Hey, Iâm IGiveYouMercy-RP, but you can call me Mercy! Iâm 26 and use she/they pronouns. I enjoy consuming horror media (literature, films/shows, video games), writing, and roleplaying. Thereâs a bit of moodboard creating when the mood strikes.
Before my health declined I did dog sports and went hiking. While my health isnât the greatest, I have been seeing an upswing in how much I am able to do in a day now! I had some big milestones recently thanks to my new PCP, and am even getting my creativity back.
This is my blog for Dead Dove Do Not Eat content. Itâs very difficult to find places to advertise that kind of roleplay, as itâs not appropriate in all spaces. If that isnât what youâre looking for, please block my account or a tag that I use. Iâll make one just for this blog.
As a roleplayer, I enjoy writing in third person with around 2-5 good paragraphs if possible. I ask for anyone interested to be able to do the same. I like darker themed stories with relationships that may not be considered romantic but are definitely intimate, and I prefer to play the bottom in any dynamic. I only write queer romances.
Iâm not sure what else to put here, so I think Iâll leave it at that!
26y/o looking for 21+ individuals to write an absolutely awful romance with. For the sake of being thorough: I do not condone or support the actions/ideas/beliefs that would be portrayed in this idea. I prefer to write on Discord in third person, and prefer to play the bottom in sexual dynamics (not always the sub, but always the bottom).
View the rest of this post at your own risk. This is about to be a very long post as I have been doing a TON of world building. Be warned; it's a lengthy read.
Alright with all that out of the wayâ
I have been dying to play out a sun and moon coded pair of boys in a world where vampirism is more like a disease. Our characters are friends as childrenâyou playing the sun coded character, me playing the moon. The sunâs family dynamic is up to you ofc but I have imagined this with the Sun boyâs family being quite well off. Whereas my character, the Moon boy, was abandoned into the system as an infant and at the time is with a working class foster family. We can work out how the boys meet/become friends, but however it is theyâre always happy to be around each other. I wouldnât say their parentsâ are friends by any means (honestly thinking Sun boyâs parents look down on the working class due to generational wealth).
Fast forward into adulthood (be it freshly 18 or later in their 20s) and the dynamic shifts into something more intense between the two of them.
For example, some ideas I had were:
-Sun boy getting Moon boy a permanent silver ankle bracelet with his name on it so it forever leaves a mark/reminds Moon boy of him
-Sun boy cutting the tips of his fingers to drip blood into Moon boyâs hungry maw through the muzzle
-Sun boy being involved in criminal activity (be it as his own person or part of the family) and using Moon boy to dispose of anyone that Sun boy wants to disappear. Allows him to feed Moon boy and handle business in one go.
Let's dive into the world itself:
Velmora
Originally,
Velmora was once a single, sprawling coastal metropolis built atop rich subterranean deposits of a metal with higher corrosive resistance than Rhodium. As demand for this substrate grew, so did the depth and aggression of extraction. Tunnels webbed too deep, supports were an afterthought in pursuit of wealth. Entire sections of the city began to shift as the earth softened beneath their foundations. Then it gave way. Districts sheared downward, streets folded, structures were dragged into the earth as if swallowed. The coastline fractured, opening a vast rift that split the city into two uneven halves. Fires burned where infrastructure ruptured. Biological stores burst with them, flooding the lower depths with unstable matter. This event has been named The Rift. The two halves have connected once again via a thin, floating bridge. Present-day Velmoraâs side has a guard post that approves or denies entry into the city via the bridge. Below stretches a vast, jagged chasm wide enough in some places to form its own microclimate. Steam wafts from its depths, and red light flickers in the recesses from bioluminescent growth and industrial burn-off. The bridge connects Velmora's mid and upper tiers to the safer edges of Offalâs upper sprawl. The deeper regions of the city remain inaccessible except through unofficial routes, maintenance shafts, or old collapse tunnels. Both sides can see each other from across the gorge.
Present Day,
A city of pale structures and green-accented interiors. Velmoraâs districts are laid out in wide arcs and precisely measured grids. Estates are luxuries for the particularly wealthy, but most residents of Velmora reside in apartment blocks. Most buildings are designed with rib-like supports as part of the integral structure and have carefully designed ventilation systems. Considered the uppercity, it retained its name. The disaster that was The Rift is remembered as a tragedy, but is deemed ânatureâs correctionâ by many. With access to one of the main building materials used in the city cut off, Velmora had to destroy many structures in order to produce the supplies needed to build the floating bridge, but has since recovered after regaining access to its mining tunnels. The city built upward and outward, reinforcing foundations with bio-structures designed to resist further collapse. Entire districts were redesigned to be flexible, stronger, and more shock absorbent. Tram systems connect districts, but the main method of transportation around the city is via foot or bicycle. Central sorting houses distribute written correspondence with couriers operating on a strict schedule.
"I asked about the lower city once. Conversation just⊠ended. No one snapped at me, they just stopped engaging.â -Outside Tourist
Officially, Velmora did not abandon the lower half of the city. It was deemed âunrecoverableâ until Velmora had stabilized again. Velmora boasts itself as a center of trade, innovation, and biological mastery. Its harbors connect it to distant regions, drawing in wealth, talent, and influence from across the world. Its mastery of bio-engineering has shifted its societyâs view on body modification; bio-tech enhancements are selected more for elegance than for performance. The distinction between improvement and ornamentation has thinned to nothing. Family names carry significant weight, shaping access to opportunity, political influence, and social standing within a rigid hierarchy based on said name. An individual from a family with a legacy built on successful trade, civic leadership, and dedication to the city is very likely going to have more opportunity than someone from the merchant class. Appointed authorities of Velmora maintain control with little restraint, often exercising brutal measures along the boundaries with Offal.
"They left us down here. Donât let them dress it up any other way.â -Offal Citizens
Velmora relies on Offal for access to critical building materials, experimental data, and black-market biological material. High ranking families and companies often utilize the lack of restrictions in Offal, using it as a testing ground for unethical medical trials. Anything that comes into Velmora is processed and purified, with only the safest materials being used and the less than ideal is sold back down at a beastly cost. Food in Velmora is clean, optimized, flavor is prioritized over function. Green-house grown produce, controlled livestock, and preserved goods. Individuals in Velmora have easier access to a balanced diet, though it is subtly balanced and regulated through availability and pricing. Meals are regular, portions predictable, and shortages rare. Illness from food in Velmora is almost unheard of. All food is grown in controlled bio-domes away from the public eye, and only specialists work there. Children in the lower and middle classes of Velmora are assessed early for biological and cognitive traits. Early education is standardized, then they are funneled into roles where theyâre expected to function best. Advancement depends on testing, sponsorship, and family standing. The Velmoran Directorate of Order is the central law enforcement authority within Velmora, with its primary operatives known as Martinets. The Directorate is composed of multiple divisions and ranked structures beneath its authority. The Velmora Martinet Department's duties include the investigation and apprehension of criminal activity, routine patrol of Velmora's districts and transit systems, and monitoring key institutions such as administrative halls, bio-domes, and trade centers. Martinets are also responsible for overseeing the bridge crossing between Velmora and Offal, regulating entry and exit through strict approval protocols, and maintaining a controlled presence along city boundaries. Additional responsibilities include the inspection of incoming shipments through Velmora's harbors, enforcement of directives issued by high-ranking families and governing bodies, and the containment of unauthorized biological materials. While Velmora maintains that Offal remains outside formal jurisdiction due to its "unrecoverable" status, Martinets are frequently deployed to its upper edges. Velmora's equivalent to the Center for Disease control is the Velmoran Center for Health Authority (VCHA). The branch dedicated to all vampire-related matters is the Containment and Compliance Directorate (CCD).
Offal
"You can buy anything down there. Anything. Question is how'd they get their hands on it.â -Short-Stay
"Short-Stay is an Offal-born term for outsiders. It implies that they're either there for illicit reasons, or won't last/commit to Offal's way of life.
The lower city, Offal was renamed by three of the many citizens that stepped up to lead rescue efforts in the wake of The Rift, in the aftermath of the tragedy. Offal endured more damage than Velmora did in the disaster, and much of the architecture shows suchâa lot of buildings are misshapen. Pieced together structures that utilized what wasnât plundered by Velmora post-bridge construction make up a large portion of Offalâs districts. There is a constant haze from biological runoff that casts the city in dim, red-stained twilight. Offal is a maze of tunnels, pipes, and old structures that have rusted from a lack of maintenance. It is common for Offal residents to walk through the undercity. Parkour is a skill most Offal-dwellers develop from a young age. There is no formal mail system in Offal; information is most often passed by word of mouth, runners, or coded signals.
