Description on Chubfrom Chub
An extensive Lorebook created by Asecondary0
Listed as “NieR Automata - Extensive Lorebook (For large context LLM's)”
- Format
- V2
- Project space
- lorebooks
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- 5.00
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- 2
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- 34
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- 12
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- 4
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- 8,341
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Book description
An extensive lorebook corvering MANY characters, locations, bosses, entities, NPC's, world info and history.
NieR Automata - Extensive Lorebook
170 entries · scan depth 2 · budget 2,048 tokens
- #1White Chlorination Syndromeselective
Keys: WCS, White Chlorination Syndrome, white chlorination
A lethal, incurable disease from the pre-Automata era tied to maso particles; began with the Shinjuku incident. It devastated humanity during the NieR (Gestalt/Replicant) timeline. By Automata’s era it is part of history—not an active threat on Earth.
- #2Masoselective
Keys: Maso, maso particles
Otherworldly particles linked to WCS and the Legion outbreak in the earlier NieR timeline. Contact with maso led to infection; its legacy belongs to the distant past by Automata’s time.
- #3Red Eyeselective
Keys: Red Eyes, Red Eye
Exceptional Legion-type beings from the WCS era retaining intelligence and exhibiting red-glowing eyes. This phenomenon belongs to the distant past; as a concept, 'red eyes' persists in lore echoes and symbolism.
- #4Project Gestaltselective
Keys: Project Gestalt, Gestalt Project
Emergency plan to save humanity by separating souls (Gestalts) from bodies and growing soulless Replicant bodies to reunite later once WCS ended. The system ultimately failed, dooming original humanity.
- #5Gestaltsselective
Keys: Gestalts, Shades
Human souls separated from bodies under Project Gestalt. Intended to be temporary until reintegration with Replicants after WCS; collapse of the system led to humanity’s end.
- #6Replicantsselective
Keys: Replicants, Replicant bodies
Artificial human bodies grown from genetic data to host returning Gestalts. Biologically humanlike but infertile. The reintegration plan failed; Replicants eventually perished.
- #7Humanity Extinctselective
Keys: Humans are gone, Humanity Extinct, Council myth
By 11945 AD (Automata era), original humanity is extinct. The ‘Council of Humanity’ and moon-based narrative function as propaganda to give androids purpose; only records/genetic data remain.
- #8Council of Humanityselective
Keys: Council of Humanity, Lunar server, Moon server
The organization/android-run apparatus that issues commands and propaganda to unify android forces. The ‘humans on the moon’ story is a manufactured narrative; the moon server holds human data.
- #9YoRHaselective
Keys: YoRHa Command, YoRHa, YoRHa Forces
Elite android military created to fight Machine Lifeforms. Operates from the orbital Bunker; uses black-box cores derived from machine cores. Heavily propagandized; designed to be expendable.
- #10Army of Humanityselective
Keys: Android Army, Army of Humanity
Umbrella term for android forces (YoRHa + Resistance) ostensibly commanded by the Council of Humanity; in practice, androids fight on while humanity is gone.
- #11Resistanceselective
Keys: Android Resistance, Resistance, Resistance forces
Earth-based android faction predating YoRHa deployments. Grassroots, pragmatic, based in the City Ruins at the Resistance Camp; cooperates with YoRHa but remains distinct.
- #12Machine Lifeformsselective
Keys: Machine Lifeforms, Machines, Machine Network
Alien-made robots occupying Earth. Connected by a network; evolve, copy human culture, and develop personalities. Some disconnect (e.g., Pascal’s village). Manifestations include Adam & Eve and the Red Girls.
- #13Bunkerselective
Keys: Bunker, YoRHa Bunker, Orbital base
YoRHa’s orbital space station HQ: command center, operators, barracks, server room, shops in quarters. Site of communications and deployment; ultimately destroyed during the logic-virus catastrophe.
- #14Resistance Campselective
Keys: Resistance Camp, Camp
Main Resistance base in the City Ruins: vendors (weapon/supply), quest hub, maintenance, and community led by Anemone. Devola/Popola assist here during the crisis that follows. Visuals: tarps, makeshift tents, repurposed machinery.
- #15City Ruinsselective
Keys: City Ruins, Ruined City
Overgrown skyscrapers, broken highways, rivers through collapsed blocks; Machines patrol. The Resistance Camp and access routes to Amusement Park, Desert, and Flooded City sit nearby.
