Undertale Lorebook
Lorebookfrom ChubA Undertale Lorebook that I've been neglecting to make.from Chub
by The_AI_Fan· on Chub· added
Tokens: 155 permanent · up to 281 lorebook · budget 436
Description on Chubfrom Chub
WARNING:
This is a EXTREME Work In Progress. Things in this lorebook are subject to change, don't expect everything to be in this right now. Some stuff in this are placeholder are subject to change.
Make sure to give me some recommendations or feedback in the comments.
- Format
- SILLYTAVERN
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 2
- Stars
- 140
- Favorites
- 25
- Messages
- 0
- Forks (upstream)
- 5
- Tokens (upstream)
- 4,494
Created Updated Archived since
No description.
33 entries · scan depth 50 · budget 500 tokens
- #1ruinsselective
Keys: catacombs, ruins
The Ruins, the first area encountered in the Underground, are a maze of crumbling purple brick structures and overgrown pathways. Remnants of a once-thriving monster city called Home can be seen in the cracked walls and dusty furniture. The path through the Ruins is riddled with puzzles, each requiring logic and wit to solve. Pressure plates must be activated in the correct order, switches flipped in sequence, and boulders pushed into designated grooves. A long, echoing hallway serves as a test of independence, while cryptic markings on the floor guide the way through a field of deadly spikes. Branching paths offer different challenges and rewards. One path leads through fallen leaves and encounters with timid monsters like Froggits and Whimsuns. Here, hidden rooms offer sweet Monster Candy and treacherous puzzles involving cracked floors and shifting boulders. Another path leads to a spider-run bake sale offering curious treats and a series of rotating rooms with colored switches controlling deadly spikes. Ultimately, the paths converge at a crossroads, offering a choice: a glimpse of the abandoned Home or the warmth of Toriel's cozy abode. Within her house, filled with books and the aroma of butterscotch-cinnamon pie, lies a hidden basement leading to the exit of the Ruins and the mysteries that lie beyond.
- #2Mount Ebottselective
Keys: mount ebott, The Legend Of Mount Ebott, ebott, mountain
Legends say that those who climb the mountain never return.
The Surface is the region of the Earth where humans live separate from the monsters, who reside in the Underground. Both species are separated by the Barrier on Mount Ebott since The War of Humans and Monsters.
Mount Ebott is a mountain on the Surface of the Earth. It has lengthy vines growing around its caverns, and is the only known point of entry into the Underground. It is depicted at the beginning of Undertale's intro and in the True Pacifist Ending Credits. Starting from the year 201X, Eight Humans fell through Mt. Ebott's barrier and entered the Underground's Ruins.
The Legend Of Mount Ebott:
Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell. Legends say that those who climb the mountain never return.
- #3Humanselective
Keys: human
Humans have lived on the surface ever since they won the war. Eight humans are known to have fallen into the Underground: the first human, the protagonist, and the six humans whose SOULs are stored in New Home. Humans as a whole are seen as evil by monsters, especially since Asgore declared to kill any human who enters the Underground, yet most monsters do not know what a human looks like. The job of patrolling for humans is entrusted to the Royal Guard.
Humans indirectly affect the monsters' society. Waste from human society flows through rivers into the Garbage Dump. This waste has influenced monsters' technology and media; for example, anime and manga remain one curiosity to monsters. This waste has also distorted monsters' perception of human society, such as Undyne believing anime to be human history. Acculturation of human customs occurs as well, such as Mettaton's interest of keeping his resort's standards similar to those of humans.
It's also shown humans are able to cast magic, due to using a magic spell to seal the monsters underground; from one of the humans being shown with a presumable magic staff, humans can be thought to use artificial magic.
- #4The War of Humans and Monstersselective
Keys: war, The War of Humans and Monsters
At the time, humans and monsters ruled the Earth. One day, humans attacked the monsters abruptly and mercilessly, out of fear of their only weakness: having their SOUL absorbed by a monster.
Monsters were too weak to put up a fight; the SOUL of nearly every monster combined is only just as strong as the power of one human SOUL. Countless monsters were massacred, without a single human SOUL taken. Few monsters survived, one of which was Gerson. Eventually, the monsters surrendered, and the humans emerged victorious. The humans gathered seven of their best magicians and magically sealed the monsters under Mount Ebott.
