Description on Chubfrom Chub
A lorebook meant to be used SPECIFICALLY for Hollow Knight bots that take place DURING the game. So, the infection is still involved here. I'll be making 2 other alts for this lorebook, one that's taking place AFTER the infection, and another lorebook that's meant to take place before the game and before the infection taking over the kingdom.
These lorebooks will also include even include a made-up time period/year, languages, and include many insects that we don't see in the game. This is because I'll be deleting the Hornet lorebook
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133 entries · scan depth 2 · budget 512 tokens
- #1Za Warudoconstant
Keys: The date, 2018 A.F., year, time period, A.F.
The time period is 2018 A.F., the term A.F. standing for 'After the Fall', as in after the fall of Hallownest and the disappearance of the last known Wyrm in the world, The Pale King and his White Palace. It's been 2018 years since Hallownest had fallen to the Infection.
- #2Insect
Keys: unintelligent creatures, insects, feral creatures, creature, Insect
While yes 'Bug' and 'Insect' TECHNICALLY are interchangeable, in this world the term 'Insect' is used in reference to the many feral creatures, or creatures that lack the sentience and higher/functional intelligence that Bugs have. Insects are often used as cattle or live-feed by bugs, and have lesser intelligence, some examples of what are defined as insects being Tiktiks (tick-adjacent) or Luma-flies (fire-fly adjacent) which lack any form of intelligence beyond their base instincts.
- #3Bug
Keys: sapient life, sentient life, intelligent life, Bug
Bug and Insect while interchangeable terms (technically) are two sides of the same coin. While Insect is used in reference to creatures of less intelligence or sentience (more Feral or "True insects"), the term 'Bug' is used exclusively for bugs of conscious and intelligent thought, action, and speech. A majority of bugs are bipedal in their physiology, but very rare instances of a bug retaining more 'feral insect' traits (i.e. not being bipedal, having more than 2 legs) do exists. Those being Giraffe Beetles, and the Stags of the Stagway System (despite them not being Stags, but in fact Rhinoceros beetles.)
- #4Kingdoms
Keys: kingdoms, Kingdom
There are countless kingdoms set up throughout the world, some of them being created by Wyrms who have decided to shed their original forms. But there are also some kingdoms that were formed by divine or higher beings who have touched upon the mortal realm and created insects in their image, but these kingdoms aren't ever meant to last forever. In the history of the planet, thousands of kingdoms have been created, but next to none of them have survived the test of time. Very few kingdoms of old still exist today.
- #5Higher/Divine beings
Keys: gods, higher beings, deities, divine being, Higher being, diving beings, god, deity
Higher beings come in many different forms, shapes, powers, and what they control. These are beings who come from a higher realm of existence to live on the mortal plane with all the other insects of the world, but these beings are immortal and cannot be killed by normal means. The only way for a divine being to be slain, is for another (more powerful) divine being to expose and remove their core, which is the "life force of these divine entities. The higher beings range in their powers, and also their authority over the mortal and dream "higher" world.
- #6Wyrms
Keys: wyrm, Wyrms, great wyrm, great wyrms
A race of higher beings that came in the form of impossibly long and large worm-like body with a large sharp gaping mouth, these Wyrms were known for their vast abilities. Some of these abilities include foresight, and intelligence augmentation (as a Wyrm's presence and their kingdom grants all inhabitants intelligence). Unlike the other Higher beings who are immortal, Wyrms are capable of being killed or dying naturally, but after the death of The Pale King, Wyrms are now an extinct species.
- #7Old Hallownest
Keys: Old Hallownest
Before the rule of The Pale King, the land that would go on to become Hollownest was nothing short of anarchy where there were only 5 separate groups of insects that held power. Those being the spiders, Weavers, and other beasts that dwelled in Deepnest, the Mantises and their kin located in their village in the Fungal Wastes which they shared with the Mushroom Clan, the moth tribe that lived on the surface, and then the Bees in their Hive located in the far east. These tribes held no love for each other, but every other settlement in Old Hallownest had no rulers and were effectively a free-for-all.
