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	<updated>2026-06-20T23:26:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1012</id>
		<title>Sabbat Manor</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1012"/>
		<updated>2026-06-15T18:41:01Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Manor == &lt;br /&gt;
&lt;br /&gt;
The Manor serves as the heart of Sabbat existence within San Francisco. Following the [[Kindred Lore Rework|Lore Rework]], the server has moved away from the one dimensional view of the Sabbat as purely murderous antagonists. Instead, the Manor is a dedicated hotspot for internal sect politics, external tension, and the sacred sabbat rituals known as [[Ritae]].&lt;br /&gt;
&lt;br /&gt;
In short, it functions as somewhat of a &amp;quot;Sabbat citizen&amp;quot; roleplay hub for those that would like to try their hand at the more religious fanatic side of being a Kindred. &lt;br /&gt;
&lt;br /&gt;
==== OOC Rule Note: ====&lt;br /&gt;
The Manor is an active Sabbat haven, but it is not a free pass for other sects to raid. Server rules regarding haven security apply here identically to the [[Camarilla]] Tower or the [[Anarch]] Bar.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy and Ranks ==&lt;br /&gt;
The Manor reflects a traditional Sabbat ecosystem, structured around religious and spiritual devotion rather than the feudal system of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== Bishop: ====&lt;br /&gt;
The administrative and religious authority of the city&#039;s Sabbat. The Bishop oversees the the local packs, enforces adherence to the Ritae, and navigates the higher level politics required to maintain the Sabbat&#039;s hidden and rather shakey foothold in San Francisco.&lt;br /&gt;
&lt;br /&gt;
==== Paladin: ====&lt;br /&gt;
Elite warriors and personal bodyguards assigned to the highranking Sabbat officials like the Bishop or the Priscus. Paladins are lethal martial enforcers, answerable directly to their charge rather than standard pack structures.&lt;br /&gt;
&lt;br /&gt;
==== True Sabbat: ==== &lt;br /&gt;
The baseline citizens of the Sword of Caine. These are vampires who have survived their Creation Rites and proved their loyalty to the sect through the [[Vaulderie]] (the Sabbat&#039;s communal blood bond). They enjoy full rights and respect within the Manor.&lt;br /&gt;
&lt;br /&gt;
==== Revenant: ====&lt;br /&gt;
[[Ghouls]] born from distinct, heritable bloodlines bred by the Sabbat (such as the Bratovitch or Zantosa). Unlike standard ghouls, Revenants naturally produce their own vitae and possess their own unique culture. Within the Manor, they serve as valued property, specialized tools, or bodyguards, existing as servants beneath the Kindred hierarchy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations with the Warpack ==&lt;br /&gt;
&lt;br /&gt;
While the Manor represents the political and spiritual side of the Sabbat, it does not exist in a vacuum. A bloodthirsty pack of roundstart antagonists, more akin to the former Sabbat playerculture, now exists as a counterweight to the Manor. They aim to exploit the Camarilla&#039;s weakened state through guerrilla warfare and covert terrorism.&lt;br /&gt;
&lt;br /&gt;
The Manor bears a massive, exhausting responsibility regarding these unhinged cousins: they must keep the Warpack strictly in check.&lt;br /&gt;
&lt;br /&gt;
=== The Truce ===&lt;br /&gt;
&lt;br /&gt;
San Francisco currently exists under an incredibly volatile, unspoken truce. The Camarilla is heavily distracted by the slow encroaching of the surrounding [[Anarch Free States]]. Because of this, they are willing to begrudgingly accept the Sabbat&#039;s presence, though only if they fly completely under the radar.&lt;br /&gt;
&lt;br /&gt;
The Bishop and the Manor&#039;s enforcers must actively police, manipulate, or violently restrain the Warpack to ensure their hit-and-run tactics do not blow the Sabbat&#039;s cover entirely. If the Warpack goes entirely rogue and launches sloppy, mindless attacks, it risks bringing the combined wrath of the Camarilla and the Anarchs down upon the Manor.&lt;br /&gt;
Roleplay between the Manor and the Warpack should be a tense game of keeping the Warpack in check, while also giving them opportunity to hit the Camarilla where it hurts, without being discovered as the reason why.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1011</id>
		<title>Sabbat Manor</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1011"/>
		<updated>2026-06-15T18:40:19Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: /* The Manor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Manor == &lt;br /&gt;
&lt;br /&gt;
The Manor serves as the heart of Sabbat existence within San Francisco. Following the [[Kindred Lore Rework|Lore Rework]], the server has moved away from the one dimensional view of the Sabbat as purely murderous antagonists. Instead, the Manor is a dedicated hotspot for internal sect politics, external tension, and the sacred sabbat rituals known as Ritae.&lt;br /&gt;
&lt;br /&gt;
In short, it functions as somewhat of a &amp;quot;Sabbat citizen&amp;quot; roleplay hub for those that would like to try their hand at the more religious fanatic side of being a Kindred. &lt;br /&gt;
&lt;br /&gt;
==== OOC Rule Note: ====&lt;br /&gt;
The Manor is an active Sabbat haven, but it is not a free pass for other sects to raid. Server rules regarding haven security apply here identically to the [[Camarilla]] Tower or the [[Anarch]] Bar.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy and Ranks ==&lt;br /&gt;
The Manor reflects a traditional Sabbat ecosystem, structured around religious and spiritual devotion rather than the feudal system of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== Bishop: ====&lt;br /&gt;
The administrative and religious authority of the city&#039;s Sabbat. The Bishop oversees the the local packs, enforces adherence to the Ritae, and navigates the higher level politics required to maintain the Sabbat&#039;s hidden and rather shakey foothold in San Francisco.&lt;br /&gt;
&lt;br /&gt;
==== Paladin: ====&lt;br /&gt;
Elite warriors and personal bodyguards assigned to the highranking Sabbat officials like the Bishop or the Priscus. Paladins are lethal martial enforcers, answerable directly to their charge rather than standard pack structures.&lt;br /&gt;
&lt;br /&gt;
==== True Sabbat: ==== &lt;br /&gt;
The baseline citizens of the Sword of Caine. These are vampires who have survived their Creation Rites and proved their loyalty to the sect through the [[Vaulderie]] (the Sabbat&#039;s communal blood bond). They enjoy full rights and respect within the Manor.&lt;br /&gt;
&lt;br /&gt;
==== Revenant: ====&lt;br /&gt;
[[Ghouls]] born from distinct, heritable bloodlines bred by the Sabbat (such as the Bratovitch or Zantosa). Unlike standard ghouls, Revenants naturally produce their own vitae and possess their own unique culture. Within the Manor, they serve as valued property, specialized tools, or bodyguards, existing as servants beneath the Kindred hierarchy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations with the Warpack ==&lt;br /&gt;
&lt;br /&gt;
While the Manor represents the political and spiritual side of the Sabbat, it does not exist in a vacuum. A bloodthirsty pack of roundstart antagonists, more akin to the former Sabbat playerculture, now exists as a counterweight to the Manor. They aim to exploit the Camarilla&#039;s weakened state through guerrilla warfare and covert terrorism.&lt;br /&gt;
&lt;br /&gt;
The Manor bears a massive, exhausting responsibility regarding these unhinged cousins: they must keep the Warpack strictly in check.&lt;br /&gt;
&lt;br /&gt;
=== The Truce ===&lt;br /&gt;
&lt;br /&gt;
San Francisco currently exists under an incredibly volatile, unspoken truce. The Camarilla is heavily distracted by the slow encroaching of the surrounding [[Anarch Free States]]. Because of this, they are willing to begrudgingly accept the Sabbat&#039;s presence, though only if they fly completely under the radar.&lt;br /&gt;
&lt;br /&gt;
The Bishop and the Manor&#039;s enforcers must actively police, manipulate, or violently restrain the Warpack to ensure their hit-and-run tactics do not blow the Sabbat&#039;s cover entirely. If the Warpack goes entirely rogue and launches sloppy, mindless attacks, it risks bringing the combined wrath of the Camarilla and the Anarchs down upon the Manor.&lt;br /&gt;
Roleplay between the Manor and the Warpack should be a tense game of keeping the Warpack in check, while also giving them opportunity to hit the Camarilla where it hurts, without being discovered as the reason why.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1009</id>
		<title>Sabbat Warpack</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1009"/>
		<updated>2026-06-12T20:15:23Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Warpack =&lt;br /&gt;
&lt;br /&gt;
The Warpack represents the more brutal side of the Sabbat’s presence in San Francisco. Standing on the cusp of the [[fourth Sabbat Civil War]], tensions are at an all-time high within the [[Sword of Caine]]. While the residents of the [[Sabbat Manor]] seek to fly under the radar, secretly schemeing and furthering the sect&#039;s goals through politicking, the Warpack is in the city with a drastically different objective. They prefer violemce to words, striking the Camarilla (mostly) from the shadows, wherever they can find a weak point. &lt;br /&gt;
&lt;br /&gt;
Mechanically, the Warpack serves as the server&#039;s [[roundstart antagonist]] role. They are a bloodthirsty pack of vengeful Sabbat fighters, acting as the external, violent pressure on the city&#039;s status quo.&lt;br /&gt;
&lt;br /&gt;
=== Expectations and Playstyle ===&lt;br /&gt;
&lt;br /&gt;
While members of the Warpack are fanatical and dangerous, players do not have permission to mindlessly frag.&lt;br /&gt;
The Lore Team and Staff strongly encourage a playstyle focused on hidden terrorism, sabotage, and guerrilla warfare. Slipping into the Camarilla&#039;s domain, sowing chaos, and disappearing back into the night yields far higher-quality roleplay than basic deathmatching.&lt;br /&gt;
&lt;br /&gt;
The most important aspects for playing Warpack are:&lt;br /&gt;
&lt;br /&gt;
* Strike from the Shadows. Avoid open, prolonged warfare that would immediately force the Camarilla and Anarchs to unite against you.&lt;br /&gt;
* Spread Terror, target infrastructure, disrupt elder assets, and assassinate key targets to make the Camarilla bleed without overplaying your hand.&lt;br /&gt;
* Respect Server Rules: While you are an antagonist, server rules regarding escalation, roleplay quality, and haven raiding still fully apply.&lt;br /&gt;
&lt;br /&gt;
== Relationship with the Manor ==&lt;br /&gt;
The dynamic between the Warpack and the Sabbat Manor is a tense, volatile balancing act.&lt;br /&gt;
&lt;br /&gt;
San Francisco’s Camarilla and Anarchs currently tolerate the Sabbat only because they believe the sect isn&#039;t currently &amp;quot;much of an issue.&amp;quot; The Manor is desperately trying to preserve this delicate ecosystem so they can engage in internal politics, their ritae, and work on secretly infiltrating the other sects.&lt;br /&gt;
Because of this, the Manor has the grueling task of keeping the Warpack in check. Warpack players should expect the Bishop, Paladins, and other True Sabbat to actively police their actions, demand strategic restraint, and heavily punish sloppy operations that threaten to blow the entire sect&#039;s cover.&lt;br /&gt;
&lt;br /&gt;
Despite the tension, you are cousins in the same sect. The Warpack provides the raw muscle and terror that keeps the Sabbat&#039;s enemies off-balance and trembling in fear, while the Manor provides the essential spiritual guidance, blood rites, and safe harbor needed to survive the Jyhad.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1008</id>
		<title>Sabbat Warpack</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1008"/>
		<updated>2026-06-12T20:14:37Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Warpack =&lt;br /&gt;
&lt;br /&gt;
The Warpack represents the more brutal side of the Sabbat’s presence in San Francisco. Standing on the cusp of the [[fourth Sabbat Civil War]], tensions are at an all-time high within the [[Sword of Caine]]. While the residents of the [[Sabbat Manor]] seek to fly under the radar, secretly schemeing and furthering the sect&#039;s goals through politicking, the Warpack is in the city with a drastically different objective. They prefer violemce to words, striking the Camarilla (mostly) from the shadows, wherever they can find a weak point. &lt;br /&gt;
&lt;br /&gt;
Mechanically, the Warpack serves as the server&#039;s [[roundstart antagonist]] role. They are a bloodthirsty pack of vengeful Sabbat fighters, acting as the external, violent pressure on the city&#039;s status quo.&lt;br /&gt;
&lt;br /&gt;
=== Expectations and Playstyle ===&lt;br /&gt;
&lt;br /&gt;
While members of the Warpack are fanatical and dangerous, players do not have permission to mindlessly frag.&lt;br /&gt;
The Lore Team and Staff strongly encourage a playstyle focused on hidden terrorism, sabotage, and guerrilla warfare. Slipping into the Camarilla&#039;s domain, sowing chaos, and disappearing back into the night yields far higher-quality roleplay than basic deathmatching.&lt;br /&gt;
&lt;br /&gt;
* Strike from the Shadows. Avoid open, prolonged warfare that would immediately force the Camarilla and Anarchs to unite against you.&lt;br /&gt;
* Spread Terror, target infrastructure, disrupt elder assets, and assassinate key targets to make the Camarilla bleed without overplaying your hand.&lt;br /&gt;
* Respect Server Rules: While you are an antagonist, server rules regarding escalation, roleplay quality, and haven raiding still fully apply.&lt;br /&gt;
&lt;br /&gt;
== Relationship with the Manor ==&lt;br /&gt;
The dynamic between the Warpack and the Sabbat Manor is a tense, volatile balancing act.&lt;br /&gt;
&lt;br /&gt;
San Francisco’s Camarilla and Anarchs currently tolerate the Sabbat only because they believe the sect isn&#039;t currently &amp;quot;much of an issue.&amp;quot; The Manor is desperately trying to preserve this delicate ecosystem so they can engage in internal politics, their ritae, and work on secretly infiltrating the other sects.&lt;br /&gt;
Because of this, the Manor has the grueling task of keeping the Warpack in check. Warpack players should expect the Bishop, Paladins, and other True Sabbat to actively police their actions, demand strategic restraint, and heavily punish sloppy operations that threaten to blow the entire sect&#039;s cover.&lt;br /&gt;
&lt;br /&gt;
Despite the tension, you are cousins in the same sect. The Warpack provides the raw muscle and terror that keeps the Sabbat&#039;s enemies off-balance and trembling in fear, while the Manor provides the essential spiritual guidance, blood rites, and safe harbor needed to survive the Jyhad.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1007</id>
		<title>Sabbat Warpack</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Warpack&amp;diff=1007"/>
		<updated>2026-06-12T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;= The Warpack =  The Warpack represents the more brutal side of the Sabbat’s presence in San Francisco. Standing on the cusp of the fourth Sabbat Civil War, tensions are at an all-time high within the Sword of Caine. While the residents of the Sabbat Manor seek to fly under the radar, secretly schemeing and furthering the sect&amp;#039;s goals through politicking, the Warpack is in the city with a drastically different objective. They prefer violemce to words, strik...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Warpack =&lt;br /&gt;
&lt;br /&gt;
The Warpack represents the more brutal side of the Sabbat’s presence in San Francisco. Standing on the cusp of the [[fourth Sabbat Civil War]], tensions are at an all-time high within the [[Sword of Caine]]. While the residents of the [[Sabbat Manor]] seek to fly under the radar, secretly schemeing and furthering the sect&#039;s goals through politicking, the Warpack is in the city with a drastically different objective. They prefer violemce to words, striking the Camarilla (mostly) from the shadows, wherever they can find a weak point. &lt;br /&gt;
&lt;br /&gt;
Mechanically, the Warpack serves as the server&#039;s [[roundstart antagonist]] role. They are a bloodthirsty pack of vengeful Sabbat fighters, acting as the external, violent pressure on the city&#039;s status quo.&lt;br /&gt;
&lt;br /&gt;
=== Expectations and Playstyle ===&lt;br /&gt;
&lt;br /&gt;
While members of the Warpack are fanatical and dangerous, players do not have permission to mindlessly frag.&lt;br /&gt;
The Lore Team and Staff strongly encourage a playstyle focused on hidden terrorism, sabotage, and guerrilla warfare. Slipping into the Camarilla&#039;s domain, sowing chaos, and disappearing back into the night yields far higher-quality roleplay than basic deathmatching.&lt;br /&gt;
&lt;br /&gt;
* Strike from the Shadows: Avoid open, prolonged warfare that would immediately force the Camarilla and Anarchs to unite against you.&lt;br /&gt;
* Spread Terror: Target infrastructure, disrupt elder assets, and assassinate key targets to make the Camarilla bleed without overplaying your hand.&lt;br /&gt;
* Respect Server Rules: While you are an antagonist, server rules regarding escalation, roleplay quality, and haven raiding still fully apply.&lt;br /&gt;
&lt;br /&gt;
== Relationship with the Manor ==&lt;br /&gt;
The dynamic between the Warpack and the Sabbat Manor is a tense, volatile balancing act.&lt;br /&gt;
&lt;br /&gt;
San Francisco’s Camarilla and Anarchs currently tolerate the Sabbat only because they believe the sect isn&#039;t currently &amp;quot;much of an issue.&amp;quot; The Manor is desperately trying to preserve this delicate ecosystem so they can engage in internal politics, their ritae, and work on secretly infiltrating the other sects.&lt;br /&gt;
Because of this, the Manor has the grueling task of keeping the Warpack in check. Warpack players should expect the Bishop, Paladins, and other True Sabbat to actively police their actions, demand strategic restraint, and heavily punish sloppy operations that threaten to blow the entire sect&#039;s cover.&lt;br /&gt;
&lt;br /&gt;
Despite the tension, you are cousins in the same sect. The Warpack provides the raw muscle and terror that keeps the Sabbat&#039;s enemies off-balance and trembling in fear, while the Manor provides the essential spiritual guidance, blood rites, and safe harbor needed to survive the Jyhad.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1006</id>
