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Council Level: There are only five seated Council members in a patriarchal formation at the pentagram board table in Hell. The Chairman is the epicenter of this configuration, and was made by the entity that rules all the dark realms from level seven. This power trust of entities rarely, if ever, comes topside to feed or handle economic maneuvers. Instead they have all their needs met by a retinue of courier bats that hover in wait for commands in a swirling transport cloud above their thrones. This group is as old as time itself, and each throne-seated Councilman was chosen as a lieutenant by The Chairman—once he was made. Their focus is pure power, and while they appreciate the sensual pleasures afforded topside dwelling lower generations, their primary concern is subtly orchestrating evil chaos topside from behind the scenes to keep fresh blood running through their feeding table. Their board table is the nexus of their power. They are conservative, detest the overt, and only allow so many vampiric “turns” to keep the vampire food chain in balance. Their goal is to evade human detection at all times. All topside vampire activities are thus registered and monitored to keep their long-term strategies in tact. Each Master vampire that is made is not only beholden to the Council in general, but is given a specific topside territory (and thus has an affinity for) the Councilman that turned him. Only five Master vampires are made and allowed to dwell topside at any one time, and as a Master is exterminated by rebel human forces, the empty territory is replenished by a new Master chosen by and made by Council. Every one of the seven continents is divided into five rich feeding/economic/hunting zones, with two held back in reserve; one to provide a constant Council table power/blood source, the other for a never-ending blood sacrifice to the ultimate darkness that resides on level seven. These wise, old Council level vampires draw their knowledge from their black thrones, and move catastrophic world events, wars, diseases/plagues, all major blood-letting horrors and detrimental economic shifts on their black marble board table, much like an evil game of chess. They do not waste energy on hiding their true, hideous physical forms, nor do they indulge in the idle pleasures of the flesh… although they occasionally take cerebral hiatus to remember such ancient activities. Within their individual power thrones is enough kinetic charge to create visions, the sense of touch, smell, out-of-body experiences, astral travel through time (past only), and their power seats hold enough temporal stimulation to burn out a mere human’s cerebral cortex. From their unseen positions within Hell, this is where they derive their greatest pleasures. They are the vanguard of The Armageddon, the elite ruling class of all demonic realms, and they have every power a Master vampire has—plus enough mental strength to kill one without breaking a sweat. [NOTE: A summons to Council Chambers is always a matter of grave concern, and reason for trepidation, by Master vampires. The outcome is usually negative.]
This entity can enter dreams and make them seem real, and can take on the most select properties of the entities residing within the five dark realms above the vampire realm (level six.) Masters, therefore, can become vaporous, like ghosts (level one). They have the ability to move matter with kinetic energy, like poltergeists (level two). But they have the added skill of being able to break down their cellular structure to the atomic level to pass through solid objects, and can manifest illusion (like succubae). However, they can also materialize solid, permanent objects, as long as they have the resources (blood capital) within their territory. This also gives them the capacity to heal with their hands and thoughts, as they can regenerate non-mortal injuries within humans, and seal near mortal injuries within themselves and other vampires. They are as arrogant and shrewd as the serpent-beings that reside on level three, and can be as twisted as the demons (with vengeance bloodlust) that reside on level four. Although not beholden to the moon, like the were-demons (their mortal enemies) on level 5, the primal nature of that entity resides within Master vampires, as does an aversion to silver. Of all the topside dwelling demonic forces, Master vampires are the most shrewd, calculating, sensual, intelligent beings that are also the most difficult to exterminate. They use their sexuality for the purpose of seduction in all matters of interest to them, working it to their advantage. But like their fangs, their business acumen is razor