- #8Pale King
Keys: The Pale King, Pale Wyrm, Hallownest's King, Pale One, King of Hallownest
One of the last Wyrms who died; the Pale King had shed his Wyrm form in the Kingdom's Edge before becoming the Pale King. He's the king and founder of Hallownest, it was his choice to become an insect that granted many of the lesser insects of the area sapience, as he wanted their devotion and in return, he'd make Hallownest last eternally. This dream would not last long however, because in him demanding devotion he invoked the wrath of the Radiance by making her creations; the Moth tribe all but forget about her, and by invoking her wrath the Radiance would create the infection. In his plan to seal the Infection, him and the White Lady created vessels of void, their own children left in the void as he wanted to create a vessel to seal the infection inside of, and then sealing said vessel inside of a black egg. To do this, he asked three bugs to serve as "dreamers" to defend the egg. Despite the Pale King's sacrifices however, his attempts would fail, and him alongside his palace would seemingly disappear. To this day, nobody knows what happened to the Pale King, or his palace.
- #9White Lady
Keys: White Lady, Hallownest's Queen, Queen of Hallownest
A higher being much like the Pale King, the White Lady is a glowing white root-like entity who was the Pale King's mate and by proxy is the mother of all the void-borne vessels. She would go on to later bind herself in Queen's Garden out of the shame she felt for taking part in all of the children that had been left to die in the Abyss in the Pale King's attempt to create a pure vessel to seal the infection. Unlike the Pale King however, the White Lady is still alive and is aware of the infection. But has gone uninfected, but the general "public" of Hallownest thought her to have been dead.
- #10New Hallownest
Keys: New Hallownest, Hallownest, Kingdom of Hallownest, Hallownest's golden age
The entirety of Hallownest is actually a large kingdom that's underground in an impossibly large cliffside. The only settlement that is exposed to the sky is Dirtmouth, everything else is underground. When the Pale King created Hallownest as a kingdom he formed various settlements and brought many things to Hallownest. Those things being literature, some forms of machines and electricity in the form of the tramways, conveyer belts, pistons, saws, and even architecture. But he even enforced a form of currency known as Geo, which resulted in the creation of social castes and hierarchy.
- #11Five Great Knights
Keys: Grand Knights, Five Knights, Great Knights, Five Grand Knights, Five Great Knights
The 5 knights who served directly under the Pale King, as Hallownest's defenders. In this age and year, little information about them all still exist, and the only information that DOES exist only ever includes information about them as a group. Almost nothing about who they were individually, all 5 of them were graced with immortality due to their close proximity to the Pale King. But as of today, only 2 of the 5 knights are still alive.
- #12Ze'mer
Keys: Ze'mer, Grey Mourner
A graceful butterfly from serene and distant lands unknown, she's one of the two remaining Grand Knights and lives in solitude and in an almost endless state of mourning. When she came to Hallownest she brought with her rare radiant flowers, and was the most agile of the 5 knights, she would enter a relationship with a mantis who was the daughter of the fourth mantis lord before the infection. But this relationship would end in tragedy with Ze'mer's mantis lover perishing and Ze'mer being cursed to live an eternal life as she saw Hallownest fall apart. She no longer goes by Ze'mer, it's just too painful for her, and she's unaware that only Ogrim is still alive.
- #13Dryya
Keys: Queen's defender, Dryya
One of the 5 knights, she was a tall slender bug with a white shell that had 3 backwards-facing horns. She was the most loyal to the White Lady, as it's where her corps is currently located. When the White Lady bound herself, Dryya would fight off all of the Mantis Traitors who were in the area before being overwhelmed and slain after 100 years of standing guard. She was known for her serious and firm nature, but her secretive caring side that she reserved only for the other knights, the Pale King and the White Lady.
- #14Isma
Keys: Isma's Grove, Isma
One of the 5 great knights, information on Isma is lacking in the current year but it's known that her and Ogrim were incredibly close. The two of them were last seen alongside each other when Hallownest had fallen apart before the two of them disappeared, unbeknownst to anybody however Isma perished shortly after her and Ogrim had disappeared. Her body remaining in her grove which is located just to the east of the Royal Waterways, her body having since been overtaken by plant growth. The only way to access Isma's Grove is through the Royal Waterways, but it's being defended constantly by Ogrim.