		<title>Sabbat Manor</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sabbat_Manor&amp;diff=1006"/>
		<updated>2026-06-12T19:31:16Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;== The Manor ==   The Manor serves as the heart of Sabbat existence within San Francisco. Following the Lore Rework, the server has moved away from the one dimensional view of the Sabbat as purely murderous antagonists. Instead, the Manor is a dedicated hotspot for internal sect politics, external tension, and the sacred sabbat rituals known as Ritae.  In short, it functions as somewhat of a &amp;quot;Sabbat citizen&amp;quot; roleplay hub for those that would like to try their hand at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Manor == &lt;br /&gt;
&lt;br /&gt;
The Manor serves as the heart of Sabbat existence within San Francisco. Following the [[Lore Rework]], the server has moved away from the one dimensional view of the Sabbat as purely murderous antagonists. Instead, the Manor is a dedicated hotspot for internal sect politics, external tension, and the sacred sabbat rituals known as Ritae.&lt;br /&gt;
&lt;br /&gt;
In short, it functions as somewhat of a &amp;quot;Sabbat citizen&amp;quot; roleplay hub for those that would like to try their hand at the more religious fanatic side of being a Kindred. &lt;br /&gt;
&lt;br /&gt;
==== OOC Rule Note: ====&lt;br /&gt;
The Manor is an active Sabbat haven, but it is not a free pass for other sects to raid. Server rules regarding haven security apply here identically to the [[Camarilla]] Tower or the [[Anarch]] Bar.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy and Ranks ==&lt;br /&gt;
The Manor reflects a traditional Sabbat ecosystem, structured around religious and spiritual devotion rather than the feudal system of the Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== Bishop: ====&lt;br /&gt;
The administrative and religious authority of the city&#039;s Sabbat. The Bishop oversees the the local packs, enforces adherence to the Ritae, and navigates the higher level politics required to maintain the Sabbat&#039;s hidden and rather shakey foothold in San Francisco.&lt;br /&gt;
&lt;br /&gt;
==== Paladin: ====&lt;br /&gt;
Elite warriors and personal bodyguards assigned to the highranking Sabbat officials like the Bishop or the Priscus. Paladins are lethal martial enforcers, answerable directly to their charge rather than standard pack structures.&lt;br /&gt;
&lt;br /&gt;
==== True Sabbat: ==== &lt;br /&gt;
The baseline citizens of the Sword of Caine. These are vampires who have survived their Creation Rites and proved their loyalty to the sect through the [[Vaulderie]] (the Sabbat&#039;s communal blood bond). They enjoy full rights and respect within the Manor.&lt;br /&gt;
&lt;br /&gt;
==== Revenant: ====&lt;br /&gt;
[[Ghouls]] born from distinct, heritable bloodlines bred by the Sabbat (such as the Bratovitch or Zantosa). Unlike standard ghouls, Revenants naturally produce their own vitae and possess their own unique culture. Within the Manor, they serve as valued property, specialized tools, or bodyguards, existing as servants beneath the Kindred hierarchy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations with the Warpack ==&lt;br /&gt;
&lt;br /&gt;
While the Manor represents the political and spiritual side of the Sabbat, it does not exist in a vacuum. A bloodthirsty pack of roundstart antagonists, more akin to the former Sabbat playerculture, now exists as a counterweight to the Manor. They aim to exploit the Camarilla&#039;s weakened state through guerrilla warfare and covert terrorism.&lt;br /&gt;
&lt;br /&gt;
The Manor bears a massive, exhausting responsibility regarding these unhinged cousins: they must keep the Warpack strictly in check.&lt;br /&gt;
&lt;br /&gt;
=== The Truce ===&lt;br /&gt;
&lt;br /&gt;
San Francisco currently exists under an incredibly volatile, unspoken truce. The Camarilla is heavily distracted by the slow encroaching of the surrounding [[Anarch Free States]]. Because of this, they are willing to begrudgingly accept the Sabbat&#039;s presence, though only if they fly completely under the radar.&lt;br /&gt;
&lt;br /&gt;
The Bishop and the Manor&#039;s enforcers must actively police, manipulate, or violently restrain the Warpack to ensure their hit-and-run tactics do not blow the Sabbat&#039;s cover entirely. If the Warpack goes entirely rogue and launches sloppy, mindless attacks, it risks bringing the combined wrath of the Camarilla and the Anarchs down upon the Manor.&lt;br /&gt;
Roleplay between the Manor and the Warpack should be a tense game of keeping the Warpack in check, while also giving them opportunity to hit the Camarilla where it hurts, without being discovered as the reason why.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1004</id>
		<title>Canon Prince</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1004"/>
		<updated>2026-06-07T22:09:09Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Prince? ==&lt;br /&gt;
&lt;br /&gt;
In the [[Camarilla]], a Prince is the supreme ruler and absolute authority over a city&#039;s [[Kindred]] population. Operating less like medieval royalty and more like a ruthless corporate CEO in the modern nights, the Prince’s primary directive is to enforce the [[Traditions]] to keep the existence of Kindred hidden from the mortals. Within their [[Domain]], they hold a total monopoly on power; they alone control who is permitted to enter the city or create new progeny, and they are the sole authority capable of declaring the execution order known as a Blood Hunt. It is a position of immense power but also constant paranoia, as a Prince must balance the demands of powerful clan Elders while projecting enough authority to prevent a coup from rivals hungry for the throne.&lt;br /&gt;
&lt;br /&gt;
== Mr. Solomon ==&lt;br /&gt;
&lt;br /&gt;
=== Overview === &lt;br /&gt;
&lt;br /&gt;
If you are Kindred and dwelling within the fog-swept streets of San Francisco, you absolutely know the name Prince Solomon. He is the undisputed ruler of the Camarilla led domain.&lt;br /&gt;
&lt;br /&gt;
Following a series of structural changes, the physical Prince role has been completely removed from standard round setups. The [[Seneschal]] now resides in the old Prince&#039;s Office, undertaking the everyday duties on his behalf, while the [[Primogen Council]] commands a far more imposing presence. Solomon rules from the shadows, heavily reliant on an intricate web of faxes, mortal proxies, and an excessive mastery of [[Dominate]] and [[Presence]] to maintain absolute control over the city without physically exposing himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Lore ===&lt;br /&gt;
&lt;br /&gt;
Lawrie Solomon was born in England but was Embraced into Clan [[Ventrue]] in New York during the late 1700s. Seeking a domain where he could truly stake a claim, he migrated west to San Francisco in the 1850s amidst the chaos of the Gold Rush. As a relatively young Kindred at the time, he was largely muscled out of the spotlight by older, more aggressive Kindred.&lt;br /&gt;
This initial setback became his greatest blessing. While prominent Kindred drew the lethal attention of [[Sabbat]] packs, Solomon quietly flew under the radar. He focused entirely on building a power base, accumulating immense wealth from local gold and silver mines before branching out into massive corporate ventures.&lt;br /&gt;
&lt;br /&gt;
Because he stayed out of the political crosshairs, Solomon managed to endure decades of catastrophes that wiped out his peers. When the [[Anarch Revolt]] tore through the West Coast, Solomon bided his time. His deep roots, resourcefulness, and understanding of how to hide in plain view allowed him to survive while other elders fled or met [[Final Death]].&lt;br /&gt;
&lt;br /&gt;
When the Camarilla finally pushed back and reestablished total rule over San Francisco, Solomon stood as the most powerful, knowledgeable, and well connected Ventrue left standing. He was the natural choice for Prince. Having bided his time for nearly two centuries to secure his throne, he is utterly fiercely protective of it and will not relinquish his seat. Because of the dense network of hostile elements within San Francisco, Solomon intentionally hides his physical location. The massive target on his head forces him to operate via extreme secrecy, and he must rule entirely from a hidden bunker.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1003</id>
		<title>Canon Prince</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1003"/>
		<updated>2026-06-07T21:58:36Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Prince? ==&lt;br /&gt;
&lt;br /&gt;
In the [[Camarilla]], a Prince is the supreme ruler and absolute authority over a city&#039;s [[Kindred]] population. Operating less like medieval royalty and more like a ruthless corporate CEO in the modern nights, the Prince’s primary directive is to enforce the [[Traditions]] to keep the existence of Kindred hidden from the mortals. Within their [[Domain]], they hold a total monopoly on power; they alone control who is permitted to enter the city or create new progeny, and they are the sole authority capable of declaring the execution order known as a Blood Hunt. It is a position of immense power but also constant paranoia, as a Prince must balance the demands of powerful clan Elders while projecting enough authority to prevent a coup from rivals hungry for the throne.&lt;br /&gt;
&lt;br /&gt;
== Mr. Solomon ==&lt;br /&gt;
&lt;br /&gt;
=== Overview === &lt;br /&gt;
&lt;br /&gt;
If you are Kindred and dwelling within the fog-swept streets of San Francisco, you absolutely know the name Prince Solomon. He is the undisputed ruler of the Camarilla led domain.&lt;br /&gt;
&lt;br /&gt;
Following a series of structural changes, the physical Prince role has been completely removed from standard round setups. The [[Seneschal]] now resides in the old Prince&#039;s Office, undertaking the everyday duties on his behalf, while the [[Primogen Council]] commands a far more imposing presence. Solomon rules from the shadows, heavily reliant on an intricate web of faxes, mortal proxies, and an excessive mastery of [[Dominate]] and [[Presence]] to maintain absolute control over the city without physically exposing himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Lore ===&lt;br /&gt;
&lt;br /&gt;
Lawrie Solomon was born in England but was Embraced into Clan [[Ventrue]] in New York during the late 1700s. Seeking a domain where he could truly stake a claim, he migrated west to San Francisco in the 1850s amidst the chaos of the Gold Rush. As a relatively young Kindred at the time, he was largely muscled out of the spotlight by older, more aggressive Kindred.&lt;br /&gt;
This initial setback became his greatest blessing. While prominent Kindred drew the lethal attention of [[Sabbat]] packs, Solomon quietly flew under the radar. He focused entirely on building a power base, accumulating immense wealth from local gold and silver mines before branching out into massive corporate ventures.&lt;br /&gt;
&lt;br /&gt;
Because he stayed out of the political crosshairs, Solomon managed to endure decades of catastrophes that wiped out his peers. When the [[Anarch Revolt]] tore through the West Coast, Solomon bided his time. When the [[Kuei Jin]] incursion struck San Francisco, throwing the city into supernatural warfare, Solomon’s deep roots, resourcefulness, and understanding of the Eastern Kindred allowed him to survive while other elders fled or met [[Final Death]].&lt;br /&gt;
&lt;br /&gt;
When the Camarilla finally pushed back and reestablished total rule over San Francisco, Solomon stood as the most powerful, knowledgeable, and well connected Ventrue left standing. He was the natural choice for Prince. Having bided his time for nearly two centuries to secure his throne, he is utterly fiercely protective of it and will not relinquish his seat. Because of the dense network of hostile elements within San Francisco, Solomon intentionally hides his physical location. The massive target on his head forces him to operate via extreme secrecy, and he must rule entirely from a hidden bunker.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1002</id>
		<title>Canon Prince</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1002"/>
		<updated>2026-06-07T21:57:29Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is a Prince? ==&lt;br /&gt;
&lt;br /&gt;
In the [[Camarilla]], a Prince is the supreme executive ruler and absolute authority over a city&#039;s [[Kindred]] population. Operating less like medieval royalty and more like a ruthless corporate CEO in the modern nights, the Prince’s primary directive is to enforce the [[Traditions]] to keep the existence of Kindred hidden from the mortals. Within their [[Domain]], they hold a total monopoly on power; they alone control who is permitted to enter the city or create new progeny, and they are the sole authority capable of declaring the execution order known as a Blood Hunt. It is a position of immense power but also constant paranoia, as a Prince must balance the demands of powerful clan Elders while projecting enough authority to prevent a coup from rivals hungry for the throne.&lt;br /&gt;
&lt;br /&gt;
== Mr. Solomon ==&lt;br /&gt;
&lt;br /&gt;
=== Overview === &lt;br /&gt;
&lt;br /&gt;
If you are Kindred and dwelling within the fog-swept streets of San Francisco, you absolutely know the name Prince Solomon. He is the undisputed ruler of the Camarilla led domain.&lt;br /&gt;
&lt;br /&gt;
Following a series of structural changes, the physical Prince role has been completely removed from standard round setups. The [[Seneschal]] now resides in the old Prince&#039;s Office, undertaking the everyday duties on his behalf, while the [[Primogen Council]] commands a far more imposing presence. Solomon rules from the shadows, heavily reliant on an intricate web of faxes, mortal proxies, and an excessive mastery of [[Dominate]] and [[Presence]] to maintain absolute control over the city without physically exposing himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Lore ===&lt;br /&gt;
&lt;br /&gt;
Lawrie Solomon was born in England but was Embraced into Clan [[Ventrue]] in New York during the late 1700s. Seeking a domain where he could truly stake a claim, he migrated west to San Francisco in the 1850s amidst the chaos of the Gold Rush. As a relatively young Kindred at the time, he was largely muscled out of the spotlight by older, more aggressive Kindred.&lt;br /&gt;
This initial setback became his greatest blessing. While prominent Kindred drew the lethal attention of [[Sabbat]] packs, Solomon quietly flew under the radar. He focused entirely on building a power base, accumulating immense wealth from local gold and silver mines before branching out into massive corporate ventures.&lt;br /&gt;
&lt;br /&gt;
Because he stayed out of the political crosshairs, Solomon managed to endure decades of catastrophes that wiped out his peers. When the [[Anarch Revolt]] tore through the West Coast, Solomon bided his time. When the [[Kuei Jin]] incursion struck San Francisco, throwing the city into supernatural warfare, Solomon’s deep roots, resourcefulness, and understanding of the Eastern Kindred allowed him to survive while other elders fled or met [[Final Death]].&lt;br /&gt;
&lt;br /&gt;
When the Camarilla finally pushed back and reestablished total rule over San Francisco, Solomon stood as the most powerful, knowledgeable, and well connected Ventrue left standing. He was the natural choice for Prince. Having bided his time for nearly two centuries to secure his throne, he is utterly fiercely protective of it and will not relinquish his seat. Because of the dense network of hostile elements within San Francisco, Solomon intentionally hides his physical location. The massive target on his head forces him to operate via extreme secrecy, and he must rule entirely from a hidden bunker.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1001</id>
		<title>Canon Prince</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Canon_Prince&amp;diff=1001"/>
		<updated>2026-06-07T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;{{Template:WIP}}    == What is a Prince? ==  In the Camarilla, a Prince is the supreme executive ruler and absolute authority over a city&amp;#039;s Kindred population. Operating less like medieval royalty and more like a ruthless corporate CEO in the modern nights, the Prince’s primary directive is to enforce the Traditions to keep the existence of Kindred hidden from the mortals. Within their Domain, they hold a total monopoly on power; they alone control who...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 == What is a Prince? ==&lt;br /&gt;
&lt;br /&gt;
In the [[Camarilla]], a Prince is the supreme executive ruler and absolute authority over a city&#039;s [[Kindred]] population. Operating less like medieval royalty and more like a ruthless corporate CEO in the modern nights, the Prince’s primary directive is to enforce the [[Traditions]] to keep the existence of Kindred hidden from the mortals. Within their [[Domain]], they hold a total monopoly on power; they alone control who is permitted to enter the city or create new progeny, and they are the sole authority capable of declaring the execution order known as a Blood Hunt. It is a position of immense power but also constant paranoia, as a Prince must balance the demands of powerful clan Elders while projecting enough authority to prevent a coup from rivals hungry for the throne.&lt;br /&gt;
&lt;br /&gt;
== Mr. Solomon ==&lt;br /&gt;
&lt;br /&gt;
=== Overview === &lt;br /&gt;
&lt;br /&gt;
If you are Kindred and dwelling within the fog-swept streets of San Francisco, you absolutely know the name Prince Solomon. He is the undisputed ruler of the Camarilla led domain.&lt;br /&gt;
&lt;br /&gt;
Following a series of structural changes, the physical Prince role has been completely removed from standard round setups. The [[Seneschal]] now resides in the old Prince&#039;s Office, undertaking the everyday duties on his behalf, while the [[Primogen Council]] commands a far more imposing presence. Solomon rules from the shadows, heavily reliant on an intricate web of faxes, mortal proxies, and an excessive mastery of [[Dominate]] and [[Presence]] to maintain absolute control over the city without physically exposing himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Lore ===&lt;br /&gt;
&lt;br /&gt;