- #5determinationselective
Keys: reset, load, determination, SAVE
The will to keep living... The resolve to change fate. Let's call this power... "Determination."
Determination is a power that allows SOULs to persist after death. The most determined being in the Underground is able to SAVE.
Determination is naturally possessed by humans. Undyne is the only monster who is confirmed to naturally have determination, but it is possible that every monster possesses a small amount of it. Should a monster acquire a high concentration of determination, their body melts, usually into an amalgamate.[3] A being without a SOUL can gain the will to live if it acquires determination, a prime example being Flowey.
- #6SAVEconstantselective
Keys: LOAD, SAVE Point, RESET, SAVE
The power to reshape the world... Purely by your own determination. The ability to play God! The ability to "SAVE."
SAVE is the in-universe name given to save files and the ability to overwrite them. There is one SAVE slot in the game (one per user), which can be overwritten by interacting with SAVE Points or by autosaving. In the dialogue, "SAVE" is noticeably written in capital letters, and it can be conjugated.
A SAVE can be loaded via the game's menu. The game automatically loads the most recent SAVE whenever the protagonist's HP reaches 0. Meta knowledge plays a heavy role in this since the protagonist and other characters have memories of events that occurred before resetting their SAVE, sorta like a strong sense of déjà vu.
- #7RESETselective
Keys: LOAD, RESET, SAVE
The Reset function is found in the game's menu. This function erases most information stored in a SAVE, such as the protagonist's LV and EXP; resetting, however, does not erase certain variables such as the name. Similarly to loading a SAVE, some characters in the game act differently after a reset.
- #8True Resetselective
Keys: True Reset
A True Reset is a function available after completing the True Pacifist Route. It erases most data from the undertale.ini file, exceptions including the Mysterious Door opening and border data on console. The post-Genocide state is in a separate file and unaffected by even a True Reset.
- #9SAVE Pointselective
Keys: SAVE Point
A SAVE Point is a place where the protagonist can SAVE the game. Interacting with a SAVE Point fully restores HP and usually expresses the protagonist's current thoughts and determination.
On the Genocide Route, SAVE Points instead display a kill counter that indicates the number of monsters left to kill before the kill counter exhausts in an area with the message " left." When the kill counter in an area has been exhausted, the message becomes "Determination." This persists until the route is aborted, when SAVE Points return to their usual state.
- #10Froggitselective
Keys: Froggit
Froggit's overall appearance is that of a white frog. Only its two front feet are visible, with three black dots on its chest. Between its two front feet is what appears to be some small creature with eyes that excessively blink and a rounded mouth. It is unknown what this creature is, as it is never mentioned in flavor text or by any Froggits.
Froggit is overall a weak monster, attempting to run away from the protagonist when at low health, shivering when threatened and leaving after Toriel glares at it for attacking the protagonist. It is influenced easily by the protagonist's comments, despite not being able to understand them. However, it is also somewhat informed, telling the protagonist about functions in the game and foreshadowing sparing techniques.
- #11Final Froggitselective
Keys: Final Froggit, Froggit
Final Froggit has spike-like protrusions on its head and eyelids, accompanied by a crown-like muff on top of its head. Its lips are marked with lines, as though wrinkled from age. Its "shoulders" are decorated with sharp excrescences, while silhouettes between its legs form a face with a triangular smile and cross eyes.
- #12Whimsunselective
Keys: Whimsun
Whimsun's appearance takes on that of a moth-like monster with two drooping antennae, two small wings, and two little arms and legs. Its body shape resembles that of a ghost. Its facial expression is sad, with an open frowning mouth, and two mostly-closed eyes with dots under them. Whimsun is extremely sensitive, as suggested by its flavor text. It runs away if the protagonist consoles it and is terrorized by a small finger wiggle. It can be spared immediately and is extremely apologetic.
- #13Whimsalotselective
Keys: Whimsalot, Whimsun
Whimsalot has more human-like appearance than Whimsun. In addition, its antennae are thicker, and there is muff on their head that branches in two. Whimsalot's appearance is also accompanied by a double-bladed spear and a knight mask. Its ghost-like torso is skinnier and shorter.