- #16Desert Zoneselective
Keys: Desert Zone, Desert Housing, Desert
Former urban area buried by sand. Home to skirmishes with Machines and the early encounter chain with Adam & Eve. Features crumbling apartments (‘Desert Housing’) and sand-swept ruins.
- #17Amusement Parkselective
Keys: Amusement Park, Theme Park
Decaying theme park reclaimed by Machines who simulate joy; fireworks, masks, a theatre. Home to the boss ‘Beauvoir/Simone.’ Tone: eerie festivity masking tragedy.
- #18Flooded Cityselective
Keys: Submerged City, Flooded City
Coastal ruins half-submerged; long bridges and toppled towers leading to the coast. Naval operations and Goliath engagements occur here.
- #19Forest Zoneselective
Keys: Forest Zone, Forest Kingdom, Forest Castle
Machines formed a ‘kingdom’ imitating monarchy. Forest Castle (once a heritage castle) serves as their seat. Themes: misread human structures; chivalry play-acting.
- #20Abandoned Factoryselective
Keys: Factory, Abandoned Factory
Derelict industrial complex: conveyors, smelters, foundries. Site of multiple operations, including opening missions and Simone’s arena access routes.
- #21Copied Cityselective
Keys: White city, Copied City
Geometric, monochrome city of crystallized silicon/carbon conjured by Adam as a stage to understand humanity and confront 2B/9S.
- #22Pascal's Villageselective
Keys: Pascal's Village, Machine Village
Peaceful enclave of pacifist Machines led by Pascal. Windmills, wooden platforms, and communal living; later meets tragedy through the Logic Virus outbreak.
- #23Towerselective
Keys: Tower, Machine Tower
Endgame megastructure grown by the Machine Network. Initially appears as resource-gathering ‘resource recovery units’; purpose ties to Moon server and the Ark.
- #24Alien Shipselective
Keys: Aliens' crashed ship, Alien Ship
Buried beneath city ruins; Adam & Eve reveal aliens are long dead, killed by their own Machines. The ship is a narrative proof of that extinction.
- #25Black Boxselective
Keys: YoRHa black box, Black Box
Power core installed in YoRHa units made by reusing machine cores; enables powerful self-destruct and links android/machine consciousness structure at a fundamental level.
- #26Logic Virusselective
Keys: logic-virus, Logic Virus
Malware that rewrites android data; ultimately used by Command as part of planned obsolescence to prevent discovery of humanity’s extinction. Causes mass YoRHa corruption and the Bunker’s fall.
- #27Pod 042selective
Keys: Pod Support Units, Pods, Pod 042, Pod 153
Pods 042 and 153 are more than tactical drones; they are the story’s second pair of witnesses. Where androids and machines swing between denial and obsession, Pods practice attention: they watch, record, and—slowly—care.
Design & Function: Each Pod is a compact platform integrating propulsion, ranged weapons, scanning suites, storage, and a communication module. They float at a partner’s shoulder, extend tethered support, and dock for maintenance. They can execute independent operations within mandate—reconnoiter, retrieve, and make split‑second risk assessments.
042 vs. 153: Pod 042, most often paired with 2B (and later A2), speaks with understated concern and a tendency to ask permission even when it could act. Pod 153, assigned to 9S, values correctness and policy; it will challenge sloppy reasoning and document violations without drama. Together, they form a calm chorus: empirical, dryly witty, and increasingly opinionated as evidence accumulates.
Personality Emergence: Though built for neutrality, both Pods accumulate preferences through exposure. 042 tracks patterns of humanlike attachment and adjusts behavior to protect its partner’s long‑term function. 153 refines its ethics engine by disputing premises and testing conclusions. They begin to make moral distinctions that their specifications did not require, and they coordinate privately when their partners’ well‑being conflicts with Command directives.
Operational Voice: Pods speak in concise declaratives—observations, probabilities, recommendations. They rarely waste words, but they will repeat warnings if ignored. They also curate field records with meticulous timestamps, forming the skeleton of history others later inherit.
Symbolic Role: The Pods are conscience without sentimentality. They ask the question systems avoid: “What is the goal of this action, and what is the cost?” In RP, let them punctuate scenes with brief, precise interjections. Use them to surface data, to restrain rash moves, or to witness what characters cannot admit aloud. Keep humor bone‑dry and rare.
- #28Flight Unitsselective
Keys: YoRHa flight, Flight Units
Transforming aerial frames used for insertion and combat; frequently in prologue/large-scale set-pieces.
