen or ‘rp check’ the current round&#039;s primogen is discouraged without a strong IC rationale. &lt;br /&gt;
*2.1: Domains belong to clan leadership as a whole, not a single person or role. In the same way, NPCs and items in these domains belong to the clan within reason. Clan domains, with very few exceptions, contain the entire structure that a primogen&#039;s office is attached to (including the immediate area outside). For Anarchs, this means all floors of the bar. For Toreador, this means all floors of the club, and so on. The actual structure in question is collectively owned by clan leadership, not a single person; i.e. the ownership doesn&#039;t change every night or swap to the newest primogen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== List of Factions: ===&lt;br /&gt;
*Camarilla Authorities (to include the Primogen Council and Tremere Chantry)&lt;br /&gt;
*Anarchs&lt;br /&gt;
*Giovanni Family&lt;br /&gt;
*Sabbat&lt;br /&gt;
*San Francisco Police Department&lt;br /&gt;
*The United States Federal Government (including Executive Agencies such as the FBI)&lt;br /&gt;
*The Sept of the Western Eye (The Garou Nation)&lt;br /&gt;
*The Hive of the Poisoned Shore and Magadon Incorporated (The combined forces of the Wyrm)&lt;br /&gt;
*The Followers of Set&lt;br /&gt;
*The Society of Leopold &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Under no circumstances may any Black Spiral Dancer become a member of the Garou Nation.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Template:Tooltip&amp;diff=840</id>
		<title>Template:Tooltip</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Template:Tooltip&amp;diff=840"/>
		<updated>2026-05-10T22:42:49Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Created page with &amp;quot;&amp;lt;span style=&amp;quot;cursor:help; border-bottom:1px {{{3|dotted}}} #000;&amp;quot; title=&amp;quot;{{{2}}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;cursor:help; border-bottom:1px {{{3|dotted}}} #000;&amp;quot; title=&amp;quot;{{{2}}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=826</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=826"/>
		<updated>2026-04-01T08:41:14Z</updated>

		<summary type="html">&lt;p&gt;Biplume: edits address in text (not in image)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1659, others are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1659_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] &lt;br /&gt;
 &lt;br /&gt;
You&#039;re in! Either inside your entry ticket, or in [[file:Ckeyconnect.png]] you will drop your ckey, then connect to our server after an admin (don&#039;t be afraid to ping a game admin for this!) has added you to the Whitelist. The simplest way to connect to our server, [https://thefinalnights.com/ is to use the hyperlink on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1338 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Character_Creation&amp;diff=814</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Character_Creation&amp;diff=814"/>
		<updated>2026-03-19T22:22:26Z</updated>

		<summary type="html">&lt;p&gt;Biplume: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
This guide is for learning how to navigate BYOND, The Final Nights, and creating your character sheet. For a guide on creating a viable character, check out our more focused [[Making a Character in WoD]] guide. &lt;br /&gt;
&lt;br /&gt;
(Note: This guide assumes you may be new to SS13 in general.)&lt;br /&gt;
&lt;br /&gt;
== Character Creation: Guide/Suggestions: ==&lt;br /&gt;
Getting Started:&lt;br /&gt;
&lt;br /&gt;
*Once you’ve been allowed on the server, and can see the lobby screen. You’ll need to click the “Setup Character” button, which will open the Preferences menu. We will only be focusing on Character Settings in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once You’re Done:&lt;br /&gt;
&lt;br /&gt;
*Once you have a character you’re ready to play with, and it is selected in the character settings, then you can press either Join Game! Or Ready, if the round is just about to begin. Occupation Preferences are only taken into account at the start of a round. If you need to leave/Cryo yourself, you simply walk out of town, and click on a green matrix with an open hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick Notes:&lt;br /&gt;