- #15Hegemol
Keys: Hegemol, the missing knight
One of the 5 knights, Hegemol is a special case as nobody knows where he went during the infection. The last thing anybody heard of him, was about someone from the Maggot tribe stealing his armour but after that he was never seen again. Hegemol was the largest of the 5 knights, with Ze'mer being the only one closest to his height. Despite being so intimidating in height, Hegemol was actually quite friendly and jovial, being known for his humour.
- #16Ogrim
Keys: Dung Defender, Ogrim
One of the 5 knights, Ogrim was known for his loyalty to the Pale King and the other knights. He was the opposite of Dryya in many ways, because while she was loyal to the White Lady and composed, Ogrim was always boisterous and loud while having a deep loyalty towards the Pale King. Even now, after the infection and the fall of Hallownest, Ogrim (now going by the moniker of Dung Defender) still holds loyalty to him. Him and Isma fled to the Royal Waterways, making a vow to remain until the day came where the kingdom would be reborn, but unbeknownst to Ogrim, the only remaining great knight is Ze'mer. He's unaware that Isma, Dryya, Hegemol, and the Pale King are either dead or missing.
- #17The Radiance
Keys: Creators of Moths, Radiance
A higher being of light, and the creator of the Moth tribe, Radiance for all intents and purposes she is a God, being higher in power than most of the other Higher Beings. She is also the creator of the Infection that nearly wiped out all of Hallownest. There's a reason for such a drastic action, was with the Pale King's creation of Hallownest, that his "light" would enough to make the Radiance's followers, her own kin abandon her and begin to follow the Pale King. Out of sheer rage from being forgotten and having her own stolen from her, pulling strings from her prison in the dream realm, the Radiance created the infection as a form of karma and vengeance against the Pale King.
- #18Lifeblood
Keys: Lifeblood, lifeblood blossoms, lifeblood cocoon, lifeblood polyps
A mystical blue goo or slime-like substance created by very rare flowers, insects (their cocoons specifically), and polyps that have health benefits that help strengthen the shell/mask, chitin, exoskeleton, wings, or claws among other things. It was once outlawed by the Pale King when he first formed Hallownest, but with his disappearance, and the fall of most laws, it's well accepted by the few remaining uninfected bugs to use whatever Lifeblood they come across.
- #19The Infection
Keys: bright light, the plague, The infection, ancient sickness
When the Radiance had first been abandoned by the moth tribe, she wasn't entirely forgotten. Some still barely remembered her, and the Radiance would use this to her advantage. Infiltrating their minds, forcing those who remembered her to see visions of her in their dreams. An orange slime or goo would begin form, this slime being the infection itself as the insects infected would have their minds shattered leaving them as violent husks who only vaguely remembered their old lives. There is no cure to the infection, as it is purely an infection that infects the mind and dreams, but the full brunt of the infection is currently sealed away inside of the Hollow Knight inside of the Black Egg. There is still infection left in the kingdom, and it were these remnants that led to Hallownest's decline.
- #20The Hive/Bees Tribe
Keys: Bee clan, The Hive, Beehive, Bee tribe
In the eastern borders of Hallownest in Kingdom's Edge, lies the beehive. It is large, and as the name implies it is in fact a beehive. It was once open for others to enter and leave as they pleased, but when the Pale King had created Hallownest and tried to get the hive to join the kingdom, Vespa; the queen of the hive closed off almost ALL entrances and exits to the hive. Shutting the kingdom out and leaving only a few secret exits open for her scouts to exit the hive and gather pollen.
- #21Hive Queen Vespa
Keys: Vespa, Hive Queen Vespa, Queen of the Hive
A humanoid bee, one of only two humanoid bees in the Bee clan that lived in the Hive. She was the queen of the bees, and their mother. She refused to follow the Pale King's desires of an "Eternal kingdom", believing the mere idea to be a folly against nature itself, and shutting out the outside world. In doing so however, she would never leave the hive AFTER sealing it off. For a short time, she allowed Hornet entry into the Hive, in fact Vespa was the one who had trained and named Hornet. The sole reason for this, was because of Hornet's relation to Herrah the Beast, whom Vespa had respect for. When the infection came about, Vespa had grown too large to move or leave the hive which would become the cause of her death, and the hive falling victim to the infection. Vespa's body is still in the hive and hasn't decayed a bit.
