Kindred (Vampires)

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If you are looking for the page on the Kindred Vampyric, the evil following led by Khore, please visit this page.

Player-Supplied Information

Like many games, the lore of the Vampire has become part of TFC's history and roleplay. Below is the codified (ie, generally agreed-upon) conventions for vampires on TFC. None of this is "official" information; rather, it is the lore that has been built up over nearly two decades of players participating in vampire roleplay. Deviations outside this structure should be carefully considered prior to being undertaken, as it disrupts the continuity of this lore, and may be seen as disrespectful to those players who have put in the time and roleplay to build the Kindred within TFC.

Strengths and Weaknesses

Strengths:

  • Vampires are inordinately fast and strong, as a result of the infection that has taken hold.
  • Heightened regeneration
  • Heightened senses

Weaknesses

  • Loss of empathy
  • Sensitivity to sunlight - this is lessened significantly if the vampire has consumed immortal blood, or has aged sufficiently.
  • Increased rage and lust, lessening of control over base emotions
  • Thirst for blood


Kindred Bonds

  • The Maker/Chyld bond: The bond between a Maker and the vampire they create is a very strong one, initially, though over centuries, this power can fade. Their influence is such that they can exert authority and control, even over the unwilling, forcing them to bow to their will. This bond cannot be broken, except through the death of the maker, or by completely draining the blood of the Chyld and replacing it with that of another vampire (who will then assume the Maker bond).


  • The Renfield Bond: A mortal that has consumed the blood of a vampire three or more times is bound to that vampire, much like one who is under the effects of a Charm Person. Their will is no longer their own and they are as much in the control of the vampire as any Child is to their Maker.
    • Other vampires can generally sense that the Renfield is bound to a vampire. It is considered a breech of Kindred etiquette to feed from another vampire's Renfield; they are often considered "property."


  • Blood Bonded: A mortal that has fed a vampire their blood three or more times becomes connected to that vampire, and vice versa. This connection is somewhat akin to an addiction. Being separated from the other member of the blood bonded pair causes emotional and.or physical discomfort and distress which increases over time. A fully functioning blood bond can grant mild abilities of empathy, allowing the pair to sense one another's general emotions and location.
    • Other vampires can generally sense that the Blood Bonded mortal is bound to a vampire. It is considered a breech of Kindred etiquette to feed from another vampire's blood-bonded; they are often considered "property." Others less observing of social nicities may sense the bond and be drawn to it, desiring to Turn the mortal.
    • Being blood bonded may cause the mortal to be more vulnerable to being Turned into a vampire themselves.


Breaking Bonds: In one Roleplay thread, the concept of breaking a blood bond was introduced. Three methods were described for doing so, all of which were outside the codex of Kindred on TFC:

  1. The tearing out of the vampire's heart and it's subsequent devouring by an Immortal
  2. The death of the vampire through a weapon blessed by an Angelic deity
  3. The death of the bonded mortal, and the re-structuring of their soul without the bond.


How is a Vampire Made?

First, an important note: No character should be made a Kindred without that player's advance consent. There are two methods found within Kindred Lore:

  • The Simple Version: An Immortal vampire casts Vampiric Touch, draining a mortal. (This is the method utilized by Khore.)
  • The vampire feeds on the subject, draining their life nearly to death, then feeds the subject their infected blood. The process can be stopped before the vampirism fully takes hold. Or it can be resisted if the subject has a strong will and immunity and was not drained enough. The bond is like a parent and child, strong at first but can weaken as the child ages and gains more self control and free will.


If the newly made vampire is not fed mortal blood within some short span of being Turned, they can die. In general, they will have a powerful Thirst for that individual's blood from that point forward, should the individual survive the experience.

Frequently Asked Questions

Q: Is there a cure for vampirism?
A: Not unless the soul is transferred from the vampiric body to a new, uninfected body.

Q: How can a vampire be killed permanantly?
A: (First, an important note: if the Vampire is the character of another player, this should not be done without their consent in advance.) Vampires are difficult to kill due to their increased regeneration. A blessed, wooden stake through the heart or decapitation will only temporarily stop the vampire until the stake is removed or the head is placed back with the body. (A torn-out heart will just grow back). Starvation would weaken them into a dormant state until living blood is re-introduced. The only way to completely kill a vampire would be to make regeneration impossible by incinerating them entirely. If any part was left with viable cells they could be used to re-grow or clone a new body.

Q: Do fangs regenerate if broken?
A: Yes, like bones, if perhaps slower. They may also be malformed upon regeneration.

Famous Kindred (Characters)

  • Crowbar - first Immortal vampire Immortal.


Famous Kindred (Mobs)

Sanguinna & The Keep

  • The Dark Enforcer, Lestat
  • Dracul
  • Bezil - The Guardian Vampire, guardian to Lena.
  • Khan
  • Ybarra
  • Vlad

The Boneyard

  • Elizabeth Von Harovich
  • Berelain Von Harovich
  • Brendan Von Harovich
  • Mikhail Von Harovich
  • Seros Von Harovich
  • Storivad Von Harovich

Other Locations


Sanguinna

Ancestral home of Khore and his family on this plane, Sanguinna is a place thought to be sacred to many of the Kindred. It is known to be a source of solace for some, a place to meditate or find comfort in the presence of the shade of Ybarra. Here, both the beauty and horror of the Kindred can be seen.

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