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	<id>https://thefinalnights.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RYUMI</id>
	<title>The Final Nights - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://thefinalnights.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RYUMI"/>
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	<updated>2026-06-20T23:26:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Dark_Litany&amp;diff=1054</id>
		<title>Dark Litany</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Dark_Litany&amp;diff=1054"/>
		<updated>2026-06-20T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Dark_Litany&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Dark_Litany&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Ghost_Council&amp;diff=1053</id>
		<title>Ghost Council</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Ghost_Council&amp;diff=1053"/>
		<updated>2026-06-19T23:49:23Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Ghost_Council_(W5)&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Ghost_Council_(W5)&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou_Lore_Rework&amp;diff=1052</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=1052"/>
		<updated>2026-06-19T23:48:39Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &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>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Children_of_Gaia&amp;diff=1051</id>
		<title>Children of Gaia</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Children_of_Gaia&amp;diff=1051"/>
		<updated>2026-06-19T23:44:33Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Children_of_Gaia&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Children_of_Gaia&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1050</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1050"/>
		<updated>2026-06-19T23:43:33Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by [[Gaia|higher Forces]] to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the [[Black Spiral Dancers]]). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the [[Garou Nation]] belong to the [[Sept of the Western Eye]], a [[Children of Gaia]]-led sept. To most [[Kindred]], Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1049</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1049"/>
		<updated>2026-06-19T23:42:16Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by [[Gaia|higher Forces]] to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the [[Black Spiral Dancers]]). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the [[Garou Nation]] belong to the [[Sept of the Western Eye]], a Children of Gaia-led sept. To most [[Kindred]], Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Generation&amp;diff=1048</id>
		<title>Generation</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Generation&amp;diff=1048"/>
		<updated>2026-06-19T23:38:25Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
Generation is an indication on how far a Vampire is removed from a presumptive Original Vampire. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
When a [[vampire]] embraces, their childe turns into a vampire of a generation one higher than themselves — one more Generation removed from the Original Vampire. The Progenitors of [[clan]]s in myth are of the Third Generation. Their childe became the Fourth Generation, whos progeny become the Fifth Generation and so forth until the Thirteenth generation and beyond, of the Final Nights. The [[Caine|Original Vampire]] is considered the strongest vampire to have ever existed due to the logic that Generation is a crude measure of vampiric potential. The lower your Generation, the more observable raw power, and concentration of it in ones vitae. &lt;br /&gt;
&lt;br /&gt;
The only way a vampire changes generation is through [[Diablerie]]. When a Kindred diaberizes a vampire of a lower generation, and is successful, their Generation decreases by one. In more profound circumstances, it may even be more, or shared among a group of Kindred.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Splat&amp;diff=1047</id>
		<title>Splat</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Splat&amp;diff=1047"/>
		<updated>2026-06-19T23:33:24Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Category:Splat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Category:Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Thaumaturgy&amp;diff=1046</id>
		<title>Thaumaturgy</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Thaumaturgy&amp;diff=1046"/>
		<updated>2026-06-19T23:27:46Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Switch to table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thaumaturgy is the closely guarded form of blood magic practiced by [[Clan]] [[Tremere]]. It is organized into Paths, with Path of Blood being the default form of the discipline. The other two paths available, the Lure of Flames and Levinbolt, can be researched in game for the duration of a round.&lt;br /&gt;
&lt;br /&gt;
All Thaumaturgy powers require a Permanent Willpower roll with the difficulty being 3 + the level of the power. If the roll botches, then the caster suffers a random detrimental effect.&lt;br /&gt;
&lt;br /&gt;
==Associated Powers==&lt;br /&gt;
&lt;br /&gt;
=== Path of Blood ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| A Taste for Blood&lt;br /&gt;
| Test blood within a syringe to discover information about who it belongs to, with more information based off the successes gained. Whether the target is [[kindred]] or not, their [[clan]], their [[generation]], how many blood points remaining they have, and if they are a [[Diablerie|diablerist]] or not.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blood Rage&lt;br /&gt;
| Each success forces the target to spend a point of vitae on a random discipline they have. May lead to unpredictable results.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blood of Potency&lt;br /&gt;
| Temporarily lower the [[generation]] of the caster. Successes are split between generation lowered and duration, with duration successes being in-game hours.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Theft of Vitae&lt;br /&gt;
| Supernaturally drain and absorb blood from a target. Does not cause bonding from Vitae absorbed. Successes equate to the amount of blood absorbed.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Cauldron of Blood&lt;br /&gt;
| The Caster causes the target&#039;s blood to boil within their body. Each success destroys a blood point and deals aggravated damage. A single success instantly kills a mortal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lure of Flames ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Candle&lt;br /&gt;
| Creates a small flame in the caster&#039;s hand that can be used as a lighter.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Palm of Flame&lt;br /&gt;
| Creates a flame in the caster&#039;s hand that adds burn damage to punches.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Campfire&lt;br /&gt;
| Throws a fireball at a target with damage scaling with successes rolled.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Engulf&lt;br /&gt;
| Engulf your target in flames to deal continuous burn damage with damage scaling with successes rolled.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Inferno&lt;br /&gt;
| Summon tremendous fireballs that act as artillery. Designated zones will be marked where the fireballs will land ahead of time. Although slow to cast and avoidable, the damage is tremendous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Levinbolt ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Spark&lt;br /&gt;
| Conjure a small amount of electricity to surround you. Touching electronics in this state will disrupt them, and those that attack you will be shocked.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Illuminate&lt;br /&gt;
| Conjure lightning to wreath your fists and enhance your attacks.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Power Array&lt;br /&gt;
| An enhanced version of Spark. Those that attack you will jitter and be stunned.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Zeus&#039; Fury&lt;br /&gt;
| Build up energy and unleash it as bolts of lightning that arcs between targets.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Eye of the Storm&lt;br /&gt;
| An even greater enhance upon Spark and Power Array. The Caster becomes infused with a tremendous amount of energy and fires lightning bolts out at random at nearby victims.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Disciplines]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Diablerist&amp;diff=1045</id>
		<title>Diablerist</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Diablerist&amp;diff=1045"/>
		<updated>2026-06-19T23:10:24Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Diablerie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Diablerie]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Daimonion&amp;diff=1044</id>
		<title>Daimonion</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Daimonion&amp;diff=1044"/>
		<updated>2026-06-19T23:08:07Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Switch to table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Daimonion (frequently misspelled Daimoinon) is a diabolic Discipline practiced only by the [[Baali]] and the very worst vampire infernalists. Its power is that of the Devil himself, and through the use of Daimonion the Baali draw upon the forces of Hell and its demons to demoralize and cripple their enemies.&lt;br /&gt;
&lt;br /&gt;
==Associated Powers==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Sense The Sin&lt;br /&gt;
| Sense The Sin: Sense the weaknesses and sins of a target. Perception + Empathy against the target&#039;s Self-Control or Instincts + 4.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Fear of the Void Below&lt;br /&gt;