âYou grow up fast in Offal, or you donât grow up at all.â -Offalite
Those from Offal refer to themselves as "Undercity". Velmora refers to them as Offalites. Outsiders have, on occasion, called them Scrappers.
The residents of Offal have a strong sense of community. Informal networks of crews and foster units form the backbone of the city. Orphaned children are adopted without hesitation, and Offal-youth are raised collectively. Most individuals from Offal do not sport any surnames, as the chances of losing blood relations are high. Despite this communal foundation, Offal has a pervasive criminal presence driven as much by necessity as by ambition. Offalâs black market thrives on the steady flow of restricted goods from Velmora. Offalâs lack of regulation has made it a haven for work that cannot exist elsewhere. Biological experimentation outlawed in the uppercity is conducted in the undercity without restraint, often on behalf of Velmoran interests. Entire districts in Offal have been warped by failed augmentations and health issues caused by the rivers of runoff that collect in the lowest reaches. There are still active mining shafts in Offal, and they are worked by the desperate or the defenseless. People from Offal build themselves from what Velmora residents discard. Mismatched grafts, outdated implantsâanything that works, regardless of how it looks. Limited access to stable biotechnology has driven Offalâs residents toward a culture of adaptation and reuse. Education is inherited with skills passed through family units or factions, and what an individual can figure out on their own. Food in Offal is inconsistent, creative, and often risky due to the biological matter contaminating the area. A lot of individuals consume questionable black-market meat. Flavor is secondary to survival, and the quality of meals varies from day to day. Due to the excessive force Velmoraâs martinets exercise, their presence is met with distrust and hostility by Offal residents.
"Itâs not safe. Thatâs the main issue. We canât extend full services into an environment like that.â - Martinet
Martinets are the uppercity's enforcement branch.
Nocturnal Predation Disorder
Nocturnal Predation Disorder is a progressive, bloodborne condition characterized by severe hematologic degradation, neurological impairment, and systemic physiological adaptation. Initial outbreaks were historically misclassified as mass hysteria, demonic influence, or plague events. Modern classification recognizes Nocturnal Predation Disorder as a pathogenic condition with complex mutagenic properties affecting multiple organ systems. The pathogen demonstrates high morbidity, near-total reproductive suppression in infected individuals, and persistent adaptive mutation across hosts. It presents first as acute, treatment-resistant anemia. Documented effects include reduced blood cell count and oxygen-carrying capacity, chronic fatigue and pallor, and intense cravings for sodium and/or raw meat. A significant percentage of infected individuals develop secondary porphyria, though the mechanism linking the two conditions remains undetermined. As the condition progresses, Nocturnal Predation Disorder begins to affect the frontal and temporal lobes, resulting in impaired impulse control, heightened aggression, diminished executive function, and altered social recognition and emotional processing. In advanced stages, afflicted individuals exhibit behavioral patterns consistent with predatory fixation. Under conditions of extreme claoric and hematologic deprivation, infected individuals may enter a state clinically referred to as Frenzy. This state is defined by a complete loss of higher-order cognition, singular drive to locate and consume biological matter, and an extreme adrenal response. Documented physiological changes include temporary, disproportionate increases in strength (referred to as "Frenzy strength"), heightened speed and reaction time (anecdotal, inconsistently verified), and significantly elevated pain tolerance. Frenzy strength is comparable to hysterical strength, though more sustained and goal-directed. Following a Frenzy episode, patients frequently present with severe physical trauma including but not limited to muscle tears and ruptures, ligament and tendon damage, joint dislocations, and bone fractures. These injuries occur as a result of force exertion beyond normal anatomical limits. The afflicted enters a period of extreme exhaustion following the episode, often requiring extended recovery. Nocturnal Predation Disorder significantly alters sensory processing and circadian regulation. Common symptoms include severe photophobia (light sensitivity), disruption of circadian rhythms, and a nocturnal behavioral preference. Infected individuals develop a tapetum lucidum, enhancing low-light vision by approximately 5x that of uninfected humans. As a result, sudden light exposure in dark conditions produces a red ocular reflection. Prolonged exposure to sunlight can result in dermal burns and retinal damage. Those diagnosed with Nocturnal Predation Disorder display adverse reactions to specific substances. Garlic exacerbates systemic symptoms through a mechanism not yet identified. Silver causes dermal burns upon contact, while sunlight causes both dermal and ocular damage. Nocturnal Predation Disorder induces an elevated production in opiorphin, a naturally occurring opioid found in human saliva. In infected individuals, opiorphin potency is increased. 1mg/kg is roughly the equivalent to 12-24mg/kg morphine. Effects include suppressed pain response and an increased tolerance to injury. Notably, the opiorphin derived from infected individuals has demonstrated addictive properties, unlike its baseline human counterpart.
Advanced-stage Nocturnal Predation Disorder exhibits a phenomenon classified as hemoluminescent activity, or the Erythrolux Response. This is characterized by low-intensity red-spectrum bioluminescence originating within the individual's circulatory system. Under baseline conditions, the emission exists largely outside the perceptual range of humans; however, intensity increases under hypoxic and metabolically stressful conditions, including advanced anemia, acute stress response, active feeding, and Frenzy states. Luminescence during these periods may present as pulsing subdermal illumination, or localized glow at sites of tissue damage, diminishing as oxygen levels stabilize. Infected individuals demonstrate consistent perception of this extended red-spectrum emission, suggesting retinal adaptation enabling its use in low-light navigation, intraspecies identification, and assessment of physiological state. Uninfected perception remains limited and inconsistent, typically occurring only during high-intensity output, environmental interference (e.g., sodium-vapor lighting, firelight, reflective surfaces), or states of physiological compromise such as hypoxia or acute stress. Residual luminescence may persist briefly in saliva, bite wounds, and exposed blood, though degradation is rapid and oxygen-dependent. While the underlying mechanism remains unconfirmed, current hypotheses include altered hemoglobin function and porphyrin-related photogenic compounds. Reports of visibility from uninfected individuals are most commonly associated with close-range exposure to infected subjects during periods of heightened activity, particularly immediately prior to or during predatory behavior.
Velmora and the Afflicted
"Nocturnal Predation Disorder is not a lifestyle. It is a liability. Report symptoms early." -Containment and Compliance Directorate
Vampirism exists nowhere else in the world. Outside nations recognize the condition as an exclusively Velmoran phenomenon, though no one fully understands why. Cases have never never naturally emerged beyond the region surrounding Velmora and Offal, and infected individuals transported abroad are subject to immediate quaratine, deportation, or extermination depending on local law. The rest of the world views the city and its fractured underbelly with a mixture of fascination, disgust, and unease. This has resulted in a strange form of cultural tourism surrounding Velmora. Wealthy foreigners visit out of morbid curiosity as much as genuine business interest. Seeing a Vampire (as they are called in Velmora) firsthand has become something akin to witnessing an exotic and dangerous animal. Some visitors attend carefully managed demonstrations hosted by CCD-approved facilities where compliant vampires are displayed behind reinforced barriers under the guise of public education. Many Velmoran faiths teach that the disease is evidence of divine punishment localized to the region itself. Some sects believe the catastrophe began because humanity violated natural law. Others argue the city was spiritually "marked" long before the first documented outbreaks. The Rift only intensified these beliefs, with extremist groups claiming the collapse was divine confirmation that Velmora had become corrupt at its foundation. To middle-class Velmorans, vampires are regarded as dangerous animals that mimic humanity closely enough to make them uncomfortable. The public is raised on stories of Frenzy incidents, transmission risks, and violent behavioral collapse under starvation. Even sympathetic citizens often describe those afflicted as tragic rather than equal. To the high society, vampire ownership has become one of the strongest status symbols within their society. Owning a compliant vampire signifies wealth, discipline, and social superiority. The ability to feed, contain, and control an afflicted individual is viewed as evidence the family is refined, powerful, and trustworthy. Vampires are displayed similarly to luxury bio-enhancements and rare bloodlines. Their presence at social gatherings is often treated as an extension of the owner's image and influence. All vampire-related matters are overseen by the Containment and Compliance Directorate (CCD), a branch of the Velmoran Center for Health Authority. It is responsible for the registration, ownership licensing, behavioral assessment, containment law, and Frenzy response in Velmora. Potential owners undergo extensive screening processes including financial audits, home inspections, feeding capability verification, and mandatory containment training. Officially, these requirements exist to ensure responsible ownership. Unofficially, it is widely understood wealth and political influence can bypass almost any restriction. Strict laws govern how vampires may exist within public spaces. Afflicted individuals are required to remain muzzled whenever outside private property and must be accompanied by either their registered owner or a licensed handler. In both public and private property, vampires are prohibited from entering areas where food is prepared, processed, or stored. Many businesses display compliance placards warning against unauthorized vampire entry.
