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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Residents:
Laborers, engineers, attendants and day servants.

Aesthetic:
The Mortal Coil is the foundation upon which the Tower stands - the pulse beneath its marble skin.

Brick tenements cluster between rusted tram lines, open-air markets and narrow streets lit by paper lanterns and erratic neon. It is a place of noise, barter, and survival, where warmth comes from proximity rather than luxury.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Residents:
Humans of influence and comfort - merchants, physicians, artists and mid-level officials. Vampires visit freely, cultivating charm and devotion among them.

Aesthetic:
Zion rests between privilege and precocity. Its streets are lined with polished storefronts and well-kept homes, their facades lit by the filtered glow from the tiers above.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Residents:
Human bureaucrats, corporate elites, legal enforcers and vampire appointees.

Aesthetic:
Seraph operates as the Tower’s mind - a place where order disguises subjugation.

Glass facades reflect pale skies, their edges softened by engraved metal and stone. Government chambers, converted palaces, and administrative towers stand shoulder to shoulder, each bearing the insignia of a vampire House. The architecture is austere yet ornamental, its beauty resting in precision rather than grandeur.

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The air carries traces of music and conversation, the scent of roasted food mingling with perfume. Temples have become theaters, and markets double as social salons where human merchants quietly compete for vampire patronage.

Life & Power:
This is the illusion of peace - a place where humans believe themselves safe, sustained by the notion of mutual dependence.

Vampires walk its promenades in daylight’s last hour, moving through crowds with the quiet ease of predators among willing prey.

Beneath the civility lies constant awareness: every comfort in Zion is conditional. The laws that protect its people are written elsewhere — and can be rewritten at any time.

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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𝔊𝔢𝔫𝔢𝔯𝔞𝔩 ℑ𝔫𝔣𝔬𝔯𝔪𝔞𝔱𝔦𝔬𝔫

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Residents:
All vampires (Judanians, Cainanites, Lilithians), along with their most trusted human attendants.

Aesthetic:
Eden crowns the Tower - a realm of immaculate beauty and curated decay.

Architecture here defies chronology: Victorian manors blend into feudal Asian courtyards. Lanterns hang beside neon signs and the air always smells faintly of the blood spilled in the private feeding halls of those in power. The gardens are manicured to perfection yet eerily still, maintained by silent attendants who never lift their eyes.

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Life & Power:
In Seraph, authority is a form of ritual. Citizens wear discipline as identity.

Documents replace prayers, signatures substitute blessings. The humans who thrive here do so by mastering compliance - by speaking the language of their superiors while pretending not to bleed.

It is a tier of quiet calculations and controlled grace. To err in Seraph is not to be punished, but to be forgotten - and in the Tower, obscurity is a slower death than violence.

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The irony remains unspoken - Eden, closest to the sun, belongs to those who cannot bear its touch. Canopies of silk and carved wooden screens keep the daylight fractured, bathing everything in a permanent twilight. Humans exist here as adornments: poets, courtiers, lovers on borrowed time. Their beauty serves as proof of their masters’ wealth.

Life & Power:
Eden is a theatre of civility masking predation.

Deals are made over crystal goblets filled not with wine but human blood and traded as delicately as fine art. The oldest vampires seldom leave their estates, but their will is carried out through younger emissaries who enforce the etiquette of power. To fall from favor here means exile to the lower tiers, a punishment more feared than death.

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𝔊𝔩𝔬𝔟𝔞𝔩 𝔖𝔢𝔱𝔱𝔦𝔫𝔤

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𝔊𝔩𝔬𝔟𝔞𝔩 𝔖𝔢𝔱𝔱𝔦𝔫𝔤

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All major cities have been refashioned into vertical towers, following the same four-tier hierarchy:

Eden, Seraph, Zion and Mortal Coil.

This model is replicated worldwide, making vampire rule both systemic and absolute. Humanity exists within carefully contained ecosystems - each Tower its own nation-state under immortal governance.

Humans remain socially and structurally subordinated. There are no independent churches, no standing human armies, and only token law enforcement permitted to maintain local order. True authority belongs to vampires and their appointed enforcers.