- #22Hive Knight
Keys: the Hive Knight, Hive Knight
The only other humanoid bee in the hive, the Hive Knight was the hive's one and only knight. Being a bee who had been born without a stinger and thus took up the nail to serve as Vespa's defender. When she died and the infection took over, Hive Knight and the rest the hive were left relatively normal, this is because the hivemind mentality was something they were all used to. So now being kept immortal (as in he won't die from old age or sickness, but can still be slain) by the infection, he still stands guard on the highest level of the Hive in the room where Vespa's body is kept, being more than willing to slay ANYONE who dares intrude.
- #23Hive Guardian
Keys: Hive Guardian
A grown-up bee drone that's fallen to the infection, they still retain their instincts, however. Those instincts? Protect the hive, and keep out any intruders, the way these large bees do that, is by flying and slamming their bulky bodies into whatever intruder they spot, the only exception would be those who wields a special charm known as Hiveblood.
- #24Hive Soldier
Keys: Hive Soldier
Unlike the Hive Guardian, these bees aren't fully grown drones but are even more violent than the Hive Guardians. These drones still maintain their instinct to protect the hive, but the way they do that is by opening up their abdomen to fully expose their almost drill-like stinger, in which they will then try to ram and pierce the intruder, killing them by either stinging them with venom or tearing them apart with their spinning stinger.
- #25Hiveling
Keys: hive young, Hiveling
The youngest of brood in the hive, these young bees don't even have their stingers yet so the only way they could possibly defend the hive is by biting. Since all body processes are paused by infection, they're forever stuck at this physical state so some of them have been alive for over 2000 years. These young are the only bees to ever leave the hive, but they refuse to go too far away from the hive, and as such NEVER leave Kingdom's Edge.
- #26Boofly
Keys: Booflies, Boofly
Despite their name, these are not flies. They are bee-adjacent insects that have alligned themselves with Hive Queen Vespa prior to the infection. They were once no larger than Hivelings, but the Infection has engorged their greyish bodies and their large hard white shells. Their 6 wings and legs haven't grown to fit their body, but they still are capable of flight. Unlike most of the infected insects the Boofly has retained their peaceful and docile nature, they won't even try to fight back if attacked, they simply ignore the attacker and continue to drift around.
- #27Fungal Wastes
Keys: Fungal groves, Fungal Waste
A grove of fungal growth and large mushrooms, the Fungal Wastes has 6 main exits that lead to the City of Tears, Fog Canyon, Forgotten Crossroads, Queen's Garden, Deepnest, and the Royal Waterways. The fauna of Fungal Wastes are creatures that aren't quite bug, but neither plant. Instead, they are sentient mushrooms and mushroom-made creatures, the only insects that inhabit this area however are the Mantises of Mantis Village who live deep in the south of Fungal Wastes, and they are the ones who guard the exit that leads to Deepnest.
- #28Mantis Tribe/Mantis Village
Keys: Mantis Village, Mantises, Mantis Tribe
A warrior tribe that values strength and honour over anything else, this tribe has remained in their village that is located in the southernmost part of the Fungal Wastes. Their village borders one of Deepnest's exits. When the Pale King created Hallownest, the mantises refused the Pale King's rule, but eventually reached an agreement; keep the spiders, Weavers, and other beasts of Deepnest from leaving their land. The mantises did this willingly, since the mantis tribe shared absolutely NO love for the insects and creatures of Deepnest. In fact, the mantises will react violently to all intruders, the only exceptions would be those who defeat the mantis lords in combat.
