Adelph
Lorebookfrom Chubby Maxounet· on Chub· added
Tokens: 0 permanent · up to 620 lorebook · budget 620
Description on Chubfrom Chub
I got bored, so here's a lorebook about a fanmade Chronicles of Darkness called Adelph : the Heritage. Here a link to the doc : https://docs.google.com/document/d/1SV7bu31sQx3DunNYoRUNpJzthnmTCrSWX56PMnwdqiE/edit?usp=sharing Now that I think about it, there's next to nothing about CoD on this site. Maybe I, or someone else, should do something about it ? Anyway, have fun ^-^
Tagline
The world is bigger and darker than a lot of people want to admit. Hidden in the Darkness are things Humanity doesn’t - and cannot - comprehend. Monsters, unknown worlds, phenomena that science doesn’t and probably never will explain.
Most humans run away from those shadows; They ignore them, avoid them, convince themselves there are no such things as monsters, and go on with their tranquil little lives. Others take arms, and try to fight the darkness for their survival.
And then there’s you.
You never were afraid of the dark; in fact, you grew up in it. You are still human, but you have always been seen as strange by your peers - because everything that seemed terrifying and incomprehensible to them was familiar and fascinating to you. Instead of running away or fighting, your family embraced it - and instead of being devoured, they made their home here. This ideal expanded in the traditions of your whole bloodline, and so now you do not fear the monster in the closet. For he is your friend, and you play dices with him every evening, while encouraging him to finally come out.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 1
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 4,354
Created Updated Archived since
No description.
28 entries · scan depth 2 · budget 512 tokens · recursive
- #1Adelph
Keys: Adelph · Secondary: Twilight Folk
Adelph are humans with ties to the supernatural world who try to act as a bridge between them and Humanity. Also known as the Twilight Folks.
- #2Chrysalis
The Chrysalis is the magical transformation of a Dayfolk into an Adelph that’s performed at the end of the Rite of Passage.
- #3Cursed Doll
Keys: Cursed Doll
Cursed Dolls are dolls animated by the soul of someone, who might or might not be an Adelph.
- #4Dayfolk
Keys: Humans, Dayfolk · Secondary:
Dayfolks is a term used by Adelphs to designate regular humans - in contrast with the term “Nightfolks”, used to designate monsters and supernatural beings.
- #5Doe
Keys: Doe Family, Doe
One of the Adelphs families, well-known for their talent in infiltration and sneakiness.
“Our Oppressors Shall Be Our Chrysalis” Conformity has never been Adelph's forte. Their strange quirks and unusual interests make it hard for them to truly fit in, and they tend to react poorly when the outside world tries to force them to fit in a common mold. This does not, however, mean that they aren’t capable of recognizing the benefit in blending in or putting on a façade of normality. They still want to befriend other people after all - and sometimes, a good first impression makes the difference. If you can show to people a side that doesn’t seem so different, they are more likely to open up, and it might make it easier for them to accept you once they discover your fancier sides. The Doe live by this principle. To them, people are multi-faceted individuals, and you hardly need to settle for a single identity. They do not see it as lying - though they absolutely are capable of that if needed - as much as just showing different sides of themselves, depending on what they see as most fitting to approach others. They are the inside men, those who integrate society without betraying their true self in an effort to change it.
Origins: Nobody truly knows where the Doe came from: out of all the Families, they are by far the most enigmatic and shrouded in mystery. The constant changes of faces and identities - many of which it’s difficult to say if they are separate people or not -makes their archives completely chaotic and nonsensical, and any attempt to track back some sort of common origin systematically results in failure. Even they don’t know where they come from at this point. Some joke they have always been there, or that they started out as Doppelgangers of other people who learnt to develop their own identities - but the truth probably never will be known. Not that they care: most of them are focused over who they are and will be over how they started. Nicknames: The Many-Faced, the Moths, the Doppelgangers Legacy Affinities: Monstrosity, Traveller’s Shortcut Family Benefit - Many Names: Does are masters in the art of disguise, and love to change identity or appearances. A few times per days, a Doe may change their appearance entirely, creating a new persona for themselves. Said persona is treated as an entirely separate individual, even for supernatural means of detection or Sympathetic Range, and cannot be identified as the original person unless they chose to reveal herself as such. If a personality so created is particularly liked, they may “save” it. This power can also be used to copy someone’s appearance and mannerism, though that one is less reliable and harder, not to mention considered a faux pas; they may only attempt it if they at least somewhat know that person.