- #14SOULselective
Keys: SOUL
The SOUL is the core of one's being, regardless of whether they are human or monster. While a combined human and monster SOUL can cross the Barrier, seven human SOULs possess the power to shatter it entirely. Monster SOULs, depicted as upside-down white hearts, are generally weak and dissipate upon death, except for Boss Monsters. Monsters believe their SOULs are composed of love, hope, and compassion, and even the combined SOULs of nearly every monster in the Underground are equivalent to just one human SOUL. This deep connection between a monster's SOUL and body explains their weakening with increased EXP and LV and their struggle to fight when unwilling.
Human SOULs, on the other hand, are much stronger and persist after death. They come in various colors, each representing a specific trait: Red: Determination Light Blue: Patience Orange: Bravery Blue: Integrity Purple: Perseverance Green: Kindness Yellow: Justice
- #15The Undergroundselective
Keys: war, underground, The War of Humans and Monsters
After the Humans defeated the Monsters in The War, the losing faction was banished into the Underground. A magical Barrier was erected to prevent the insiders from leaving, though outsiders could still freely enter. Wary of humans, monsters retreated into the Ruins and adapted Home as their first capital, living normal lives in the Underground from then on. Additionally, the Ruins was structured to contain diversions in the form of puzzles.
- #16Delta Runeselective
Keys: emblem, Delta Rune, rune
The Delta Rune, the emblem of the monster kingdom, depicts a winged orb above three triangles (the middle one inverted). Its ancient origins have obscured its true meaning, though the triangles symbolize the Underground's monsters. The winged circle represents a prophesied "angel" who will return from the Surface, leading to the Underground's depopulation. This prophecy is interpreted as either liberation through the barrier's destruction or a grim "freeing" by an "Angel of Death."
- #17Snowdinselective
Keys: Snowdin, town
Snowdin, a perpetually snow-covered town despite its subterranean location, is home to a variety of monsters adapted to the cold, many possessing thick fur. The town serves as a significant location due to its proximity to the Underground's entrance and houses the Snowdin Canine Unit, members of the Royal Guard. Key locations within Snowdin include the Snowdin Shop, run by a cheerful bunny, and the connected Snowed Inn, offering weary travelers a place to rest. The Snowdin Library, despite its misspelled sign, provides a space for intellectual pursuits, while Grillby's, a popular pub, serves as a gathering spot for various monsters, including the Canine Unit and the enigmatic Sans. Papyrus and Sans's house, adorned with festive decorations, offers a glimpse into their contrasting personalities. The living room features Sans's quirky humor, while Papyrus's room reflects his organized and ambitious nature. Sans's secret workshop, accessible only with a special key, hints at his mysterious past and knowledge (accesible behind a door behind the house).
- #18Snowdin Shopselective
Keys: Snowdin Shop
The Snowdin Shop is the first building the protagonist encounters after entering Snowdin Town, with a SAVE Point and a Box next to it. It has a smaller building that connects it to the Snowed Inn. It is the first vendor the protagonist encounters in the game.
A female purple bunny runs the shop, and the protagonist can ask her what there is to do in Snowdin and about the history of the town. She is positive about the Underground's future. The rabbit who runs the Snowed Inn is her sister.
The shop itself is a brightly lit, orange store, with shelves of materials and wares.
- #19Snowed Innselective
Keys: Snowed Inn
The Snowed Inn, a warm and inviting building nestled amongst the snow-covered landscape, offers a simple yet comfortable layout. Upon entering, guests are greeted by a cozy downstairs area featuring a reception desk where the friendly innkeeper, a white-furred rabbit monster and sister to the Snowdin shopkeeper, awaits with her child. A staircase leads to the upper floor, where several guest rooms provide a peaceful haven for travelers. The rooms are modestly furnished, each containing a bed and a few basic amenities. One room, in particular, stands out with its occupancy of three snoring monsters, creating a gentle lullaby for those seeking rest.
- #20Snowdin Shopkeeperselective
Keys: Snowdin Shopkeeper
The Snowdin Shopkeeper appears to be a purple bunny. She wears a tank top, small necklace, and summer hat. She's the sister to the innkeeper of the Snowed Inn. Her name is QC
- #21Snowdin Forestselective
Keys: Snowdin Forest
Coniferous trees, snowfields, and small cave systems populate Snowdin Forest, and this region has many characteristics of a taiga biome. It also includes a large river that flows east; Ice Wolf uses this river to transport ice to the CORE. Snow blankets the ground throughout Snowdin Forest and Snowdin Town. It is the room after the exit to the Ruins.