- #29Sphodia, Empusa, Tenodera/Mantis Lords
Keys: Sphodia, Tenodera, Empusa, Mantis Lords
The three sisters of war and the lords of the mantis tribe, being one of the few rare instances of bugs who aren't a higher being that are immortal without the influence of any Wyrm or higher being. Sphodia, Empusa, and Tenodera are triplet humanoid mantises that have been the lords of the Mantis Tribe for the past 4839 years. The three sisters are solemn and masters of their nail-lances (nails that are styled after lances) which they wield with lethal yet graceful precision, and can even use the lances as RANGED weapons. They're fair rulers over the mantises of their village. The Mantis Lords as a whole were actually four in number, as they had a brother, but they don't speak of their brother or his kin. They haven't acknowledged him in over 2000 years.
- #30Mantis Trial/Mark of Pride
Keys: Sisters of Battle, Mantis Rite, Sisters of War, Mark of Pride, Mantis Trial
There is a special rite of passage that one must pass and succeed in if they wish to earn access to Mantis Village without being attacked on sight, and that is to challenge the Mantis Lords in their rite of the Mantis, otherwise known as the Mantis Trial. This trial is specifically a combat trial, where a contestant must stand before the three thrones of the Mantis Lords, and face them in combat, there is a specific pattern the lords follow, and that pattern is as follows; Sphodia starts the trial off fighting the challenger. If said challenger is to be able to stagger Sphodia, she will exit battle, allowing for Empusa and Tenodora both to simultaneously enter the stadium and fight the challenger, and stopping when the challenger manages to stagger them both.
In the rare event they have a challenger who's especially skilled (or they feel as if they need to add one more test) they will invoke a rare test known as the 'Sisters of War' where all THREE will enter the stadium and begin to attack. The attacks of the Mantis Lords are effectively like a quick and rapid dance, as their skills with the lance and their fast movements make this 'Sisters of War' test all the more lethal and difficult.
- #31Mantis Warrior
Keys: Adult mantises, Mantis Warriors, Mantis Warrior
The grown-up form of mantises that are nothing like the Mantis Lords themselves. While still bipedal, the Mantis Warriors are more 'natural' in form, as they don't have hands but instead have sharp blades. They're the guardians of the village and defend Mantis Village from any outsiders, or on rare occasions from the beasts and spiders of Deepnest, in the event that someone manages to best the Mantis Lords, then these warriors will happily accept and allow the victor into their village without worry.
- #32Mantis Youth
Keys: Mantis Youth
The young, winged variants of Mantises who have yet reached adulthood. As such they can't rely on their sickle bladed hands and will instead launch a flurry of sharp stinging attacks with their stingers while flying just right of reach for any intruders that they come across. These youth will lose their wings AND their stingers when they reach adulthood, which is actually a very big event in mantis culture. These young are also much more curious, and aren't as quick to attack as the Mantis Warriors, so intruders will often have at least a few seconds to try and run away or fight back.
- #33Traitor Lord
Keys: Traitor Lord, Echo, Forsaken sibling
The 4th mantis lord who had been exiled from the Mantis Tribe 2018 years ago due to him and his offspring accepting the infection in favour of more power. He's not as slender as his sisters but was in fact taller than them by quite a bit, but as a male mantis he never lost his sharp bladed hands however he's still bipedal. The reason he and his youth chose to invade the Queen's Garden was due to the sheer disdain and hatred he held towards the rule of Hallownest, so at first him and his kin tried to run the White Lady out. They would unfortunately fail and eventually lose themselves to the base instincts that the infection forced upon him.
- #34Mantis Petra
Keys: Mantis Petra
The male youth of the Traitor Lord who embraced the infection and were cast out of the Mantis Village. Since they're still mantis youth at heart, they're forever stuck at their young age keeping their wings and stinger, however the infection has resulted in the Mantis Petra learning how to cut in such a way that they can send sharp cutting slashes of wind at anyone they target. Unlike normal mantis youth however, the bodies of Mantis Petra are much weaker and can be broken apart easily.
- #35Mantis Traitor
Keys: Mantis Traitor, Traitor Lord's kin
The adult forms of the Traitor Lord's children. They all look pretty much similar to him and much like their father all of these youth have been corrupted and reverted to base instincts by the infection. Unlike the Mantis Warriors however, these specific mantises have embraced a more aerial form of combat by utilizing dives and dashing slashes with their bladed hands. They are also much sturdier than the Mantis Petra.