| Inspire a fear so great in the target they are temporarily stunned or faint. Wits + Intimidation against target&#039;s Courage + 4.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Conflagration&lt;br /&gt;
| Gain the ability to throw an unholy fireball. &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Psychomachia&lt;br /&gt;
| Force the target to fight against the most shameful and dangerous parts of their subconscious, leading to paralysis. The target rolls their lowest Virtue stat against Difficulty 6.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Condemnation&lt;br /&gt;
| Brings down a permanent curse upon a character. Intelligence + Occult against target&#039;s Permanent Willpower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disciplines]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Animalism&amp;diff=1043</id>
		<title>Animalism</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Animalism&amp;diff=1043"/>
		<updated>2026-06-19T23:00:37Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Switch to table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WoD13Import}}&lt;br /&gt;
Animalism is a Discipline that brings the [[vampire]] closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the [[Beast]] itself.&lt;br /&gt;
&lt;br /&gt;
All Animalism summoning abilities have a limit of summons equal to 2 + Leadership.&lt;br /&gt;
&lt;br /&gt;
==Associated Powers==&lt;br /&gt;
&lt;br /&gt;
Note: Summoning any of the four animals breaks the Masquerade, but having them present does not. You can summon bats in a hidden area then walk with them through the city.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Summon a rat minion. 1 BP.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Summon a cat minion. 1 BP.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Summon a dog minion. This is the only animal which gives you 2 BP, meaning you can feed off them. 1 BP.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Summon a bat minion which drains the blood or vitae of the target. 1 BP.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Shapeshift into a bat for around 20 seconds. You cannot end the shapeshift early, and must wait the full 20 seconds before returning to human form. You can move up or down using the buttons in the IC menu, but cannot fit through open windows and the like. You can also attack in bat form, but receiving damage turns you back to a human. Transforming may break the masquerade, but flying around after the transformation does not. 1 BP.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Disciplines]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Quietus&amp;diff=1042</id>
		<title>Quietus</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Quietus&amp;diff=1042"/>
		<updated>2026-06-19T22:52:39Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Switch to table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quietus is the signature Discipline of the [[Banu Haqim]], also known as the Assamites, that grants them influence over the blood of others.&lt;br /&gt;
&lt;br /&gt;
==Associated Powers==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5px;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding:10px;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Silence of Death&lt;br /&gt;
| Mutes everybody up to 7 tiles away for 10 seconds with a chance to cause dizziness.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Scorpion&#039;s Touch&lt;br /&gt;
| Gain a one-use melee attack that knocks the target down for 4 seconds, and inflicts small burns and some stamina damage to the target. Caster&#039;s Permanent Willpower against Difficulty 6 to activate.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Dagon&#039;s Call&lt;br /&gt;
| Inflicts a curse on the last target you attacked, dealing small burns and a lot of stamina damage to them. Costs 1 Temporary Willpower to activate. Caster rolls Stamina + Permanent Willpower and compares it to target&#039;s rolled Stamina + Permanent Willpower, with the number of successes of the Caster over the Target&#039;s equaling to increased burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Baal&#039;s Caress&lt;br /&gt;
| Gain the ability to coat a blade in your blood, causing it to deal aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Taste of Death&lt;br /&gt;
| Shoot a globule of acid spit at a target to deal burn damage, deals additional damage on a headshot. Stamina + Athletics against difficulty 6 to activate.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
[[Category: Disciplines]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Banu_Haqim&amp;diff=1041</id>
		<title>Banu Haqim</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Banu_Haqim&amp;diff=1041"/>
		<updated>2026-06-19T22:36:18Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Banu Haqim ==&lt;br /&gt;
The Banu Haqim, or the Assamites, are the judges of the [[kindred]] world. They are the children of Haqim, their Antediluvian founder they revere and whose code they follow. Or so they did. They have a long history as hired blades centered around the Middle East, lending their services to their Western cousins and being fervent hunters of infernalism. Their clan culture revolves around the teachings of Haqim, with one of his most important and controversial precepts being the diablerie of those kindred who they believe to be undeserving of their blood, thus returning their blood to Caine. With the founding of the Camarilla, Clan Tremere cursed the entirety of the Banu Haqim, save for their Sabbat Antitribu, to be unable to commit diablerie.&lt;br /&gt;
&lt;br /&gt;
The Banu Haqim have retained their status as an independent clan until the awakening of the ancient Methuselah Ur-Shulgi, an Assamite Sorcerer of power beyond any other. He single handedly shattered the curse of Clan Tremere and lead a purge of his clan of those he saw as having abandoned Haqim; especially the very large number of Islamic Assamites, who Ur-Shulgi saw as heretics. As a result, a great deal of the Banu Haqim have defected en masse to the Camarilla to flee their wrathful Methuselah.&lt;br /&gt;
&lt;br /&gt;
Disciplines: [[Celerity]], [[Obfuscate]], [[Quietus]].&lt;br /&gt;
&lt;br /&gt;
Flaw: As a result of a curse from the Baali millenia ago, the Banu Haqim are addicted to the blood of kindred. In addition, their aura will always show the black of diablerie, even if they haven&#039;t committed diablerie.&lt;br /&gt;
&lt;br /&gt;
Accepted Bloodlines: Vizier.&lt;br /&gt;
&lt;br /&gt;
== Recent History ==&lt;br /&gt;
In the last few years, the Banu Haqim have completed their official induction into the Camarilla. Freed of the curse of the Tremere, the Assamites once more hunger for the blood of the kindred. While the traditions of the Camarilla forbid diablerie, their protections are only relevant to those within the tower. The Anarchs and the Sabbat, therefore, are easy targets for the Banu Haqim&#039;s indulgences. They are not mere diablerists though. They are competent sheriffs and hounds who would serve the role of judge to ensure Kindred act as fitting of their power.&lt;br /&gt;
&lt;br /&gt;
== San Francisco 2015 ==&lt;br /&gt;
=== Perspectives from Within: ===&lt;br /&gt;
=== Leers from Without: ===&lt;br /&gt;
&lt;br /&gt;
== Recommended Reading ==&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Lore_of_the_Clans Lore of the Clans]&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Clanbook:_Assamite_Revised Clanbook: Assamite Revised]&lt;br /&gt;
&lt;br /&gt;
[[Category: Splat]]&lt;br /&gt;
[[Category: Clan]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Banu_Haqim&amp;diff=1040</id>
		<title>Banu Haqim</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Banu_Haqim&amp;diff=1040"/>
		<updated>2026-06-19T22:35:07Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Banu Haqim ==&lt;br /&gt;
The Banu Haqim, or the Assamites, are the judges of the kindred world. They are the childen of Haqim, their Antediluvian founder they revere and whose code they follow. Or so they did. They have a long history as hired blades centered around the Middle East, lending their services to their Western cousins and being fervent hunters of infernalism. Their clan culture revolves around the teachings of Haqim, with one of his most important and controversial precepts being the diablerie of those kindred who they believe to be undeserving of their blood, thus returning their blood to Caine. With the founding of the Camarilla, Clan Tremere cursed the entirety of the Banu Haqim, save for their Sabbat Antitribu, to be unable to commit diablerie.&lt;br /&gt;
&lt;br /&gt;
The Banu Haqim have retained their status as an independent clan until the awakening of the ancient Methuselah Ur-Shulgi, an Assamite Sorcerer of power beyond any other. He single handedly shattered the curse of Clan Tremere and lead a purge of his clan of those he saw as having abandoned Haqim; especially the very large number of Islamic Assamites, who Ur-Shulgi saw as heretics. As a result, a great deal of the Banu Haqim have defected en masse to the Camarilla to flee their wrathful Methuselah.&lt;br /&gt;
&lt;br /&gt;
Disciplines: [[Celerity]], [[Obfuscate]], [[Quietus]].&lt;br /&gt;
&lt;br /&gt;
Flaw: As a result of a curse from the Baali millenia ago, the Banu Haqim are addicted to the blood of kindred. In addition, their aura will always show the black of diablerie, even if they haven&#039;t committed diablerie.&lt;br /&gt;
&lt;br /&gt;
Accepted Bloodlines: Vizier.&lt;br /&gt;
&lt;br /&gt;
== Recent History ==&lt;br /&gt;