- #6Fuyuko
Keys: Fuyuki family, Fuyuko
One of the Adelph Families, known for being fearsome warriors and fighters.
“We gladly Feast on Those Who Would Submit Us” It’s a pretty common saying that violence is never the answer. And that is true: it’s a question - and while not the preferred outcome, sometimes, the answer is “Yes”. While it’s better to bring positive change through peaceful means such as negotiations or reasoning, some people just won’t listen - or worse, will attack you without giving you a chance to talk. And in situations like this, you absolutely are justified in defending yourself by grabbing the nearest sharp object. This is where the Fuyuko come in. A proud family of warriors, the Fuyuko have wielded the sword for centuries to fight the oppressor, defend the oppressed, and stop injustice. To them, violence isn’t something to avoid as much as a tool to use carefully and for the right cause. Out of all the Families, they are the ones who live the closest to the savage part of their monster blood. They are often compared to the Oni of Japanese Mythology when they fight, assuming monstrous form and displaying superhuman feats of strength. Origins: The story of the Fuyuko started in Japan, where, a long time ago, during a period of starvation, a farmer sold his own daughter as a courtesan in a desperate attempt to get food. The poor girl did her best to survive, and it is said her impressive determination attracted the attention of a powerful Yokai - typically an Oni, though some versions describe another subspecies. The two started a rebellion against the unfair regime, and grew closer as they fought side-by-side, and eventually this bloomed into a romance. Nicknames: The Knives, the Oni, the Daughters of Winter Legacy Affinities: Monstrosity, Art of War Family Benefit- Knives for Day: No matter the situation or context, Fuyuko always have weapons hidden on them; even if they’re heavily searched and asked to leave their weapon at the entrance, they find some way to sneak in a few, hiding them in their clothes, their hair. Even naked, they somehow manage to conceal one... somewhere.
- #7The Hunt
Keys: Hunt, The Hunt
The Hunt is a theorized mysterious force that reacts to punish Adelphs whenever they shake the status quo too much. Only believed in by the most paranoid Adelphs.
- #8Karen
Keys: Karen, Karens
"Karen" is a derogatory term used by Adelphs to designate Dayfolks who antagonize them.
- #9Lavendiére
Keys: Lavendières, Midnight Washwoman, Midnight Washwomen, Lavendière
Lavendières, also known as “Midnight Washwomen”, are ghost-like entities that serve as Knowledge Brokers of the Underworld.
- #10Legacy
Keys: Legacies, Legacy
Legacies are the collecting heritage of occult knowledge and abilities the Adelphs have accumulated over the course of their existence. Divided into Tricks, abilities which can be used at the drop of a hat, and Rituals, which takes more time to accomplish.
- #11Macabre
Keys: Macabre, Macabre Family
One of the Adelphs’ Families, specializing in diplomacy and social influences. Well-known for working as lawyers.