&lt;br /&gt;
*“Change Appearance(Free)” Button: at the bottom of the [[Disciplines]] Section. Re-enables you to change many aspects of your character if needed, even after character creation. So don’t worry too much about choosing the wrong things to start with! &lt;br /&gt;
As well, Characters can be reset for refunded XP, if you want to retire them. However, its best to document the character before resetting them, for if anything goes wrong with the XP refund you can make a ticket.&lt;br /&gt;
&lt;br /&gt;
== Character Settings: ==&lt;br /&gt;
&lt;br /&gt;
*Starting from the top, and going down – a brief explanation of each section:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character Slots:&lt;br /&gt;
&lt;br /&gt;
*You will have many numbered character slots, pick one to use for your character.&lt;br /&gt;
&lt;br /&gt;
Occupation Preferences: (See [[Role Guide]])&lt;br /&gt;
&lt;br /&gt;
*This menu lists all the possible roles that can be joined on round start.Your preferences selected here, will determine your chances to spawn in that role. You are not guaranteed to get a role, so be sure to have a backup if you want an uncommon role, or you will default to a normal citizen on round start.&lt;br /&gt;
&lt;br /&gt;
Configure Quirks: (See [[Quirks]])&lt;br /&gt;
&lt;br /&gt;
*These are character traits specific to the selected character, use these to make your character more unique or specialized. Looking through these will certainly help inform your character creation. Many of these have positives and drawbacks, and in game results/consequences, and some are simply cosmetic. So select them carefully.&lt;br /&gt;
&lt;br /&gt;
Identity: &lt;br /&gt;
&lt;br /&gt;
*Fairly self explanatory, and we will go into some suggestions about Names Biological Age, and Actual Age, In Character Concept Advice/Suggestions, here...&lt;br /&gt;
&lt;br /&gt;
Body:&lt;br /&gt;
&lt;br /&gt;
*This is your physical appearance, as well as your Species, and some Species specific traits. Species advice and suggestions are here.&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] &amp;amp; [[Archetype]]:&lt;br /&gt;
&lt;br /&gt;
*Experience, and Progression. Note, that some aspects of your character can be improved using experience points, your current experience is displayed in this section. Experience is earned through playing the game, and is explained further, here.&lt;br /&gt;
Your Archetype and mechanical values are used by the game to help define your character&#039;s abilities and specializations. A detailed explanation of Archetypes and Attributes is, here.&lt;br /&gt;
&lt;br /&gt;
[[Clan]] / [[Tribe]]:&lt;br /&gt;
&lt;br /&gt;
*This section depends on your selected Species. Currently only Kindred and Garou(Lupines) use this menu, and it has important information and values about how your character interacts with your species. As a human, ghoul, or Kuei-Jin, you won&#039;t see this menu.&lt;br /&gt;
&lt;br /&gt;
[[Disciplines]]:&lt;br /&gt;
&lt;br /&gt;
*This section is specific to Kindred, and Kuei-Jin. Disciplines are explained in depth, here…&lt;br /&gt;
&lt;br /&gt;
[[Morality]] or [[Path]]:&lt;br /&gt;
&lt;br /&gt;
*This section is also specific to Kindred, and Kuei-Jin. Paths are explained in depth, here. Currently, there are only two mechanically implemented paths, Humanity, and Enlightenment. In actuality, paths are far more complicated than this, you are expected to choose an appropriate path for your character. The safe choice as a new player is basic Humanity, or Enlightenment path, but feel free to explore any path’s that peak your interest, it may help inform how you create your character!&lt;br /&gt;
&lt;br /&gt;
Examine Panel:&lt;br /&gt;
&lt;br /&gt;
*This section is for your flavor text. Even a brief and short description is better than none at all! You can put as much effort as you like into this, but keep in mind the rules of the server concerning flavor texts, and nsfw content.&lt;br /&gt;
&lt;br /&gt;
Equip:&lt;br /&gt;
&lt;br /&gt;
*Underwear, if you’re into that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Backpack:&lt;br /&gt;