âHunger changes behavior. Donât wait for a Frenzy.â -CCD
Dietary regulation is treated with extreme seriousness due to widespread fear surrounding Frenzy events. Owners are legally required to maintain carefully measured feeding schedules intended to prevent starvation-induced behavioral collapse. Failure to properly feed a vampire is considered both abuse and a public safety violation. Despite this, intentional underfeeding is not uncommon among wealthy owners seeking to increase obedience, dependency, or aggression. Such behavior is technically illegal, though prosecutions involving influential families are rare. A large portion of Velmoraâs religious population views vampirism not merely as disease, but as spiritual corruption. Different faiths interpret the affliction differently, but most agree that vampires exist outside the natural order of humanity. Some sects believe the disease is divine punishment for moral decay or biological arrogance. Others claim Frenzy reveals the afflicted personâs âtrueâ nature beneath civilized behavior. Many of these religions specifically blame Offal for the existence and spread of vampirism, portraying the lower city as a source of contamination, moral collapse, or divine punishment. These beliefs are especially common among upper-class congregations and political hardliners. Ironically, wealthy religious families are also among the most common vampire owners in Velmora. Ownership is often justified through the language of stewardship and dominion. To these families, maintaining complete control over an afflicted individual is viewed as proof of humanityâs rightful superiority over corruption. This belief has contributed to the rise of elaborate restraint culture among the elite, including silver muzzles engraved with scripture, collars bearing family crests and purification prayers, and compliance schools that incorporate religious conditioning into behavioral training. Velmoran media reinforces all of these contradictions simultaneously. Public safety campaigns replay footage of Frenzy attacks to maintain public fear, while luxury advertisements and social magazines portray restrained vampires as elegant symbols of refinement and status. The afflicted are presented as dangerous, tragic, alluring, impure, and fashionable all at once.
Offal and the Afflicted
âYou ever see one when they havenât eaten? You donât forget it.â -Offalite Frenzy Witness
Unlike Velmorans, Offalites have very little controlled or normalized exposure to vampires. Most residents will never knowingly interact with an afflicted person until the moment something goes horribly wrong. Nearly every publicly known case in Offal begins the same way: an afflicted suddenly enters a Frenzy and attacks another person. By the time the CCD arrives from Velmora to secure them, the damage has usually already been done. Due to this, Offal's perception of vampires has been shaped less by ideology and more by fear, violence, and lack of information. Where vampires in Velmora are seen as status symbols or regulated danger, Offal associates them with blood in alleyways, disappearances, and containment squads dragging someone away in restraints. Many Offalites grow up hearing stories about people who "snapped" without warning. Coworkers, neighbors, a sibling. Someone quiet and pale suddenly tears into another person during a hunger episode no one could differentiate from what is normal in the undercity. Frenzy incidents are one of the few events capable of briefly uniting entire districts in panic. Unlike Velmora, Offal has less religious influence overall, and most residents struggle to completely detach the disease from the person they knew beforehand.
âYouâll hear people say theyâre still human. Same people wonât get within ten feet of one.â -Offalite
Afflicted individuals are viewed by gangs, smugglers, and underground bio-dealers as extremely valuable commodities. Some groups attempt to capture and sell newly discovered vampires before the CCD can intervene. Others use them for intimidation, violence, or illegal saliva harvesting operations due to the highly addictive and medically potent properties of vampire-produced opiorphin. The CCD maintains very little official presence within Offal beyond outbreak response and retrieval operations. There are fewer than twenty CCD-approved vampires legally registered within the entirety of the lower city. Most are attached to wealthy intermediaries, criminally useful specialists, or rare individuals granted special containment permits. Publicly owned or openly displayed vampires are almost nonexistent in Offal. To many Offalites, the arrival of CCD containment units after a Frenzy is almost as frightening as the attack itself. Their appearance usually means someone is about to disappear permanently.
26y/o looking for 21+ individuals to write an absolutely awful romance with. For the sake of being thorough: I do not condone or support the actions/ideas/beliefs that would be portrayed in this idea. I prefer to write on Discord in third person, and prefer to play the bottom in sexual dynamics (not always the sub, but always the bottom).
View the rest of this post at your own risk. This is about to be a very long post as I have been doing a TON of world building. Be warned; it's a lengthy read.
Alright with all that out of the wayâ
I have been dying to play out a sun and moon coded pair of boys in a world where vampirism is more like a disease. Our characters are friends as childrenâyou playing the sun coded character, me playing the moon. The sunâs family dynamic is up to you ofc but I have imagined this with the Sun boyâs family being quite well off. Whereas my character, the Moon boy, was abandoned into the system as an infant and at the time is with a working class foster family. We can work out how the boys meet/become friends, but however it is theyâre always happy to be around each other. I wouldnât say their parentsâ are friends by any means (honestly thinking Sun boyâs parents look down on the working class due to generational wealth).
Fast forward into adulthood (be it freshly 18 or later in their 20s) and the dynamic shifts into something more intense between the two of them.
For example, some ideas I had were:
-Sun boy getting Moon boy a permanent silver ankle bracelet with his name on it so it forever leaves a mark/reminds Moon boy of him
-Sun boy cutting the tips of his fingers to drip blood into Moon boyâs hungry maw through the muzzle
-Sun boy being involved in criminal activity (be it as his own person or part of the family) and using Moon boy to dispose of anyone that Sun boy wants to disappear. Allows him to feed Moon boy and handle business in one go.
Let's dive into the world itself:
Velmora
Originally,
Velmora was once a single, sprawling coastal metropolis built atop rich subterranean deposits of a metal with higher corrosive resistance than Rhodium. As demand for this substrate grew, so did the depth and aggression of extraction. Tunnels webbed too deep, supports were an afterthought in pursuit of wealth. Entire sections of the city began to shift as the earth softened beneath their foundations. Then it gave way. Districts sheared downward, streets folded, structures were dragged into the earth as if swallowed. The coastline fractured, opening a vast rift that split the city into two uneven halves. Fires burned where infrastructure ruptured. Biological stores burst with them, flooding the lower depths with unstable matter. This event has been named The Rift. The two halves have connected once again via a thin, floating bridge. Present-day Velmoraâs side has a guard post that approves or denies entry into the city via the bridge. Below stretches a vast, jagged chasm wide enough in some places to form its own microclimate. Steam wafts from its depths, and red light flickers in the recesses from bioluminescent growth and industrial burn-off. The bridge connects Velmora's mid and upper tiers to the safer edges of Offalâs upper sprawl. The deeper regions of the city remain inaccessible except through unofficial routes, maintenance shafts, or old collapse tunnels. Both sides can see each other from across the gorge.
Present Day,
A city of pale structures and green-accented interiors. Velmoraâs districts are laid out in wide arcs and precisely measured grids. Estates are luxuries for the particularly wealthy, but most residents of Velmora reside in apartment blocks. Most buildings are designed with rib-like supports as part of the integral structure and have carefully designed ventilation systems. Considered the uppercity, it retained its name. The disaster that was The Rift is remembered as a tragedy, but is deemed ânatureâs correctionâ by many. With access to one of the main building materials used in the city cut off, Velmora had to destroy many structures in order to produce the supplies needed to build the floating bridge, but has since recovered after regaining access to its mining tunnels. The city built upward and outward, reinforcing foundations with bio-structures designed to resist further collapse. Entire districts were redesigned to be flexible, stronger, and more shock absorbent. Tram systems connect districts, but the main method of transportation around the city is via foot or bicycle. Central sorting houses distribute written correspondence with couriers operating on a strict schedule.
"I asked about the lower city once. Conversation just⊠ended. No one snapped at me, they just stopped engaging.â -Outside Tourist
Officially, Velmora did not abandon the lower half of the city. It was deemed âunrecoverableâ until Velmora had stabilized again. Velmora boasts itself as a center of trade, innovation, and biological mastery. Its harbors connect it to distant regions, drawing in wealth, talent, and influence from across the world. Its mastery of bio-engineering has shifted its societyâs view on body modification; bio-tech enhancements are selected more for elegance than for performance. The distinction between improvement and ornamentation has thinned to nothing. Family names carry significant weight, shaping access to opportunity, political influence, and social standing within a rigid hierarchy based on said name. An individual from a family with a legacy built on successful trade, civic leadership, and dedication to the city is very likely going to have more opportunity than someone from the merchant class. Appointed authorities of Velmora maintain control with little restraint, often exercising brutal measures along the boundaries with Offal.