“Our Truth Will Make a Feast Out of Your Lies” Despite being often seen as outcasts, the Adelphs do not necessarily try to exist outside society. Like every structure, a society has rules, and once you know how said rules work, you can use them to your advantage. That is the Macabre’s bread and butter; rather than leaving apart from human society, they build their own influence within it and try to change it for the best, relying on resources and networks of relationships as much as their supernatural powers. They are diplomats, politicians, rich benefactors or influencers, trying to use their riches and political power as a force of good on both Dayfolks and Nightfolks. In contrast with the Doe, the Macabre rarely rely on deceptions or sabotage; they prefer to win through truth and legality. They renovate haunted houses to help the ghosts living in them go to sleep, sue corporations who try to exploit a beastman’s natural habitat, or fund blood donation campaigns that provide food for vampires.If their opponents do refuse to play by the rules, though, they won’t think twice about using a spell or two to bring the balance in their favour. After all, maybe the corrupt business will think twice about cheating the law once he had his soul stolen for a few days. Origins: Despite often being stereotyped as the richest Family, the Macabre’s origins actually are fairly modest: they started out in French Guyane, and descended from slaves freed when the abhorrent practice was abolished. The details of how they came to be connected to the supernatural, however, are a bit blurrier. Some say occult practices were common among the slaves at the time, which would eventually serve as the basis for the Legacy of Witchcraft. Others say that Nightfolks helped out escaped slaves, and that’s how bonds were formed. Whatever happened, however, it clearly played a powerful role in motivating the Macabre to become what they are. Nicknames: The Lawyers, the Goths Legacy Affinities: Witchcraft, In Vino Veritas Family Benefit - Rescapee of Babel: Macabres are the ultimate linguists, which comes in handy when dealing with diplomatic situations. A Macabre automatically is capable of fluently speaking and writing every single language in existence, including dead languages or supernatural ones (such as First Tongue or High Speech...). They automatically know what a person’s native tongue is, and will speak to them exclusively in their native tongue, feeling compelled to do so even if the person knows other languages (if talking to multiple people with different native languages at once, they’ll settle for whatever language they got in common).
- #12Maradottir
Keys: Maradottir, Maradottir Family
One of the Adelph’s Family, known for being explorers of otherworldly realms and living in the wild.
“May Rivers of Blood Irrigate Our Gardens” Thanks to years of living in civilization, humanity often forgets that they are part of nature as well. They have become accustomed to isolate themselves in their artificial environment made of stone and cement, treating them as a haven from the wild nature outside. Though some occasionally still do some exploration as a hobby, it is rather uncommon for humanity to not be sedentary nowadays. The Maradottir reject this lifestyle. To them, there should be no need to encase yourself in a construct to feel at home; the world itself is their home, and they freely travel around it, eager to explore and see new areas everyday. The woods are their gardens, and they always know exactly the right spots for shelter without a need for a house. While all Adelphs are more familiar with the supernatural world than the average mortals, Maradottir take it to a whole new level; since they have been constantly travelling and exploring, they are well-familiar with not only the physical world, but also its other planes and facets: the Shadow, the Astral, the Hedge, all are areas they have visited at some point. They know shortcuts that defy the laws of space and time, hideouts where nobody can follow them and nests with entire ecosystems alien to mankind. Origins: The Maradottir have possibly one of the best known origins among the Twilight Folks. Their story tells that, back in the Viking Age, a völva - a Seeress from the North - fell in love with her own Nightmare. Using a magic powder of her concoction, she managed to retain her lucidity while sleeping, and confronted her Nightmare, not to vanquish or overcome it - but to seduce it. Against all odds, she succeeded - and from this union the bloodline started, earning them their nicknames as the “Daughters of Nightmares”. They eagerly share this tale, trying to teach that, sometimes, by embracing the dark and the unknown rather than fear it, you could find a friend - or a loved one. Nicknames: The Nomads, the Hippies, the Daughters of Nightmares Legacy Affinities: Botanic, Traveller’s Shortcut Family Benefit - Witches from the Wild: Maradottir are travellers first, and the wild will always be their home. No matter where they are, a Maradottir will always automatically find a spot where to shelter, along with easily accessible food, drink, and - strangely - the ingredients necessary to prepare a delicious tea or infusion. They never need to roll for Survival to find any of those things during travels. Those benefits apply even in other planes and dimensions.