In the last few years, the Banu Haqim have completed their official induction into the Camarilla. Freed of the curse of the Tremere, the Assamites once more hunger for the blood of the kindred. While the traditions of the Camarilla forbid diablerie, their protections are only relevant to those within the tower. The Anarchs and the Sabbat, therefore, are easy targets for the Banu Haqim&#039;s indulgences. They are not mere diablerists though. They are competent sheriffs and hounds who would serve the role of judge to ensure Kindred act as fitting of their power.&lt;br /&gt;
&lt;br /&gt;
== San Francisco 2015 ==&lt;br /&gt;
=== Perspectives from Within: ===&lt;br /&gt;
=== Leers from Without: ===&lt;br /&gt;
&lt;br /&gt;
== Recommended Reading ==&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Lore_of_the_Clans Lore of the Clans]&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Clanbook:_Assamite_Revised Clanbook: Assamite Revised]&lt;br /&gt;
&lt;br /&gt;
[[Category: Splat]]&lt;br /&gt;
[[Category: Clan]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Society_of_Leopold&amp;diff=1039</id>
		<title>Society of Leopold</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Society_of_Leopold&amp;diff=1039"/>
		<updated>2026-06-19T22:20:04Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Society of Leopold (also known as the Society, or SoL for short) is one of the principal Hunter organizations in the World of Darkness, with deep historical roots dating back to medieval times of inquisition and witch-trials. Its theme is decidedly religious in nature, existing as a secret arm of the Catholic Church, waging a hidden war against the beasts of the night. &lt;br /&gt;
&lt;br /&gt;
This article primarily references the V20 supplement “Hunters Hunted 2”, specifically pages 117 to 125, as well as small bits of the older “V:tM: Inquisition” book. Players are encouraged to check the source material themselves if they want to learn more about the Society and how to RP it.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
The SoL was founded by Leopold of Murnau in 1231 by dispensation of Pope Gregory IX. Over the following centuries, the Society waxed and waned, from its peak in the midst of the original Inquisition (though the Inquisitors of today would argue they are fighting the same war as those of past eras) to falls during the 1600s to 1800s, when enlightenment and reformism clashed with the strong religious ideals of the Leopoldites. &lt;br /&gt;
&lt;br /&gt;
In modern times, the Society has seen much change, allowing more laypeople to join its ranks and women to climb to higher positions. Indeed, the office of Inquisitor-General, following the death of the legendary Monsignor Amelio Vittore, is now occupied by Ingrid Bauer, or, as she is commonly called by her detractors, the Iron Maiden.&lt;br /&gt;
&lt;br /&gt;
As her nickname suggests, Inquisitor-General Bauer does not shy away from brutal or sadistic tactics, reintroducing a number of antiquated torture methods and expanding on the use of incendiary weapons. Internally, she has consolidated her control by reinforcing the authority of the Office of the Censor, which she previously held.&lt;br /&gt;
&lt;br /&gt;
Many Inquisitors cannot help but wonder if these changes, effective as they are in combating their enemies and rooting out infiltrators, do not strike at something of even greater importance - preserving the faithfulness that stands at the very core of their fight. As more and more holy souls find themselves tainted by unspeakable atrocities committed with their very hands, many cannot help but ask themselves: “Is this right?”&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
The Society is divided into several different layers. A good number of Inquisitors are members of an order of the Catholic Church - the four most prominent being the Benedictines, the Dominicans, the Franciscans, and the Jesuits. These are expanded upon more in Hunters Hunted 2, but don’t make much of a practical difference.&lt;br /&gt;
&lt;br /&gt;
===Subdivisions===&lt;br /&gt;
&lt;br /&gt;
What does matter more is the formal subdivisions of the SoL - these are the Condotierri, the Gladius Dei, and the Office of the Censor. Not all Inquisitors are necessarily part of one of these subdivisions, since they serve more as “specialist” branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Condotierri&#039;&#039;&#039; - founded in the 15th century, they are quasi-military in nature and serve as the security force of the Society. Where others strike outwards, they watch inwards, preventing infiltration attempts. They are led by a Condotierre-General and follow a parallel structure that mimics that of the wider Society but is strict in nature; when deployed on the ground, they report to the highest-ranking Inquisitor present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gladius Dei&#039;&#039;&#039; - the SoL’s elite corps, composed of the best Inquisitors on offer and supplied accordingly. In their vast array of missions and deployments, the Gladius Dei has yet to fail once, displaying incredible skill and unmatched zeal. (As they are so rare and powerful, Gladius Dei are NOT playable on the server. You’re not that guy.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Office of the Censor&#039;&#039;&#039; - effectively the Society’s internal affairs division, the Office of the Censor is responsible for making sure Inquisitors respect the regulations of the SoL. If before they acted strictly when necessary, nowadays, Censors investigate much more frequently and often happen to admonish those disagreeing with the Inquisitor-General. (As the Censors represent a higher echelon of command, they are also NOT playable, but may appear as admin-spawned characters to enforce punishments if needed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of Saint Joan&#039;&#039;&#039; - not a proper subdivision of the SoL per se, the Order of Saint Joan exists in parallel to the Society of Leopold, but cooperates strongly with it in the field. However, they also maintain their own safehouses and rank structure, and their leader, the Abbess of Chartres, has come to blows with Inquisitor-General Bauer. Rumours exist around their use of Theurgy, but nothing has been proven. Yet.&lt;br /&gt;
&lt;br /&gt;
===Sects===&lt;br /&gt;
&lt;br /&gt;
Additionally, many Inquisitors are also members of a sect - groups that hold and promote different beliefs in regards to the activities of the Society of Leopold. These are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brethren of Albertus&#039;&#039;&#039; - following the teachings of Albertus Magnus, the Brethren recognize the dangers and evils of magic, but seek to master it in order to combat the Supernatural with it. Looked upon with suspicion, but never formally outlawed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Children of Lazarus&#039;&#039;&#039; - representing the majority of the Society’s membership, the Children of Lazarus see Kindred as inherently guilty by their nature, with their overcoming of death being an unholy perversion and a crime against their faith. They are singularly focused on combating [[Kindred|vampirism]] and are unconcerned with other creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fathers of the Good Death&#039;&#039;&#039; - an alternative to the above beliefs, the Fathers of the Good Death see Kindred as unclean spirits dating back to the original Flood, haunting the mortal realm. It is their duty to dispatch of them so they may finally rest. They only admit ordained priests. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sanbenito&#039;&#039;&#039; - inspired by the thoughts of Rafaelle Renzi, the scorned “Florentine Heretic”, some Inquisitors end up wondering if supernaturals need necessarily be destroyed. Some end up, in their foolish hopes, aiding them. They are detested by the wider Society and are priority targets for Censors. No one survives being a Sanbenito.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sisterhood of Saint Claire&#039;&#039;&#039; - largely composed of doctors and other healers, the Sisterhood of Saint Claire rejects worldly possessions and comforts, instead adopting vows of poverty and asceticism. Mostly well-liked.&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
&lt;br /&gt;
As the local Cenacle (group of inquisitors), it is up to you to shepherd the people of San Francisco through the dark night and into the day, warding off the various different supernaturals that would harm them and see all that is holy snuffed out.&lt;br /&gt;
&lt;br /&gt;
===DOs and DON’Ts===&lt;br /&gt;
&lt;br /&gt;
* DO take your faction and your role seriously. Remember: you are a warrior of God, act like one. Take the faith seriously. Don’t make a mockery of the Society’s core beliefs, lest the Censors come take you. Or worse.&lt;br /&gt;
&lt;br /&gt;
* DON’T play TOO much into the religious aspect. Subtlety is an important aspect of the Society’s operations. Walking around with a sword, holy cape and knight armor yelling “DEUS VULT!” is bound to draw attention. Save the monologue about salvation and faith for when the target of your hunt is cornered.&lt;br /&gt;
&lt;br /&gt;
* DO interact with the rest of the server. While as a Hunter you ought to be wary of those you meet at night, you shouldn’t be a recluse. Go out into the world, speak to its citizens. Pretend to be someone else to gain information. Investigate. Fighting is only half your job - you first have to DISCOVER something to fight.&lt;br /&gt;
&lt;br /&gt;
* DON’T turn buddy-buddy with the enemy. At least, not immediately. You made it into the Society in good part because of your devotion. It will take a good amount of convincing to lead you off of the path of witch-hunting. This is something that should be roleplayed out across many rounds and checked in with staff.&lt;br /&gt;
&lt;br /&gt;