Lawrie Solomon was born in England but was Embraced into Clan [[Ventrue]] in New York during the late 1700s. Seeking a domain where he could truly stake a claim, he migrated west to San Francisco in the 1850s amidst the chaos of the Gold Rush. As a relatively young Kindred at the time, he was largely muscled out of the spotlight by older, more aggressive Kindred.&lt;br /&gt;
This initial setback became his greatest blessing. While prominent Kindred drew the lethal attention of [[Sabbat]] packs, Solomon quietly flew under the radar. He focused entirely on building a power base, accumulating immense wealth from local gold and silver mines before branching out into massive corporate ventures.&lt;br /&gt;
&lt;br /&gt;
Because he stayed out of the political crosshairs, Solomon managed to endure decades of catastrophes that wiped out his peers. When the [[Anarch Revolt]] tore through the West Coast, Solomon bided his time. When the [[Kuei Jin]] incursion struck San Francisco, throwing the city into supernatural warfare, Solomon’s deep roots, resourcefulness, and understanding of the Eastern Kindred allowed him to survive while other elders fled or met [[Final Death]].&lt;br /&gt;
&lt;br /&gt;
When the Camarilla finally pushed back and reestablished total rule over San Francisco, Solomon stood as the most powerful, knowledgeable, and well connected Ventrue left standing. He was the natural choice for Prince. Having bided his time for nearly two centuries to secure his throne, he is utterly fiercely protective of it and will not relinquish his seat. Because of the dense network of hostile elements within San Francisco, Solomon intentionally hides his physical location. The massive target on his head forces him to operate via extreme secrecy, and he must rule entirely from a hidden bunker.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=1000</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=1000"/>
		<updated>2026-06-07T18:43:50Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: /* Sect: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Morality|Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Age Status|Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Canon Prince|Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals.&lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to [[Gaia]], the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;[[The Wyrm]]&amp;quot;, along with the supernatural force of [[Rage]] within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. [[The Wyld]] creates from shapeless material, [[the Weaver]] brings order and longevity to chaotic creation, and [[the Wyrm]] ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society.&lt;br /&gt;
&lt;br /&gt;
The battle lines are drawn starkly in the Bay Area. Most of the Garou of the region operate out of a single, embattled front: The [[Sept of the Western Eye]]. This unified sept must balance internal tribal politics while fighting a desperate, multi-front war against the Wyrm&#039;s corporate tendrils. Meanwhile, the [[Black Spiral Dancers]], Garou who swear themselves to the Wyrm and embrace the Apocalypse, wage war in the dark and barter for souls in labs and skyscrapers as valued workers and partners of [[Magadon]], a pharmaceutical mega subsidiary of the global conglomerate [[Pentex]].&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit [[Luna]] just as much as by Gaia, with the power to transform between the form of a wolf ([[Lupus]]) and a human ([[Homid]]) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the [[Crinos]] form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see [[Delirium]] below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice, but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as [[Kinfolk]]: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their [[First Change]] sometime during, or sometimes in the years after, puberty, almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the [[Cub]] is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm.&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
=== The Camarilla ===&lt;br /&gt;
The Ivory Tower is reeling from an era of impressive victories in recent yearsWhile a brutal military expansion spearheaded by the Ventrue leadership managed to annex territories across the Southeastern United States, it came at the cost of catastrophic casualties, with young neonates systematically meat-grounded into the frontlines to secure material territorial gains.&lt;br /&gt;
&lt;br /&gt;
This precarious situation shattered violently at the Conclave of Prague with the shocking defection of the legendary Archon Theo Bell, whose sudden rebellion resulted in the violent Final Deaths of Jan Pieterzoon and the Inner Circle powerhouse, Hardestadt. Though desperate rumors of Hardestadt&#039;s survival circulate among the paranoid, the immediate vacuum triggered a massive crisis of faith among the younger generations.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, the Camarilla reacts to this instability by tightening its iron grip. Moving forward under the absolute rule of a strict, staff-controlled NPC [[Canon Prince]] (a Ventrue Elder of the name of [[Mr. Solomon]] acting as the final, binding arbitrator of Ivory Tower law), the local sect project authority through gritted teeth. Surrounded by hostile [[Free States]], the remenants of the local [[Sabbat]] and dealing with internal subversion, the San Francisco Camarilla permits members of other sects to exist on their turf only if they flawlessly adhere to the [[First Tradition]]: The [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anarchs === &lt;br /&gt;
Despite global setbacks, the Anarch Movement occupies a significantly stronger position on the West Coast than it did a decade ago. Los Angeles stands as a proud bastion of the Free States, anchoring the sect&#039;s ideology across all of California.&lt;br /&gt;
&lt;br /&gt;
Because the timeline rests firmly in 2016 prior to the events of V5, The [[Convention of Thorns}} remains legally in place, even if it is completely tattered and somewhat ignored on the streets of San Francisco. Both the Camarilla and the Anarchs pay lip service to the treaty when it is diplomatically advantageous. While shadow skirmishes and block-by-block violence occur nightly, both sides actively negotiate behind closed doors to prevent local conflicts from boiling over into an all-out war that would expose them to the Sabbat or other foes, lurking in the coastal margins.&lt;br /&gt;
&lt;br /&gt;
=== The Sabbat ===&lt;br /&gt;
The [[Sword of Caine]] is standing on the absolute brink of its [[Fourth Sabbat Civil War]]. Tensions have reached a boiling point between fanatical, traditionalist [[Gehenna]] Cultists and a massive wave of younger members who no longer believe in some, most or even everything written in the [[Book of Nod]]. This ideological conflict has caused a historic spike in individual defections to opposing sects.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, this schism manifests as a functional, highly volatile split between two local Sabbat elements:&lt;br /&gt;
&lt;br /&gt;
==== The Manor ==== &lt;br /&gt;
The former Tzimisce stronghold has been completely repurposed into a centralized diplomatic hotspot for Sabbat politics, local [[Ritae]], and administrative ranks. Moving away from unhinged, mindless violence, the Manor allows for &amp;quot;Sabbat citizen&amp;quot; roleplay, navigating internal factional politics while maintaining a highly unstable, silent truce with the city&#039;s ruling Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== The [[Warpack]] ==== &lt;br /&gt;
The loose, violent antagonist wing of the Sabbat. The bloodthirsty fighters of the Warpack use the Camarilla’s current weakness to launch deniable guerrilla strikes, shadow terrorism, and tactical ambushes from the dark. The Manor works tirelessly to try and keep their unhinged cousins on a tight leash, knowing one sloppy massembrace will likely shatter their sanctuary entirely.&lt;br /&gt;
&lt;br /&gt;
==== [[Tal&#039;Mahe&#039;Ra]] ====&lt;br /&gt;
The ancient, secretive [[True Black Hand]] still exists within V20 canon, but they are scattered, broken, and hunted. The Sabbat&#039;s elite martial wing has discovered their shadow infrastructure, moving aggressively toward a global purge of their hidden agents.                &lt;br /&gt;
&lt;br /&gt;
=== The Clans ===&lt;br /&gt;
The changing of the canon to be strictly V20 has caused massive, systematic upheavals within individual Clans and lineages, allowing players a Soft Reset / Character Retcon window to realign their histories with the V20 timeline:&lt;br /&gt;
&lt;br /&gt;
==== The Banu Haqim Schism ====&lt;br /&gt;
Following the awakening of the Methuselah [[Ur-Shulgi]] and his bloody purge of the clan&#039;s internal heretics, a massive wave of schismatic [[Viziers]] and [[Banu Haqim Sorcerers]] have defected to the Western world. Supported heavily by the Ventrue and to the absolute dismay of Clan Tremere, the Banu Haqim have officially joined the Camarilla. They stand as the newest, most heavily distrusted outsiders of the Tower, and their local seat on the Primogen council rests on incredibly shaky ground.&lt;br /&gt;
&lt;br /&gt;
==== The Lasombra ====&lt;br /&gt;
Clan Lasombra remains a fundamental pillar of the Sabbat&#039;s ruling elite, but their younger ranks are rapidly losing faith. While the clan has not joined the Camarilla wholesale, a significant presence of [[Lasombra Antitribu]] has grown rapidly in San Francisco. Due to this delicate political transition, there is currently no Lasombra Primogen seat in the Camarilla court, though there is talk of negotiations concerning the question whether to create one.&lt;br /&gt;
&lt;br /&gt;
==== The Tremere Pyramid ====&lt;br /&gt;
The pre-rebase idea of an independent, shattered Tremere clan has been completely undone. The [[Inner Council of Seven]] has are hiding away in Vienna and communication is nearly impossible, though they have not been destroyed. [[The Pyramid]] stands fully restored. Chantry-aligned Warlocks are bound by default to the collective will of their elders, and their mystical clan weakness has reverted to the V20 one: skipping the first tier of a blood bond to jump straight to the second. Those trying to escape from these bindings are forced to flee to the Independent factions, the Sabbat, or risk everything by aligning with the fairly new Anarch [[House Carna]].&lt;br /&gt;
&lt;br /&gt;
==== The Independent Clans ====&lt;br /&gt;
The Giovanni panic quietly as the looming deadline of 2028 threatens to expire their ancient [[Promise]] of non-interference with the Camarilla, driving desperate Capos to seek early backroom alliances. Concurrently, the Followers of Set have seized absolute control of the city&#039;s supernatural black market within the Casino, establishing an independent faction that works closely together with the other [[Clans of Death]], like the newly implemented [[Samedi]] or even the [[Harbingers of Skulls]].&lt;br /&gt;
&lt;br /&gt;
=== The Garou === &lt;br /&gt;
The Garou Nation of San Francisco is no less plagued by the apocalyptic forces ripping through the world. The historic division between the urban packs of the Painted City and the wilderness guardians of the Amberglade has been forcibly dissolved out of pure survival. Now unified as a single, embattled front called [[The Sept of the Western Eye]] the local werewolves are fighting a desperate, losing war against the complete supernaturally caused decay of the Bay Area.&lt;br /&gt;
&lt;br /&gt;
The [[Triat]] is completely out of balance. [[Magadon Corporation]] (the pharmaceutical tendrils of the global Wyrm revering conglomerate [[Pentex]]) hold official, iron-clad contracts with the city of San Francisco. From their downtown laboratories, corporate executives pump spiritual and chemical filth into the urban ecosystem, feeding a massive Wyrm Hive known as the [[Poisoned Shore]] nesting deep within the industrial coastlines.&lt;br /&gt;
&lt;br /&gt;
==== Updated Terminology ====&lt;br /&gt;
The Lore Team has opted to use the modern V5 naming conventions for specific tribes and werewolf lineages. The original 90s terminology frequently appropriated realworld Indigenous identities or carried outdated, culturally insensitive connotations.&lt;br /&gt;
To keep the server respectful and modern, please use the following updated terms in your lore and roleplay:&lt;br /&gt;
&lt;br /&gt;
* Tribal Renaming: Tribes previously using appropriated Indigenous or outdated names are updated to their modern equivalents (e.g., [[Ghost Council]] instead of Wendigo).&lt;br /&gt;
&lt;br /&gt;
* [[Crinosborn]] (formerly Metis): The term Metis has been completely retired for Garou born in Crinos, as it is insensitive.&lt;br /&gt;
&lt;br /&gt;
Please ensure any character backstories or OOC examine panels are adjusted to reflect these cleaner naming standards!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are indeed The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
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{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=999</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=999"/>
		<updated>2026-06-07T18:42:16Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: /* Sect: */&lt;/p&gt;
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== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Morality|Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Age Status|Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals.&lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to [[Gaia]], the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;[[The Wyrm]]&amp;quot;, along with the supernatural force of [[Rage]] within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. [[The Wyld]] creates from shapeless material, [[the Weaver]] brings order and longevity to chaotic creation, and [[the Wyrm]] ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society.&lt;br /&gt;
&lt;br /&gt;
The battle lines are drawn starkly in the Bay Area. Most of the Garou of the region operate out of a single, embattled front: The [[Sept of the Western Eye]]. This unified sept must balance internal tribal politics while fighting a desperate, multi-front war against the Wyrm&#039;s corporate tendrils. Meanwhile, the [[Black Spiral Dancers]], Garou who swear themselves to the Wyrm and embrace the Apocalypse, wage war in the dark and barter for souls in labs and skyscrapers as valued workers and partners of [[Magadon]], a pharmaceutical mega subsidiary of the global conglomerate [[Pentex]].&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit [[Luna]] just as much as by Gaia, with the power to transform between the form of a wolf ([[Lupus]]) and a human ([[Homid]]) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the [[Crinos]] form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see [[Delirium]] below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice, but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as [[Kinfolk]]: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their [[First Change]] sometime during, or sometimes in the years after, puberty, almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the [[Cub]] is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm.&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
=== The Camarilla ===&lt;br /&gt;
The Ivory Tower is reeling from an era of impressive victories in recent yearsWhile a brutal military expansion spearheaded by the Ventrue leadership managed to annex territories across the Southeastern United States, it came at the cost of catastrophic casualties, with young neonates systematically meat-grounded into the frontlines to secure material territorial gains.&lt;br /&gt;
&lt;br /&gt;
This precarious situation shattered violently at the Conclave of Prague with the shocking defection of the legendary Archon Theo Bell, whose sudden rebellion resulted in the violent Final Deaths of Jan Pieterzoon and the Inner Circle powerhouse, Hardestadt. Though desperate rumors of Hardestadt&#039;s survival circulate among the paranoid, the immediate vacuum triggered a massive crisis of faith among the younger generations.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, the Camarilla reacts to this instability by tightening its iron grip. Moving forward under the absolute rule of a strict, staff-controlled NPC [[Canon Prince]] (a Ventrue Elder of the name of [[Mr. Solomon]] acting as the final, binding arbitrator of Ivory Tower law), the local sect project authority through gritted teeth. Surrounded by hostile [[Free States]], the remenants of the local [[Sabbat]] and dealing with internal subversion, the San Francisco Camarilla permits members of other sects to exist on their turf only if they flawlessly adhere to the [[First Tradition]]: The [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anarchs === &lt;br /&gt;
Despite global setbacks, the Anarch Movement occupies a significantly stronger position on the West Coast than it did a decade ago. Los Angeles stands as a proud bastion of the Free States, anchoring the sect&#039;s ideology across all of California.&lt;br /&gt;
&lt;br /&gt;
Because the timeline rests firmly in 2016 prior to the events of V5, The [[Convention of Thorns}} remains legally in place, even if it is completely tattered and somewhat ignored on the streets of San Francisco. Both the Camarilla and the Anarchs pay lip service to the treaty when it is diplomatically advantageous. While shadow skirmishes and block-by-block violence occur nightly, both sides actively negotiate behind closed doors to prevent local conflicts from boiling over into an all-out war that would expose them to the Sabbat or other foes, lurking in the coastal margins.&lt;br /&gt;
&lt;br /&gt;
=== The Sabbat ===&lt;br /&gt;
The [[Sword of Caine]] is standing on the absolute brink of its [[Fourth Sabbat Civil War]]. Tensions have reached a boiling point between fanatical, traditionalist [[Gehenna]] Cultists and a massive wave of younger members who no longer believe in some, most or even everything written in the [[Book of Nod]]. This ideological conflict has caused a historic spike in individual defections to opposing sects.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, this schism manifests as a functional, highly volatile split between two local Sabbat elements:&lt;br /&gt;
&lt;br /&gt;
==== The Manor ==== &lt;br /&gt;