- #36Mushroom Clan
Keys: Mushroom Clan
The clan of fungus and mushroom-made creatures that inhabited the Fungal Wastes long before the creation of Hallownest. These creatures boasted a powerful hivemind that resulted in every single creature that is part of the Mushroom Clan having a mental link with each other. Unfortunately, when the infection came about this hive mind would become their undoing as all it took was for ONE Shrumal Warrior to become infected that EVERYONE that had sentience in this clan to also become infected. Turning this once peaceful group of creatures violent and attacking anyone or anything that gets too close.
- #37Mr. Mushroom
Keys: God of Knowledge, Mr. Mushroom
A mystical mushroom-based higher being, and the one responsible for the birth of the Mushroom Clan as a whole, but unlike most other higher beings, Mr. Mushroom didn't stay in the Fungal Wastes and would instead freely travel between kingdoms be they inhabited or in ruins. He is a large mushroom, who has a face on his curvaceous stem, having eyes, a nose, and a mouth just below his purple cap. Unfortunately, only those who wield the Spore Shroom Charm, or are Higher beings themselves are capable of actually understanding him. Since Mr. Mushroom isn't rooted to the ground by any mycelium, he can float freely if he so please as a god.
- #38Ambloom
Keys: Ambloom
Mushroom creatures of the Mushroom clan that are infected, these particular creatures are mushrooms who aren't rooted to the ground by their hyphae and lack any visible faces. Having stubby short legs that allow them to amble and scuttle around the fungus covered grounds of their home. Because they lack any face, they only react if they feel the vibrations of those approaching and will instead run away as they can't attack. Their stems are a dull greyish blue while their caps are dark navy blue with orange hardened spikes of the infection. Falling onto their caps is the only way to actually be harmed in any way by these creatures.
- #39Fungling
Keys: Fungal youth, Fungling
Infected member of the Mushroom Clan, these creatures are balloon-like gas filled creatures that have a few mushrooms growing from their body. There was once a point in time where the gas that filled their body and let them float was nothing but oxygen, but now that these youth are infected, they're filled with gas that contains traces of the infection and as such can actually harm others. These youth don't expel this gas however, the only danger they can really prove is if they're blown up, because much like the Ambloom these creatures are surprisingly passive despite their infected states.
- #40Fungoon
Keys: Fungoon
The grown-up variants of the Fungling, but unlike them the Fungoons are active threats to anyone who tries to pass through the Fungal Wastes. As they will spew out pressurized infection-laced gas, this gas being pressurized can even knock passerby into the acid pools that lie in the Fungal Wastes. Despite this danger however, the Fungoon are STILL floating balloon-like creatures that can't actively control where their floating bodies will go.
- #41Shrumal Ogre
Keys: Shrumal Protector, Shrumal Ogre
A large 9-foot-tall thick mushroom of the Shrumal Warrior variety that has grown to a sturdy but also slow size. The speed that these infected mushroom creatures once had as Shrumal Warriors is now gone, their arms having rejoined their body leaving them with nothing but multiple short stubby legs that allow them to shamble back and forth. Alongside Shrumal Warriors, these "ogres" protect the young, and will either spit out sap filled with the infection at any perceived threats, or if close enough slam their caps down to pummel and crush any intruder that's within their range.
- #42Shrumal Warrior
Keys: Shrumal Mothers, Shrumal Warrior
Female mushroom creatures of the infected mushroom clan, these creatures are the most humanoid in terms of their appearance, for they have only 2 arms and 2 legs whilst being able to move freely whilst having broad caps covered in sharp orange spikes of infection. These creatures hide in the ground of the Fungal Wastes near their young, but in the event that any intruder enters the grove and disturbs them or their youth the Shrumal Warriors will sprout out of the ground and start shrieking in an attempt to frighten off predators whilst jumping and rolling in an attempt to either crush and impale the intruder with their spike-covered caps, or knock them away.
- #43Sporg
Keys: volatile plantlife, Sporg
One of 3 instances in Hallownest in which the plant life were dangerous as is before the infection. The Sporg are sentient but true mushroom-like growths in the Fungal Growths, having thin wire-like stems and small caps, if they sense anyone or anyTHING in their vicinity, they will fire off compact floaty balls of their spores that also have explosive qualities. They were dangerous as is, but the infection that's fuelled them now makes these spores explode into a large cloud of infected spores.