* DO offer other players roleplay, including your enemies. The Society often likes to capture Kindred, for reasons obvious: they are great information sources, and the fear of losing their unlives is a great reason for them to confess. Executions/RRs should only be done after adequate RP for all sides.&lt;br /&gt;
&lt;br /&gt;
[[Category:Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Faction&amp;diff=1038</id>
		<title>Faction</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Faction&amp;diff=1038"/>
		<updated>2026-06-19T22:14:56Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Factions]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Category:Splat&amp;diff=1037</id>
		<title>Category:Splat</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Category:Splat&amp;diff=1037"/>
		<updated>2026-06-19T22:14:29Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;quot;Splat&amp;quot; is a generic term for general factions across the World of Darkness, i.e. Clans, Tribes, Factions, etc.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Splat&amp;quot; is a generic term for general factions across the World of Darkness, i.e. [[Clan]]s, [[Tribes]], [[Factions]], etc.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1036</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1036"/>
		<updated>2026-06-19T22:06:51Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by [[Gaia|higher Forces]] to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the [[Black Spiral Dancers]]). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most [[Kindred]], Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Kindred&amp;diff=1035</id>
		<title>Kindred</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Kindred&amp;diff=1035"/>
		<updated>2026-06-19T22:06:32Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WoD13Import}}&lt;br /&gt;
Kindred is a term designated to the vampiric race as a whole, or it may refer to only a single vampire.&lt;br /&gt;
&lt;br /&gt;
It is most commonly used by members of the [[Camarilla]] who strive to maintain their Humanity – and this is especially true to secularists and party-line loyalists who reject the myth of [[Caine]] as the First Vampire. They will often use the expression &amp;quot;Kindred and kine&amp;quot; to refer to all the people of the world.&lt;br /&gt;
&lt;br /&gt;
[[Sabbat]] vampires scorn the term as an affectation of feigned camaraderie and humanity, preferring the word &amp;quot;[[Cainite]]&amp;quot; instead. Other vampires who do not believe they are descended from Caine, such as the Laibon and many [[Banu Haqim|Assamites]] and [[Ministry|Setites]], likewise object to the term.&lt;br /&gt;
&lt;br /&gt;
Despite this controversy, Camarilla vampires often employ the term &amp;quot;Kindred&amp;quot; to other vampiric beings, even the Kuei-jin.&lt;br /&gt;
&lt;br /&gt;
[[Category: Splat]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Vampires&amp;diff=1034</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Vampires&amp;diff=1034"/>
		<updated>2026-06-19T22:04:00Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Kindred&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Kindred]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Vampire&amp;diff=1033</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Vampire&amp;diff=1033"/>
		<updated>2026-06-19T22:03:45Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Kindred&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Kindred]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Werewolves&amp;diff=1032</id>
		<title>Werewolves</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Werewolves&amp;diff=1032"/>
		<updated>2026-06-19T22:03:14Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Garou&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Garou]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Werewolf&amp;diff=1031</id>
		<title>Werewolf</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Werewolf&amp;diff=1031"/>
		<updated>2026-06-19T22:02:45Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Redirected page to Garou&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Garou]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Pentex&amp;diff=1030</id>
		<title>Pentex</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Pentex&amp;diff=1030"/>
		<updated>2026-06-19T21:53:53Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Pentex&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Pentex&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=1029</id>
		<title>Sept of the Western Eye</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=1029"/>
		<updated>2026-06-19T21:25:00Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Sept of the Western Eye are the Gaian representatives of the [[Garou]] population. If you are not playing a [[Black Spiral Dancer]] or a [[Forsworn]], you should be joining under this Sept&amp;lt;ref&amp;gt;With exceptions; [[Bone Gnawers]] have independent Rabble, and tying a [[Silent Strider]] to a Sept is a fool&#039;s errand.&amp;lt;/ref&amp;gt; and adhering to their rules.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
If you are within the Sept of the Western Eye, you are a [[Gaia]]-loving Garou. You are a follower of the [[Litany]] to whatever interpretations you may have of the individual tenets. At least, in theory. Depending on the views of your character, your fellows within the Sept may be seen as family or simply as convenient allies to work with. But if nothing else, you should strive to feel as if you would fight and die together, for you are all servants of Gaia. Though sometimes, family can argue, and family can fight.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Councilor===&lt;br /&gt;
&#039;&#039;Veterans of the Garou Nation with the highest esteem, your word within the Sept of the Western Eye is law. Make sure the Litany is upheld, and that your [[caern]] does not fall prey to the [[Wyrm]].&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is for Garou of Athro or above in ranking. They&#039;ll be expected to be extremely familiar with the facets and needs of the Sept and Nation as a whole. Expectations will be placed upon them by their peers; this is a leadership role. Be ready to lead and guide those around you with your fellow councilors through any matters.&lt;br /&gt;
&lt;br /&gt;
===Truthcatcher===&lt;br /&gt;
&#039;&#039;You are the most highly regarded Philodox within the Sept, granted the honor of being the ultimate arbitrator. It is your duty to mediate matters within the Sept. Enact your judgement upon anyone who violates the Litany.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is explicitly for Philodox of high rank. It is an adjacent role to Councillor, but one befitting your auspice. You are the judge and executioner, with your Sept as your jury. Ultimately, however, you can even claim the role of jury in all matters of arbitration and justice. Use this authority wisely.&lt;br /&gt;
&lt;br /&gt;
===Warder===&lt;br /&gt;
&#039;&#039;You are the most respected Ahroun within the Sept of the Western Eye, granted the honor of coordinating the caern&#039;s security. The Wyrmfoe and Guardians answer to you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated, you are the highest ranking Ahroun. The Truthcatcher is the judge, jury, executioner, but you are the executioner in all matters that are cut and dry. The Wyrm only needs your judgement, and your decree is its execution. Be mindful of other player&#039;s in this role, as while all Kindred and Black Spiral Dancers are of the Wyrm, they are also other players engaging with the round. Be ready to lead your Sept against any dangers decisively, but do not charge blindly into unnecessary conflict.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
&#039;&#039;You are the bottom of the Sept&#039;s pecking order, but also the frontline offense and defense, serving directly under the Warder to ensure the caern&#039;s safety and well-being.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Only slightly misleading, a Guardian is typically a ranked Garou who does not have a specific role within the Sept. You are all warriors of Gaia - in absence of other roles to fill, you will always be a warrior. You may have a higher rank than some of your peers and may benefit from this. However, you will always defer to the Garou holding an official position, as they have been assigned their specific role. Think of this as the baseline enforcers of the Sept: the Hounds, the Bruisers.&lt;br /&gt;
&lt;br /&gt;
===Keeper===&lt;br /&gt;
&#039;&#039;You are a Keeper, finding yourself at the bottom of the Sept&#039;s hierarchy doing the dirty work. Help out your fellow kin as best you can and follow orders.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is typically reserved for kinfolk and cubs. You are of low rank and otherwise lack crucial rights within the Nation. Your authority is extremely limited. Follow orders, do not disobey. Trust in the judgement of those above your station and consult the Truthcatcher or Councillors should you feel your concerns unheard. Think of this as the baseline employee of the Sept.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
===The [[Litany]] is the most sacred traditions of all the Tribes===&lt;br /&gt;
To quote the corebook: &amp;quot;Their traditions vary from tribe to tribe, but all Garou must remember and hold to the central code of law called the Litany.&amp;quot; There are technically more precepts and multitudes within the Litany that have been written, but the vast majority of Garou concern themselves with a basic set of thirteen. To see a deeper explanation, do read the full article on the [[Litany]]. The thirteen basic precepts are as follows:&lt;br /&gt;
====Garou Shall Not Mate With Garou====&lt;br /&gt;
====Combat the Wyrm Wherever It Dwells and Whenever It Breeds====&lt;br /&gt;
====Respect the Territory of Another====&lt;br /&gt;