The former Tzimisce stronghold has been completely repurposed into a centralized diplomatic hotspot for Sabbat politics, local [[Ritae]], and administrative ranks. Moving away from unhinged, mindless violence, the Manor allows for &amp;quot;Sabbat citizen&amp;quot; roleplay, navigating internal factional politics while maintaining a highly unstable, silent truce with the city&#039;s ruling Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== The [[Warpack]] ==== &lt;br /&gt;
The loose, violent antagonist wing of the Sabbat. The bloodthirsty fighters of the Warpack use the Camarilla’s current weakness to launch deniable guerrilla strikes, shadow terrorism, and tactical ambushes from the dark. The Manor works tirelessly to try and keep their unhinged cousins on a tight leash, knowing one sloppy massembrace will likely shatter their sanctuary entirely.&lt;br /&gt;
&lt;br /&gt;
==== [[Tal&#039;Mahe&#039;Ra]] ====&lt;br /&gt;
The ancient, secretive [[True Black Hand]] still exists within V20 canon, but they are scattered, broken, and hunted. The Sabbat&#039;s elite martial wing has discovered their shadow infrastructure, moving aggressively toward a global purge of their hidden agents.                &lt;br /&gt;
&lt;br /&gt;
=== The Clans ===&lt;br /&gt;
The changing of the canon to be strictly V20 has caused massive, systematic upheavals within individual Clans and lineages, allowing players a Soft Reset / Character Retcon window to realign their histories with the V20 timeline:&lt;br /&gt;
&lt;br /&gt;
==== The Banu Haqim Schism ====&lt;br /&gt;
Following the awakening of the Methuselah [[Ur-Shulgi]] and his bloody purge of the clan&#039;s internal heretics, a massive wave of schismatic [[Viziers]] and [[Banu Haqim Sorcerers]] have defected to the Western world. Supported heavily by the Ventrue and to the absolute dismay of Clan Tremere, the Banu Haqim have officially joined the Camarilla. They stand as the newest, most heavily distrusted outsiders of the Tower, and their local seat on the Primogen council rests on incredibly shaky ground.&lt;br /&gt;
&lt;br /&gt;
==== The Lasombra ====&lt;br /&gt;
Clan Lasombra remains a fundamental pillar of the Sabbat&#039;s ruling elite, but their younger ranks are rapidly losing faith. While the clan has not joined the Camarilla wholesale, a significant presence of [[Lasombra Antitribu]] has grown rapidly in San Francisco. Due to this delicate political transition, there is currently no Lasombra Primogen seat in the Camarilla court, though there is talk of negotiations concerning the question whether to create one.&lt;br /&gt;
&lt;br /&gt;
==== The Tremere Pyramid ====&lt;br /&gt;
The pre-rebase idea of an independent, shattered Tremere clan has been completely undone. The [[Inner Council of Seven]] has are hiding away in Vienna and communication is nearly impossible, though they have not been destroyed. [[The Pyramid]] stands fully restored. Chantry-aligned Warlocks are bound by default to the collective will of their elders, and their mystical clan weakness has reverted to the V20 one: skipping the first tier of a blood bond to jump straight to the second. Those trying to escape from these bindings are forced to flee to the Independent factions, the Sabbat, or risk everything by aligning with the fairly new Anarch [[House Carna]].&lt;br /&gt;
&lt;br /&gt;
==== The Independent Clans ====&lt;br /&gt;
The Giovanni panic quietly as the looming deadline of 2028 threatens to expire their ancient [[Promise]] of non-interference with the Camarilla, driving desperate Capos to seek early backroom alliances. Concurrently, the Followers of Set have seized absolute control of the city&#039;s supernatural black market within the Casino, establishing an independent faction that works closely together with the other [[Clans of Death]], like the newly implemented [[Samedi]] or even the [[Harbingers of Skulls]].&lt;br /&gt;
&lt;br /&gt;
=== The Garou === &lt;br /&gt;
The Garou Nation of San Francisco is no less plagued by the apocalyptic forces ripping through the world. The historic division between the urban packs of the Painted City and the wilderness guardians of the Amberglade has been forcibly dissolved out of pure survival. Now unified as a single, embattled front called [[The Sept of the Western Eye]] the local werewolves are fighting a desperate, losing war against the complete supernaturally caused decay of the Bay Area.&lt;br /&gt;
&lt;br /&gt;
The [[Triat]] is completely out of balance. [[Magadon Corporation]] (the pharmaceutical tendrils of the global Wyrm revering conglomerate [[Pentex]]) hold official, iron-clad contracts with the city of San Francisco. From their downtown laboratories, corporate executives pump spiritual and chemical filth into the urban ecosystem, feeding a massive Wyrm Hive known as the [[Poisoned Shore]] nesting deep within the industrial coastlines.&lt;br /&gt;
&lt;br /&gt;
==== Updated Terminology ====&lt;br /&gt;
The Lore Team has opted to use the modern V5 naming conventions for specific tribes and werewolf lineages. The original 90s terminology frequently appropriated realworld Indigenous identities or carried outdated, culturally insensitive connotations.&lt;br /&gt;
To keep the server respectful and modern, please use the following updated terms in your lore and roleplay:&lt;br /&gt;
&lt;br /&gt;
* Tribal Renaming: Tribes previously using appropriated Indigenous or outdated names are updated to their modern equivalents (e.g., [[Ghost Council]] instead of Wendigo).&lt;br /&gt;
&lt;br /&gt;
* [[Crinosborn]] (formerly Metis): The term Metis has been completely retired for Garou born in Crinos, as it is insensitive.&lt;br /&gt;
&lt;br /&gt;
Please ensure any character backstories or OOC examine panels are adjusted to reflect these cleaner naming standards!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are indeed The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=998</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=998"/>
		<updated>2026-06-07T18:34:05Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: /* Vampire: The Masquerade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Morality|Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals. &lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to [[Gaia]], the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;[[The Wyrm]]&amp;quot;, along with the supernatural force of [[Rage]] within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. [[The Wyld]] creates from shapeless material, [[the Weaver]] brings order and longevity to chaotic creation, and [[the Wyrm]] ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society.&lt;br /&gt;
&lt;br /&gt;
The battle lines are drawn starkly in the Bay Area. Most of the Garou of the region operate out of a single, embattled front: The [[Sept of the Western Eye]]. This unified sept must balance internal tribal politics while fighting a desperate, multi-front war against the Wyrm&#039;s corporate tendrils. Meanwhile, the [[Black Spiral Dancers]], Garou who swear themselves to the Wyrm and embrace the Apocalypse, wage war in the dark and barter for souls in labs and skyscrapers as valued workers and partners of [[Magadon]], a pharmaceutical mega subsidiary of the global conglomerate [[Pentex]].&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit [[Luna]] just as much as by Gaia, with the power to transform between the form of a wolf ([[Lupus]]) and a human ([[Homid]]) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the [[Crinos]] form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see [[Delirium]] below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice, but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as [[Kinfolk]]: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their [[First Change]] sometime during, or sometimes in the years after, puberty, almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the [[Cub]] is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm.&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
=== The Camarilla ===&lt;br /&gt;
The Ivory Tower is reeling from an era of impressive victories in recent yearsWhile a brutal military expansion spearheaded by the Ventrue leadership managed to annex territories across the Southeastern United States, it came at the cost of catastrophic casualties, with young neonates systematically meat-grounded into the frontlines to secure material territorial gains.&lt;br /&gt;
&lt;br /&gt;
This precarious situation shattered violently at the Conclave of Prague with the shocking defection of the legendary Archon Theo Bell, whose sudden rebellion resulted in the violent Final Deaths of Jan Pieterzoon and the Inner Circle powerhouse, Hardestadt. Though desperate rumors of Hardestadt&#039;s survival circulate among the paranoid, the immediate vacuum triggered a massive crisis of faith among the younger generations.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, the Camarilla reacts to this instability by tightening its iron grip. Moving forward under the absolute rule of a strict, staff-controlled NPC [[Canon Prince]] (a Ventrue Elder of the name of [[Mr. Solomon]] acting as the final, binding arbitrator of Ivory Tower law), the local sect project authority through gritted teeth. Surrounded by hostile [[Free States]], the remenants of the local [[Sabbat]] and dealing with internal subversion, the San Francisco Camarilla permits members of other sects to exist on their turf only if they flawlessly adhere to the [[First Tradition]]: The [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anarchs === &lt;br /&gt;
Despite global setbacks, the Anarch Movement occupies a significantly stronger position on the West Coast than it did a decade ago. Los Angeles stands as a proud bastion of the Free States, anchoring the sect&#039;s ideology across all of California.&lt;br /&gt;
&lt;br /&gt;
Because the timeline rests firmly in 2016 prior to the events of V5, The [[Convention of Thorns}} remains legally in place, even if it is completely tattered and somewhat ignored on the streets of San Francisco. Both the Camarilla and the Anarchs pay lip service to the treaty when it is diplomatically advantageous. While shadow skirmishes and block-by-block violence occur nightly, both sides actively negotiate behind closed doors to prevent local conflicts from boiling over into an all-out war that would expose them to the Sabbat or other foes, lurking in the coastal margins.&lt;br /&gt;
&lt;br /&gt;
=== The Sabbat ===&lt;br /&gt;
The [[Sword of Caine]] is standing on the absolute brink of its [[Fourth Sabbat Civil War]]. Tensions have reached a boiling point between fanatical, traditionalist [[Gehenna]] Cultists and a massive wave of younger members who no longer believe in some, most or even everything written in the [[Book of Nod]]. This ideological conflict has caused a historic spike in individual defections to opposing sects.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, this schism manifests as a functional, highly volatile split between two local Sabbat elements:&lt;br /&gt;
&lt;br /&gt;
==== The Manor ==== &lt;br /&gt;
The former Tzimisce stronghold has been completely repurposed into a centralized diplomatic hotspot for Sabbat politics, local [[Ritae]], and administrative ranks. Moving away from unhinged, mindless violence, the Manor allows for &amp;quot;Sabbat citizen&amp;quot; roleplay, navigating internal factional politics while maintaining a highly unstable, silent truce with the city&#039;s ruling Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== The [[Warpack]] ==== &lt;br /&gt;
The loose, violent antagonist wing of the Sabbat. The bloodthirsty fighters of the Warpack use the Camarilla’s current weakness to launch deniable guerrilla strikes, shadow terrorism, and tactical ambushes from the dark. The Manor works tirelessly to try and keep their unhinged cousins on a tight leash, knowing one sloppy massembrace will likely shatter their sanctuary entirely.&lt;br /&gt;
&lt;br /&gt;
==== [[Tal&#039;Mahe&#039;Ra]] ====&lt;br /&gt;
The ancient, secretive [[True Black Hand]] still exists within V20 canon, but they are scattered, broken, and hunted. The Sabbat&#039;s elite martial wing has discovered their shadow infrastructure, moving aggressively toward a global purge of their hidden agents.                &lt;br /&gt;
&lt;br /&gt;
=== The Clans ===&lt;br /&gt;
The changing of the canon to be strictly V20 has caused massive, systematic upheavals within individual Clans and lineages, allowing players a Soft Reset / Character Retcon window to realign their histories with the V20 timeline:&lt;br /&gt;
&lt;br /&gt;
==== The Banu Haqim Schism ====&lt;br /&gt;
Following the awakening of the Methuselah [[Ur-Shulgi]] and his bloody purge of the clan&#039;s internal heretics, a massive wave of schismatic [[Viziers]] and [[Banu Haqim Sorcerers]] have defected to the Western world. Supported heavily by the Ventrue and to the absolute dismay of Clan Tremere, the Banu Haqim have officially joined the Camarilla. They stand as the newest, most heavily distrusted outsiders of the Tower, and their local seat on the Primogen council rests on incredibly shaky ground.&lt;br /&gt;
&lt;br /&gt;
==== The Lasombra ====&lt;br /&gt;
Clan Lasombra remains a fundamental pillar of the Sabbat&#039;s ruling elite, but their younger ranks are rapidly losing faith. While the clan has not joined the Camarilla wholesale, a significant presence of [[Lasombra Antitribu]] has grown rapidly in San Francisco. Due to this delicate political transition, there is currently no Lasombra Primogen seat in the Camarilla court, though there is talk of negotiations concerning the question whether to create one.&lt;br /&gt;
&lt;br /&gt;
==== The Tremere Pyramid ====&lt;br /&gt;
The pre-rebase idea of an independent, shattered Tremere clan has been completely undone. The [[Inner Council of Seven]] has are hiding away in Vienna and communication is nearly impossible, though they have not been destroyed. [[The Pyramid]] stands fully restored. Chantry-aligned Warlocks are bound by default to the collective will of their elders, and their mystical clan weakness has reverted to the V20 one: skipping the first tier of a blood bond to jump straight to the second. Those trying to escape from these bindings are forced to flee to the Independent factions, the Sabbat, or risk everything by aligning with the fairly new Anarch [[House Carna]].&lt;br /&gt;
&lt;br /&gt;
==== The Independent Clans ====&lt;br /&gt;
The Giovanni panic quietly as the looming deadline of 2028 threatens to expire their ancient [[Promise]] of non-interference with the Camarilla, driving desperate Capos to seek early backroom alliances. Concurrently, the Followers of Set have seized absolute control of the city&#039;s supernatural black market within the Casino, establishing an independent faction that works closely together with the other [[Clans of Death]], like the newly implemented [[Samedi]] or even the [[Harbingers of Skulls]].&lt;br /&gt;
&lt;br /&gt;
=== The Garou === &lt;br /&gt;
The Garou Nation of San Francisco is no less plagued by the apocalyptic forces ripping through the world. The historic division between the urban packs of the Painted City and the wilderness guardians of the Amberglade has been forcibly dissolved out of pure survival. Now unified as a single, embattled front called [[The Sept of the Western Eye]] the local werewolves are fighting a desperate, losing war against the complete supernaturally caused decay of the Bay Area.&lt;br /&gt;
&lt;br /&gt;
The [[Triat]] is completely out of balance. [[Magadon Corporation]] (the pharmaceutical tendrils of the global Wyrm revering conglomerate [[Pentex]]) hold official, iron-clad contracts with the city of San Francisco. From their downtown laboratories, corporate executives pump spiritual and chemical filth into the urban ecosystem, feeding a massive Wyrm Hive known as the [[Poisoned Shore]] nesting deep within the industrial coastlines.&lt;br /&gt;
&lt;br /&gt;
==== Updated Terminology ====&lt;br /&gt;
The Lore Team has opted to use the modern V5 naming conventions for specific tribes and werewolf lineages. The original 90s terminology frequently appropriated realworld Indigenous identities or carried outdated, culturally insensitive connotations.&lt;br /&gt;
To keep the server respectful and modern, please use the following updated terms in your lore and roleplay:&lt;br /&gt;
&lt;br /&gt;
* Tribal Renaming: Tribes previously using appropriated Indigenous or outdated names are updated to their modern equivalents (e.g., [[Ghost Council]] instead of Wendigo).&lt;br /&gt;
&lt;br /&gt;
* [[Crinosborn]] (formerly Metis): The term Metis has been completely retired for Garou born in Crinos, as it is insensitive.&lt;br /&gt;
&lt;br /&gt;
Please ensure any character backstories or OOC examine panels are adjusted to reflect these cleaner naming standards!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are indeed The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=997</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=997"/>
		<updated>2026-06-07T18:26:35Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
The factions of San Francisco are tapestry of personalities and ideology, as diverse and varied as its citizens.&lt;br /&gt;
&lt;br /&gt;
== The Mortals ==&lt;br /&gt;
* [[United States Government]]&lt;br /&gt;
* [[State of California]]&lt;br /&gt;
* [[City of San Francisco]]&lt;br /&gt;
* [[Society of Leopold]]&lt;br /&gt;
&lt;br /&gt;
== The Kindred ==&lt;br /&gt;
* [[Camarilla]]&lt;br /&gt;
* [[Anarchs]]&lt;br /&gt;
* [[Sabbat Warpack]]&lt;br /&gt;
* [[Sabbat Manor]]&lt;br /&gt;
* [[Giovanni Family]]&lt;br /&gt;
* [[Autarkis]]&lt;br /&gt;
&lt;br /&gt;
== The Fera ==&lt;br /&gt;
* [[Sept of the Western Eye]]&lt;br /&gt;
* [[Hive of the Poisoned Shore]]&lt;br /&gt;
* [[Forsworn]]&lt;br /&gt;
&lt;br /&gt;
== The Hungry Dead ==&lt;br /&gt;
* [[New Promise Mandarinate]]&lt;br /&gt;
&lt;br /&gt;
== Unaligned ==&lt;br /&gt;
* [[The Dealer&#039;s Organization]]&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=996</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=996"/>
		<updated>2026-06-07T18:24:58Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
The factions of San Francisco are tapestry of personalities and ideology, as diverse and varied as its citizens.&lt;br /&gt;
&lt;br /&gt;
== The Mortals ==&lt;br /&gt;
* [[United States Government]]&lt;br /&gt;
* [[State of California]]&lt;br /&gt;
* [[City of San Francisco]]&lt;br /&gt;
* [[Society of Leopold]]&lt;br /&gt;
&lt;br /&gt;
== The Kindred ==&lt;br /&gt;
* [[Camarilla]]&lt;br /&gt;
* [[Anarchs]]&lt;br /&gt;
* [[Sabbat]]&lt;br /&gt;
* [[Giovanni Family]]&lt;br /&gt;
* [[Tzimisce Manor]]&lt;br /&gt;
* [[Autarkis]]&lt;br /&gt;