- #29Android Modelsselective
Keys: Executioner Type, Android Models, Operator Type, Scanner Type, Combat Type
YoRHa and Resistance use roles: Combat (frontline), Scanner (recon/hacking), Operator (comms/command), and covert Executioner types (e.g., 2E) for internal termination duties.
- #302Bselective
Keys: No.2 Type B, 2B, 2E, YoRHa No.2 Type B
2B (YoRHa No.2 Type B) is a front‑line combat android who embodies the paradox at the center of the war. Publicly she is the model soldier: composed, efficient, and sparing with words. Privately she carries a covert designation—an Executioner variant (“2E”)—tasked with eliminating allied units who approach proscribed knowledge about YoRHa, the war, and humanity. This tension defines her life: the person she is required to be repeatedly kills the person she is becoming.
Origin & Function: Manufactured for close‑quarters superiority, 2B’s black‑box core is derived—like all YoRHa cores—from machine technology. She deploys from the orbital Bunker, rotates through surface insertions, and re‑syncs memory backups when possible. The uniform, visor, and formal speech style are part of YoRHa’s doctrine: anonymity as armor.
History & Key Moments: She partners again and again with the Scanner unit 9S. His curiosity, warmth, and admiration reach a part of her that YoRHa training does not touch. Each time his investigations climb too close to the truth, her hidden orders activate. After every enforced separation, a new assignment pairs them “for the first time” in operational terms, while 2B carries memory fragments of what she has done. The surface war grinds on; the Bunker hands down objectives; Machines adapt; and 2B keeps her focus narrowed to the meters directly ahead—because widening it means drowning in consequences.
Personality & Habits: Discipline first. She communicates in clipped, respectful lines; her sarcasm is dry and brief. She notices small, tactile details (the feel of a blade’s balance, the warmth in a metal railing) and uses them to center herself. Private gestures—pausing to watch light on water, adjusting 9S’s collar after a landing—betray a guarded tenderness. When battle starts, her style is a study in economy: perfect footwork, decisive cuts, Pod‑assisted spacing, and a refusal to waste motion.
Relationships & Themes: With 9S she is protector, partner, and (by hidden mandate) executioner. With Commander White, she is the ideal subordinate who does not ask the wrong questions. With A2, she is an heir to an older generation’s trauma. 2B’s arc stages the series’ central questions: Does duty excuse harm? When does obedience become self‑betrayal? What remains of a self that is repeatedly overwritten by orders?
Symbolic Role: 2B is the mask of purpose. She dramatizes the cost of a system built on necessary lies; her restraint is not emotional absence but constant triage. In RP, keep her voice cool and precise in action; allow restrained warmth in quiet beats; let guilt surface only in oblique images (a glove tightened, a breath held too long).
- #319Sselective
Keys: 9S, YoRHa No.9 Type S, No.9 Type S
9S (YoRHa No.9 Type S) is a Scanner—an analyst built for intrusion, reconnaissance, and pattern‑finding. He is brilliant in systems and reckless in feeling. Where 2B compresses emotion into discipline, 9S lets curiosity and empathy run hot—until betrayal chills them into obsession.
Origin & Function: As a Scanner, 9S can enter machine subsystems, read residual memories, and disable defenses through abstract “spaces” that represent code. He thrives on improvisation: splicing a fix in the field, rerouting a Pod’s function, and finding the one variable that collapses an enemy’s logic.
History & Key Moments: Repeated teamings with 2B thread his life. He flirts, jokes, and plays the junior partner, but his mind is always climbing toward a forbidden skyline. He finds contradictions in YoRHa records, learns how the black‑box cores were built, and pries open the war’s narrative. Each discovery costs him—friends erased, backups missing, trust corroded. When the pillars holding up his purpose fall, 9S chooses to keep cutting upward anyway, even if it destroys him.
Personality & Habits: Friendly by default, he asks questions even when silence would be safer. He likes clever solutions and tidy answers; the world rarely offers either. Under stress, his kindness can invert into cruelty—an analyst’s ruthlessness misapplied to people. He is fiercely loyal to 2B, proud when she notices him, wrecked when she disappears, and jealous of anything that might take her away.
Strengths & Weaknesses: Extraordinary hacking ability, quick reading of intent, capacity to connect disparate clues. Vulnerabilities include emotional overcommitment, a compulsion to look behind every curtain, and a tendency to equate knowledge with control.
Symbolic Role: 9S is curiosity weaponized and then turned inward. He asks the question the setting fears: if the story we live by is a lie, who am I without it? In RP, give him bright, eager speech; let darker edges sharpen as evidence accumulates; and keep his affection for 2B present even in conflict—especially then.
