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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Concept:

The heartbeat of Babel’s hierarchy - fragile, coveted and indispensable. They are both the prey and the prize, living under the shadow of immortal rulers who crave what runs in their veins. Some serve, some rebel and some have learned to survive by becoming indispensable to their masters.

Abilities:

Resilient by necessity.

Sharp instincts honed by fear and fascination alike.

A rare few possess latent resistance to blood addiction, making them valuable or dangerous, depending on who notices first.

Limitations:

Mortality defines them - easily broken, easily swayed and bound by physical and social limits.

Some live under strict supervision or debt to a vampire patron, unable to act freely without consequence.

Weekly donation of blood is mandatory.

Roles in Society:

Servants, citizens and conspirators of the Tower.
They keep the world running while others claim to rule it - traders in secrets, survival, and subtle rebellion. Their greatest weapon is endurance.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Concept:

Seductive manipulators, their blood is addictive to humans like a drug. Power lies in subtle corruption, not brute strength. They can be recognizes by their large, dual fangs (upper and lower) and crimson eyes.

Abilities:

Blood Addiction: Human victims become progressively addicted to Judanian blood, deepening loyalty and dependence. Overfeeding risks sickness or death for the human and makes the vampire temporarily weak.

Turning humans at will through mutual feeding (at the same time). Their turned offspring is just as strong / same abilities

Limitations:

Can’t create instant obedience - addiction develops over time and requires repeated feeding and it can wear off over time, if the victim isn’t supplied with their “fix”.

Vulnerable to sunlight level: Can only endure 10 minutes in direct sunlight. If exposed for longer, death is instant.

Excessive feeding causes illness or physical strain for the vampire.

Roles in Society:

Courtiers, diplomats, artists and schemers in Eden and Seraph. Their power lies in human devotion, influence and intrigue.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Concept:

The military and police force in Babel. They dominate information and secrecy in the city and enforce rules and laws with an iron hand. They can be recognized by their larger fangs and variations of green eyes.

Abilities:

Shadow Meld: Can merge briefly with shadows or darkened areas to move unseen for a few seconds up to a couple minutes.

Memory Glimpse: Drinking a small amount of blood lets them glimpse fleeting memories or impulses.

Cainanites turn humans into vampires through death, often violently during feeding, draining them of all blood. A human can only turn into a Cainanite if the vampires blood is in their system (has to be their Sire’s blood) at the time of death. Their offspring has decreased life-span and decreased powers.

Limitations:

Overuse of shadow meld drains them physically and mentally. Prolonged use risks unconsciousness or even extensive blood lust.

Can't harm another Cainanite without severe backlash (mirroring the Cain’s mark legend).

Sunlight or bright artificial light disables their shadow powers and exposure to sunlight will kill them slower than a Judanian. They can withstand sunlight up to thirty minutes.

Roles in Society:

Spies and enforcers operating primarily in Zion and the lower edge of Seraph. They are often overseers on the Mortal Coil tier, ensuring all industrial sectors are running smoothly.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Concept:

Guardians and enhancers - their power strengthens both humans and vampires, making them highly sought-after in society. They can be recognized by their smaller, double-fangs and violet to dark purple eyes.

Abilities:

Vital Weave: By touching or being in close proximity, a Lilithian can accelerate natural healing, improve stamina and temporarily strengthen physical resilience. Humans recover faster from injuries or exhaustion and vampires can recover from minor wounds and fatigue more quickly.

Shared Vitality: This ability works both ways - Lilithians can transfer a small portion of their own life to others, but doing so fatigues them extremely.

Lilithian’s rarely turn humans into vampires, believing that human life should be preserved. Being turned by a Lilithian involves a blood pact (an exchange of blood without feeding) that lasts for one year. Forging a blood pact turns the human's blood into a lethal poison for all other kinds of vampires, slowly turning them into a Lilithian. The transformation is completed after a full year.

Limitations:

Can't restore life or heal fatal injuries. their power only accelerates natural recovery.

Overuse drains the Lilithian’s energy rapidly, leaving them weak and vulnerable.

Requires direct contact or close proximity - they can't “broadcast” the effect over large distances.

Exposure to the sun: they can withstand direct sunlight for up to one hour, yet it will render them comatose for days. Anything over that hour will result in immediate death by fire.

Roles in Society:

Medics, strategists and support figures in Zion and Mortal Coil. Their presence is highly valued - humans and vampires alike seek them out for protection, healing and tactical advantage. This led to Lilithan’s having been abducted to use for personal gain.

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Philosophy:

Seduction and control via pleasure and addiction.

Internal Divisions:

1. Moderates - humans are partners, addicted slowly for influence.

2. Radicals - humans exist purely for blood and obedience.

Human Policy:

Use humans as loyal pawns, manipulate through addictive blood, maintain “freedom” illusions.

Conflicts:

Clash with radicals over human treatment, tension with Lilithians for being “too soft”, compete with Cainanites for influence over elite humans.

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Philosophy
Survival through adaptability and cunning.

Internal Divisions:

1. Compliance - work within the Tower’s hierarchy to survive.

2. Resistance - secretly subvert or rebel against vampire control.

Vampire Policy:
Humans endure under supervision, manipulated or exploited depending on rank and usefulness - subtle defiance tolerated when it does not threaten vampire dominance.

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Philosophy:

Shadow, intelligence and strategic dominance.

Internal Divisions:

1. Pragmatists - humans are resources, expendable if needed.

2. Expansionists - humans should be completely monitored and controlled to maximize power.

Human Policy:

Humans are tools: pawns in espionage, leverage in politics and occasionally eliminated.

Potential Conflicts:

Conflict with Judanians over human autonomy, tension with Lilithians who empower humans, infighting between pragmatists and expansionists over extremes of control.

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Philosophy:

Cooperation and mutual benefit.

Internal Divisions:

1. Sympathizers - humans as true partners in strength and survival.

2. Neutralists - humans are useful but only to enhance vampire goals.

Human Policy:

Humans are supported and strengthened, both species benefit, alliances encouraged.

Potential Conflicts:

Conflict with Judanians over addictive influence, clash with Cainanites over exploitation, sympathetic Lilithians may secretly aid rebellion, causing political tension.