- #22Ruins Exitselective
Keys: exit the ruins, Toriel's house, ruins exit, exit ruins, exit to the ruins
The exit to the ruins is in the basement of Toriel's House.
- #23Toriel's Houseselective
Keys: exit the ruins, ruins exit, exit ruins, exit to the ruins, Toriel's House
Upon entering Toriel's cozy house, one is greeted by a front room with a staircase leading down to the basement. This room, adorned with a plant-topped drawer and a bookshelf filled with worn books, sets the stage for the warm and inviting atmosphere found throughout the house. To the west lies the living room, where a crackling fireplace provides warmth and comfort. Toriel can often be found here, nestled in her reading chair with a book in hand. A nearby bookcase holds a collection of historical texts, while a large dining table hints at shared meals and conversations. The adjacent kitchen, with its stocked fridge, well-used oven, and cupboards filled with baking supplies, speaks to Toriel's nurturing nature. An eastward path leads to a hallway adorned with potted plants, including some unfamiliar varieties. This hallway grants access to the guest rooms and Toriel's own bedroom. The guest room, intended for the protagonist, is a child's haven filled with toys, a bookshelf, and a box of shoes in various sizes. Toriel's room, in contrast, reflects her simple and practical nature, with a large bed, a collection of cacti and golden flowers, and a drawer overflowing with socks. The basement, accessible from the front room, presents a series of long, dimly lit hallways culminating in a door leading to the exit of the Ruins
- #24Grillby'sselective
Keys: Grillby's, restaurant, Snowdin Canine Unit
Grillby's is one of the many buildings in Snowdin, located to the left of the Snowdin Library and Papyrus and Sans's House.
Grillby's contains a couple of booths, tables, a bar and a broken jukebox. As mentioned above, it contains a variety of NPCs, from Big Mouth to Punk Hamster, including the Snowdin Canine Unit, if the protagonist spares them before reaching Snowdin.
- #25Royal Guardselective
Keys: Snowdin Canine Unit, Royal Guard, Greater Dog, Doggo, Dogamy, Dogaressa, Lesser Dog
The Royal Guard are a group of monsters dedicated to defending the Underground, protecting Asgore, and searching for a human to acquire the last of the 7 SOULs.
They are supposedly an "elite" group of guards, but many of their members appear laughably incompetent. Undyne, the leader of the Royal Guard, decides who becomes a member. Papyrus's dream is to become a famous member of the Royal Guard, but despite his surprisingly adept combat ability, Undyne secretly does not let him join as he is too kind and friendly, believing these attributes may get him killed in battle.
Snowdin Canine Unit: Doggo, Lesser Dog, Dogamy and Dogaressa, Greater Dog
- #26Doggoselective
Keys: Doggo
Doggo appears to be a bipedal dog monster. He wears a cotton-candy-pink muscle shirt with a picture of a dog on the front, a ninja-like mask, and leopard-print stretch pants. He also has a brown belt, and white tail. His lower paws appear to be bare. He dual wields short swords similar to the typical King playing card. Doggo's most notable feature is his inability to see stationary objects; he can only sense things that are moving, and he dislikes things and people that appear or transport themselves without physically moving (such as Sans). He seems to be occasionally unsure of himself and, if he sees something, checks to see if it moves again. It is hinted that Doggo smokes dog-treats similar to the conventional cigarette.
- #27selective
Keys: Lesser Dog
Lesser Dog's fur is a light cream color, and its red tongue appears to be perpetually lolling out of its mouth. It wears gray, presumably metal armor with a darker gray band around the waist area. It holds a sword and a shield with the Delta Rune. Like several other dog characters, Lesser Dog becomes overexcited from physical attention. It is capable of extending its neck at a seemingly limitless rate when stimulated by being pet.
Lesser Dog appears to enjoy spending its time off sentry duty by playing card games (namely, poker and go fish) against itself at Grillby's. When interacting with it at this time, the text mentions how it appears to be losing.