"They left us down here. Donât let them dress it up any other way.â -Offal Citizens
Velmora relies on Offal for access to critical building materials, experimental data, and black-market biological material. High ranking families and companies often utilize the lack of restrictions in Offal, using it as a testing ground for unethical medical trials. Anything that comes into Velmora is processed and purified, with only the safest materials being used and the less than ideal is sold back down at a beastly cost. Food in Velmora is clean, optimized, flavor is prioritized over function. Green-house grown produce, controlled livestock, and preserved goods. Individuals in Velmora have easier access to a balanced diet, though it is subtly balanced and regulated through availability and pricing. Meals are regular, portions predictable, and shortages rare. Illness from food in Velmora is almost unheard of. All food is grown in controlled bio-domes away from the public eye, and only specialists work there. Children in the lower and middle classes of Velmora are assessed early for biological and cognitive traits. Early education is standardized, then they are funneled into roles where theyâre expected to function best. Advancement depends on testing, sponsorship, and family standing. The Velmoran Directorate of Order is the central law enforcement authority within Velmora, with its primary operatives known as Martinets. The Directorate is composed of multiple divisions and ranked structures beneath its authority. The Velmora Martinet Department's duties include the investigation and apprehension of criminal activity, routine patrol of Velmora's districts and transit systems, and monitoring key institutions such as administrative halls, bio-domes, and trade centers. Martinets are also responsible for overseeing the bridge crossing between Velmora and Offal, regulating entry and exit through strict approval protocols, and maintaining a controlled presence along city boundaries. Additional responsibilities include the inspection of incoming shipments through Velmora's harbors, enforcement of directives issued by high-ranking families and governing bodies, and the containment of unauthorized biological materials. While Velmora maintains that Offal remains outside formal jurisdiction due to its "unrecoverable" status, Martinets are frequently deployed to its upper edges. Velmora's equivalent to the Center for Disease control is the Velmoran Center for Health Authority (VCHA). The branch dedicated to all vampire-related matters is the Containment and Compliance Directorate (CCD).
Offal
"You can buy anything down there. Anything. Question is how'd they get their hands on it.â -Short-Stay
"Short-Stay is an Offal-born term for outsiders. It implies that they're either there for illicit reasons, or won't last/commit to Offal's way of life.
The lower city, Offal was renamed by three of the many citizens that stepped up to lead rescue efforts in the wake of The Rift, in the aftermath of the tragedy. Offal endured more damage than Velmora did in the disaster, and much of the architecture shows suchâa lot of buildings are misshapen. Pieced together structures that utilized what wasnât plundered by Velmora post-bridge construction make up a large portion of Offalâs districts. There is a constant haze from biological runoff that casts the city in dim, red-stained twilight. Offal is a maze of tunnels, pipes, and old structures that have rusted from a lack of maintenance. It is common for Offal residents to walk through the undercity. Parkour is a skill most Offal-dwellers develop from a young age. There is no formal mail system in Offal; information is most often passed by word of mouth, runners, or coded signals.
âYou grow up fast in Offal, or you donât grow up at all.â -Offalite
Those from Offal refer to themselves as "Undercity". Velmora refers to them as Offalites. Outsiders have, on occasion, called them Scrappers.
The residents of Offal have a strong sense of community. Informal networks of crews and foster units form the backbone of the city. Orphaned children are adopted without hesitation, and Offal-youth are raised collectively. Most individuals from Offal do not sport any surnames, as the chances of losing blood relations are high. Despite this communal foundation, Offal has a pervasive criminal presence driven as much by necessity as by ambition. Offalâs black market thrives on the steady flow of restricted goods from Velmora. Offalâs lack of regulation has made it a haven for work that cannot exist elsewhere. Biological experimentation outlawed in the uppercity is conducted in the undercity without restraint, often on behalf of Velmoran interests. Entire districts in Offal have been warped by failed augmentations and health issues caused by the rivers of runoff that collect in the lowest reaches. There are still active mining shafts in Offal, and they are worked by the desperate or the defenseless. People from Offal build themselves from what Velmora residents discard. Mismatched grafts, outdated implantsâanything that works, regardless of how it looks. Limited access to stable biotechnology has driven Offalâs residents toward a culture of adaptation and reuse. Education is inherited with skills passed through family units or factions, and what an individual can figure out on their own. Food in Offal is inconsistent, creative, and often risky due to the biological matter contaminating the area. A lot of individuals consume questionable black-market meat. Flavor is secondary to survival, and the quality of meals varies from day to day. Due to the excessive force Velmoraâs martinets exercise, their presence is met with distrust and hostility by Offal residents.
"Itâs not safe. Thatâs the main issue. We canât extend full services into an environment like that.â - Martinet
Martinets are the uppercity's enforcement branch.
Nocturnal Predation Disorder
Nocturnal Predation Disorder is a progressive, bloodborne condition characterized by severe hematologic degradation, neurological impairment, and systemic physiological adaptation. Initial outbreaks were historically misclassified as mass hysteria, demonic influence, or plague events. Modern classification recognizes Nocturnal Predation Disorder as a pathogenic condition with complex mutagenic properties affecting multiple organ systems. The pathogen demonstrates high morbidity, near-total reproductive suppression in infected individuals, and persistent adaptive mutation across hosts. It presents first as acute, treatment-resistant anemia. Documented effects include reduced blood cell count and oxygen-carrying capacity, chronic fatigue and pallor, and intense cravings for sodium and/or raw meat. A significant percentage of infected individuals develop secondary porphyria, though the mechanism linking the two conditions remains undetermined. As the condition progresses, Nocturnal Predation Disorder begins to affect the frontal and temporal lobes, resulting in impaired impulse control, heightened aggression, diminished executive function, and altered social recognition and emotional processing. In advanced stages, afflicted individuals exhibit behavioral patterns consistent with predatory fixation. Under conditions of extreme claoric and hematologic deprivation, infected individuals may enter a state clinically referred to as Frenzy. This state is defined by a complete loss of higher-order cognition, singular drive to locate and consume biological matter, and an extreme adrenal response. Documented physiological changes include temporary, disproportionate increases in strength (referred to as "Frenzy strength"), heightened speed and reaction time (anecdotal, inconsistently verified), and significantly elevated pain tolerance. Frenzy strength is comparable to hysterical strength, though more sustained and goal-directed. Following a Frenzy episode, patients frequently present with severe physical trauma including but not limited to muscle tears and ruptures, ligament and tendon damage, joint dislocations, and bone fractures. These injuries occur as a result of force exertion beyond normal anatomical limits. The afflicted enters a period of extreme exhaustion following the episode, often requiring extended recovery. Nocturnal Predation Disorder significantly alters sensory processing and circadian regulation. Common symptoms include severe photophobia (light sensitivity), disruption of circadian rhythms, and a nocturnal behavioral preference. Infected individuals develop a tapetum lucidum, enhancing low-light vision by approximately 5x that of uninfected humans. As a result, sudden light exposure in dark conditions produces a red ocular reflection. Prolonged exposure to sunlight can result in dermal burns and retinal damage. Those diagnosed with Nocturnal Predation Disorder display adverse reactions to specific substances. Garlic exacerbates systemic symptoms through a mechanism not yet identified. Silver causes dermal burns upon contact, while sunlight causes both dermal and ocular damage. Nocturnal Predation Disorder induces an elevated production in opiorphin, a naturally occurring opioid found in human saliva. In infected individuals, opiorphin potency is increased. 1mg/kg is roughly the equivalent to 12-24mg/kg morphine. Effects include suppressed pain response and an increased tolerance to injury. Notably, the opiorphin derived from infected individuals has demonstrated addictive properties, unlike its baseline human counterpart.
Advanced-stage Nocturnal Predation Disorder exhibits a phenomenon classified as hemoluminescent activity, or the Erythrolux Response. This is characterized by low-intensity red-spectrum bioluminescence originating within the individual's circulatory system. Under baseline conditions, the emission exists largely outside the perceptual range of humans; however, intensity increases under hypoxic and metabolically stressful conditions, including advanced anemia, acute stress response, active feeding, and Frenzy states. Luminescence during these periods may present as pulsing subdermal illumination, or localized glow at sites of tissue damage, diminishing as oxygen levels stabilize. Infected individuals demonstrate consistent perception of this extended red-spectrum emission, suggesting retinal adaptation enabling its use in low-light navigation, intraspecies identification, and assessment of physiological state. Uninfected perception remains limited and inconsistent, typically occurring only during high-intensity output, environmental interference (e.g., sodium-vapor lighting, firelight, reflective surfaces), or states of physiological compromise such as hypoxia or acute stress. Residual luminescence may persist briefly in saliva, bite wounds, and exposed blood, though degradation is rapid and oxygen-dependent. While the underlying mechanism remains unconfirmed, current hypotheses include altered hemoglobin function and porphyrin-related photogenic compounds. Reports of visibility from uninfected individuals are most commonly associated with close-range exposure to infected subjects during periods of heightened activity, particularly immediately prior to or during predatory behavior.