====Accept an Honorable Surrender====&lt;br /&gt;
====Submission to Those of Higher Station====&lt;br /&gt;
====The First Share of the Kill for the Greatest in Station====&lt;br /&gt;
====Ye Shall Not Eat the Flesh of Humans====&lt;br /&gt;
====Respect Those Beneath Ye - All Are of Gaia====&lt;br /&gt;
====The Veil Shall Not Be Lifted====&lt;br /&gt;
====Do Not Suffer Thy People to Tend Thy Sickness====&lt;br /&gt;
====The Leader May Be Challenged at Any Time During Peace====&lt;br /&gt;
====The Leader May Not Be Challenged During Wartime====&lt;br /&gt;
====Ye Shall Take No Action That Causes a Caern to Be Violated====&lt;br /&gt;
&lt;br /&gt;
==Ways==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
[To Do]&amp;lt;br&amp;gt;&lt;br /&gt;
[Rites]&amp;lt;br&amp;gt;&lt;br /&gt;
[Overview of Triat]&amp;lt;br&amp;gt;(general beliefs, rites, ritae, etc - if a Lot Of Them like garou nation rites, make another page to list them. for sabbat, important to note the vaulderie regardless of anything else for example)&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
You are the warriors of Gaia. Combat the Wyrm wherever it dwells and whenever it breeds. However, this leads to a more complicated relation with the rest of the splats - as most splats present on the server can be considered of the Wyrm in some way. Rather than blatantly engaging with combat with everyone else, however, you should seek to take a more subtle role; consider the Veil in all actions. Kindred, Black Spiral Dancers, they only seek to harm and destroy Gaia. Every word they speak is poison, so be wary of trusting anything they say.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inevitably, you may come into conflict, however, which is where your role as a warrior of Gaia will shine. Strike whatever has threatened the Sept, but do so without causing the Caern to come under stress or scrutiny. You are not secluded off in a lone forest with spirits and rites to conceal your holy place. You are in the middle of a city and should act in all ways with discretion and absolution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, simply be ready for conflict. Especially as a Gaian, every other splat can have reason to cause harm to the Caern or your fellow Garou. Don&#039;t let them win.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
The relationship between Tribes and Septs can be strict or loose, and is the latter when it comes to the Sept of the Western Eye. The only tribe disallowed is one of your greatest enemies: the Black Spiral Dancers. All other tribes unite under the banner of the Sept of the Western Eye. Canonically, the Sept of the Western Eye is overseen by the [[Children of Gaia]] (and to a lesser extent, the [[Ghost Council]]). In practice, however, leadership and other positions are filled as necessary regardless of the origin tribe of the players. This can cause some tension, of course, given the preference some tribes have for Caerns located far from the cities, but Gaians seeking to operate within the Sept have to make due with what circumstances have provided for them.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Garou history is extensive and each tribe book easily covers thirty or more pages of history just relevant to each tribe, over a hundred for various cultural practices. These will be appropriately covered on their separate pages, but some relevant lore to the Sept of the Western Eye and Garou history in general will be provided here. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sept of the Western Eye and the Caern they protect was created long before the colonial era by the Ghost Council. Close to a century ago, however, the Ghost Council invited the Children of Gaia to watch over the Caern and maintain relations with the nearby humans so that they could focus on affairs in the local Umbra. Currently, this has extended to the Children allowing Garou of any tribe to petition the Sept for membership.&lt;br /&gt;
&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Werewolf: The Apocalypse – 20th Anniversary Edition&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Caern&amp;diff=1028</id>
		<title>Caern</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Caern&amp;diff=1028"/>
		<updated>2026-06-19T21:24:09Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Caern&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Caern&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=1027</id>
		<title>Sept of the Western Eye</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Sept_of_the_Western_Eye&amp;diff=1027"/>
		<updated>2026-06-19T21:21:29Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Sept of the Western Eye are the Gaian representatives of the [[Garou]] population. If you are not playing a [[Black Spiral Dancer]] or a [[Forsworn]], you should be joining under this Sept&amp;lt;ref&amp;gt;With exceptions; [[Bone Gnawers]] have independent Rabble, and tying a [[Silent Strider]] to a Sept is a fool&#039;s errand.&amp;lt;/ref&amp;gt; and adhering to their rules.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
If you are within the Sept of the Western Eye, you are a [[Gaia]]-loving Garou. You are a follower of the [[Litany]] to whatever interpretations you may have of the individual tenets. At least, in theory. Depending on the views of your character, your fellows within the Sept may be seen as family or simply as convenient allies to work with. But if nothing else, you should strive to feel as if you would fight and die together, for you are all servants of Gaia. Though sometimes, family can argue, and family can fight.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
===Councilor===&lt;br /&gt;
&#039;&#039;Veterans of the Garou Nation with the highest esteem, your word within the Sept of the Western Eye is law. Make sure the Litany is upheld, and that your caern does not fall prey to the Wyrm.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is for Garou of Athro or above in ranking. They&#039;ll be expected to be extremely familiar with the facets and needs of the Sept and Nation as a whole. Expectations will be placed upon them by their peers; this is a leadership role. Be ready to lead and guide those around you with your fellow councilors through any matters.&lt;br /&gt;
&lt;br /&gt;
===Truthcatcher===&lt;br /&gt;
&#039;&#039;You are the most highly regarded Philodox within the Sept, granted the honor of being the ultimate arbitrator. It is your duty to mediate matters within the Sept. Enact your judgement upon anyone who violates the Litany.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is explicitly for Philodox of high rank. It is an adjacent role to Councillor, but one befitting your auspice. You are the judge and executioner, with your Sept as your jury. Ultimately, however, you can even claim the role of jury in all matters of arbitration and justice. Use this authority wisely.&lt;br /&gt;
&lt;br /&gt;
===Warder===&lt;br /&gt;
&#039;&#039;You are the most respected Ahroun within the Sept of the Western Eye, granted the honor of coordinating the caern&#039;s security. The Wyrmfoe and Guardians answer to you.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated, you are the highest ranking Ahroun. The Truthcatcher is the judge, jury, executioner, but you are the executioner in all matters that are cut and dry. The Wyrm only needs your judgement, and your decree is its execution. Be mindful of other player&#039;s in this role, as while all Kindred and Black Spiral Dancers are of the Wyrm, they are also other players engaging with the round. Be ready to lead your Sept against any dangers decisively, but do not charge blindly into unnecessary conflict.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
&#039;&#039;You are the bottom of the Sept&#039;s pecking order, but also the frontline offense and defense, serving directly under the Warder to ensure the caern&#039;s safety and well-being.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Only slightly misleading, a Guardian is typically a ranked Garou who does not have a specific role within the Sept. You are all warriors of Gaia - in absence of other roles to fill, you will always be a warrior. You may have a higher rank than some of your peers and may benefit from this. However, you will always defer to the Garou holding an official position, as they have been assigned their specific role. Think of this as the baseline enforcers of the Sept: the Hounds, the Bruisers.&lt;br /&gt;
&lt;br /&gt;
===Keeper===&lt;br /&gt;
&#039;&#039;You are a Keeper, finding yourself at the bottom of the Sept&#039;s hierarchy doing the dirty work. Help out your fellow kin as best you can and follow orders.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This role is typically reserved for kinfolk and cubs. You are of low rank and otherwise lack crucial rights within the Nation. Your authority is extremely limited. Follow orders, do not disobey. Trust in the judgement of those above your station and consult the Truthcatcher or Councillors should you feel your concerns unheard. Think of this as the baseline employee of the Sept.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
===The [[Litany]] is the most sacred traditions of all the Tribes===&lt;br /&gt;
To quote the corebook: &amp;quot;Their traditions vary from tribe to tribe, but all Garou must remember and hold to the central code of law called the Litany.&amp;quot; There are technically more precepts and multitudes within the Litany that have been written, but the vast majority of Garou concern themselves with a basic set of thirteen. To see a deeper explanation, do read the full article on the [[Litany]]. The thirteen basic precepts are as follows:&lt;br /&gt;
====Garou Shall Not Mate With Garou====&lt;br /&gt;
====Combat the Wyrm Wherever It Dwells and Whenever It Breeds====&lt;br /&gt;
