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nest

Same text as in-game help nest.

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nest -- your vampire social nest (not a hostile map den)

A nest is family by blood, not birth. Supernatural's vampires cluster in groups of eight to ten -- a patriarch or matriarch at the top, mates paired for as long as either of them lasts, fledglings still learning to hunt without getting themselves staked. The young feed the old before they feed themselves. Sire lines matter: who turned whom decides loyalty, and sometimes who can be cured.

How you play
  1. nest form peace <name>      Lenore-peace nest (quieter hunts)
  2. nest form predatory <name>  predatory nest (default hunt-harder)
  3. nest form <name>            same as predatory
  4. nest invite <name>          invite another vampire player
  5. nest accept | nest decline  answer a pending invite
  6. nest claim                  bind your claimed home as the nest's lair
  7. nest site <flavor>          set lair flavor text (house, warehouse, sewer annex, …)
  8. nest roster                 see members, duties, and last reports
  9. nest where <name>           find a nestmate without standing next to them
 10. nest order <name> dinner    send a fledgling to bring a tourist home
 11. nest order <name> <duty>    other hard commands (hunt, follow, …)
 12. nest instruct <name> <duty> standing Cadence preference
 13. nest follow <name>          keep a fledgling at your side -- they fight with you
 14. nest feed <name>            hand them a bag of blood (fuel, not a gift of power)
 15. nest compliance off|instruct|order  how far your Echo obeys
 16. nest cadence on|off         master switch for nest AI glue
 17. bite <captive>              drink nest dinner at the lair (not nest feed)

nest turn takes ordinary townsfolk only -- not Curio Lux, Sam, or Dean.
Sheriff Calder can be turned; the desk still gets a successor (help cases).

How you play
  1. Read help nest for the verb card (form, invite, claim, order, feed)
  2. Use this page for patriarch-only, Echo compliance, and fledgling detail

This page is about YOUR nest -- an invite-only family you build with other vampire players, sharing a dark lair somewhere in the world. It has nothing to do with spawn_nest trash mobs cluttering the map (see help dens for those).

Patriarch-only commands
  nest exile <name>              cast out a member (partial names work; they stay out for the cooldown even if they still call you sire)
  nest transfer <name>           pass the patriarch seat to someone else
  nest unclaim                   release the lair binding
  nest dissolve confirm          disband the nest for everyone

Patriarch and mate -- nest work
  nest order <name> <duty>       hard command: hunt, dinner, return, guard, lay low, scout, follow, or payfine (square a sheriff ticket). nest order <name> dinner sends them to the park, the highway motel stretch, or the sewer bar to drag a living tourist home -- not hunt-to-KO. Cadence must start it; sun and hunger may delay it, not ignore it. nest order <name> standdown cancels. Online nestmates are never puppeted -- tell them yourself. Echoes obey only if they set nest compliance order.
  nest instruct <name> <duty>    standing preference until nest instruct <name> clear. Applies to fledglings always, and to Echoes at instruct or order compliance.
  nest follow <name>             they stay at your shoulder and swing at whoever you fight. nest follow <name> stop releases them. nest order <name> follow is the same duty if they are not in the room.
  nest feed <name>               hand them a bag of blood (they drink it). That is fuel — they grow stronger by hunting and fighting beside you, not by tasting yours. nest order <name> hunt (alias feed) sends them hunting; it is not this verb. nest order <name> dinner is the fetch: they walk to Town Park or Highway East near the motel (travelers) or the sewer square / Rat's Nest / Blood Bar (shadier stock) and drag one home. bite <captive> at the lair is the train sip (bloodcircuit is retired). They stay alive; escape if you leave them unwatched.
  nest where <name>              where they are (a place name, never a room id)
  nest report [name]             what they did while you were away

Your Echo -- consent
  nest compliance off            default. Your logged-off body ignores nest work.
  nest compliance instruct       standing prefs only; hard orders refused
  nest compliance order          hard orders plus standing instruct

NPC helpers (fledgling wave)
  nest turn <npc>                turn a mortal NPC in the room into a fledgling (patriarch only; one without a lair, more need nest claim)
  nest cadence on|off            master switch for fledgling hunt AI

Turned NPC fledglings hunt on their own when player vampires in the nest are scarce, or when you order them. They self-feed, and when the lair is claimed they may bring a prey-den tourist home for the nest to drink -- or you send them with nest order <name> dinner. Travelers spawn at Town
Park and along Highway East near the motel in Lebanon and Lawrence; shadier stock at the sewer square junction and the Rat's Nest (Lebanon) or Blood Bar (Lawrence). Named townsfolk are not dinner.
Report back on nest roster, and fight beside you when you nest follow them
— or lend a small combat edge if they are only standing in the room. A bag from nest feed is groceries, not a power-up. bite the bound tourist at the lair for fuel and training without knocking them out. A payfine order is you sending a child to look mortal at the sheriff desk -- Cadence will not invent that walk on its own.

If they already call you sire -- a named child like a nestmate who was never nest turn -- they are the same kin. nest order, nest follow, and nest feed work on them. The nest claims them when you do.

Safety and boundaries
  Joining a nest is invite-only -- nobody drags you in. Turning a fellow
  PLAYER into a vampire still needs their consent through the embrace flow
  (help vampire); nest turn only ever targets mortal NPCs. A nest is not a

  hiding place: hunter heat, cases, and consequences still find you whether you're alone or surrounded by kin. nest turn will not take Curio Lux, Sam, Dean, or other unique vendors / show-family faces -- pick ordinary townsfolk. Sheriff Calder can be turned; the badge stays on the body, and if they die the desk promotes Deputy Vale, then a beat officer
  (help cases | help phone).

If your patriarch dies (staked, sunrise, or otherwise), leadership passes to the oldest surviving nestmate by join order -- no vote, no drama, just the way sire lines have always settled it.