&lt;br /&gt;
== The Fera ==&lt;br /&gt;
* [[Sept of the Western Eye]]&lt;br /&gt;
* [[Hive of the Poisoned Shore]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
&lt;br /&gt;
== The Hungry Dead ==&lt;br /&gt;
* [[New Promise Mandarinate]]&lt;br /&gt;
&lt;br /&gt;
== Unaligned ==&lt;br /&gt;
* [[The Dealer&#039;s Organization]]&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=995</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Factions&amp;diff=995"/>
		<updated>2026-06-07T18:24:33Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
&lt;br /&gt;
The factions of San Francisco are tapestry of personalities and ideology, as diverse and varied as its citizens.&lt;br /&gt;
&lt;br /&gt;
== The Mortals ==&lt;br /&gt;
* [[United States Government]]&lt;br /&gt;
* [[State of California]]&lt;br /&gt;
* [[City of San Francisco]]&lt;br /&gt;
* [[Society of Leopold]]&lt;br /&gt;
&lt;br /&gt;
== The Kindred ==&lt;br /&gt;
* [[Camarilla]]&lt;br /&gt;
* [[Anarchs]]&lt;br /&gt;
* [[Sabbat]]&lt;br /&gt;
* [[Giovanni Family]]&lt;br /&gt;
* [[Tzimisce Manor]]&lt;br /&gt;
* [[Autarkis]]&lt;br /&gt;
&lt;br /&gt;
== The Fera ==&lt;br /&gt;
* [[Sept of the Western Eye]]&lt;br /&gt;
* [[Hive of the Poisoned Shore]]&lt;br /&gt;
* [[Ronin87]]&lt;br /&gt;
&lt;br /&gt;
== The Hungry Dead ==&lt;br /&gt;
* [[New Promise Mandarinate]]&lt;br /&gt;
&lt;br /&gt;
== Unaligned ==&lt;br /&gt;
* [[The Dealer&#039;s Organization]]&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=975</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=975"/>
		<updated>2026-06-05T21:28:17Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals. &lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to [[Gaia]], the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;[[The Wyrm]]&amp;quot;, along with the supernatural force of [[Rage]] within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. [[The Wyld]] creates from shapeless material, [[the Weaver]] brings order and longevity to chaotic creation, and [[the Wyrm]] ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society.&lt;br /&gt;
&lt;br /&gt;
The battle lines are drawn starkly in the Bay Area. Most of the Garou of the region operate out of a single, embattled front: The [[Sept of the Western Eye]]. This unified sept must balance internal tribal politics while fighting a desperate, multi-front war against the Wyrm&#039;s corporate tendrils. Meanwhile, the [[Black Spiral Dancers]], Garou who swear themselves to the Wyrm and embrace the Apocalypse, wage war in the dark and barter for souls in labs and skyscrapers as valued workers and partners of [[Magadon]], a pharmaceutical mega subsidiary of the global conglomerate [[Pentex]].&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit [[Luna]] just as much as by Gaia, with the power to transform between the form of a wolf ([[Lupus]]) and a human ([[Homid]]) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the [[Crinos]] form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see [[Delirium]] below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice, but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as [[Kinfolk]]: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their [[First Change]] sometime during, or sometimes in the years after, puberty, almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the [[Cub]] is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm.&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
=== The Camarilla ===&lt;br /&gt;
The Ivory Tower is reeling from an era of impressive victories in recent yearsWhile a brutal military expansion spearheaded by the Ventrue leadership managed to annex territories across the Southeastern United States, it came at the cost of catastrophic casualties, with young neonates systematically meat-grounded into the frontlines to secure material territorial gains.&lt;br /&gt;
&lt;br /&gt;
This precarious situation shattered violently at the Conclave of Prague with the shocking defection of the legendary Archon Theo Bell, whose sudden rebellion resulted in the violent Final Deaths of Jan Pieterzoon and the Inner Circle powerhouse, Hardestadt. Though desperate rumors of Hardestadt&#039;s survival circulate among the paranoid, the immediate vacuum triggered a massive crisis of faith among the younger generations.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, the Camarilla reacts to this instability by tightening its iron grip. Moving forward under the absolute rule of a strict, staff-controlled NPC [[Canon Prince]] (a Ventrue Elder of the name of [[Mr. Solomon]] acting as the final, binding arbitrator of Ivory Tower law), the local sect project authority through gritted teeth. Surrounded by hostile [[Free States]], the remenants of the local [[Sabbat]] and dealing with internal subversion, the San Francisco Camarilla permits members of other sects to exist on their turf only if they flawlessly adhere to the [[First Tradition]]: The [[Masquerade]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Anarchs === &lt;br /&gt;
Despite global setbacks, the Anarch Movement occupies a significantly stronger position on the West Coast than it did a decade ago. Los Angeles stands as a proud bastion of the Free States, anchoring the sect&#039;s ideology across all of California.&lt;br /&gt;
&lt;br /&gt;
Because the timeline rests firmly in 2016 prior to the events of V5, The [[Convention of Thorns}} remains legally in place, even if it is completely tattered and somewhat ignored on the streets of San Francisco. Both the Camarilla and the Anarchs pay lip service to the treaty when it is diplomatically advantageous. While shadow skirmishes and block-by-block violence occur nightly, both sides actively negotiate behind closed doors to prevent local conflicts from boiling over into an all-out war that would expose them to the Sabbat or other foes, lurking in the coastal margins.&lt;br /&gt;
&lt;br /&gt;
=== The Sabbat ===&lt;br /&gt;
The [[Sword of Caine]] is standing on the absolute brink of its [[Fourth Sabbat Civil War]]. Tensions have reached a boiling point between fanatical, traditionalist [[Gehenna]] Cultists and a massive wave of younger members who no longer believe in some, most or even everything written in the [[Book of Nod]]. This ideological conflict has caused a historic spike in individual defections to opposing sects.&lt;br /&gt;
&lt;br /&gt;
In San Francisco, this schism manifests as a functional, highly volatile split between two local Sabbat elements:&lt;br /&gt;
&lt;br /&gt;
==== The Manor ==== &lt;br /&gt;
The former Tzimisce stronghold has been completely repurposed into a centralized diplomatic hotspot for Sabbat politics, local [[Ritae]], and administrative ranks. Moving away from unhinged, mindless violence, the Manor allows for &amp;quot;Sabbat citizen&amp;quot; roleplay, navigating internal factional politics while maintaining a highly unstable, silent truce with the city&#039;s ruling Camarilla.&lt;br /&gt;
&lt;br /&gt;
==== The [[Warpack]] ==== &lt;br /&gt;
The loose, violent antagonist wing of the Sabbat. The bloodthirsty fighters of the Warpack use the Camarilla’s current weakness to launch deniable guerrilla strikes, shadow terrorism, and tactical ambushes from the dark. The Manor works tirelessly to try and keep their unhinged cousins on a tight leash, knowing one sloppy massembrace will likely shatter their sanctuary entirely.&lt;br /&gt;
&lt;br /&gt;
==== [[Tal&#039;Mahe&#039;Ra]] ====&lt;br /&gt;
The ancient, secretive [[True Black Hand]] still exists within V20 canon, but they are scattered, broken, and hunted. The Sabbat&#039;s elite martial wing has discovered their shadow infrastructure, moving aggressively toward a global purge of their hidden agents.                &lt;br /&gt;
&lt;br /&gt;
=== The Clans ===&lt;br /&gt;
The changing of the canon to be strictly V20 has caused massive, systematic upheavals within individual Clans and lineages, allowing players a Soft Reset / Character Retcon window to realign their histories with the V20 timeline:&lt;br /&gt;
&lt;br /&gt;
==== The Banu Haqim Schism ====&lt;br /&gt;
Following the awakening of the Methuselah [[Ur-Shulgi]] and his bloody purge of the clan&#039;s internal heretics, a massive wave of schismatic [[Viziers]] and [[Banu Haqim Sorcerers]] have defected to the Western world. Supported heavily by the Ventrue and to the absolute dismay of Clan Tremere, the Banu Haqim have officially joined the Camarilla. They stand as the newest, most heavily distrusted outsiders of the Tower, and their local seat on the Primogen council rests on incredibly shaky ground.&lt;br /&gt;
&lt;br /&gt;
==== The Lasombra ====&lt;br /&gt;
Clan Lasombra remains a fundamental pillar of the Sabbat&#039;s ruling elite, but their younger ranks are rapidly losing faith. While the clan has not joined the Camarilla wholesale, a significant presence of [[Lasombra Antitribu]] has grown rapidly in San Francisco. Due to this delicate political transition, there is currently no Lasombra Primogen seat in the Camarilla court, though there is talk of negotiations concerning the question whether to create one.&lt;br /&gt;
&lt;br /&gt;
==== The Tremere Pyramid ====&lt;br /&gt;
The pre-rebase idea of an independent, shattered Tremere clan has been completely undone. The [[Inner Council of Seven]] has are hiding away in Vienna and communication is nearly impossible, though they have not been destroyed. [[The Pyramid]] stands fully restored. Chantry-aligned Warlocks are bound by default to the collective will of their elders, and their mystical clan weakness has reverted to the V20 one: skipping the first tier of a blood bond to jump straight to the second. Those trying to escape from these bindings are forced to flee to the Independent factions, the Sabbat, or risk everything by aligning with the fairly new Anarch [[House Carna]].&lt;br /&gt;
&lt;br /&gt;
==== The Independent Clans ====&lt;br /&gt;
The Giovanni panic quietly as the looming deadline of 2028 threatens to expire their ancient [[Promise]] of non-interference with the Camarilla, driving desperate Capos to seek early backroom alliances. Concurrently, the Followers of Set have seized absolute control of the city&#039;s supernatural black market within the Casino, establishing an independent faction that works closely together with the other [[Clans of Death]], like the newly implemented [[Samedi]] or even the [[Harbingers of Skulls]].&lt;br /&gt;
&lt;br /&gt;
=== The Garou === &lt;br /&gt;
The Garou Nation of San Francisco is no less plagued by the apocalyptic forces ripping through the world. The historic division between the urban packs of the Painted City and the wilderness guardians of the Amberglade has been forcibly dissolved out of pure survival. Now unified as a single, embattled front called [[The Sept of the Western Eye]] the local werewolves are fighting a desperate, losing war against the complete supernaturally caused decay of the Bay Area.&lt;br /&gt;
&lt;br /&gt;
The [[Triat]] is completely out of balance. [[Magadon Corporation]] (the pharmaceutical tendrils of the global Wyrm revering conglomerate [[Pentex]]) hold official, iron-clad contracts with the city of San Francisco. From their downtown laboratories, corporate executives pump spiritual and chemical filth into the urban ecosystem, feeding a massive Wyrm Hive known as the [[Poisoned Shore]] nesting deep within the industrial coastlines.&lt;br /&gt;
&lt;br /&gt;
==== Updated Terminology ====&lt;br /&gt;
The Lore Team has opted to use the modern V5 naming conventions for specific tribes and werewolf lineages. The original 90s terminology frequently appropriated realworld Indigenous identities or carried outdated, culturally insensitive connotations.&lt;br /&gt;
To keep the server respectful and modern, please use the following updated terms in your lore and roleplay:&lt;br /&gt;
&lt;br /&gt;
* Tribal Renaming: Tribes previously using appropriated Indigenous or outdated names are updated to their modern equivalents (e.g., [[Ghost Council]] instead of Wendigo).&lt;br /&gt;
&lt;br /&gt;
* [[Crinosborn]] (formerly Metis): The term Metis has been completely retired for Garou born in Crinos, as it is insensitive.&lt;br /&gt;
&lt;br /&gt;
Please ensure any character backstories or OOC examine panels are adjusted to reflect these cleaner naming standards!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are indeed The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=974</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=974"/>
		<updated>2026-06-04T20:03:38Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals. &lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to [[Gaia]], the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;[[The Wyrm]]&amp;quot;, along with the supernatural force of [[Rage]] within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. [[The Wyld]] creates from shapeless material, [[the Weaver]] brings order and longevity to chaotic creation, and [[the Wyrm]] ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society.&lt;br /&gt;
&lt;br /&gt;
The battle lines are drawn starkly in the Bay Area. Most of the Garou of the region operate out of a single, embattled front: The [[Sept of the Western Eye]]. This unified sept must balance internal tribal politics while fighting a desperate, multi-front war against the Wyrm&#039;s corporate tendrils. Meanwhile, the [[Black Spiral Dancers]], Garou who swear themselves to the Wyrm and embrace the Apocalypse, wage war in the dark and barter for souls in labs and skyscrapers as valued workers and partners of [[Magadon]], a pharmaceutical mega subsidiary of the global conglomerate [[Pentex]].&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit [[Luna]] just as much as by Gaia, with the power to transform between the form of a wolf ([[Lupus]]) and a human ([[Homid]]) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the [[Crinos]] form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see [[Delirium]] below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice, but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as [[Kinfolk]]: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their [[First Change]] sometime during, or sometimes in the years after, puberty, almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the [[Cub]] is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm.&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
The Camarilla have had an impressive string of victories in recent years, thanks to the military campaign of Ventrue Leadership Jan Pieterzoon. City after city in the SouthEastern United States fell to Camarilla rule under his tenure. These victories were almost Pythic, with reports of heavy casualties and young neonates being thrown into the war revealing the urge to show material gains. Archons and their agents have even been reported to fight as &amp;quot;Black Knights&amp;quot; without fanfare or identification, just to hold key locations.&lt;br /&gt;
&lt;br /&gt;
This precarious situation exploded into violence in 2012 with the defection of Theo Bell, his coterie, Clan Brujah, and Theo&#039;s Archon associates. The collective betrayal occurred at the Conclave of Prague and led to the violent Final Death of Pieterzoon and Hardestadt. The erasure of leadership within the Camarilla led to a decline in progress in the war, while it tore through morale and led to crisis. There are even rumors of the survival of Hardestadt.&lt;br /&gt;
&lt;br /&gt;
Under pressure from the collective Camarilla Ventrue, Clan Brujah was expelled. Reports differ, with outright no quarter not being an uncommon treatment. The exodus has supercharged the numbers of angry Brujah into the Anarch Free State and to a lesser extent, the Sabbat. This course of events suited, or was even planned, by the Camarilla. The Convention of Thorns quickly expired as a relevant treaty, with only the most powerful Free States being able to drive the Camarilla to negotiations.&lt;br /&gt;
&lt;br /&gt;
Despite these plausible setbacks, The Anarch Free State is in a much better position than it was ten years ago. Los Angeles stands as a bastion of the Free State, with the entire west Coast benefitting from this presence. This growth has had no shortage of rumors either, with a Free State in Tunisia being suggested as thriving, and in search of ancient wisdom. The blowback from the Conclave of Prague has led to dozens of new Baronies, and a shoring up from old losses during the second Wan Kuei Invasion. This wedge of the New Promise Mandarinate has been notorious in west coast Free States, and rivals rarely ever find safe harbor in opposing ideological cities for long. There is either solidarity with the kindred&#039;s enigmatic cousins, or a desire to flare up another conflict. &lt;br /&gt;
&lt;br /&gt;
The Sabbat stumbles after the Fourth Sabbat Civil War. Their spiritual pillar, the Lasombra, have largely fled for the Camarilla. All but the eldest have become disillusioned with Noddism, or at the very least feel that this move benefits them the most. The eldest that remain turn their backs to all but their equals, and rumors of black swirl around them. None repeat their concerns too often.&lt;br /&gt;
&lt;br /&gt;
Across all clans and sects, the neonates and fledglings have lost their faith. The escalating contradictions which led to the Civil War have proven exactly one thing. The Dark Father either isn&#039;t fucking real- or doesn&#039;t fucking care. The Noddist faithful struggle to explain away these inconsistencies, and the Cup is raised more often than ever before to enforce faithfulness. The Inquisition is similarly ill fated to handle the rising tide of heretics. Their foil, the Black Hand are hardly able to take advantage, becoming almost unable to function between ideological coups and sectarian self sabotage.&lt;br /&gt;
&lt;br /&gt;
The Giovanni clan was not spared from grief either. Augustus is dead, or at least no longer active. Accounts differ on events and their conclusion. If there is any number that scares Giovanni most, it is 2028. The infamous Promise may perhaps die, or no longer be honored in the coming years, a short nap away for some kindred. The possible exposure, honorable to an ancient Promise or not, is driving many Capos to begin negotiations with the Camarilla &#039;early.&#039; Whispers and speculations of an idea for a &amp;quot;United Clans of Death&amp;quot; get laughs and sneers as replies. But not always. This idea has more hold among the lower ranks of these clans, with lesser ceasefires and intelligence sharing being some more solid rumors in circulation.&lt;br /&gt;