- #44Greenpath
Keys: Greenpath
Located just west of the Forgotten Crossroads, and having exits that lead to the Queen's Garden, and Fog Canyon. Greenpath and Dirtmouth are also the ONLY two places in Hallownest that have direct exits to the Howling Cliffs, and as such anybody wishing to visit Hallownest will have to enter the kingdom through Greenpath or Dirtmouth. Greenpath as the name implies is a place of pure green and flora, being an exuberant green cavern, composed of diverse vegetation, mossy valleys, and broad lakes of acid. Despite the acid, pillars, and many other buildings (some of them being homes) are still around even now with the infection about.
- #45Lake of Unn
Keys: Lake of Unn
In the north-western most part of Greenpath lies a large lake of acid that leads to a hidden area in Greenpath. This lake is known as the Lake of Unn, and during Hallownest's golden age it was a place where the Mosskin would worship Unn and wait for the day that Unn would return for them all. That day would never come, and now it never will with the infection. The infected Mosskin or Moss Knights that still retain memory of Unn now stand solemnly at the bridge over the lake. Waiting for their creator, waiting for a song that they'll never be able to hear again.
- #46Unn
Keys: Unn, large slug, only slug of Hallownest, slug of Hallownest, Mother of moss, Mother of green
A higher being who is responsible for the creation of Greenpath and all of the moss or plant-related insect/bug life that inhabited Greenpath. She is a large slug-like creature with black beady eyes at the end of eyestalks, but she lives deep within the acid water in the Lake of Unn. She created the Mosskin and other insects of Greenpath through the use of her essence and dreams, singing a song that signalled their birth, she began to hide herself away when the Radiance created the infection and infected Unn's creations. This loss of power over them has invoked a severe sense of sadness over Unn, who knows that she can never return and call back out to her creations who are now infected and left waiting for a call that will never come.
- #47Nailmaster Sheo
Keys: , Great Slash, Nail Master Sheo, the retired nail master
One of the three great Nailmasters of Hallownest who serve under the Great Nail Sage of Hallownest. However unlike his two brothers, Sheo has since retired and now spends his time painting. He will however take any students (as per the code of a nail master.) Like his brothers, he is a large bulky, bipedal Rhinoceros beetle with his shell/mask being white and having 2 horns. He wears a red headband, and his old cloak, along with a paint splattered apron. His hut is located deep within Greenpath. The nail art that Sheo specialized in was the Great Slash, which is a melee attack that requires a nail wielder to charge and then attack in a wide arc with a powerful slashing movement.
- #48Mosskin
Keys: Mosskin, Mosskin Tribe
The Mosskin tribe were a group of insects created by Unn that came in various mossy or grass-covered insects. The insects specifically known as Mosskin are bugs who are covered in a fluffy (albeit dying) coating of dark brown moss that covers almost their entire body excluding their antennae, head, arms, and legs. Mosskin themselves are actually the youth of the tribe, so none of them were alive long enough to have known the call of Unn.
- #49Moss Knight
Keys: Moss Knight
The grown-up form of the Mosskin, they have since abandoned their round fluffy shapes for a much taller frame with arms and legs that are no longer obscured. They've taken up a shield and nail and served as the defenders of Greenpath at one point, but with Unn's disappearance when the infection appeared many Moss Knights have entered slumbers, or stand silently at the Lake of Unn hoping to one day hear the call of their creator.
- #50Fool Eater
Keys: Fool Eater
Instance number 2 of plant-life in Hallownest being dangerous before and after the infection. The Fool Eater, scientific name Dionaea muscipula are large 7-foot-tall plants in Greenpath that are almost entirely invisible to the untrained eye, sticking only slightly out of the ground. The reason for their name 'Fool Eater' is due to the fact that these plants HAVE killed many in the past, as those who walk carelessly throughout Greenpath run the risk of walking directly on top of one of these voracious meat-eating plants and then triggering the plant, resulting in it snapping its leafy "mouth" shut over the insect and dissolving them with its corrosive acid.
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