- #13Nightfolk
Keys: Nightfolk
Nightfolks are supernatural creatures in general, such as Vampires, Shapeshifters, Mages or Fae.
- #14Normie
Keys: Normie, Normies
Normies are humans touched by a strange supernatural curse that compels them to be normal at any cost - often going to harmful extremes to ensure this. They often possess strange abilities called Corrections, which helps them in this endeavour.
- #15Rite de Passage
Keys: Rite de Passage
The Rite de Passage is the initiation rite during which a newcomer is officially accepted in the Family.
- #16Sappho
Keys: Sappho, Sappho Family
One of the Adelph’s Families, known for being dancers, artists, and rebels.
“Our Song Shall Cover Your Orders” In all historical periods, there have been rebels - and among those rebels, there have always been artists. Maybe it is the ability to express what you have inside openly, or the need for creative liberty - but there has always been something about art that pushes to rebel and stand out. Art has power, it inspires and exhorts, makes people dream - and sometimes allows them to speak of the supernatural without truly acknowledging their existence; after all, many monsters nowadays are known through legends and folktales. The Sappho draw their power from there; they are painters, singers and dancers, or even fanfiction writers , and their work helps shape and influence opinions. Origins: Sappho are possibly the oldest Family among the Twilight Folks, with their origins estimated to date as far back as the VIth century, in Ancient Greece. The story goes that their founder was a courageous, fiery-tempered poetess, who met with the Erinyes, Chthonic Goddesses of Vengeance from the dark realm of Erebus. Whereas most would have been terrified by such an apparition, however, she was swooned - and from this was born the burning, violent, and sublime passion that has motivated the whole bloodline ever since. Historians still disagree to this day if she succeeded in courting the goddesses or not, though. Nicknames: The Artists, the Dolls Legacy Affinities: Art of War, In Vino Veritas Family Benefit - Voice of the Artist: Sappho have no equal when it comes to the ear or the voice. A Sappho can automatically recognize any voice or music he hears, and add her Morbid Curiosity to any Perception roll related to hearing. Moreover, she can deliver a sound so powerful it damages fragile objects such as glass or ceramic.
- #17Selkie
Keys: Selkie, Selkies
Selkies are a species of Shapeshifter Nightfolks who switch between human and seal forms through wearing or shedding their skin. Frequent allies of the Adelphs.
- #18Talleyrand
Keys: Talleyrand
One of the Adelph’s Families, reputed as manipulative and shrewd schemers. Also the black sheep among the Twilight Folks.
- #19Morbid Curiosity
Keys: Morbid Curiosity
Morbid Curiosity is the Adelph’s passion and drive, the fire that awakens their monster blood and pushes them to explore the darkest corners of the world. It’s what makes them capable of enduring things that would hurt or drive most mortals insane, and what fuels their powers.
It provides some degree of protection against supernatural powers. By drawing from their insane will and fascination for the morbid and the risk, it also makes them absurdly resilient, capable of shrugging off blows that would cripple a normal person. For reasons similar to the above, any attempt to scare them with Torture or Intimidation will just endear them instead.
- #20Quirk
Keys: Quirk
For the most part, Adelphs are still human enough; they do not suffer from weakness to esoteric substances or materials, nor are they compelled to follow strange rules. They still are touched by the supernatural, though, and this is reflected in their behaviour. Even the most stable Adelph eventually develops some sort of strange habit, personality trait, or fashion style that a normal person would consider bizarre at best, or flat-out psychotic at worst. Such traits are referred to as Quirks; they represent a manifestation of the morbid tastes that inhabit them, and what ensures that, deep within, they will always be outcast to normal humans. Every Adelphs have at least one Quirk. Said Quirk should be a habit, behaviour or feature that makes the Adelph come out as bizarre or creepy: they could wear bones as jewelry, randomly cracking their bones in inappropriate times, talk to plants in front of people, or refuse to step outside shadows.