&lt;br /&gt;
The Garou Nation of San Francisco are no less plagued by the events threatening to rip apart the Litany, and one another. Home to two septs and a hive, the Triat is represented in whole, with the war between them raging at every scale. Bar fights escalate into Rage filled attacks, with many victims not even bearing the taint of that particular werewolves bitter enemy. Endron Corporation is a household name, and their personnel have official contracts with the city. The decay of the Bay area by the Hive of the Poisoned Shore is all but certain without intervention. The Sept of the Painted City is the closest to the contamination, due to having their Caerns well within the city walls. The Sept of the Amberglade is a short distance away, within the shrinking protection of natural defense.&lt;br /&gt;
&lt;br /&gt;
These are The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
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		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=973</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=973"/>
		<updated>2026-06-04T19:53:06Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
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== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals. &lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to Gaia, the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;The Wyrm&amp;quot;, along with the supernatural force of Rage within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. The Wyld creates from shapeless material, the Weaver brings order and longevity to chaotic creation, and the Wyrm ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society. The Amberglade sept, living in a precious and untainted territory, is made up of those tribes who would typically rather minimise their exposure to such taint - while the sept of the Painted City is a stronghold within the city of San Francisco, where others strive to coexist with humanity. &lt;br /&gt;
All the while, the Black Spiral Dancers - Garou who swear themselves to the Wyrm and embrace the Apocalypse - wage war in the dark and barter for souls in skyscrapers as valued partners of Pentex, Endron, and its many other subsidiaries.&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit Luna just as much as by Gaia, with the power to transform between the form of a wolf (lupus) and a human (homid) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the crinos form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see Delirium below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice... but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as Kinfolk: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their First Change sometime during, or sometimes in the years after, puberty - almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the cub is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm...&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
(For more in detail information on the recently implemented changes, and the current state of the different clans and tribes, please visit [[Rebase Lore Rework]])&lt;br /&gt;
&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
The Camarilla have had an impressive string of victories in recent years, thanks to the military campaign of Ventrue Leadership Jan Pieterzoon. City after city in the SouthEastern United States fell to Camarilla rule under his tenure. These victories were almost Pythic, with reports of heavy casualties and young neonates being thrown into the war revealing the urge to show material gains. Archons and their agents have even been reported to fight as &amp;quot;Black Knights&amp;quot; without fanfare or identification, just to hold key locations.&lt;br /&gt;
&lt;br /&gt;
This precarious situation exploded into violence in 2012 with the defection of Theo Bell, his coterie, Clan Brujah, and Theo&#039;s Archon associates. The collective betrayal occurred at the Conclave of Prague and led to the violent Final Death of Pieterzoon and Hardestadt. The erasure of leadership within the Camarilla led to a decline in progress in the war, while it tore through morale and led to crisis. There are even rumors of the survival of Hardestadt.&lt;br /&gt;
&lt;br /&gt;
Under pressure from the collective Camarilla Ventrue, Clan Brujah was expelled. Reports differ, with outright no quarter not being an uncommon treatment. The exodus has supercharged the numbers of angry Brujah into the Anarch Free State and to a lesser extent, the Sabbat. This course of events suited, or was even planned, by the Camarilla. The Convention of Thorns quickly expired as a relevant treaty, with only the most powerful Free States being able to drive the Camarilla to negotiations.&lt;br /&gt;
&lt;br /&gt;
Despite these plausible setbacks, The Anarch Free State is in a much better position than it was ten years ago. Los Angeles stands as a bastion of the Free State, with the entire west Coast benefitting from this presence. This growth has had no shortage of rumors either, with a Free State in Tunisia being suggested as thriving, and in search of ancient wisdom. The blowback from the Conclave of Prague has led to dozens of new Baronies, and a shoring up from old losses during the second Wan Kuei Invasion. This wedge of the New Promise Mandarinate has been notorious in west coast Free States, and rivals rarely ever find safe harbor in opposing ideological cities for long. There is either solidarity with the kindred&#039;s enigmatic cousins, or a desire to flare up another conflict. &lt;br /&gt;
&lt;br /&gt;
The Sabbat stumbles after the Fourth Sabbat Civil War. Their spiritual pillar, the Lasombra, have largely fled for the Camarilla. All but the eldest have become disillusioned with Noddism, or at the very least feel that this move benefits them the most. The eldest that remain turn their backs to all but their equals, and rumors of black swirl around them. None repeat their concerns too often.&lt;br /&gt;
&lt;br /&gt;
Across all clans and sects, the neonates and fledglings have lost their faith. The escalating contradictions which led to the Civil War have proven exactly one thing. The Dark Father either isn&#039;t fucking real- or doesn&#039;t fucking care. The Noddist faithful struggle to explain away these inconsistencies, and the Cup is raised more often than ever before to enforce faithfulness. The Inquisition is similarly ill fated to handle the rising tide of heretics. Their foil, the Black Hand are hardly able to take advantage, becoming almost unable to function between ideological coups and sectarian self sabotage.&lt;br /&gt;
&lt;br /&gt;
The Giovanni clan was not spared from grief either. Augustus is dead, or at least no longer active. Accounts differ on events and their conclusion. If there is any number that scares Giovanni most, it is 2028. The infamous Promise may perhaps die, or no longer be honored in the coming years, a short nap away for some kindred. The possible exposure, honorable to an ancient Promise or not, is driving many Capos to begin negotiations with the Camarilla &#039;early.&#039; Whispers and speculations of an idea for a &amp;quot;United Clans of Death&amp;quot; get laughs and sneers as replies. But not always. This idea has more hold among the lower ranks of these clans, with lesser ceasefires and intelligence sharing being some more solid rumors in circulation.&lt;br /&gt;
&lt;br /&gt;
The Garou Nation of San Francisco are no less plagued by the events threatening to rip apart the Litany, and one another. Home to two septs and a hive, the Triat is represented in whole, with the war between them raging at every scale. Bar fights escalate into Rage filled attacks, with many victims not even bearing the taint of that particular werewolves bitter enemy. Endron Corporation is a household name, and their personnel have official contracts with the city. The decay of the Bay area by the Hive of the Poisoned Shore is all but certain without intervention. The Sept of the Painted City is the closest to the contamination, due to having their Caerns well within the city walls. The Sept of the Amberglade is a short distance away, within the shrinking protection of natural defense.&lt;br /&gt;
&lt;br /&gt;
These are The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=972</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=New_Player_Lore_Guide&amp;diff=972"/>
		<updated>2026-06-04T14:27:20Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Welcome to The Final Nights! ==&lt;br /&gt;
Welcome! The World of Darkness is a sprawling collection of *books, lore novels, video games, and all kinds of other storytelling methods. It can feel overwhelming at times to try to consume the series. To try to assist those new to the setting, we&#039;re developing a series of pages of condensed lore. This page is a short summary of &#039;&#039;&#039;our&#039;&#039;&#039; setting that will help players understand our unique canon, and help them understand the general place of their chosen splats. After reading this page, [[Splat Roleplay Expectations]] and the [[Making a Character in WoD]], you&#039;ll have the foundation of knowledge to enjoy The Final Nights!&lt;br /&gt;
&lt;br /&gt;
== Vampire: The Masquerade ==&lt;br /&gt;
Undead vampires are locked in a hierarchical battle between their &amp;quot;sires&amp;quot; (older vampires who bring new vampires into the world) and the &amp;quot;kine&amp;quot; (the normal mortal people that surround them that they must feed on to survive). &lt;br /&gt;
All the while, a vampire must desperately cling to their fading [[Humanity]] (or one of the [[Paths of Enlightenment]]), using the memory of their mortal morals, or their newfound undead morals to restrain the ravenous, predatory [[Beast]] within. To lose this fight is to fall into permanent frenzy, becoming little more than a mindless monster to be put down by one&#039;s peers. &lt;br /&gt;
&lt;br /&gt;
Kindred society is deeply fractured, and can be broadly broken up into four main pillars:&lt;br /&gt;
&lt;br /&gt;
=== [[Factions|Sect]]: ===&lt;br /&gt;
The ideological and political factions that dictate a vampire&#039;s laws, territory, and allegiances. &lt;br /&gt;
The [[Camarilla]] views itself as the high society of the undead, but it is effectively a brutal, neo-feudal cartel of [[Elders]]. It was founded in the 15th century to enforce the Six [[Traditions]], the most critical of which is the Masquerade (the law requiring vampires to hide their existence from humanity). The Camarilla operates on the absolute authority of the ruling [[Prince]].&lt;br /&gt;
The [[Anarchs]] believe that the Camarilla is a pyramid scheme designed to keep the young perpetually beneath the boots of the old. Born out of the First Anarch Revolt and supercharged by modern rebellions, the Movement fights for the personal liberty of the individual Kindred. Contrary to the Camarilla, they are not one big organisation, but rather a loose group of so called [[Baronies]], united by nothing but their unwillingness to fall into the Camarilla scheme of things. Not one Barony works the same as the next, and despite the name, not all conform to the stereotype of gruff, punkrock, bikergang anarchists. Anarchs still respect the concept of hiding from mortals, but they reject the Camarilla’s strict laws, punishments and social stratification.&lt;br /&gt;
The [[Sabbat]] rejects both the Camarilla’s hiding and the Anarchs’ political idealism. They view themselves as holy soldiers of [[Caine]]. They believe that the mythical founders of the clans, the [[Antediluvians]] are sleeping gods who will eventually wake up and consume all their descendants. The Sabbat embraces the Beast rather than fighting it, usually following codes of ethics known as [[Paths of Enlightenment]]. They live in tight-knit Packs bound together by the [[Vaulderie]], a blood ritual that can creates a Bond (called [[Vinculum]]) between all participating members and breaks any former Bonds.&lt;br /&gt;
There are also several [[Independent Clans]] and smaller sects, who all follow their own (sometimes unachievable) goals. &lt;br /&gt;
&lt;br /&gt;
=== [[Clan]] ===&lt;br /&gt;
The distinct lineage of blood, a Kindred’s Clan, determines their supernatural [[Disciplines]], their specific inherent [[curse]] of their blood, and, in a lot of cases, also their alignment. The thirteen clans are generally divided by their political alignments, though individual linecrossing is common. &lt;br /&gt;
The Camarilla Core consists of the Clans [[Ventrue]] (The Clan of Kings), [[Toreador]] (The Clan of the Rose), [[Tremere]] (The Warlocks), [[Nosferatu]] (Clan of the Hiden / The Sewer Rats) and [[Malkavian]] (Clan of the Moon / The Lunatics). Though the latter two also commonly found in the Anarchs. &lt;br /&gt;
[[Brujah]] (Clan of Zealots, also called &#039;The Rabble) and more and more [[Gangrel]] (The Outlanders) build the core of the Anarchs, though neonates of almost any Clan can be found within this sects ranks. &lt;br /&gt;
The [[Lasombra]] and [[Tzimisce]] (The Fiends) on the other hand are the founders of the Sabbat. &lt;br /&gt;
Some Clans choose to stay wholly independent, only mingling with the sects when it fits their needs. These contain the [[Giovanni]], [[Followers of Set]] and the [[Ravnos]]. Formerly, the [[Banu Haqim]] were an independent Clan as well, though their brand new alliance with the Camarilla encourages more and more of their number to join the Sect. &lt;br /&gt;
The last &#039;Clan&#039; on the list is not really a Clan, but more a collection of outcasts and Clanless Kindred whose discipline spread matches none of the Clans (something happening more and more in the modern nights) : the [[Caitiff]]. A part of the Caitiff population, the [[Thinbloods]], are so far removed from Caine in Generation, that they become a midway-thing between kindred and humans (see section on Generation). &lt;br /&gt;
&lt;br /&gt;
Additional to the Clans, there are countless [[Bloodlines]]: Small offshoots of clans (or former Clans whose numbers have dwindled into near nonexistence), that diverge from their main Clan through appearance, new disciplines, or differing curses. &lt;br /&gt;
&lt;br /&gt;
=== [[Generation]] ===&lt;br /&gt;
A vampire&#039;s distance from Caine, the first vampire. The lower the generation, the thicker and more potent their blood. Kindred cannot change their generation through time or training; the only way to lower it is through the highly illegal crime of [[Diablerie]].&lt;br /&gt;
&lt;br /&gt;
The Final Nights allows players to play from Generation 10 to 16, and Generation 8 &amp;amp; 9 only with the [[Whitelist]]. &lt;br /&gt;
&lt;br /&gt;
=== [[Age Status]] === &lt;br /&gt;
The social hierarchy of kindred is defined by their age, and the experience and resources they were able to amass in that time. Usually, it is also tied to Generation, with an Elder&#039;s Generation usually being lower than that of a Neonate, though of course there is always exceptions. &lt;br /&gt;
&lt;br /&gt;
[[Fledglings]] are newly embraced kindred still under the direct supervision and legal responsibility ([[The Accounting]]) of their [[Sires]]. They do not have rights in a domain; if a Fledgling breaks a law, the Sire is executed alongside them.&lt;br /&gt;
&lt;br /&gt;
[[Neonates]] are young kindred who have been released by their sires and recognized as independent citizens of the domain. While they have basic rights under the [[Traditions]], they are treated as completely disposable pawns. They are the street-level muscle, sent into dangerous situations because the Elders refuse to risk their own ancient skins.&lt;br /&gt;
&lt;br /&gt;
[[Ancillae]] are Kindred who have survived between one and two centuries. They understand how the game is played and are no longer easily fooled by the romantic notions of mortality, nor are they powerful enough to sit on thrones of their own, effectively making them the &#039;middle management&#039;.&lt;br /&gt;
Ancillae are dangerous because they are incredibly hungry for power. They are the ones executing the actual tactical plays of the [[Jyhad]], looking for any mistake from an Elder that would allow them to steal a title or feeding territory.&lt;br /&gt;
&lt;br /&gt;
[[Elders]] (200 to 1000 years old) are the actual rulers of domains. They occupy the offices of [[Prince]] and [[Primogen]]. They view the younger generations not as children, but as resource pools and meat shields. They have survived centuries of murderous politics, inquisitions and wars by being more ruthless than anyone else.&lt;br /&gt;
&lt;br /&gt;
[[Methuselahs]] (1,000+ years old) are terrifying, semi mythical horrors. Most spend decades or centuries in [[Torpor]], but their minds remain active. They pull the strings of whole political movements, religious cults and empires from the shadows. &lt;br /&gt;
Methuselahs are not allowed to be played on The Final Nights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Werewolf: The Apocalypse ==&lt;br /&gt;
Known to most as Werewolves, Garou are individuals who have awakened a supernatural connection to Gaia, the life and spirit of the world, gaining the power to shift between human and wolf forms. Their awareness of Gaia&#039;s suffering as both humanity and nature are corrupted by &amp;quot;The Wyrm&amp;quot;, along with the supernatural force of Rage within them, drive them to resist the Apocalypse as warriors of Gaia.&lt;br /&gt;
&lt;br /&gt;
Central to Garou mythology are the three forces of the Wyld, Weaver, and Wyrm. The Wyld creates from shapeless material, the Weaver brings order and longevity to chaotic creation, and the Wyrm ensures everything eventually falls apart to be made anew by the Wyld - or at least, that&#039;s how it should be. Longer ago than even the oldest Garou tales go, the Wyrm went mad in the confines of the Weaver, and lost all restraint or goodness in its work. Ever since then, it has been a corruptive, destructive force that would drown out creation and order with decay. &lt;br /&gt;
&lt;br /&gt;
Cheap fast-food from factory farms? Toxic plastic shells around acidic batteries, towering to the sky in landfills? To most Garou, these are the greatest signs of the Wyrm&#039;s corruption in human society. The Amberglade sept, living in a precious and untainted territory, is made up of those tribes who would typically rather minimise their exposure to such taint - while the sept of the Painted City is a stronghold within the city of San Francisco, where others strive to coexist with humanity. &lt;br /&gt;