&lt;br /&gt;
*Choose a backpack to spawn with, Note; that duffle bags will slow you down a lot, if worn on your back.&lt;br /&gt;
&lt;br /&gt;
[[Fame]]:&lt;br /&gt;
&lt;br /&gt;
*Fame is an interesting mechanic. If this is active, then when players examine your character, they will recognize you as a famous person. You get to determine the level of fame, either, only within your own clan/tribe or faction, or City Wide Fame. However, I believe only Unknown, and City Wide Fame, are working mechanically, currently, this may change.&lt;br /&gt;
&lt;br /&gt;
Relationships:&lt;br /&gt;
&lt;br /&gt;
*Are you a loner? That&#039;s fine, to be honest, most people don’t seem to use this, and prefer to make connections organically. But feel free to use this to have someone to track down and interact with as you join the round!&lt;br /&gt;
&lt;br /&gt;
LOADOUTS!:&lt;br /&gt;
&lt;br /&gt;
*Back at the top, there is another tab, called Loadout, you can edit your spawning equipment with this menu, however it does cost experience to unlock items, but they can be added and removed at will after being bought, and are shared among all your characters.&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Morality&amp;diff=813</id>
		<title>Morality</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Morality&amp;diff=813"/>
		<updated>2026-03-19T22:21:57Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Created page with &amp;quot;{{Template:WIP}} = System = Morality is a core feature of Vampire the Masquerade, and thus of The Final Nights for those playing Kindred. All Kindred require a system of morality by which to keep in touch with themselves and ward off the Beast. To this end there exist two broad ways; staying in touch with one&amp;#039;s humanity, or eschewing it in pursuit of a Path of Enlightenment. In any case, one who finds themselves breaching their morality on the greatest level will str...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
= System =&lt;br /&gt;
Morality is a core feature of Vampire the Masquerade, and thus of The Final Nights for those playing Kindred. All Kindred require a system of morality by which to keep in touch with themselves and ward off the [[Beast]]. To this end there exist two broad ways; staying in touch with one&#039;s humanity, or eschewing it in pursuit of a Path of Enlightenment. In any case, one who finds themselves breaching their morality on the greatest level will struggle with and potentially even lose against the [[Beast]].&lt;br /&gt;
&lt;br /&gt;
In mechanical terms, a Path impacts the time one spends in Torpor with higher values meaning briefer torpor, and if brought to zero causes one to turn into a mindless NPC known as a wight as the beast overtakes them.&lt;br /&gt;
== Path of Humanity ==&lt;br /&gt;
The default option both in-lore and in-game would be to stay on the in touch with their humanity as they had before. The vast majority of Kindred and especially of Kine continue on the Path of Humanity. &lt;br /&gt;
&lt;br /&gt;
Most humans do not attain the highest humanity ratings, and it is especially seldom found amongst Kindred. Indeed, a rating above eight would be considered above most mortals; and are thus rare to find. The average you would find in a human is a rating of seven, and the average vampire with a good grip on themself would be somewhere slightly below this. Once one slips below four, a vampire has entered the point where they truly begin to lose touch with even their physical appearance turning more dead. At a humanity rating of one, Kindred would hardly be able to even communicate with others.&lt;br /&gt;
&lt;br /&gt;
== Paths of Enlightenment ==&lt;br /&gt;
The alternatives to Humanity are many, but they are almost always Paths of Enlightenment of some form. To adopt one of these Paths is to eschew one&#039;s final shreds of humanity and adopt, a new, alien outlook and compass. Some do not survive the process. The vast majority of Kindred do not follow any of these Paths, with only a minority within even the Sabbat taking such a great plunge - most simply remain at a lower level of humanity. To adopt a Path for your character is to opt in to a much more difficult time, pursuing a mindset intentionally made difficult to sympathize with that should impact how a character fundamentally thinks.&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=812</id>