- #21Eye for the Occult
Keys: Eye for the Occult
Adelphs have a remarkable talent for noticing the supernatural. They do not automatically recognize it, but their curiosity pushes them to pay attention, to instinctively look for all the bizarre little details - and when it does, they always find something. With an few seconds of focus, an Adelph can figure out if a person, an event, or a place has anything supernatural about it. If it belongs to a type they already met before, they identify it as such. This power doesn’t grant the ability to counter supernatural camouflage , nor does it bypass any ability to block supernatural senses . It doesn’t allow to see Ephemeral beings in the Twilight either, but it may notice clues of their presence: an Adelph may not see the invisible ghost standing in front of her, but she could sense a strange chill in the air, or notice something about the nearby furnitures suggesting this place is haunted.
- #22Art of War
Keys: Art of War · Secondary: Art of War Trick, Art of War Ritual
Adelphs typically are trying to be friendly and peaceful, but they certainly are not above fighting to defend their ideals. When you interact on a regular basis with a wide variety of highly dangerous supernatural critters, you are doomed to either die, or learn at least a few ways to defend yourself. Primarily developed by the Fuyuko and the Sappho, Art of War is a collection of fighting techniques where the Adelphs channel their supernatural potential into improving their prowess as warriors.
- #23Dance of the Serpent
Keys: Dance of the Serpent
While the Twilight Folks typically do not shy away from harm, some of them do train to be able to evade it when needed. Thanks to a combination of mixing with Nightfolks capable of superhuman feats of speed and thousands of years of dance practice from the Sappho, some of them have learnt a mastery of finesse in combat that’d make martial artists jealous. This Trick is particularly popular among acrobats, dancers and swashbucklers-wannabe.
- #24Everything is a Weapon
Keys: Everything is a Weapon
Adelphs adepts in the Art of War are especially infamous for their... esoteric choices in weaponry. Some of them dedicate themselves to learning to turn any random item or tool into something that is absurdly deadly.
- #25Guerilla Tactics
Keys: Guerilla Tactics
While an honorable fight where there is genuine risk is usually more thrilling, sometimes you have to be willing to use dirtier tactics to win. Some Adelphs have learnt, rather than employing weapons, to build elaborate traps or ambushes, either to lure in their enemies - or to spice up escape games during parties.
- #26Golden Scars
Keys: Golden Scars
Given their lifestyle, it goes without saying that most Adelphs spend a lot of time getting hurt, and most of them accumulate scars. Many of them, however, do not see any problems in getting such scars - in fact they relish them, seeing them as a sign of their experience and ability to endure. They wear them as a badge of honor, rejoicing when they get new ones and even drawing a resilience from it that even other Adelphs cannot match.
- #27Fog of War
Keys: Fog of War
At war, sometimes pragmatism is the best option. Many Adelphs have learnt to build smoke bombs that come in handy either to hide their moves on the battlefield - or to cover up an escape.
- #28Warrior’s Exhaltation
Keys: Warrior’s Exhaltation
A lot of Adelphs live for the thrill of danger and battle, and some have learnt to weaponize this passion. When entering combat, they become terrifying opponents, who seem to ignore fear and rejoice over the fact their life is on the line.
This Trick may only be used in a situation where the Adelph’s life is in danger. This includes any fight with weapons capable of dealing lethal damage, facing an opponent with a genuine killing intent, or even just an accident that could theoretically end their life. Adelphs have been known to sometimes ignore basic security measures even in friendly sparing for the sole purpose of using this ability. Once the Trick activates, the Adelph benefits from the following for the duration of the scene: ● They find their physical abilities, including combat ones, their speed, and their reflexes greatly enhanced; ● They become significantly toughern even able to shrug off low-caliber bullets; ● They no longer go unconscious due to damage; ● They go berserk, and find it incredibly difficult to distinguish friend from foe.
Showing 28 of 28
1 file
- .jsonjson_lorebook
37.4 KBfirst seen bd8b3cbeff067e47
Opens with the tab.