====Respect the Territory of Another====&lt;br /&gt;
====Accept an Honorable Surrender====&lt;br /&gt;
====Submission to Those of Higher Station====&lt;br /&gt;
====The First Share of the Kill for the Greatest in Station====&lt;br /&gt;
====Ye Shall Not Eat the Flesh of Humans====&lt;br /&gt;
====Respect Those Beneath Ye - All Are of Gaia====&lt;br /&gt;
====The Veil Shall Not Be Lifted====&lt;br /&gt;
====Do Not Suffer Thy People to Tend Thy Sickness====&lt;br /&gt;
====The Leader May Be Challenged at Any Time During Peace====&lt;br /&gt;
====The Leader May Not Be Challenged During Wartime====&lt;br /&gt;
====Ye Shall Take No Action That Causes a Caern to Be Violated====&lt;br /&gt;
&lt;br /&gt;
==Ways==&lt;br /&gt;
{{Template:WIP}}&lt;br /&gt;
[To Do]&amp;lt;br&amp;gt;&lt;br /&gt;
[Rites]&amp;lt;br&amp;gt;&lt;br /&gt;
[Overview of Triat]&amp;lt;br&amp;gt;(general beliefs, rites, ritae, etc - if a Lot Of Them like garou nation rites, make another page to list them. for sabbat, important to note the vaulderie regardless of anything else for example)&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
You are the warriors of Gaia. Combat the Wyrm wherever it dwells and whenever it breeds. However, this leads to a more complicated relation with the rest of the splats - as most splats present on the server can be considered of the Wyrm in some way. Rather than blatantly engaging with combat with everyone else, however, you should seek to take a more subtle role; consider the Veil in all actions. Kindred, Black Spiral Dancers, they only seek to harm and destroy Gaia. Every word they speak is poison, so be wary of trusting anything they say.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Inevitably, you may come into conflict, however, which is where your role as a warrior of Gaia will shine. Strike whatever has threatened the Sept, but do so without causing the Caern to come under stress or scrutiny. You are not secluded off in a lone forest with spirits and rites to conceal your holy place. You are in the middle of a city and should act in all ways with discretion and absolution.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, simply be ready for conflict. Especially as a Gaian, every other splat can have reason to cause harm to the Caern or your fellow Garou. Don&#039;t let them win.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
The relationship between Tribes and Septs can be strict or loose, and is the latter when it comes to the Sept of the Western Eye. The only tribe disallowed is one of your greatest enemies: the Black Spiral Dancers. All other tribes unite under the banner of the Sept of the Western Eye. Canonically, the Sept of the Western Eye is overseen by the [[Children of Gaia]] (and to a lesser extent, the [[Ghost Council]]). In practice, however, leadership and other positions are filled as necessary regardless of the origin tribe of the players. This can cause some tension, of course, given the preference some tribes have for Caerns located far from the cities, but Gaians seeking to operate within the Sept have to make due with what circumstances have provided for them.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Garou history is extensive and each tribe book easily covers thirty or more pages of history just relevant to each tribe, over a hundred for various cultural practices. These will be appropriately covered on their separate pages, but some relevant lore to the Sept of the Western Eye and Garou history in general will be provided here. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Sept of the Western Eye and the Caern they protect was created long before the colonial era by the Ghost Council. Close to a century ago, however, the Ghost Council invited the Children of Gaia to watch over the Caern and maintain relations with the nearby humans so that they could focus on affairs in the local Umbra. Currently, this has extended to the Children allowing Garou of any tribe to petition the Sept for membership.&lt;br /&gt;
&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
Werewolf: The Apocalypse – 20th Anniversary Edition&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1026</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1026"/>
		<updated>2026-06-19T21:07:59Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by [[Gaia|higher Forces]] to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the [[Black Spiral Dancers]]). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most [[Kindred]], Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=1025</id>
		<title>Litany</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=1025"/>
		<updated>2026-06-19T20:52:49Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Litany=&lt;br /&gt;
==History==&lt;br /&gt;
As known by all [[Garou]] and even [[Kinfolk]], the Litany is a set of ancient laws that were decided upon thousands upon thousands of years ago during [[Concord|the Concord]]. This marked the end of the [[Impergium]] - the genocidal treatment of humans marked thousands upon thousand of years ago, far before man ever learned to smith with metals. With the end of the Impergium and the gathering of the Concord, they would leave humanity be, allowing it to grow rather than squashing it beneath their heel. The Litany was born of this Concord, as an agreement between all tribes that would be held as sacred and above all else.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Many Galliards or Philodoxes spend their lives trying to master the entire Litany, to be capable of reciting every precept and the nuance held within every word. However, all Garou are familiar with a basic thirteen precepts within the Litany that all are sworn to uphold. Failure to uphold these laws is a grave violation within Garou culture and may be harshly punished. However, things are not quite so simple.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In modern times, the nature of these thirteen precepts has shifted, adapting to modern times and the ever-changing reality around them. Intent behind words has shifted or memory of exact passages has faded as histories begin to warp. Some even have a talent for bending the rules in their favor, citing simple laws in ways that justify the actions they take, rather than condemning them.&lt;br /&gt;
==The Thirteen Precepts==&lt;br /&gt;
The following are the thirteen basic precepts. Further elaboration and interpretation will be given per precept, but ultimately, it is worth considering how the modern world has changed since the millennia ago these laws were written. An Elder will preach one thing, but what does each precept mean to you?&lt;br /&gt;
===Garou Shall Not Mate With Garou===&lt;br /&gt;
This is arguably one of the more straight-forward precepts. Do not mate with other Garou. The child of two Garou is born in Crinos form, always sterile, and always bearing a defect. Such births are extremely dangerous and the Crinos-born requires special care to raise. For years, they will be incapable of changing, thus being a Veil risk at all times as they must be hidden away from the public; not to mention the danger in a Crinos that knows not yet reason. Both parents will be punished gravely for violating the Litany and the child&#039;s fate depends heavily upon the mercy of the tribe (though, often death or exile.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This rule has little exception. If you conceive a Crinos-born, you&#039;ve violated this tenet, plain and simple. Contraceptives are well known to have little effect for Garou, so don&#039;t take the risk. Tribes even within vary on the question of acts that have no risk of producing Garou.&lt;br /&gt;
===Combat [[Wyrm|the Wyrm]] Wherever It Dwells and Whenever It Breeds===&lt;br /&gt;
Also fairly straight-forward! The Wyrm is the ultimate enemy. The source of corruption, destruction, everything. Battling the Wyrm is the greatest way a Garou can find glory and there is no greater purpose than fighting the Wyrm in defense of [[Gaia]]. To stay your hand is to let the Apocalypse dwell closer and closer.&amp;lt;br&amp;gt;&lt;br /&gt;
But of course, how could it be so simple? These are the final nights, as told by the pessimistic and jaded among the eldest of the Garou. Some have abandoned the fight altogether just to squabble over petty politics and return to lesser, unimportant ambitions. Some younger Garou have also thrown in the towel: thrust into a war against their will, it&#039;s so much easier to simply shake their head and run away to try to live a normal life again. As well, what &#039;&#039;&#039;is&#039;&#039;&#039; of the Wyrm? If a Garou is possessed but not fully corrupted, should they be saved or killed? Should all Wyrm-spirits be slain or are only Banes worth slaying? Is it worth slaying them at all if they&#039;ll simply reform in the Umbra in time? After quite literally thousands of years of fighting the Wyrm, is this truly the path forward?&lt;br /&gt;
===Respect the Territory of Another===&lt;br /&gt;
When approaching the territory of another Garou, announce yourself to them. Traditionally, this is done with the Howl of Introduction! There are some variations on this howl, but typically, you should recite your name, your deed-name (if any), your sept, your tribe, your patron, and your auspice. Some Tribes have different standards and may ask more (such as the Silver Fangs or Shadow Lords), but a Garou should have a strong idea of who you are.&amp;lt;br&amp;gt;&lt;br /&gt;
This has more or less been maintained as a precept, but there&#039;s some nuance in a more modern world. In urban Septs, you won&#039;t be howling in the middle of downtown or pissing on the side of an alleyway. In-person meetings, texts or calls with delicately worded code phrases, and other compromises are preferred to avoid suspicion from agents of the Wyrm (or the local police department).&lt;br /&gt;