Velmora and the Afflicted
"Nocturnal Predation Disorder is not a lifestyle. It is a liability. Report symptoms early." -Containment and Compliance Directorate
Vampirism exists nowhere else in the world. Outside nations recognize the condition as an exclusively Velmoran phenomenon, though no one fully understands why. Cases have never never naturally emerged beyond the region surrounding Velmora and Offal, and infected individuals transported abroad are subject to immediate quaratine, deportation, or extermination depending on local law. The rest of the world views the city and its fractured underbelly with a mixture of fascination, disgust, and unease. This has resulted in a strange form of cultural tourism surrounding Velmora. Wealthy foreigners visit out of morbid curiosity as much as genuine business interest. Seeing a Vampire (as they are called in Velmora) firsthand has become something akin to witnessing an exotic and dangerous animal. Some visitors attend carefully managed demonstrations hosted by CCD-approved facilities where compliant vampires are displayed behind reinforced barriers under the guise of public education. Many Velmoran faiths teach that the disease is evidence of divine punishment localized to the region itself. Some sects believe the catastrophe began because humanity violated natural law. Others argue the city was spiritually "marked" long before the first documented outbreaks. The Rift only intensified these beliefs, with extremist groups claiming the collapse was divine confirmation that Velmora had become corrupt at its foundation. To middle-class Velmorans, vampires are regarded as dangerous animals that mimic humanity closely enough to make them uncomfortable. The public is raised on stories of Frenzy incidents, transmission risks, and violent behavioral collapse under starvation. Even sympathetic citizens often describe those afflicted as tragic rather than equal. To the high society, vampire ownership has become one of the strongest status symbols within their society. Owning a compliant vampire signifies wealth, discipline, and social superiority. The ability to feed, contain, and control an afflicted individual is viewed as evidence the family is refined, powerful, and trustworthy. Vampires are displayed similarly to luxury bio-enhancements and rare bloodlines. Their presence at social gatherings is often treated as an extension of the owner's image and influence. All vampire-related matters are overseen by the Containment and Compliance Directorate (CCD), a branch of the Velmoran Center for Health Authority. It is responsible for the registration, ownership licensing, behavioral assessment, containment law, and Frenzy response in Velmora. Potential owners undergo extensive screening processes including financial audits, home inspections, feeding capability verification, and mandatory containment training. Officially, these requirements exist to ensure responsible ownership. Unofficially, it is widely understood wealth and political influence can bypass almost any restriction. Strict laws govern how vampires may exist within public spaces. Afflicted individuals are required to remain muzzled whenever outside private property and must be accompanied by either their registered owner or a licensed handler. In both public and private property, vampires are prohibited from entering areas where food is prepared, processed, or stored. Many businesses display compliance placards warning against unauthorized vampire entry.
âHunger changes behavior. Donât wait for a Frenzy.â -CCD
Dietary regulation is treated with extreme seriousness due to widespread fear surrounding Frenzy events. Owners are legally required to maintain carefully measured feeding schedules intended to prevent starvation-induced behavioral collapse. Failure to properly feed a vampire is considered both abuse and a public safety violation. Despite this, intentional underfeeding is not uncommon among wealthy owners seeking to increase obedience, dependency, or aggression. Such behavior is technically illegal, though prosecutions involving influential families are rare. A large portion of Velmoraâs religious population views vampirism not merely as disease, but as spiritual corruption. Different faiths interpret the affliction differently, but most agree that vampires exist outside the natural order of humanity. Some sects believe the disease is divine punishment for moral decay or biological arrogance. Others claim Frenzy reveals the afflicted personâs âtrueâ nature beneath civilized behavior. Many of these religions specifically blame Offal for the existence and spread of vampirism, portraying the lower city as a source of contamination, moral collapse, or divine punishment. These beliefs are especially common among upper-class congregations and political hardliners. Ironically, wealthy religious families are also among the most common vampire owners in Velmora. Ownership is often justified through the language of stewardship and dominion. To these families, maintaining complete control over an afflicted individual is viewed as proof of humanityâs rightful superiority over corruption. This belief has contributed to the rise of elaborate restraint culture among the elite, including silver muzzles engraved with scripture, collars bearing family crests and purification prayers, and compliance schools that incorporate religious conditioning into behavioral training. Velmoran media reinforces all of these contradictions simultaneously. Public safety campaigns replay footage of Frenzy attacks to maintain public fear, while luxury advertisements and social magazines portray restrained vampires as elegant symbols of refinement and status. The afflicted are presented as dangerous, tragic, alluring, impure, and fashionable all at once.
Offal and the Afflicted
âYou ever see one when they havenât eaten? You donât forget it.â -Offalite Frenzy Witness
Unlike Velmorans, Offalites have very little controlled or normalized exposure to vampires. Most residents will never knowingly interact with an afflicted person until the moment something goes horribly wrong. Nearly every publicly known case in Offal begins the same way: an afflicted suddenly enters a Frenzy and attacks another person. By the time the CCD arrives from Velmora to secure them, the damage has usually already been done. Due to this, Offal's perception of vampires has been shaped less by ideology and more by fear, violence, and lack of information. Where vampires in Velmora are seen as status symbols or regulated danger, Offal associates them with blood in alleyways, disappearances, and containment squads dragging someone away in restraints. Many Offalites grow up hearing stories about people who "snapped" without warning. Coworkers, neighbors, a sibling. Someone quiet and pale suddenly tears into another person during a hunger episode no one could differentiate from what is normal in the undercity. Frenzy incidents are one of the few events capable of briefly uniting entire districts in panic. Unlike Velmora, Offal has less religious influence overall, and most residents struggle to completely detach the disease from the person they knew beforehand.
âYouâll hear people say theyâre still human. Same people wonât get within ten feet of one.â -Offalite
Afflicted individuals are viewed by gangs, smugglers, and underground bio-dealers as extremely valuable commodities. Some groups attempt to capture and sell newly discovered vampires before the CCD can intervene. Others use them for intimidation, violence, or illegal saliva harvesting operations due to the highly addictive and medically potent properties of vampire-produced opiorphin. The CCD maintains very little official presence within Offal beyond outbreak response and retrieval operations. There are fewer than twenty CCD-approved vampires legally registered within the entirety of the lower city. Most are attached to wealthy intermediaries, criminally useful specialists, or rare individuals granted special containment permits. Publicly owned or openly displayed vampires are almost nonexistent in Offal. To many Offalites, the arrival of CCD containment units after a Frenzy is almost as frightening as the attack itself. Their appearance usually means someone is about to disappear permanently.
26y/o looking for 21+ individuals to write an absolutely awful romance with. For the sake of being thorough: I do not condone or support the actions/ideas/beliefs that would be portrayed in this idea. I prefer to write on Discord in third person!
I have been dying to play out a sun and moon coded pair of boys in a world where vampirism is more like a disease. It is predominantly a blood-borne pathogen that no one really knows the origin of, but it has almost entirely sterilized the population afflicted with it.
In the first recordings of vampirism, it was a plague. Individuals afflicted with it were frequently accused of being witches or demons, and many burned at the stake.
There were battles fought between the rapidly climbing vampire population and what those at the time considered themselves âhumanâ. Vampires are now, save for a small population of outliers, considered animalsâwith equal to or less than the same rights as domestic animals, depending on the state.
In modern times, there are very few documented cases of someone being born with the disease and what it presents like in children.
Our characters are friends as childrenâyou playing the sun coded character, me playing the moon. The sunâs family dynamic is up to you ofc but I have imagined this with the Sun boyâs family being quite well off. Whereas my character, the Moon boy, was abandoned into the system as an infant and at the time is with a working class foster family. We can work out how the boys meet/become friends, but however it is theyâre always happy to be around each other. I wouldnât say their parentsâ are friends by any means (honestly thinking Sun boyâs parents look down on the working class due to generational wealth).
Vampirism is strange. In those who contract it, it causes extreme anemia that can make the infected crave salt and meat. In events of extreme hunger, it has been documented that vampirism affects the frontal and temporal lobes of the brain and causes complete, animalistic behavioral changes. This is typically paired with a phenomenon that medical professionals loosely call "Frenzy strength". Frenzy strength is an event that is most compatible to hysterical strength; when in a state of extreme starvation, those afflicted are able to access inhuman strength in pursuit of nourishment. They are stronger, there have been claims that they are faster, and they have no thought other than to eat and survive. Individuals that experience Frenzy strength are flooded with adrenaline, increasing their pain tolerance drastically, and this puts them at risk for sustaining injuries. Torn muscles, ruptured tendons, strains and tears, joint dislocation, and broken bones are not uncommon in the aftermath of a Frenzy. Vampires will also experience extreme exhaustion. It has been linked to circadian rhythm disorders. They become violently sensitive to light, garlic, and silver. The former and latter can cause minor to major burns, while the middle causes the symptoms to worsen. Most individuals with vampirism develop porphyria. Though research has not come to understand how, vampirism has rushed an evolutionary adaptation for those infected; they develop a tapetum lucidum (the layer in an animal's eye that allows them to see in the dark and gives their eyes that shine). Those afflicted are able to see 5x better in low light than a human can. Due to this, exposure to sunlight not only burns the skin, but can also damage a vampire's eyes. When hit by sudden lights at night/in areas of low light, the afflicted look like they have red eyes.