All the while, the Black Spiral Dancers - Garou who swear themselves to the Wyrm and embrace the Apocalypse - wage war in the dark and barter for souls in skyscrapers as valued partners of Pentex, Endron, and its many other subsidiaries.&lt;br /&gt;
&lt;br /&gt;
Garou are aware of, and frequently involved with, the countless spirits of the world from the most renowned totems, like Rat, to the minor spirits that they can bargain with or coerce. &lt;br /&gt;
The Garou are blessed by the great spirit Luna just as much as by Gaia, with the power to transform between the form of a wolf (lupus) and a human (homid) - though their blessing comes with a severe weakness to wounds inflicted by silver.&lt;br /&gt;
They can also enter the crinos form, the war-form used in all-out battle. The crinos has great and terrible power, causing a delirious and memory-clouding fear (see Delirium below) in humans who witness it. Of course, in modern nights, it&#039;s harder than ever to escape the reach of cellhpone and surveillance cameras; taking on the crinos form is a dangerous choice... but always more dangerous for anyone in the vicinity, as keeping Rage in check during this state is not easier than in one&#039;s &amp;quot;natural&amp;quot; form.&lt;br /&gt;
&lt;br /&gt;
Garou are born as Kinfolk: humans or wolves descended from werewolves. Most Kinfolk will never be Garou, but a few (and nobody is ever sure exactly who) undergo their First Change sometime during, or sometimes in the years after, puberty - almost always when overwhelmed or in grave danger. Almost every region in which Garou tread is monitored for the first sign that this change has taken place (which usually results in a great deal of blood and gore as the newly-transformed werewolf flies into a rage) at which point one or several Garou will hurry to the scene in an attempt to prevent further carnage and ensure the cub is brought to a sept that will educate them on their duties. Of course, many kinfolk know of their heritage, and were born into the sept.&lt;br /&gt;
For those who aren&#039;t tracked down by warriors of Gaia, the Black Spiral Dancers also seek newly-transformed Garou who may be susceptibe to the path of the Wyrm...&lt;br /&gt;
&lt;br /&gt;
== The World of Darkness, 2016 ==&lt;br /&gt;
The Supernatural World is spilling into the light in 2016, to their ruin.&lt;br /&gt;
&lt;br /&gt;
No longer do the mere martial brotherhoods and mercenary societies of the past stand a hopeless guard against the dark. Entire governments threaten not only Kindred society, but the Garou Nation and Middle Kingdom as well. Sectarian fracturing and hostility are a common through line of each society from the Anarch Free State to the Gaian Septs and Courts of the Kuei-Jin. This splintering has revealed new footholds for Humanity to take and fight back. Multiple cities in Europe and even smaller populations in the United States have been purged clean of Supernatural threat.&lt;br /&gt;
&lt;br /&gt;
Supernatural violence is covered up as gang war, which is then cleaned up by a flurry of federal badges. At a moment&#039;s notice a Police Chief can find their big bust has this informant, or that person of interest, and find themselves overruled. Even stranger, there are rumors of inconsistencies. &#039;SAICs&#039; that the field office doesn&#039;t know, investigation numbers that lead nowhere, enough to drive a Police Chief to insanity or stone cold stoicism. &lt;br /&gt;
&lt;br /&gt;
The Camarilla have had an impressive string of victories in recent years, thanks to the military campaign of Ventrue Leadership Jan Pieterzoon. City after city in the SouthEastern United States fell to Camarilla rule under his tenure. These victories were almost Pythic, with reports of heavy casualties and young neonates being thrown into the war revealing the urge to show material gains. Archons and their agents have even been reported to fight as &amp;quot;Black Knights&amp;quot; without fanfare or identification, just to hold key locations.&lt;br /&gt;
&lt;br /&gt;
This precarious situation exploded into violence in 2012 with the defection of Theo Bell, his coterie, Clan Brujah, and Theo&#039;s Archon associates. The collective betrayal occurred at the Conclave of Prague and led to the violent Final Death of Pieterzoon and Hardestadt. The erasure of leadership within the Camarilla led to a decline in progress in the war, while it tore through morale and led to crisis. There are even rumors of the survival of Hardestadt.&lt;br /&gt;
&lt;br /&gt;
Under pressure from the collective Camarilla Ventrue, Clan Brujah was expelled. Reports differ, with outright no quarter not being an uncommon treatment. The exodus has supercharged the numbers of angry Brujah into the Anarch Free State and to a lesser extent, the Sabbat. This course of events suited, or was even planned, by the Camarilla. The Convention of Thorns quickly expired as a relevant treaty, with only the most powerful Free States being able to drive the Camarilla to negotiations.&lt;br /&gt;
&lt;br /&gt;
Despite these plausible setbacks, The Anarch Free State is in a much better position than it was ten years ago. Los Angeles stands as a bastion of the Free State, with the entire west Coast benefitting from this presence. This growth has had no shortage of rumors either, with a Free State in Tunisia being suggested as thriving, and in search of ancient wisdom. The blowback from the Conclave of Prague has led to dozens of new Baronies, and a shoring up from old losses during the second Wan Kuei Invasion. This wedge of the New Promise Mandarinate has been notorious in west coast Free States, and rivals rarely ever find safe harbor in opposing ideological cities for long. There is either solidarity with the kindred&#039;s enigmatic cousins, or a desire to flare up another conflict. &lt;br /&gt;
&lt;br /&gt;
The Sabbat stumbles after the Fourth Sabbat Civil War. Their spiritual pillar, the Lasombra, have largely fled for the Camarilla. All but the eldest have become disillusioned with Noddism, or at the very least feel that this move benefits them the most. The eldest that remain turn their backs to all but their equals, and rumors of black swirl around them. None repeat their concerns too often.&lt;br /&gt;
&lt;br /&gt;
Across all clans and sects, the neonates and fledglings have lost their faith. The escalating contradictions which led to the Civil War have proven exactly one thing. The Dark Father either isn&#039;t fucking real- or doesn&#039;t fucking care. The Noddist faithful struggle to explain away these inconsistencies, and the Cup is raised more often than ever before to enforce faithfulness. The Inquisition is similarly ill fated to handle the rising tide of heretics. Their foil, the Black Hand are hardly able to take advantage, becoming almost unable to function between ideological coups and sectarian self sabotage.&lt;br /&gt;
&lt;br /&gt;
The Giovanni clan was not spared from grief either. Augustus is dead, or at least no longer active. Accounts differ on events and their conclusion. If there is any number that scares Giovanni most, it is 2028. The infamous Promise may perhaps die, or no longer be honored in the coming years, a short nap away for some kindred. The possible exposure, honorable to an ancient Promise or not, is driving many Capos to begin negotiations with the Camarilla &#039;early.&#039; Whispers and speculations of an idea for a &amp;quot;United Clans of Death&amp;quot; get laughs and sneers as replies. But not always. This idea has more hold among the lower ranks of these clans, with lesser ceasefires and intelligence sharing being some more solid rumors in circulation.&lt;br /&gt;
&lt;br /&gt;
The Garou Nation of San Francisco are no less plagued by the events threatening to rip apart the Litany, and one another. Home to two septs and a hive, the Triat is represented in whole, with the war between them raging at every scale. Bar fights escalate into Rage filled attacks, with many victims not even bearing the taint of that particular werewolves bitter enemy. Endron Corporation is a household name, and their personnel have official contracts with the city. The decay of the Bay area by the Hive of the Poisoned Shore is all but certain without intervention. The Sept of the Painted City is the closest to the contamination, due to having their Caerns well within the city walls. The Sept of the Amberglade is a short distance away, within the shrinking protection of natural defense.&lt;br /&gt;
&lt;br /&gt;
These are The Final Nights.&lt;br /&gt;
&lt;br /&gt;
== The Chronicles of San Francisco: == &lt;br /&gt;
&lt;br /&gt;
{{Template: 2025 Metaplot timeline}}&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou_Lore_Rework&amp;diff=971</id>
		<title>Garou Lore Rework</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou_Lore_Rework&amp;diff=971"/>
		<updated>2026-06-03T06:21:37Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;== The Factions == === Sept of the Western Eye === In the wake of our working on the rebase, the two Septs - the Painted City and Ambergalde - are being rolled into a single Sept, to avoid fragmentation of Garou Nation and an unreasonable amount of faction bloat. Instead, the only Garou Nation faction will be the Sept of the Western Eye, a sept kept by the Children of Gaia with the Ghost Council at their side. This is hoped to both encourage internal conflict and politic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Factions ==&lt;br /&gt;
=== Sept of the Western Eye ===&lt;br /&gt;
In the wake of our working on the rebase, the two Septs - the Painted City and Ambergalde - are being rolled into a single Sept, to avoid fragmentation of Garou Nation and an unreasonable amount of faction bloat. Instead, the only Garou Nation faction will be the Sept of the Western Eye, a sept kept by the Children of Gaia with the Ghost Council at their side. This is hoped to both encourage internal conflict and politicking, as well as helping with maintaining the thematic connections with Gaia.&lt;br /&gt;
&lt;br /&gt;
Mechanically, there will be five roles within the Sept. Keepers will be the lower role, available to Kinfolk as well unlike the others. Guardians will be the bulk of the roles, with alternative titles available for differing positions as preferred. Warders and Truthcatchers will be available as higher ranks, filling the role of martial leaders in conflict and of judges and representatives outside of conflict respectively. And finally, a role will be open for Elders to be the true leaders of the Sept.&lt;br /&gt;
&lt;br /&gt;
=== Beast Courts ===&lt;br /&gt;
Watch this space. Developments will come when Kuei-Jin arrive, but for now they are not a significant consideration.&lt;br /&gt;
&lt;br /&gt;
=== Forsworn ===&lt;br /&gt;
Ronin are being renamed ‘Forsworn’ as a default term, but ‘Ronin’ remains a valid in-character term amongst many others.	&lt;br /&gt;
&lt;br /&gt;
== The Tribes ==&lt;br /&gt;
=== Gale Stalkers ===&lt;br /&gt;
Despite the name, we are otherwise largely using the 20th Anniversary Edition lore for this tribe; essentially renamed Wendigo.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Council ===&lt;br /&gt;
Despite the name, we are otherwise largely using the 20th Anniversary Edition lore for this tribe; essentially renamed Uktena.&lt;br /&gt;
&lt;br /&gt;
=== Hart Wardens ===&lt;br /&gt;
Despite the name, we are otherwise largely using the 20th Anniversary Edition lore for this tribe; essentially renamed Fianna.&lt;br /&gt;
&lt;br /&gt;
=== Stargazers ===&lt;br /&gt;
The Stargazers are currently of Garou Nation, though have been known to have ties to the Beast Courts. It is possible that if the Beast Courts were to somehow become present in San Francisco, the tribe’s loyalties could be found with one foot in each.&lt;br /&gt;
&lt;br /&gt;
== Other Things ==&lt;br /&gt;
=== Breeds ===&lt;br /&gt;
The breed formerly known as ‘Metis’ is being renamed to ‘Crinos’ to avoid the invocation of a real-life ethnic group, and to use the same naming scheme as Homids being Homids and Lupus being Lupus. They will also be restricted from leadership roles in the Sept.&lt;br /&gt;
&lt;br /&gt;
=== Stolen Moons ===&lt;br /&gt;
While Stolen Moons are implemented partially on Dark Pack, our upstream, they will not be enabled until they are reworked to function as a tribe rather than an auspice. There is no time estimate for this, nor a promise it happens any time soon. Consider it a request for help!&lt;br /&gt;
&lt;br /&gt;
=== Whitelists ===&lt;br /&gt;
This has been policy since the rebase itself, but with likely an increased demand for whitelist after this, it must be noted that whitelists granted without application - such as those in the early days of the trusted player system, or those transferred from elsewhere - will need to be reapplied for via the standard method. Those who have not transferred other whitelists since before rebase will need to request them from staff via an accelerated process as well.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Kindred_Lore_Rework&amp;diff=970</id>
		<title>Kindred Lore Rework</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Kindred_Lore_Rework&amp;diff=970"/>
		<updated>2026-06-03T06:16:33Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;== The Factions == === The Camarilla === The situation of the Camarilla in San Francisco is precarious. They are not only surrounded by the Free States, and have to contend with the Wan Kuei on their turf, they also have both Anarchs and Sabbat on their own territory. While the convention of thorns is a loose protection against the former, easily broken due to its importance slowly receding, and the latter are a whole other problem.  The Camarilla tries to keep the upper...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Factions ==&lt;br /&gt;
=== The Camarilla ===&lt;br /&gt;
The situation of the Camarilla in San Francisco is precarious. They are not only surrounded by the Free States, and have to contend with the Wan Kuei on their turf, they also have both Anarchs and Sabbat on their own territory. While the convention of thorns is a loose protection against the former, easily broken due to its importance slowly receding, and the latter are a whole other problem. &lt;br /&gt;
The Camarilla tries to keep the upper hand where it can, enforcing its traditions, though not risking its own strength to get rid of the more calm members of other sects. As long as they adhere to the first tradition, the masquerade, the Camarilla allows others to reside on their turf, albeit through gritted teeth. &lt;br /&gt;
&lt;br /&gt;
=== The Anarchs ===&lt;br /&gt;
As the clock ticks back to 2016, before the events of VtM 5th edition, the Convention of Thorns is still in place, even if in tatters. Not well-respected and certainly not the reality on the ground in California, there is nonetheless lip service paid to the Convention by both parties. When advantageous, that is. Whilst conflict, even openly, certainly happens, there are active attempts to avoid it becoming a fiasco that would boil over into a war. In practical terms, this means that both sides have a reason to diplomatically negotiate issues away if they get out of hand, particularly given the Sabbat and Kuei-Jin presence in the state.&lt;br /&gt;
&lt;br /&gt;
=== The Sabbat ===&lt;br /&gt;
The Sabbat stands on the cusp of its fourth Civil War, between the traditionalist Gehenna Cultists, and those that do not believe the words of the Book of Nod. Tensions are rising, and more and more members try to defect to the other sects. &lt;br /&gt;
In a city like San Francisco, where the Camarilla rules, and the Anarchs have a lot of power due to the surrounding free states, the Sabbat is able to fly under the radar, and not be regarded as ‘much of an issue’, given they keep their heads down and not become an issue. (This will give the Manor the gruelling task to keep their more unhinged cousins in the Warpack in check)&lt;br /&gt;
&lt;br /&gt;
=== The Manor ===&lt;br /&gt;
The former Tzimisce Manor will (either at rebase start or a few days in) be repurposed into being a hotspot for all Sabbat politics, Ritae and more. This is a change that will lead the server to move away from the V5-fuelled view that Sabbat are always aggressive ‘fraggers’, and allow Sabbat players to experience ‘Sabbat citizen’ roleplay. Many of you liked the Sabbat-Tower event, and this change will make it possible to explore the internal politics and ranks of being a Sabbat member, and participate in Ritae, without having to take on the antagonistic roleplay of the former role, which will now be filled by the Warpack.&lt;br /&gt;
Roles like Ductus and Sabbat Priests will now be part of the Manor. &lt;br /&gt;
&lt;br /&gt;
(DISCLAIMER: The manor being Sabbat obviously does not give other sects a free pass for raiding. Server rules still apply, and it should be treated like the Bar or the Tower.)&lt;br /&gt;
&lt;br /&gt;
=== The Warpack ===&lt;br /&gt;
The Warpack is our new version of the Sabbat roundstart antag role. A bloodthirsty Pack of vengeful Sabbat fighters, coming to San Fran to use the Camarilla’s weakened position to strike it from the shadows. This does NOT mean that this gives you the permission to mindlessly frag, and we strongly encourage you to go more into the direction of hidden terrorism and guerilla warfare. &lt;br /&gt;
The Manor will try and keep the pack in check, as they don’t want to risk the very unstable truce that is currently ruling in San Francisco.&lt;br /&gt;
&lt;br /&gt;
=== Other Factions ===&lt;br /&gt;
&lt;br /&gt;
==== Tal’Mahe’Ra ====&lt;br /&gt;
The Tal’Mahe’Ra, or True Black Hand, is a secret society that aims to protect the city of Enoch in the Underworld, and help the Antedilluvians once Gehenna comes. &lt;br /&gt;
While they were destroyed in the lore of former editions, in V20 they still exist, though in a weakened and scattered state. In the happenings in Beckett’s Jyhad Diary, the Sabbat and their ‘Black Hand’ (the fighter elite of the Sabbat, who are named similarly, but are decidedly not the TRUE Black Hand) find out about the continued existence of the Tal’Mahe’Ra and know they are a ‘problem’ to their own ends, with mentioned moving towards a purge of the secret society’s members. (BJD p. 179-181)&lt;br /&gt;
For further information on the Tal’Mahe’Ra, please look into the V20 Black Hand Book. &lt;br /&gt;
(On server, we don’t have the TmR haven anymore, and this is purely a roleplay based faction for now. This is perhaps subject to change, one day.)&lt;br /&gt;
&lt;br /&gt;
==== Inconnu ====&lt;br /&gt;
Elders? Likely. Secretive? Very. They are said to seek Golconda, but who even knows who exactly they are? &lt;br /&gt;