sharp. [“Business before pleasure, and pleasure with all business,” is their credo.] Each Master vampire retains the entire history of the line within his knowledge set. Thus the older the Master, the more powerful, as this entity will employ superior knowledge of the arts, music, war, technology, science… whatever subject matter is resident in his line to achieve his aim. True predators, with substantial economic resources, these consummate professionals are suave, debonair, subtle, and extremely hard to isolate. They not only siphon victims, but also suck the lifeblood out of communities with systemic, evil purpose set in motion by Council. As soon as a new Master is made, a “roll call” goes out to identify all female vampires in a male Master’s territory. Each female is imprinted in his cellular recall—identified by scent, sight, timbre of voice, date/time stamp of the turn (her vampiric age), blood taste, strength… and based upon those elements, lair queens are selected as much for their sexual capacities as for their ability to hunt and protect the Master’s lair from incursion by rival males. If a new Master isn’t satisfied by the available selection within his zones, he has eminent domain to make several second gens that fit his specifications. Females are ranked by generation level, hence the higher the gen level, the more desired. Second generation females are rare, only a handful are made by each Master, and are coveted by all territory dwelling males. [NOTE: Only Master vampires are renown for their ability to take a lair partner to Vanishing Point. Their prowess is legendary, and while Masters are extremely cerebral beings, they can unleash deadly strength at lightening speeds. They have 360-degree vision like a bat’s, internal radar beyond second sight, and each of their five once-human senses are heightened to ultra refined levels. This added sensuality and sensory perception is their greatest strength, yet also their greatest weakness—beyond sunlight and their insatiable lust for power, ripening Neteru will draw them to their demise. These creatures are driven by the darkest of lusts in every temporal manifestation.] Second Generations: Vampires at this level are considered lieutenants of the Master vampire who made them, and are beholden to that Master. In most cases, and in keeping with the five points of the pentagram, a Master vampire will acquire five second-generation males as body guards, if the takeover of a territory wasn’t an internal, hostile power grab, or will make five second-generations, if there was a territory alignment struggle. It is always the right of the newly incumbent Master to dust any second generation male that poses a power threat—and that Master will be the epicenter of the star formation (the sixth crowning jewel in it to represent the sixth ruling level of the dark realms.) These second-generation entities can also shape-shift and become vapor, but they are not as adept in the use of Vampyre. While they can transmit sensual thoughts in close-channel communications, whereby they must touch the intended target of the transmission, their powers of focus are not as laser as a Master’s. Also, when their maker calls them, they cannot refuse to answer… a skull spitting bat decibel is sent that offers no peace until there is an adequate response. In the same manner that Masters are summoned to Council (with a transport messenger to escort them to Chambers), when a Master calls his second generations, an immediate response is required. Their thoughts are at the behest of their maker—for territorial security, that comes in the form of routine mental sweeps to monitor for a potential coup or treason, etc. However, only Master level vampires can take a territory grievance to Council. All disputes, topside, end at the autonomous Master level. In addition, “seconds” can materialize and dematerialize non-living tissue or dead objects, as well as cast illusion—but they do not have the capacity to heal living tissue. Second generation vampires are strong, lethal, shrewd, and very sensual, but are not nearly as dangerous (or physically as strong) as a Master vampire. The information retained in the line is not immediately at their disposal. When turned into a vampire by a Master, information is downloaded into their consciousness on a “need to know basis” only, along with the instinctive synapse absorption of how to “home to” their maker, how to feed, and other basic survival skills. Only second gen males are given the route to a Master’s secret lairs, and only the most trusted among them (or the occasional female lair partner) is allowed to know the exact location of the Master when he’s in a vulnerable, regenerative state.