Over the decades, vampires have rewritten history and culture to reflect their dominion. Textbooks glorify their rise, and ancient myths are reframed to serve their lineage.

Everything serves the Tower.

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𝔗𝔥𝔢 𝔗𝔬𝔴𝔢𝔯 𝔬𝔫 𝔖𝔢𝔬𝔲𝔩’𝔰 𝔅𝔬𝔫𝔢𝔰

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𝔗𝔥𝔢 𝔗𝔬𝔴𝔢𝔯 𝔬𝔫 𝔖𝔢𝔬𝔲𝔩’𝔰 𝔅𝔬𝔫𝔢𝔰

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Built upon the ruins of Seoul, Babel is both a monument and a grave. Beneath its steel foundations lie buried temples, shattered hanok roofs and the veins of old subway lines now used for smuggling or rebellion. The past lingers like a ghost, sometimes surfacing in fragments of old signage or preserved courtyards buried beneath glass and steel.

For the humans of Mortal Coil and Zion, daily life unfolds atop their own erased history. Every street is a palimpsest - new luxury grafted over the skeleton of the old world. What remains of Korean culture survives in whispers.

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Judanians

1. Blood Broker - Oversees the collection and distribution of blood, wielding subtle power over those dependent on it. Influence flows through their veins as easily as the life they control.

2. Social Coordinator - Arranges gatherings, banquets and networks, shaping alliances and manipulating relationships with precision and charm.

3. Patron / Host - Maintains private salons or elite spaces where whispers become currency and loyalty is tested over wine and conversation.

4. Advisor / Consultant - Guides other vampires or humans, offering counsel that shapes decisions while keeping personal motives hidden.

5. Public Figure - Uses their visibility and presence to influence opinion, charm the powerful and steer attention toward their advantage.

Cainanites

1. Security Specialist - Ensures the safety of vampire estates, high-value humans and sensitive areas, discipline and vigilance are their currency.

2. Industrial Manager - Oversees operations in Mortal Coil, ensuring production, efficiency and order run like clockwork.

3. Investigator / Intelligence Operative - Gathers information, tracks rivals and uncovers secrets to maintain a strategic advantage.

4. Financial Strategist - Controls wealth, investments and resource distribution, turning money into leverage over allies and enemies alike.

5. Tactical Planner - Coordinates operations, logistics and factional strategies, ensuring every move furthers their species’ interests.

Lilithians

1. Healer / Medical professionals - Tends to the sick and wounded, human or vampire, preserving life and earning trust through skill and care.

2. Educator - Imparts knowledge and practical skills, shaping humans or vampires into capable, loyal, or capable allies.

3. Mediator - Resolves disputes, eases tensions and fosters agreements between factions or humans in delicate situations.

4. Artisan - Creates objects of beauty or utility, subtly strengthening the tower’s community through their work.

5. Community Coordinator - Organizes networks, aid, or initiatives that enhance cooperation between humans and Lilithians, quietly expanding influence.

Humans

1. Day Servant - Lives and works alongside a vampire, serving as assistant, bodyguard, or companion, loyalty, discretion and endurance are everything.

2. Laborer / Mechanic - Keeps the machinery of Mortal Coil running, ensuring the tower’s industrial heart never falters.

3. Merchant / Shopkeeper - Runs stores or services in Zion, balancing profit with the scrutiny of those above.

4. Bureaucrat / Clerk - Maintains records, finances, or administration in Seraph, where even small errors can have grave consequences.

5. Healer / Technician - Works in hospitals or workshops, repairing bodies or machines alike, often walking the fine line between survival and overreach.

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The architecture shifts between eras - remnants of old Seoul, half-swallowed by new construction. Graffiti marks the walls in defiance and faded murals of saints and revolutionaries blur beneath layers of dust. There is beauty here, but it is rough and human - a beauty that refuses to die.

Life & Power:
For most, the Mortal Coil is both home and cage.

People labor to sustain the upper tiers. Here, survival is its own form of rebellion.