Vampires also produce a stronger form of Opiorphin-a natural pain-killing compound present in human saliva. One mg/kg dose of human-produced Opiorphin is the equivalent to 3-6mg/kg of morphine. A 1mg/kg dose of vampire's saliva is comparable to 12-24mg/kg. It is potent and, unlike human-produced Opiorphin, Vampire-sourced can be addictive.
Once an individual is diagnosed, they are stripped of their rights and become property. Vampires are a bit more regulated than the average domestic animal in the sense that the government decides who gets an afflicted individual due to the risk of transmission. Vampires are not publicly well-liked due to propaganda portraying them as blood thirsty, soulless beasts, though there are small rights movements stirring online. A large portion of the dominant religious population believe that vampirism is an act of their deity as punishment for what their Almighty considers a sin. We can develop the religion more if you'd like your character to be a part of that, as that would let you play with the religious guilt themes. My character has complex feelings regarding religion; he was raised in a household that shared that belief.
Our characters are playing together (I imagine theyâd have been late elementary school) one day when the Sun boy gets a minor injury and suddenly the Moon boy goes feral. Theyâre separated before anyone can be hurt, but itâs a fairly terrifying ordeal. Moon boy is immediately taken into government possession. His foster parents are mortified and beg Sun boyâs parents not to sue themâthat they had no idea. Sun boyâs parents end up buying Moon boy to appease their son.
Suddenly, Moon boy is spending 24/7 muzzled. His life is forced to contort and fit into the Sun boyâs schedule. He is thrust into a reality that he had no idea really existed, and he is not benefiting from it whatsoever.
Owning a vampire is trendy among high society. It means status, power, control. It looks good in the 1% because it screams that the "owners" are so superior that the government trusts them with a "dangerous beast". The dietary needs of a Vampire make them expensive to adequately care for, and they must be fed properly. Vampire obedience is part of the image that owning one pushes; that ascendancy over even the highest of society. There are expensive schools where vampires can be "trained", much like dogs.
Fast forward into adulthood (be it freshly 18 or later in their 20s) and the dynamic shifts into something more intense between the two of them.
For example, some ideas I had were:
-Sun boy getting Moon boy a permanent silver ankle bracelet with his name on it so it forever leaves a mark/reminds Moon boy of him
-Sun boy cutting the tips of his fingers to drip blood into Moon boyâs hungry maw through the muzzle
-Sun boy being involved in criminal activity (be it as his own person or part of the family) and using Moon boy to dispose of anyone that Sun boy wants to disappear. Allows him to feed Moon boy and handle business in one go.
My idea for this story takes place in twin cities inspired by Zaun and Piltover from Arcane (specifically season 1), with more of a gothic aestheticâ
Velmora was once a single, sprawling coastal metropolis built atop rich subterranean deposits of a metal with higher corrosive resistance than Rhodium. As demand for this substrate grew, so did the depth and aggression of extraction. Tunnels webbed too deep, supports were an afterthought in pursuit of wealth. Entire sections of the city began to shift as the earth softened beneath their foundations.
Then it gave way. Districts sheared downward, streets folded, structures were dragged into the earth as if swallowed. The coastline fractured, opening a vast rift that split the city into two uneven halves. Fires burned where infrastructure ruptured. Biological stores ruptured with them, flooding the lower depths with unstable matter. This event has been named The Rift.
The two halves have connected once again via a thin, floating bridge. Present-day Velmoraâs side has a guard post that approves or denies entry into the city via the bridge. Below stretches a vast, jagged chasm wide enough in some places to form its own microclimate. Steam wafts from its depths, and red light flickers in the recesses from bioluminescent growth and industrial burn-off. The bridge connects Velmora's mid and upper tiers to the safer edges of Offalâs upper sprawl. The deeper regions of the city remain inaccessible except through unofficial routes, maintenance shafts, or old collapse tunnels. Both sides can see each other from across the gorge.
Velmora â
A city of pale structures and green-accented interiors. Velmoraâs districts are laid out in wide arcs and precisely measured grids. Estates are luxuries for the particularly wealthy, but most residents of Velmora reside in apartment blocks. Most buildings are designed with rib-like supports as part of the integral structure and have carefully designed ventilation systems. Considered the uppercity, it retained its name. The disaster that was The Rift is remembered as a tragedy, but is deemed ânatureâs correctionâ by many. With access to one of the main building materials used in the city cut off, Velmora had to destroy many structures in order to produce the supplies needed to build the floating bridge, but has since recovered after regaining access to its mining tunnels.
The city built upward and outward, reinforcing foundations with bio-structures designed to resist further collapse. Entire districts were redesigned to be flexible, stronger, and more shock absorbent. Tram systems connect districts, but the main method of transportation around the city is via foot or bicycle. Central sorting houses distribute written correspondence with couriers operating on a strict schedule.
Officially, Velmora did not abandon the lower half of the city. It was deemed âunrecoverableâ until Velmora had stabilized again.
Velmora boasts itself as a center of trade, innovation, and biological mastery. Its harbors connect it to distant regions, drawing in wealth, talent, and influence from across the world. Its mastery of bio-engineering has shifted its societyâs view on body modification; bio-tech enhancements are selected more for elegance than for performance. The distinction between improvement and ornamentation has thinned to nothing.
Family names carry significant weight, shaping access to opportunity, political influence, and social standing within a rigid hierarchy based on said name. An individual from a family with a legacy built on successful trade, civic leadership, and dedication to the city is very likely going to have more opportunity than someone from the merchant class. Appointed authorities of Velmora maintain control with little restraint, often exercising brutal measures along the the boundaries with Offal.
Velmora relies on Offal for access to critical building materials, experimental data, and black-market biological material. High ranking families and companies often utilize the lack of restrictions in Offal, using it as a testing ground for unethical medical trials. Anything that comes into Velmora is processed and purified, with only the safest materials being used and the less than ideal is sold back down at a beastly cost.
Food in Velmora is clean, optimized, flavor is prioritized over function. Green-house grown produce, controlled livestock, and preserved goods. Individuals in Velmora have easier access to a balanced diet, though it is subtly balanced and regulated through availability and pricing. Meals are regular, portions predictable, and shortages rare. Illness from food in Velmora is almost unheard of. All food is grown in controlled bio-domes away from the public eye, and only specialists work there.
Children in the lower and middle classes of Velmora are assessed early for biological and cognitive traits. Early education is standardized, then they are funneled into roles where theyâre expected to function best. Advancement depends on testing, sponsorship, and family standing.
Offal â
The lower city, Offal was renamed by three of the many citizens that stepped up to lead rescue efforts in the wake of The Rift, in the aftermath of the tragedy. Offal endured more damage than Velmora did in the disaster, and much of the architecture shows suchâa lot of buildings are misshapen. Pieced together structures that utilized what wasnât plundered by Velmora post-bridge construction make up a large portion of Offalâs districts. There is a constant haze from biological runoff that casts the city in dim, red-stained twilight. Offal is a maze of tunnels, pipes, and old structures that have rusted from a lack of maintenance.
It is common for Offal residents to walk through the undercity. Parkour is a skill most Offal-dwellers develop from a young age. There is no formal mail system in Offal; information is most often passed by word of mouth, runners, or coded signals.
The residents of Offal have a strong sense of community. Informal networks of crews and foster units form the backbone of the city. Orphaned children are adopted without hesitation, and Offal-youth are raised collectively. Most individuals from Offal do not sport any surnames, as the chances of losing blood relations are high. Despite this communal foundation, Offal has a pervasive criminal presence driven as much by necessity as by ambition. Offalâs black market thrives on the steady flow of restricted goods from Velmora.
Offalâs lack of regulation has made it a haven for work that cannot exist elsewhere. Biological experimentation outlawed in the uppercity is conducted in the undercity without restraint, often on behalf of Velmoran interests. Entire districts in Offal have been warped by failed augmentations and health issues caused by the rivers of runoff that collect in the lowest reaches. There are still active mining shafts in Offal, and they are worked by the desperate or the defenseless.