(Don’t try to play them. Genuinely. They don’t fit into the setting of TfN)&lt;br /&gt;
&lt;br /&gt;
==== Clan Factions (Giovanni, Setite, etc.) ====&lt;br /&gt;
Some Clans have their own factions. for those, please look into the Clans sections of this Document. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Clans ==&lt;br /&gt;
&lt;br /&gt;
=== Baali ===&lt;br /&gt;
While Beckett’s Jyhad Diary mentions the Baali, a lot, most of these mentions are surrounding the Plotlines of the ‘Master of Ravens’ and the ‘Madness in Jerusalem’, both of which will not affect Kindred in San Francisco much, if at all. Therefore we suggest simply keeping to the information given in the Core Book (p. 394-395) and the Lore of the Bloodlines book (p. 9-17). &lt;br /&gt;
&lt;br /&gt;
=== Banu Haqim ===&lt;br /&gt;
With the switch towards a fully V20-based timeline, the Banu Haqim (or at least, a good chunk of them) are now the newest members of the Camarilla (BJD, p. 102); the awakening of Ur-Shulgi and the subsequent schism that occurred between his loyalists and those opposed to him led to a relatively expedient vote in the Inner Council on their admission, which, with significant aid from the Ventrue (and much to the ire of the Tremere - see BJD, p. 108) ultimately passed. Still, they are rewarded as the new ones, the outsiders, and their seat on the primogen council stands on fairly shaky ground.&lt;br /&gt;
==== Warriors ====&lt;br /&gt;
The Warrior caste actually finds itself in the minority when it comes to Banu Haqim that defected to the Camarilla, as most elected to remain with Ur-Shulgi and follow his hardline vision for the clan. Those who did leave may have a whole plethora of reasons for making such a choice.&lt;br /&gt;
==== Viziers ====&lt;br /&gt;
Either on rebase launch or during the initial period after the rebase, Viziers will be a variant of Banu Haqim that are playable by default. More scholarly than the rest of their peers, they make up a large part of the Schismastics who defected, fearing for their unlives and their freedom.&lt;br /&gt;
==== Sorcerers ====&lt;br /&gt;
While there are plans to implement Dur-An-Ki, these children of Haqim will not be able to be played until someone codes it, and the team approves it. Furthermore, they will most likely be locked behind a Whitelist.&lt;br /&gt;
&lt;br /&gt;
=== Brujah ===&lt;br /&gt;
Brujah are returned to their status as a core clan of the Camarilla, and receive a seat in the primogen council. (V20 Core Book, p. 50-51)&lt;br /&gt;
&lt;br /&gt;
=== True Brujah ===&lt;br /&gt;
True Brujah, as a very small bloodline and one of the founding Clans of the Tal’mahe’Ra are not very common and keep to secrecy. There are no true changes in the Clan itself, please refer to the ‘Tal’mahe’Ra’ section. &lt;br /&gt;
For information on how to play the Bloodline itself, see V20 Core Book (p.412-413) and Lore of the Bloodlines (p.93-101).&lt;br /&gt;
&lt;br /&gt;
=== Caitiff ===&lt;br /&gt;
Clanless Kindred, that are hunted by most of the sects these nights. The Camarilla see them as a liability, the Sabbat as a sign of the endtimes. The only ones who may offer them shelter are the Anarchs, but even then the Caitiff in question would have to likely hide their identity. &lt;br /&gt;
While other Kindred usually throw them into one pot with the Thinbloods, not all Caitiff are of thin blood (though there are more of them, the higher the generation gets), and not all Thinbloods of lower generations than 16 are Caitiff. &lt;br /&gt;
Thinbloods&lt;br /&gt;
See Section on Thinbloods.&lt;br /&gt;
&lt;br /&gt;
=== Followers of Set ===&lt;br /&gt;
The Followers of Set will be receiving their own independent faction and take over the duties of acting as the source of black market dealings. They will be led by Setites but be open to those who are members of the Church, as well as their allies of other bloodlines such as the Samedi and the Harbingers. &lt;br /&gt;
&lt;br /&gt;
=== Gangrel ===&lt;br /&gt;
The Gangrel left the Camarilla years ago, though their numbers aren’t as drastically departed as they previously were. Enough Gangrel remain in the Camarilla to offer them the chance at a seat on the Primogen council, depending on player actions. (V20 Core Book p. 428, BJD p. 107)&lt;br /&gt;
&lt;br /&gt;
=== Gargoyle ===&lt;br /&gt;
The Gargoyles are free. Once chained by Tremere, they, in theory, no longer truly are. Most are now produced by embrace rather than ritual, and are an ordinary part of the nightlife even if sidelined for the most part in the Jyhad. The ritual of creation is forbidden, and yet… it goes unnoticed often enough. A few new Gargoyles is nothing to be shocked by, especially if the Tremere either hide it well enough or are powerful enough to fear in a given domain. And some free Gargoyles continue to align with the Clan, more equitably than before - though certainly not fully equal, at least not in the Tremere’s eyes. In the end, most modern Gargoyles are independent or Camarilla, whether within or without the Tremere. And those within can be free, or… not so free. What’s important is to remember that the Camarilla shouldn’t know if they aren’t. At least not too loudly. (LotB 30-33)&lt;br /&gt;
&lt;br /&gt;
=== Giovanni ===&lt;br /&gt;
The Giovanni are as they have always been. The Promise holds, as they continue to hold dear their independence from the sects of Jyhad. (LotC 98) And, yet, with the pressures mounting from the Cappadocians, Samedi, Harbingers, and the Setites backing them, fears grow. The Giovanni begin to reach out to the Sects in ways they hadn&#039;t before, whilst still maintaining their independence. Largely in the form of infiltration and outreach from an arm&#039;s length away, these outreach attempts have had only mild successes so far. (BJD 473-475)&lt;br /&gt;
&lt;br /&gt;
=== Cappadocians, Samedi, and Harbingers ===&lt;br /&gt;
The Samedi are more and more relevant by the year, seemingly having been overlooked until recently. Tied to the Setites quite often in their homelands, they can be found continuing to cooperate with  them here in San Francisco. (BJD 199-200)&lt;br /&gt;
&lt;br /&gt;
Cappadocians and Harbingers have a difficult line to cut between them, but in any case have both emerged largely out of nowhere - almost literally so - and are now aligned with the Samedi and Setites in pursuing a new Clan of Death. (BJD 215) &lt;br /&gt;
&lt;br /&gt;
These emergent lines of this so-called &#039;clan&#039; often work as mercenaries for the Sects and find themselves very near to the Setites. (BJD 473-475) As such, they will be also within the Setite faction. &lt;br /&gt;
&lt;br /&gt;
=== Lasombra ===&lt;br /&gt;
The Lasombra will no longer be a Camarilla clan. However, San Francisco has a strong growing Lasombra Antitribu presence. Existing Camarilla Lasombra characters can be translated as Lasombra Antitribu. At present, there is no Lasombra Primogen, but this may change as a result of player actions. The Sabbat will have a Lasombra Priscus position. (V20 Core Book, p. 58-59)&lt;br /&gt;
&lt;br /&gt;
==== Kiasyd ====&lt;br /&gt;
There is nothing on the Kiasyd in Beckett’s Jyhad Diary, they stay very isolationist, sealing themselves off from Kindred society in their studies. There is seldom more than one Kiasyd in a city. &lt;br /&gt;
For information on this Bloodline, please see V20 Corebook (p.404-405) and Lore of the Bloodlines (p.51-62)&lt;br /&gt;
&lt;br /&gt;
=== Malkavian ===&lt;br /&gt;
No changes are planned in regards to Malkavian clan lore for the foreseeable future. The majority of their members remain in the Camarilla, acting as seers and jokers, as they have for centuries. (V20 Core Book, p. 60-61) With the undoing of the “Great Prank” in relatively recent times, Malkavians regained the Dementation discipline, though a few still retain Dominate in its place, for reasons unknown. (V20 Core Book, p. 436-437)&lt;br /&gt;
&lt;br /&gt;
=== Nosferatu ===&lt;br /&gt;
Clan Nosferatu are also not the subject of any particular changes in the rebase. They remain Camarilla-aligned (even if many of their members prefer the company of other Sects or simply being loners) and act as intelligence brokers and traders of secrets. (V20 Core Book, p. 62-63)&lt;br /&gt;
&lt;br /&gt;
=== Ravnos ===&lt;br /&gt;
Ravnos are not yet implemented, or coded for that matter. If they ever are, we will publish a document on the status of their clan on our server with their release. &lt;br /&gt;
If you are curious about the Clan, or even want to help code them, please refer to the V20 Core Book (p. 64-65 ) and Lore of the Clans (p. 167-188 )&lt;br /&gt;
&lt;br /&gt;
=== Salubri ===&lt;br /&gt;
Everything mostly stays the same, though in Beckett’s Jyhad Diary, some Salubri are starting to receive visions of Saulot, either trying to pull them into a gentle embrace, or unhinging his jaw and flicking out a forked tongue to devour them. If your Salubri has received such a vision, and what they make of it is your decision, though the former one will likely push them towards wanting to achieve Golconda, while the latter will make them question it, and their founders real ambitions. (BJD, p. 302)&lt;br /&gt;
==== Healers ====&lt;br /&gt;
The Healer Lore stays mostly the same, for more information please consult the V20 Core Book (p. 408-409), and Lore of the Bloodlines (p. 73-81).&lt;br /&gt;
==== Warriors (Furies) ====&lt;br /&gt;
Warrior Lore also stays mostly the same. An important thing to note, which has been somewhat forgotten in the past on this server, is that the only Warriors anyone knows of are the Furies in the Sabbat. If you want to play any Warrior that has been kindred for longer than 15 years, please consult the Lore Team first, as we have to make sure the story about their survival is plausible enough. &lt;br /&gt;
For more information please consult the V20 Core Book (p. 431-432), and Lore of the Bloodlines (p. 73-81, especially p. 78-79).&lt;br /&gt;
&lt;br /&gt;
==== Watchers ====&lt;br /&gt;
Currently, there are no Watchers implemented. This may or may not change in the future.&lt;br /&gt;
&lt;br /&gt;
=== Toreador ===&lt;br /&gt;
There are no plans to modify the lore of Toreadors during rebase. They are strongly Camarilla-aligned and are largely preoccupied with their artistic projects, be they the fine arts of the “artistes” or modern/temporary fads characteristic of “poseurs”. (V20 Clan Book, p. 66-67)&lt;br /&gt;
&lt;br /&gt;
=== Tremere ===&lt;br /&gt;
The Tremere have had amongst the most substantial changes in this rework. Impossible to avoid in any regards; the Pyramid stands. Roleplay going forwards should account for this, and their mechanics will be adjusted to match as well. This means their clan weakness will be restored to skipping the first tier of blood bond in favor of jumping straight to the second tier. Some of these will be in-character developments.&lt;br /&gt;
&lt;br /&gt;
Tremere within the Chantry will be bonded to the Pyramid by default, and are expected to act with the clan&#039;s best interests in mind. Whilst most will never meet the higher-ups in question, you nonetheless will have the intrinsic desire to fulfill their will - this means you can certainly debate what their will would be, but should ultimately not justify actions that your character would believe are in direct opposition to them.&lt;br /&gt;
&lt;br /&gt;
However, this does not mean all Chantry characters must be retconned to be compliant to this bond. In fact, the reinstatement of the Pyramid is considered an in-character development that you can either have supported or opposed - but to remain in the Chantry, you are bonded nonetheless.&lt;br /&gt;
&lt;br /&gt;
Those who opposed it are left some options, in particular aligning with House Carna and the Anarchs (though this requires a bonding of its own to Carna) or a defection to independence or the Sabbat (though the antitribu have largely been demolished, some still defect and put their hopes in the Telyavelic myth.) In accordance with the soft retcon rules, you can use this chance to either become loyal to the Pyramid or to change your Sect entirely without the usual process. Or any other change that helps with this transition, really!&lt;br /&gt;
&lt;br /&gt;
The reasons for all of these developments in-character are related to the status of the Tremere at large now; constant bickering and conflict, spurred on by disputes about Tremere himself, the Banu Haqim entry to the Camarilla, and even standard politicking have resulted in the Inner Council assembling to Vienna. While little word has been heard from them in some time, some have come through - and the result is a restoration of order, with elders enforcing standards once ignored. As such, opposition to House Tremere has scattered and broken within the Chantry.&lt;br /&gt;
&lt;br /&gt;
=== Tzimisce ===&lt;br /&gt;
The Tzimisce in our server have had a big manor and an independent presence since the start. This, as well as the server culture of them acting more like the Old Clan, is not something that is supported by the Lore outside of a very few places in Europe. &lt;br /&gt;
Therefore we have decided to return the Tzimisce back to their actual Sabbat presence, and make the Manor a general Sabbat haven instead. &lt;br /&gt;
While there is Tzimisce antitribu within the Camarilla and the Anarchs, these numbers stay very low, and are coupled with a lot of distrust towards the fiends.&lt;br /&gt;
==== Old Clan ====&lt;br /&gt;
While the Old Clan are more akin to how we have played Tzimisce in the past, their number, outside of Europe, is so very small that it is not sensible for them to have any impactful presence. &lt;br /&gt;
Nonetheless, any Tzimisce player who prefers their independence can retcon themselves to be of the Old Clan in accordance with the Soft Retcon policy.&lt;br /&gt;
For more Information, see the V20 Core Book (p. 439) and Lore of the Clans (p. 229).&lt;br /&gt;
&lt;br /&gt;
=== Ventrue ===&lt;br /&gt;
The Ventrue are staying largely as they have always been on the server in terms of lore, being one of if not the core Camarilla clan, with their members usually looking to hold high offices in Kindred society. (V20 Core Book, p. 72-73). Notably, with the way we will be implementing our Canon Prince, they will be a Ventrue elder - yet another symbol of the clan’s prestige.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
==== Daughters of Cacophony ====&lt;br /&gt;
As of the modern nights, the Daughters of Cacophony occupy an odd niche. They are seemingly of no real importance, and put in effort to maintain this impression. Having defected from the Tal’mahe’Ra as a clan some time ago, they have since thrown their lot in with the Camarilla. And yet, neither Sect seems all that invested in them. To maintain this state of affairs, most Daughters avoid congregating. If congregating, they certainly avoid the eyes of those of the Sects. To be important is to be a threat, and to be a threat is to be something to handle. (LotB 22-25)&lt;br /&gt;
&lt;br /&gt;
==== Nagaraja ====&lt;br /&gt;
The Nagaraja are a Bloodline of unknown origin and one of the founders of the Tal’mahe’Ra, known and feared for their inability to gain sustenance from anything but raw flesh. They were hunted down for this, almost to extinction. Most Nagaraja are part of the True Black Hand, and subscribe to their holy cause of protecting the City of Enoch in the world of the dead. &lt;br /&gt;
Contrary to the other Clans associated with Necromancy outside of the Giovanni, Nagaraja and Setites have a longstanding hatred of each other, the pure presence of a Setite making a Nagaraja feel the need to kill them on the spot. &lt;br /&gt;
There is no mention of the Nagaraja in Beckett’s Jyhad Diary, for more information please view the section on the Tal’mahe’Ra, and the V20 core Book (p. 406-407) as well as Lore of the Bloodlines (p. 63-71).&lt;br /&gt;
&lt;br /&gt;
=== Thinbloods ===&lt;br /&gt;
(DISCLAIMER: Thinbloods may not be implemented yet, by the time we rebase. They will be added later on.)&lt;br /&gt;
&lt;br /&gt;
Thinbloods can occur in any generation, though they are more prevalent the higher the generation gets. What this means in game, is that likely only generations 14, 15 and 16 will have access to (or be forced to take) the Thin Blood flaw. &lt;br /&gt;
Being Thinblood means that your Vitae is weakened, and can not achieve the same feats as that of a full kindred. This can be remedied by diablerie, or the passage of time, if the Thinblood is of a lower generation than the 14th. The 14th and 15th generations are impacted by weakened blood, and the 15th Generation is always considered Thinblood. &lt;br /&gt;
&lt;br /&gt;
==== Generation 16 ====&lt;br /&gt;
By the 16th generation, the blood is so diluted that no Clan traits are conceivable anymore, and they are effectively Clanless. They can only use four out of their ten bloodpoints for disciplines and the like, and have to spend twice as much as the normal kindred to achieve the same effects. They can not raise their disciplines over the second dot, and can not bond, ghoul or embrace. Sunlight only does lethal damage, and the Thinblood always has the effects of the ‘Blush of Health’ and ‘Eat Food’ Merits, without having the Merits themselves. &lt;br /&gt;
16th Generation Kindred are a very new development in Beckett’s Jyhad Diary, and none portrayed in our server should be older than a year. &lt;br /&gt;
&lt;br /&gt;
(DISCLAIMER: While the 16th Generation is said to be able to bear children, so called ‘Dhampirs’ in Beckett’s Jyhad Diary, they will not be added to the server as the eldest of them is not old enough to be played in-canon.)&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Rebase_Lore_Rework&amp;diff=969</id>
		<title>Rebase Lore Rework</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Rebase_Lore_Rework&amp;diff=969"/>
		<updated>2026-06-03T06:07:17Z</updated>

		<summary type="html">&lt;p&gt;Oriyirah: Created page with &amp;quot;With the rebase, the canon lore used by the server has been reworked and streamlined. The changes will be implemented within the specific pages, but for an overview, please refer to the Kindred Lore Rework and Garou Lore Rework pages.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the rebase, the canon lore used by the server has been reworked and streamlined. The changes will be implemented within the specific pages, but for an overview, please refer to the [[Kindred Lore Rework]] and [[Garou Lore Rework]] pages.&lt;/div&gt;</summary>
		<author><name>Oriyirah</name></author>
	</entry>
</feed>