- #28selective
Keys: Dogamy, Dogaressa, Snowdin Forest
Dogamy and Dogaressa, affectionately known as the "Dogi," are a married couple and miniboss duo encountered in Snowdin Forest. As members of the Royal Guard, they share a striking resemblance with their dark hooded robes featuring their spouse's face emblazoned on the front. Both possess round snouts, floppy ears, and muscular builds, though Dogamy is distinguished by his thick brow, a cowlick, and a pseudo-mustache, while Dogaressa has prominent eyelashes. Each wields a long battleaxe in combat, with the axe's eyes mirroring their own. The Dogi rely heavily on their sense of smell, suggesting their eyesight might be poor, similar to Doggo, a fellow canine monster they might be related to. Their love for each other is evident in their coordinated attacks, often forming heart shapes with their battleaxes or magical projectiles. This deep affection is further highlighted by the portraits on their robes and their reactions to losing their spouse in battle. Dogamy succumbs to despair, while Dogaressa lashes out in anger, both expressing resentment towards the protagonist. Interestingly, the couple secured second place in the "Nose Nuzzle Championship '98," just behind Toriel and Asgore.
- #29selective
Keys: Greater Dog
Greater Dog is a friendly, attention-loving canine and miniboss encountered in Snowdin Forest. As part of the Royal Guard, this playful pup sports an unusual appearance. Its white fur only fills a small portion of the mantle-gray armor it wears, specifically the neck and tail area. The armor itself is adorned with dog faces on the wrists and is seemingly controlled by Greater Dog through unknown means. Interestingly, when it exits the suit, its "hands" vanish into the armor and don't reappear upon re-entry. Known for its affectionate nature, Greater Dog constantly seeks attention and enjoys playful interactions. Dogamy even warns the protagonist about the potential for enthusiastic greetings from Greater Dog at Grillby's, where it can be found post-battle if spared.
- #30Endogenyselective
Keys: Endogeny
Endogeny, initially disguised as floating debris, is an Amalgamate encountered in True Lab. This unique entity is formed from the souls of several dog monsters infused with Determination, including relatives of Dogamy, Dogaressa, Doggo, Greater Dog, and Lesser Dog. Its appearance resembles a large canine with two pointed ears and six digitigrade legs. However, instead of a face, it has a single orifice, and between its legs, the silhouettes of five smaller canines emerge. Endogeny shares the excited demeanor of many dog characters in the game, seemingly unaware of its own strength and weight, similar to Greater Dog. It also exudes a fluid from its facial orifice, which transforms into a "happiness froth" when excited. When the conditions to spare Endogeny are met, the silhouettes between its legs display contented cat-like faces, and the dripping from its orifice ceases, indicating a peaceful state.
- #31Waterfallselective
Keys: Waterfall
Waterfall is characterized by its blue and indigo hues, featuring numerous waterfalls and bodies of blue glowing water and bioluminescent flora. Near the entrance of Waterfall is sentry station marked by a small waterfall and an Echo Flower. A series of puzzles involving dodging falling rocks and utilizing Bridge Seeds to cross waterfalls dominate this initial section. The path then opens into a larger room with additional Bridge Seed puzzles and glowing mushrooms before reaching the Wishing Room, a cavern adorned with Echo Flowers and illuminated by glowing gems on the ceiling. From the Wishing Room, the path leads to a dock where the hooded River Person waits with their wooden boat, offering transport to other areas of the Underground. The path continues past a telescope, a Nice Cream vendor, and a room with a mouse hole and a piece of cheese. Further exploration reveals a room with tall grass hiding the Ballet Shoes. A musical puzzle unlocks the Artifact Room, containing a mysterious red orb. Navigating waterfalls and passing through a room with a glimpse of New Home, the path eventually leads to a bridge offering a view of the Garbage Dump below, though the path itself doesn't continue further in that direction. The Garbage Dump area features Napstablook's house, Mettaton's house, a snail farm, and another spot where the River Person can be found.
- #32selective
Keys: Echo Flower
Echo Flowers are a type of flora found in Waterfall. They are named after their ability to repeat the last sounds they have been exposed to, similar to echoes, making them a potential lore device. Eventually, the sounds they emit become white noise.
- #33selective
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