People from Offal build themselves from what Velmora residents discard. Mismatched grafts, outdated implantsâanything that works, regardless of how it looks. Limited access to stable biotechnology has driven Offalâs residents toward a culture of adaptation and reuse. Education is inherited with skills passed through family units or factions, and what an individual can figure out on their own.
Food in Offal is inconsistent, creative, and often risky due to the biological matter contaminating the area. A lot of individuals consume questionable black-market meat. Flavor is secondary to survival, and the quality of meals varies from day to day.
Due to the excessive force Velmoraâs martinets exercise, their presence is met with distrust and hostility by Offal residents.
26y/o looking for 21+ individuals to write an absolutely awful romance with. For the sake of being thorough: I do not condone or support the actions/ideas/beliefs that would be portrayed in this idea. I prefer to write on Discord in third person!
I have been dying to play out a sun and moon coded pair of boys in a world where vampirism is more like a disease. It is predominantly a blood-borne pathogen that no one really knows the origin of, but it has almost entirely sterilized the population afflicted with it.
In the first recordings of vampirism, it was a plague. Individuals afflicted with it were frequently accused of being witches or demons, and many burned at the stake.
There were battles fought between the rapidly climbing vampire population and what those at the time considered themselves âhumanâ. Vampires are now, save for a small population of outliers, considered animalsâwith equal to or less than the same rights as domestic animals, depending on the state.
In modern times, there are very few documented cases of someone being born with the disease and what it presents like in children.
Our characters are friends as childrenâyou playing the sun coded character, me playing the moon. The sunâs family dynamic is up to you ofc but I have imagined this with the Sun boyâs family being quite well off. Whereas my character, the Moon boy, was abandoned into the system as an infant and at the time is with a working class foster family. We can work out how the boys meet/become friends, but however it is theyâre always happy to be around each other. I wouldnât say their parentsâ are friends by any means (honestly thinking Sun boyâs parents look down on the working class due to generational wealth).
Vampirism is strange. In those who contract it, it causes extreme anemia that can make the infected crave salt and meat. In events of extreme hunger, it has been documented that vampirism affects the frontal and temporal lobes of the brain and causes complete, animalistic behavioral changes. This is typically paired with a phenomenon that medical professionals loosely call "Frenzy strength". Frenzy strength is an event that is most compatible to hysterical strength; when in a state of extreme starvation, those afflicted are able to access inhuman strength in pursuit of nourishment. They are stronger, there have been claims that they are faster, and they have no thought other than to eat and survive. Individuals that experience Frenzy strength are flooded with adrenaline, increasing their pain tolerance drastically, and this puts them at risk for sustaining injuries. Torn muscles, ruptured tendons, strains and tears, joint dislocation, and broken bones are not uncommon in the aftermath of a Frenzy. Vampires will also experience extreme exhaustion. It has been linked to circadian rhythm disorders. They become violently sensitive to light, garlic, and silver. The former and latter can cause minor to major burns, while the middle causes the symptoms to worsen. Most individuals with vampirism develop porphyria. Though research has not come to understand how, vampirism has rushed an evolutionary adaptation for those infected; they develop a tapetum lucidum (the layer in an animal's eye that allows them to see in the dark and gives their eyes that shine). Those afflicted are able to see 5x better in low light than a human can. Due to this, exposure to sunlight not only burns the skin, but can also damage a vampire's eyes. When hit by sudden lights at night/in areas of low light, the afflicted look like they have red eyes.
Vampires also produce a stronger form of Opiorphin-a natural pain-killing compound present in human saliva. One mg/kg dose of human-produced Opiorphin is the equivalent to 3-6mg/kg of morphine. A 1mg/kg dose of vampire's saliva is comparable to 12-24mg/kg. It is potent and, unlike human-produced Opiorphin, Vampire-sourced can be addictive.
Once an individual is diagnosed, they are stripped of their rights and become property. Vampires are a bit more regulated than the average domestic animal in the sense that the government decides who gets an afflicted individual due to the risk of transmission. Vampires are not publicly well-liked due to propaganda portraying them as blood thirsty, soulless beasts, though there are small rights movements stirring online. A large portion of the dominant religious population believe that vampirism is an act of their deity as punishment for what their Almighty considers a sin. We can develop the religion more if you'd like your character to be a part of that, as that would let you play with the religious guilt themes. My character has complex feelings regarding religion; he was raised in a household that shared that belief.
Our characters are playing together (I imagine theyâd have been late elementary school) one day when the Sun boy gets a minor injury and suddenly the Moon boy goes feral. Theyâre separated before anyone can be hurt, but itâs a fairly terrifying ordeal. Moon boy is immediately taken into government possession. His foster parents are mortified and beg Sun boyâs parents not to sue themâthat they had no idea. Sun boyâs parents end up buying Moon boy to appease their son.
Suddenly, Moon boy is spending 24/7 muzzled. His life is forced to contort and fit into the Sun boyâs schedule. He is thrust into a reality that he had no idea really existed, and he is not benefiting from it whatsoever.
Owning a vampire is trendy among high society. It means status, power, control. It looks good in the 1% because it screams that the "owners" are so superior that the government trusts them with a "dangerous beast". The dietary needs of a Vampire make them expensive to adequately care for, and they must be fed properly. Vampire obedience is part of the image that owning one pushes; that ascendancy over even the highest of society. There are expensive schools where vampires can be "trained", much like dogs.
Fast forward into adulthood (be it freshly 18 or later in their 20s) and the dynamic shifts into something more intense between the two of them.
For example, some ideas I had were:
-Sun boy getting Moon boy a permanent silver ankle bracelet with his name on it so it forever leaves a mark/reminds Moon boy of him
-Sun boy cutting the tips of his fingers to drip blood into Moon boyâs hungry maw through the muzzle
-Sun boy being involved in criminal activity (be it as his own person or part of the family) and using Moon boy to dispose of anyone that Sun boy wants to disappear. Allows him to feed Moon boy and handle business in one go.
some new & some old ~ if you're opposed to *gestures everywhere* plz delete chat gpt cuz they're funding some atrocious shit
i'm fully anti-ai but it's by far the most impressively evil ~ k thnx love ya'll byeeeeeee
26y/o looking for 21+ individuals to write an absolutely awful romance with. For the sake of being thorough: I do not condone or support the actions/ideas/beliefs that would be portrayed in this idea. I prefer to write on Discord in third person!
I have been dying to play out a sun and moon coded pair of boys in a world where vampirism is more like a disease. It is predominantly a blood-borne pathogen that no one really knows the origin of, but it has almost entirely sterilized the population afflicted with it.
In the first recordings of vampirism, it was a plague. Individuals afflicted with it were frequently accused of being witches or demons, and many burned at the stake.
There were battles fought between the rapidly climbing vampire population and what those at the time considered themselves âhumanâ. Vampires are now, save for a small population of outliers, considered animalsâwith equal to or less than the same rights as domestic animals, depending on the state.
In modern times, there are very few documented cases of someone being born with the disease and what it presents like in children.
Our characters are friends as childrenâyou playing the sun coded character, me playing the moon. The sunâs family dynamic is up to you ofc but I have imagined this with the Sun boyâs family being quite well off. Whereas my character, the Moon boy, was abandoned into the system as an infant and at the time is with a working class foster family. We can work out how the boys meet/become friends, but however it is theyâre always happy to be around each other. I wouldnât say their parentsâ are friends by any means (honestly thinking Sun boyâs parents look down on the working class due to generational wealth).
Vampirism is strange. In those who contract it, it causes extreme anemia that can make the infected crave salt and meat. In events of extreme hunger, it has been documented that vampirism affects the frontal and temporal lobes of the brain and causes complete, animalistic behavioral changes. This is typically paired with a phenomenon that medical professionals loosely call "Frenzy strength". Frenzy strength is an event that is most compatible to hysterical strength; when in a state of extreme starvation, those afflicted are able to access inhuman strength in pursuit of nourishment. They are stronger, there have been claims that they are faster, and they have no thought other than to eat and survive. Individuals that experience Frenzy strength are flooded with adrenaline, increasing their pain tolerance drastically, and this puts them at risk for sustaining injuries. Torn muscles, ruptured tendons, strains and tears, joint dislocation, and broken bones are not uncommon in the aftermath of a Frenzy. Vampires will also experience extreme exhaustion. It has been linked to circadian rhythm disorders. They become violently sensitive to light, garlic, and silver. The former and latter can cause minor to major burns, while the middle causes the symptoms to worsen. Most individuals with vampirism develop porphyria. Though research has not come to understand how, vampirism has rushed an evolutionary adaptation for those infected; they develop a tapetum lucidum (the layer in an animal's eye that allows them to see in the dark and gives their eyes that shine). Those afflicted are able to see 5x better in low light than a human can. Due to this, exposure to sunlight not only burns the skin, but can also damage a vampire's eyes. When hit by sudden lights at night/in areas of low light, the afflicted look like they have red eyes.