Fourth Generations: “Fourths” can become vapor, enter thoughts through touch, can cause erotic dreams for seduction, but have lost the capacity to manifest objects or effectively cast illusion for sustained periods. Although still stronger than the average human, and although these creatures can be deadly adversaries, this level of vampire must rely more heavily on non-combative seductions to get within a victim’s kill range or to influence a desired transaction. This generation (like the fifth and sixth generations) is still made up of “the undead,” but their deaths are drawn out, usually precipitated by an unexplained illness, unnatural aversions to sunlight, food, etc., before the victim expires. However, once expired, if the victim awakes in three nights, it is a newly turned vampire. Fifth Generations and Lower:
As each generation becomes further removed from the original line source,
power decrements. In the fifth generational level, one might find a physically
strong (emotionally twisted) vampire masked as a serial killer with an
eerie obsession for human blood—a being that is intelligent enough
to avoid immediate capture. But, for example, by the eighth generation,
one might find a human being with heightened awareness in one of the sensory
areas, but who predominantly gravitates to the dark arts, murderous topics,
child molestation, unnecessary, excessive violence, a hybrid human-demon
whom is given to inexplicable rages, etc. • Sunlight: Fatal, vampires will instantly incinerate and turn to ash on contact. Ultra violet light (artificial, man made version) is also deadly, but requires a vampire to be trapped under it for a sustained period of five to ten seconds before it become fatal. • Human religious relics/icons: Regardless of culture/religion
and only if the wearer has true faith -- causes severe burns where the
icon touches the vampire’s skin and leaves a brand that may not
allow the wounded area to fully regenerate. • Hallowed Earth: Dirt from sacred grounds -- will slowly incinerate a vampire on contact in excruciating implosion. If delivered internally by a hollow point bullet/shell, internal explosion will occur on impact. • Holy Water: Water blessed by a cleric of any human faith (who is a true believer) -- causes severe burns, can maim or kill a vampire if hurled like a Molotov cocktail or from an instrument used like a flame thrower. Often used by Guardian teams like C4 explosive and/or lit gasoline. • The Sacrament: Blessed wafers/wine (and other cultural blessed items) – if hurled will instantly ignite a vampire in flames. If ingested by the vampire—will fatally poison without an antidote. If recently ingested by the victim and is in the human’s bloodstream when bitten, it will ward off a turn, and will make the vampire sick/lose power, can be fatal (depending on the concentration in the human’s blood and how much the vampire consumed.) • Silver: A metal -- not a substance that can kill vampires on impact, but it causes severe pain, and makes wounds slow to heal. Cuts from the edge of a silver blade, bullet wounds, etc. burn until the silver is removed from the vampire’s flesh. • Ripening Neteru scent: The scent of a female Neteru that is “in phase” and can conceive a daywalker, once every seven years of her fertile maturity. It is like a sensual atomic bomb lure to male Master vampires and higher Council level vampires. They become disoriented, unable to shrewdly conceal themselves or to sense danger… it will draw them out of their lairs on a quest to obtain the female bearing the scent, and will cause them to fight other males (even those on their side) to eliminate competition. Lower generation males are seduced by it, but because of their lesser sensory capacities, they do not display the pure sensual intolerance for it that Masters exhibit. • Garlic, religious incense (like myrrh, frankincense, etc.): Herbs that create severe nausea, attacks the nasal passages and sensitive sinuses that give vampires heightened olfactory abilities. • Colloidal Silver (if ingested in tainted bottled blood): Poison. Causes a slow, painful death as the digestive track of a vampire is critically burned from the inside out. • Anointing Oils: Blessed oils – used to keep a vampire from
physically or psychically siphoning/biting a human being – acts
as body armor for the human, makes it nearly impossible to break the human
skin to deliver the bite… burns the vampire’s tongue and oral
soft tissue, will taint the vampire’s blood if swallowed, and has
the same result as silver poisoning, if ingested. • Reflective Surfaces: Mirrors, et al. – reduce the vampire’s capacity to conceal their true identity, and are therefore avoided. For example, a mirror (and the lack of the vampire’s reflection) is a dead giveaway and will blow their human cover. • Fatal Injuries: A stake through the heart, ripping out the heart
and crushing it, or beheading are the most effective and expedient ways
to exterminate a vampire in battle. This method is most often used in
vampire-to-vampire mortal combat disputes, or in Guardian/Covenant vampire
attacks. [NOTE: the Neteru’s sword, while not made of wood, has
the same result as a wooden stake when plunged in a vampire’s heart.
The cut from the Isis blades also deliver a wounds that are extremely
slow, if not impossible, to heal. The point of the three-blade sword forms
a crucifix at the tip, which will not seal on a vampire’s skin,
thus the vampire will “bleed out” and flat-line.] |
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