===Accept an Honorable Surrender===&lt;br /&gt;
Garou are a warrior culture. Duels or other trials are common and Garou have lost their lives in the past through these violent clashes. Any wolf being attacked can expose their throat to signal a surrender. The loser is not judged for doing so, and the victor may even be praised for granting mercy. In the heat of battle, however, anything can happen. It can be easy for such a gesture to be overlooked and have your throat torn out instead.&lt;br /&gt;
===Submission to Those of Higher Station===&lt;br /&gt;
There is a strict hierarchy in Garou culture. Rank and Renown are core to their society and how it functions. You must always follow reasonable orders from those of a higher Rank than yourself. In theory. In practice, this varies in many ways; Bone Gnawers tend to   view questions of Rank with less priority than most. Children of Gaia, Silent Striders, and the Get often expect you prove yourself rather than rely on Rank. The Red Talons expect you to know your place without Rank coming into it. Shadow Lords and Silver Fangs tend to enforce this to a greater extreme than others; though, Shadow Lords perhaps selectively. Not to mention the Ragabash&#039;s impulse to question.&lt;br /&gt;
===The First Share of the Kill for the Greatest in Station===&lt;br /&gt;
This originally applied for hunting, but can still be utilized for the spoils of war. Those of the highest renown have a right to whatever valuables they claim necessary to their goals. The strains of the previous precept still apply here, however. While renown will get you a certain ways to claiming the resources you need from your pack, you will have to back up those demands by providing in turn. Do not simply mooch.&lt;br /&gt;
===Ye Shall Not Eat the Flesh of Humans===&lt;br /&gt;
Do not eat humans. This risks the corruption of the Wyrm - especially in modern times. Even barring the vile drives behind cannibalism and how it empowers the Wyrm, the advent of microplastics and other human ails makes their flesh detestable. Some tribes do so in secret - in blatant violation of this precept. The consequences to this being uncovered would be innumerable; it is unlikely a perpetrator would survive the revelation. &lt;br /&gt;
===Respect Those Beneath Ye - All Are of Gaia===&lt;br /&gt;
Likewise to respecting those above you, you should respect those below you. You are all Garou and should thus respect each other. To quote the concept directly, it is &amp;quot;an animistic and warrior version of noblesse oblige,&amp;quot; the obligations of nobility. Just as its sister precept, however, the following of this can be shaky. The Shadow Lords and Silver Fangs can &amp;quot;quantify respect&amp;quot;, rather than a blanket observation of respect to their lower peers. And the Bone Gnawers can hardly fathom those lower in station than themselves; what use could this precept be to them?&lt;br /&gt;
===The Veil Shall Not Be Lifted===&lt;br /&gt;
&amp;quot;The existence of the Garou must remain secret.&amp;quot; This, all Garou agree upon (with extremely seldom exception). This law is the most practical, as well. When humans once wielded blades of copper they now wield assault rifles, drive tanks. Those specialized at hunting Garou tip their bullets with silver and even discover ways to overcome Delirium with the aid of Pentex&#039;s machinations. And even with the Delirium casting a mist over the minds of humanity, this does not have uniform outcomes; it is not rare for the Delirium to simply make one pursue vengeance against the Garou. The panic caused by a rampaging Crinos can easily cause as much devastation as the Wyrm if you are careless.&lt;br /&gt;
===Do Not Suffer Thy People to Tend Thy Sickness===&lt;br /&gt;
If you cannot fight, if you cannot hunt, then you cannot provide for your pack and you should pass. Do not drag them down with you and find a peaceful means to die - or seek it out quickly with the aid of your siblings. Some tribes despise this law and some welcome it. Ultimately, the meaning stays the same no matter which tribe you hail from. If you are no longer of use, then you should not burden the nation with yourself. Die, leave, or if amongst tolerant company find some new use to make of yourself.&lt;br /&gt;
===The Leader May Be Challenged at Any Time During Peace===&lt;br /&gt;
Leadership is never guaranteed nor set in stone. These challenges are guaranteed by the Litany to ensure a fresh mind is rotated through as necessary. Challenges do not necessarily have to be duels, as an important note. They can be a test of wits, a quick display of intimidation, or various games or tests to prove that one is more capable than the other. The significance also scales depending on if it is the pack or if it is the entire Sept. Obviously, this is not a foolproof tenet, as some leaders are even known to declare constant war to ensure their position can never be challenged -&lt;br /&gt;
===The Leader May Not Be Challenged During Wartime===&lt;br /&gt;
- as inversely, leadership may not be challenged during war. There is no time for doubt, no time for challenge. Follow the leader and follow their orders. Hesitation is defeat, death, or worse. Disobedience is punished harshly as conflict is no time to be challenging the authority of those that lead. Violation of this tenet can cause severe consequences with some rare exceptions. Being under thrall or corruption can excuse disobedience from a true lack of control. In some instances, the alpha&#039;s decisions can be called into question to the extent insubordination is tolerated. Even still, such an action carries a deep risk.&lt;br /&gt;
===Ye Shall Take No Action That Causes a Caern to Be Violated===&lt;br /&gt;
Likewise to upholding the Veil, no Garou questions this law; this may be the one of fewest loopholes. Do not ever do anything that threatens the sanctity or safety of any Caern. Tribes challenge and seize control of rival Caerns but they never seek to destroy. Even unintentional violations of this law are punished harshly. The only difference in interpretation of this law will be the appropriate punishment for the violator. Mind every action you perform, mind anything you ever do, and ensure you never threaten the Caern with anything you do. Caerns represent most what a Garou is meant to protect. To fail the Caern is to fail your purpose.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Impergium&amp;diff=1024</id>
		<title>Impergium</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Impergium&amp;diff=1024"/>
		<updated>2026-06-19T20:50:44Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Impergium&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Impergium&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Concord&amp;diff=1023</id>
		<title>Concord</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Concord&amp;diff=1023"/>
		<updated>2026-06-19T20:49:44Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Concord_(WTA)&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Concord_(WTA)&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Wyrm&amp;diff=1022</id>
		<title>Wyrm</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Wyrm&amp;diff=1022"/>
		<updated>2026-06-19T20:48:04Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Wyrm&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Wyrm&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Gaia&amp;diff=1021</id>
		<title>Gaia</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Gaia&amp;diff=1021"/>
		<updated>2026-06-19T20:46:31Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: Created page with &amp;quot;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Gaia_(WOD)&amp;quot; width=100% height=2000 /&amp;gt; {{WhiteWolfImport}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;iframe key=&amp;quot;whitewolf&amp;quot; path=&amp;quot;Gaia_(WOD)&amp;quot; width=100% height=2000 /&amp;gt;&lt;br /&gt;
{{WhiteWolfImport}}&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Clan&amp;diff=1020</id>
		<title>Clan</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Clan&amp;diff=1020"/>
		<updated>2026-06-19T20:42:38Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
Clan is a term used by [[Kindred]] to describe the major groups of their kin who share common features and characteristics passed on by their lineage of siring, to a Progenitor. There are 12 clans, and several smaller lineages known as Bloodlines. Typically, this term is used to describe a lineage with features that contrast from any Clan. In many cases, it may be called a clan within a clan. &lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
* [[Banu Haqim]]&lt;br /&gt;
* [[Brujah]]&lt;br /&gt;
* [[Gangrel]]&lt;br /&gt;
* [[Lasombra]]&lt;br /&gt;
* [[Giovanni]]&lt;br /&gt;
* [[Malkavian]]&lt;br /&gt;
* [[Setite]]&lt;br /&gt;
* [[Nosferatu]]&lt;br /&gt;
* [[Toreador]]&lt;br /&gt;
* [[Tremere]]&lt;br /&gt;
* [[Tzimisce]]&lt;br /&gt;
* [[Ventrue]]&lt;br /&gt;
&lt;br /&gt;
== Bloodlines ==&lt;br /&gt;
* [[Baali]] - Whitelisted&lt;br /&gt;
* [[Caitiff]]&lt;br /&gt;
* [[Cappadocian]]&lt;br /&gt;
* [[Daughters of Cacophony]] - Whitelisted&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Kiasyd]]&lt;br /&gt;
* [[Nagaraja]]&lt;br /&gt;
* [[Old Clan Tzimisce]]&lt;br /&gt;
* [[Salubri]] - Whitelisted&lt;br /&gt;
* [[True Brujah]] - Whitelisted&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Tremere&amp;diff=1019</id>
		<title>Tremere</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Tremere&amp;diff=1019"/>
		<updated>2026-06-19T20:41:34Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:WIP}}&lt;br /&gt;
== Tremere ==&lt;br /&gt;