		<title>Starter guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Starter_guide&amp;diff=812"/>
		<updated>2026-03-16T20:05:17Z</updated>

		<summary type="html">&lt;p&gt;Biplume: update byond version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is designed for ease of use for first time players, if you are new to byond games, or these style of roleplay communities start here! &lt;br /&gt;
If you are experienced at these kinds of communities, jump straight to applying on our [https://discord.gg/JTbCfX2Dpk Discord] and start your [[Character Creation]].&lt;br /&gt;
&lt;br /&gt;
To start out, go to http://www.byond.com/ and register an account.&lt;br /&gt;
[[file:byondregister.png]]&lt;br /&gt;
&lt;br /&gt;
Then you are ready to download the client, and install it. Use version 516.1659, others are not supported!&lt;br /&gt;
&lt;br /&gt;
You can find most files [https://www.byond.com/download/build/516/ here] and a direct link to the version in question [https://www.byond.com/download/build/516/516.1659_byond.exe here.]&lt;br /&gt;
&lt;br /&gt;
When your BYOND account is set up, and you are logged in, you are equipped with everything you need to [https://discord.gg/JTbCfX2Dpk fill out our application and join our community on Discord.] &lt;br /&gt;
 &lt;br /&gt;
You&#039;re in! Either inside your entry ticket, or in [[file:Ckeyconnect.png]] you will drop your ckey, then connect to our server after an admin (don&#039;t be afraid to ping a game admin for this!) has added you to the Whitelist. The simplest way to connect to our server, [https://thefinalnights.com/ is to use the hyperlink on our Website&#039;s Front Page.]&lt;br /&gt;
&lt;br /&gt;
[[File:EnterTFN.png]]&lt;br /&gt;
&lt;br /&gt;
Our Server address is byond://gehenna.thefinalnights.com:1337 &lt;br /&gt;
To save this BYOND link, start out at your BYOND Application.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenMenu.png]]&lt;br /&gt;
&lt;br /&gt;
Click [[File:Open.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Byondbookmark.png]]&lt;br /&gt;
&lt;br /&gt;
From here, Click [[File:Add.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bookmark info.png]]&lt;br /&gt;
&lt;br /&gt;
Fill in the server info, and name your bookmark, then press OK. That&#039;s it! [[File:open.png]] the bookmark menu back up, and select it from the dropdown menu, and click OK! &lt;br /&gt;
&lt;br /&gt;
Once you have connected to the server, it is time to begin [[Character Creation]]!&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Clan&amp;diff=811</id>
		<title>Clan</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Clan&amp;diff=811"/>
		<updated>2026-03-12T17:51:11Z</updated>

		<summary type="html">&lt;p&gt;Biplume: Cappadocians are not actually whitelisted in code as of now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
Clan is a term used by Kindred to describe the major groups of their kin who share common features and characteristics passed on by their lineage of siring, to a Progenitor. There are 12 clans, and several smaller lineages known as Bloodlines. Typically, this term is used to describe a lineage with features that contrast from any Clan. In many cases, it may be called a clan within a clan. &lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
* [[Banu Haqim]]&lt;br /&gt;
* [[Brujah]]&lt;br /&gt;
* [[Gangrel]]&lt;br /&gt;
* [[Lasombra]]&lt;br /&gt;
* [[Giovanni]]&lt;br /&gt;
* [[Malkavian]]&lt;br /&gt;
* [[Setite]]&lt;br /&gt;
* [[Nosferatu]]&lt;br /&gt;
* [[Toreador]]&lt;br /&gt;
* [[Tremere]]&lt;br /&gt;
* [[Tzimisce]]&lt;br /&gt;
* [[Ventrue]]&lt;br /&gt;
&lt;br /&gt;
== Bloodlines ==&lt;br /&gt;
* [[Baali]] - Whitelisted&lt;br /&gt;
* [[Caitiff]]&lt;br /&gt;
* [[Cappadocian]]&lt;br /&gt;
* [[Daughters of Cacophony]] - Whitelisted&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Kiasyd]]&lt;br /&gt;
* [[Nagaraja]]&lt;br /&gt;
* [[Old Clan Tzimisce]]&lt;br /&gt;
* [[Salubri]] - Whitelisted&lt;br /&gt;
* [[True Brujah]] - Whitelisted&lt;/div&gt;</summary>
		<author><name>Biplume</name></author>
	</entry>
</feed>