Vampires also produce a stronger form of Opiorphin-a natural pain-killing compound present in human saliva. One mg/kg dose of human-produced Opiorphin is the equivalent to 3-6mg/kg of morphine. A 1mg/kg dose of vampire's saliva is comparable to 12-24mg/kg. It is potent and, unlike human-produced Opiorphin, Vampire-sourced can be addictive.
Once an individual is diagnosed, they are stripped of their rights and become property. Vampires are a bit more regulated than the average domestic animal in the sense that the government decides who gets an afflicted individual due to the risk of transmission. Vampires are not publicly well-liked due to propaganda portraying them as blood thirsty, soulless beasts, though there are small rights movements stirring online. A large portion of the dominant religious population believe that vampirism is an act of their deity as punishment for what their Almighty considers a sin. We can develop the religion more if you'd like your character to be a part of that, as that would let you play with the religious guilt themes. My character has complex feelings regarding religion; he was raised in a household that shared that belief.
Our characters are playing together (I imagine theyâd have been late elementary school) one day when the Sun boy gets a minor injury and suddenly the Moon boy goes feral. Theyâre separated before anyone can be hurt, but itâs a fairly terrifying ordeal. Moon boy is immediately taken into government possession. His foster parents are mortified and beg Sun boyâs parents not to sue themâthat they had no idea. Sun boyâs parents end up buying Moon boy to appease their son.
Suddenly, Moon boy is spending 24/7 muzzled. His life is forced to contort and fit into the Sun boyâs schedule. He is thrust into a reality that he had no idea really existed, and he is not benefiting from it whatsoever.
Owning a vampire is trendy among high society. It means status, power, control. It looks good in the 1% because it screams that the "owners" are so superior that the government trusts them with a "dangerous beast". The dietary needs of a Vampire make them expensive to adequately care for, and they must be fed properly. Vampire obedience is part of the image that owning one pushes; that ascendancy over even the highest of society. There are expensive schools where vampires can be "trained", much like dogs.
Fast forward into adulthood (be it freshly 18 or later in their 20s) and the dynamic shifts into something more intense between the two of them.
For example, some ideas I had were:
-Sun boy getting Moon boy a permanent silver ankle bracelet with his name on it so it forever leaves a mark/reminds Moon boy of him
-Sun boy cutting the tips of his fingers to drip blood into Moon boyâs hungry maw through the muzzle
-Sun boy being involved in criminal activity (be it as his own person or part of the family) and using Moon boy to dispose of anyone that Sun boy wants to disappear. Allows him to feed Moon boy and handle business in one go.
My idea for this story takes place in twin cities inspired by Zaun and Piltover from Arcane (specifically season 1), with more of a gothic aestheticâ
Velmora was once a single, sprawling coastal metropolis built atop rich subterranean deposits of a metal with higher corrosive resistance than Rhodium. As demand for this substrate grew, so did the depth and aggression of extraction. Tunnels webbed too deep, supports were an afterthought in pursuit of wealth. Entire sections of the city began to shift as the earth softened beneath their foundations.
Then it gave way. Districts sheared downward, streets folded, structures were dragged into the earth as if swallowed. The coastline fractured, opening a vast rift that split the city into two uneven halves. Fires burned where infrastructure ruptured. Biological stores ruptured with them, flooding the lower depths with unstable matter. This event has been named The Rift.
The two halves have connected once again via a thin, floating bridge. Present-day Velmoraâs side has a guard post that approves or denies entry into the city via the bridge. Below stretches a vast, jagged chasm wide enough in some places to form its own microclimate. Steam wafts from its depths, and red light flickers in the recesses from bioluminescent growth and industrial burn-off. The bridge connects Velmora's mid and upper tiers to the safer edges of Offalâs upper sprawl. The deeper regions of the city remain inaccessible except through unofficial routes, maintenance shafts, or old collapse tunnels. Both sides can see each other from across the gorge.
Velmora â
A city of pale structures and green-accented interiors. Velmoraâs districts are laid out in wide arcs and precisely measured grids. Estates are luxuries for the particularly wealthy, but most residents of Velmora reside in apartment blocks. Most buildings are designed with rib-like supports as part of the integral structure and have carefully designed ventilation systems. Considered the uppercity, it retained its name. The disaster that was The Rift is remembered as a tragedy, but is deemed ânatureâs correctionâ by many. With access to one of the main building materials used in the city cut off, Velmora had to destroy many structures in order to produce the supplies needed to build the floating bridge, but has since recovered after regaining access to its mining tunnels.
The city built upward and outward, reinforcing foundations with bio-structures designed to resist further collapse. Entire districts were redesigned to be flexible, stronger, and more shock absorbent. Tram systems connect districts, but the main method of transportation around the city is via foot or bicycle. Central sorting houses distribute written correspondence with couriers operating on a strict schedule.
Officially, Velmora did not abandon the lower half of the city. It was deemed âunrecoverableâ until Velmora had stabilized again.
Velmora boasts itself as a center of trade, innovation, and biological mastery. Its harbors connect it to distant regions, drawing in wealth, talent, and influence from across the world. Its mastery of bio-engineering has shifted its societyâs view on body modification; bio-tech enhancements are selected more for elegance than for performance. The distinction between improvement and ornamentation has thinned to nothing.
Family names carry significant weight, shaping access to opportunity, political influence, and social standing within a rigid hierarchy based on said name. An individual from a family with a legacy built on successful trade, civic leadership, and dedication to the city is very likely going to have more opportunity than someone from the merchant class. Appointed authorities of Velmora maintain control with little restraint, often exercising brutal measures along the the boundaries with Offal.
Velmora relies on Offal for access to critical building materials, experimental data, and black-market biological material. High ranking families and companies often utilize the lack of restrictions in Offal, using it as a testing ground for unethical medical trials. Anything that comes into Velmora is processed and purified, with only the safest materials being used and the less than ideal is sold back down at a beastly cost.
Food in Velmora is clean, optimized, flavor is prioritized over function. Green-house grown produce, controlled livestock, and preserved goods. Individuals in Velmora have easier access to a balanced diet, though it is subtly balanced and regulated through availability and pricing. Meals are regular, portions predictable, and shortages rare. Illness from food in Velmora is almost unheard of. All food is grown in controlled bio-domes away from the public eye, and only specialists work there.
Children in the lower and middle classes of Velmora are assessed early for biological and cognitive traits. Early education is standardized, then they are funneled into roles where theyâre expected to function best. Advancement depends on testing, sponsorship, and family standing.
Offal â
The lower city, Offal was renamed by three of the many citizens that stepped up to lead rescue efforts in the wake of The Rift, in the aftermath of the tragedy. Offal endured more damage than Velmora did in the disaster, and much of the architecture shows suchâa lot of buildings are misshapen. Pieced together structures that utilized what wasnât plundered by Velmora post-bridge construction make up a large portion of Offalâs districts. There is a constant haze from biological runoff that casts the city in dim, red-stained twilight. Offal is a maze of tunnels, pipes, and old structures that have rusted from a lack of maintenance.
It is common for Offal residents to walk through the undercity. Parkour is a skill most Offal-dwellers develop from a young age. There is no formal mail system in Offal; information is most often passed by word of mouth, runners, or coded signals.
The residents of Offal have a strong sense of community. Informal networks of crews and foster units form the backbone of the city. Orphaned children are adopted without hesitation, and Offal-youth are raised collectively. Most individuals from Offal do not sport any surnames, as the chances of losing blood relations are high. Despite this communal foundation, Offal has a pervasive criminal presence driven as much by necessity as by ambition. Offalâs black market thrives on the steady flow of restricted goods from Velmora.
Offalâs lack of regulation has made it a haven for work that cannot exist elsewhere. Biological experimentation outlawed in the uppercity is conducted in the undercity without restraint, often on behalf of Velmoran interests. Entire districts in Offal have been warped by failed augmentations and health issues caused by the rivers of runoff that collect in the lowest reaches. There are still active mining shafts in Offal, and they are worked by the desperate or the defenseless.
People from Offal build themselves from what Velmora residents discard. Mismatched grafts, outdated implantsâanything that works, regardless of how it looks. Limited access to stable biotechnology has driven Offalâs residents toward a culture of adaptation and reuse. Education is inherited with skills passed through family units or factions, and what an individual can figure out on their own.
Food in Offal is inconsistent, creative, and often risky due to the biological matter contaminating the area. A lot of individuals consume questionable black-market meat. Flavor is secondary to survival, and the quality of meals varies from day to day.
Due to the excessive force Velmoraâs martinets exercise, their presence is met with distrust and hostility by Offal residents.