The Tremere are the infamous [[clan]] of Blood Mages, warlock usurpers who have made an enemy of half the clans of the [[kindred]]. Originally mortal mages, they wrestled vampirism from the [[Tzimisce]] and underwent a magical rite using their vitae to transform themselves into a new sort of vampire. They swiftly developed their new discipline of [[Thaumaturgy]], Blood Magic, with their existing knowledge of their now lost hermetic arts to craft new rituals and creations to ward off their enemies. They waged the Omen War against the Tzimisce with their new [[Gargoyle]] creations, constructed from the captured and mutilated corpses of the kindred of clans Tzimisce, [[Nosferatu]], and [[Gangrel]], who all became their enemy.&lt;br /&gt;
&lt;br /&gt;
Yet not only did Clan Tremere survive, they found the torpid Saulot, Antediluvian of Clan Salubri. Tremere himself [[Diablerie|diablerized]] Saulot and secured his fledgling bloodline&#039;s status as a clan and damned the Salubri, only further cementing their fate with pogroms against the once-clan. The Salubri were painted as soul-devouring infernalists and slain in swathes.&lt;br /&gt;
&lt;br /&gt;
The Tremere are one of the founding seven clans, and with their power over Thaumaturgy, have proved their usefulness to the sect through their versatile rituals that offer an element that other sects cannot match. Historically, the Tremere are incredibly insular and organized in a pyramid, with each Tremere ritualistically blood bound to the clan pyramid itself, with the slumbering Tremere at the very tip. Yet in 2008, the Vienna Chantry where the Inner Council of Seven dwelt, the Second Inquisition struck and destroyed it, irrevocably changing the entire clan.&lt;br /&gt;
&lt;br /&gt;
Clan Tremere has shattered into parts, and the blood bonds to the Inner Council have all vanished. The very curse of the Clan has altered. In modern nights, the clan has fallen into four main houses, with several other smaller ones on the periphery. The remnants of the Pyramid have refounded House Tremere, while House Goratrix and House Carna form two other houses within the Camarilla. House Ipsissimus, the fourth, stands with the Anarchs.&lt;br /&gt;
&lt;br /&gt;
Disciplines: [[Auspex]], [[Dominate]], [[Thaumaturgy]].&lt;br /&gt;
&lt;br /&gt;
Flaw: Previously, the Tremere&#039;s flaw was their susceptibility to the blood bond. A single drink of another kindred&#039;s vitae counted as two towards the blood bond, and as part of entering the clan, each initiate was forced to drink from the cup of the seven and ritually blood bond themselves to the Clan itself. Since the fall of Vienna, though, the Tremere&#039;s flaw has changed completely. Their vitae is now incapable of bonding other kindred, and they have some difficulty bonding humans through their vitae.&lt;br /&gt;
&lt;br /&gt;
== Recent History ==&lt;br /&gt;
== San Francisco 2015 ==&lt;br /&gt;
=== Perspectives from Within: ===&lt;br /&gt;
=== Leers from Without: ===&lt;br /&gt;
&lt;br /&gt;
== Recommended Reading ==&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Lore_of_the_Clans Lore of the Clans]&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Clanbook:_Tremere_Revised Clanbook: Tremere Revised]&lt;br /&gt;
&lt;br /&gt;
[https://whitewolf.fandom.com/wiki/Rites_of_the_Blood Rites of the Blood]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Diablerie&amp;diff=1018</id>
		<title>Diablerie</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Diablerie&amp;diff=1018"/>
		<updated>2026-06-19T20:36:02Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The worst crime a [[Kindred]] can commit outside of growing a third eye around a [[Tremere]].&lt;br /&gt;
&lt;br /&gt;
Diablerie is the act of consuming a Kindred to the very last drop, drinking their very soul dry and absorbing their power. For higher generation Kindred, they can find their &#039;generation&#039; lowered by at least one from doing so. Especially high generation Kindred have sometimes been observed to lower their generation by more than one in some cases.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the only instance where Diablerie is permitted is when a blood hunt is called, and only while the blood hunt is active. If the Kindred being hunted is captured instead of killed, and you decide to eat them anyway, you can expect the next blood hunt will be for you.&lt;br /&gt;
&lt;br /&gt;
Diablerists are, even when correctly sanctioned, shunned by greater Kindred society. Those with [[Auspex]] can often spot the tell-tale black lines through an aura that indicates this terrible act has been committed. The primary reason for Diablerie being shunned revolves around the addictive nature of consuming Kindred vitae by another Kindred. The act of Diablerie is said to be extremely addicting, and Diablerists often become serial Kindred slayers in order to chase that high. &lt;br /&gt;
&lt;br /&gt;
Would you want to turn your back around a girl whose very aura screams &#039;I ate a Kindred recently&#039;?&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Auspex&amp;diff=1017</id>
		<title>Auspex</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Auspex&amp;diff=1017"/>
		<updated>2026-06-19T20:33:39Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WoD13Import}}&lt;br /&gt;
Auspex is a Discipline that grants vampires supernatural senses.&lt;br /&gt;
&lt;br /&gt;
Associated Powers:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 1: See in the dark and other creatures through walls, except obfuscated people. 0 BP, lasts until deactivated. Activating this ability grants an increased perception stat equal to the total level of the discipline.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 2: See character auras. You will even see obfuscated characters&#039; auras, so this allows you to see anyone who&#039;s invisible. 0 BP, lasts until deactivated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 3: See character&#039;s health, and see forensic data on the environment (fingerprints and the like). 0 BP, lasts until deactivated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 4: Telepathy. Project a message to one target in your line of sight. They won&#039;t know who sent the message, and only they will get the message. 0 BP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level 5: Project and then control your ghost. This literally turns you into a spectator ghost, and you have almost all the same abilities. This is the only Auspex ability that other people can see you using (other Auspexers, or Cappadocians/Giovannis/any other necromancers, can see your ghost, and anyone inspecting you can see your greyed eyes.) 1 BP, lasts until deactivated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aura Colors:&amp;lt;br&amp;gt;&lt;br /&gt;
The color of the aura indicates intent—green for help intent, blue for disarm, yellow for grab, red for harm. &amp;lt;br&amp;gt;&lt;br /&gt;
The vibrancy of the Aura&#039;s color indicates character type:&amp;lt;br&amp;gt;&lt;br /&gt;
• Barely Vibrant: [[Kindred]]/[[Kuei-Jin]] (depends on KJ&#039;s stats)&amp;lt;br&amp;gt;&lt;br /&gt;
• Average Vibrancy: Mortal, [[Kuei-Jin]] (depends on KJ&#039;s stats), or characters with the &#039;lively aura&#039; quirk&amp;lt;br&amp;gt;&lt;br /&gt;
• Highly Vibrant: [[Garou]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Black: [[Diablerie|Diablerizer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Disciplines]]&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Kinfolk&amp;diff=1016</id>
		<title>Kinfolk</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Kinfolk&amp;diff=1016"/>
		<updated>2026-06-19T20:29:46Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bonds of blood, ties of ancestry and oaths of loyalty - these are the links between the [[Garou|werewolves]] and their Kinfolk. Kinfolk are an essential part of the world of the [[Garou]]. But they aren’t supernatural creatures, certainly not on the level of the werewolves; they can’t turn into nine-foot, seething balls of canid terror and prance through a rain of bullets without a scratch. They’re the werewolves’ human or wolf relatives, undeniably a valuable part of werewolf society but never quite equals within it. In short, they’re family, with all the headaches, sorrows and joys that implies. Kinfolk occupy a range of positions in Garou culture, from beloved mates and siblings to little more than breeding stock or grunt soldiers in the war against the Wyrm. Sometimes, the chains that bind Kinfolk to Garou are loving and freely accepted; other times, they sink Kinfolk in a mire of forced obligations.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1015</id>
		<title>Garou</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Garou&amp;diff=1015"/>
		<updated>2026-06-19T20:25:18Z</updated>

		<summary type="html">&lt;p&gt;RYUMI: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Werewolves of the World of Darkness. They are shapeshifting warriors created by higher Forces to defend the natural world against corruption, decay, and supernatural evil (or spread it, in the case of the [[Black Spiral Dancers]]). Fiercely territorial and almost always violently hostile toward vampires, they are among the more dangerous creatures encountered in the World of Darkness.&lt;br /&gt;
&lt;br /&gt;
In Northern California, most Garou affiliated with the Garou Nation belong to the Sept of the Western Eye, a Children of Gaia-led sept. To most [[Kindred]], Garou are terrifying forces of nature whose presence beyond the city limits represents sudden violence, righteous fury, and almost certain death.&lt;/div&gt;</summary>
		<author><name>RYUMI</name></author>
	</entry>
	<entry>
		<id>https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=1014</id>
		<title>Litany</title>
		<link rel="alternate" type="text/html" href="https://thefinalnights.com/wiki/index.php?title=Litany&amp;diff=1014"/>
		<updated>2026-06-19T20:23:24Z</updated>

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