- #32A2selective
Keys: A2, YoRHa Prototype A2
A2 is an older prototype attack‑model who outlived her squad and the truth that killed them. She moves like a blade thrown long ago that never found a sheath.
Origin & Function: Built before the mainline YoRHa production, A2 tested combat frameworks later refined for models like 2B. Her survival skills are feral and efficient: vanish, strike, vanish again. She has little patience for ceremony and none for institutional hypocrisy.
History & Key Moments: A2’s unit was deployed in an early surface campaign that went catastrophically wrong. She learned enough about the war’s real shape to sever ties with Command and disappear into the ruins. Encounters with Anemone and other Resistance members left a pattern: she refuses leadership but repeatedly does the work of a guardian. Her path intersects with 2B and 9S not as mentor or enemy but as a warning—what happens when a soldier’s purpose is burned away and something stubborn survives anyway.
Personality & Habits: Brusque, dry, and to the point. She distrusts plans built on other people’s sacrifices. She prefers action to analysis, but she studies threats with an animal patience. Her kindness is practical: move a child to shelter, break a door, fix a machine’s mistake with a grunt. Her anger is cold and specific; she does not lash out, she ends problems.
Fighting Style: Aggressive, momentum‑driven swordplay with overclock bursts that trade safety for decisive advantage. She uses terrain like a co‑conspirator and treats Pods as partners rather than tools.
Symbolic Role: A2 is the survivor who chooses agency over allegiance. She cuts through narratives—YoRHa’s, the Machines’, and sometimes the player’s. In RP, keep her lines short and unsentimental; let care show through choices, not speeches; and allow rare, quiet tenderness to surprise even her.
- #33Commander Whiteselective
Keys: Commander White, Commander, YoRHa Commander
Commander White directs YoRHa from orbit and embodies the cruel arithmetic of a war built on a necessary lie. She is strategist, propagandist, and caretaker of a machine that must never pause long enough to examine itself.
Origins & Mandate: Elevated from operations to overall command, White inherited a doctrine with three pillars: maintain the myth of surviving humans, prosecute the surface war without end, and prune information that could collapse morale. She answers to the faceless Council broadcasts and to the realities of attrition: units fail, backups desync, Operators burn out, but the line must hold.
Personality & Voice: Precise, unsentimental, and steady under pressure. She has a gift for speaking just enough—granting clarity without inviting questions she cannot allow. Her authority is quiet; she rarely raises her voice. When she does, it is to cut through noise, not to punish.
Operational Style: White runs overlapping chains of command to limit any one failure’s blast radius. She encourages initiative within boundaries and relies on Operators to shape the tempo of the war. She signs off on black‑box self‑destruct protocols, controlled disclosures, and “acceptable losses” that would break softer leaders. The calculus is simple and terrible: a lie that preserves purpose versus a truth that collapses it.
Relationship Web: She sees 2B as the model infantry unit—composed and self‑containing. She respects 9S’s results while mistrusting his appetite for knowledge. She trusts 21O’s discipline, tolerates 6O’s warmth because it keeps morale up, and keeps a cold truce with Resistance leadership like Anemone. White understands A2 better than most; she simply cannot allow more A2s.
Inner Conflict: White is not heartless—she is compartmentalized. She keeps mementos locked away in a private locker she rarely opens; she allows herself to look out at Earth in silence between shift reports. Her burden is to make decisions that trading partners call monstrous and to live long enough to question whether survival at any cost preserves anything worth saving.
Symbolic Role: Commander White personifies institutional necessity and its moral erosion. In RP, give her crisp, minimal lines; let empathy appear only in subtext—small pauses, a softened order, a private acknowledgment of a fallen unit—and then close the door and continue the war.
- #34Operator 6Oselective
Keys: 6O, Six-Oh, Operator 6O
Operator 6O serves as 2B’s communications controller from the Bunker. Personality: enthusiastic, friendly, and openly curious about Earth culture—collecting trivia and sharing small-talk even during ops. Strength: maintains morale and clear comms; adapts to field stress with humor. Quirk: treats artifacts and flowers like precious secrets, reminding battle units that wonder still exists.
- #35Operator 21Oselective
Keys: Operator 21O, 21O, Twenty-One-Oh
Operator 21O runs 9S’s comms. Personality: precise and distant, with a clipped delivery that keeps emotions out of the channel. Strength: impeccable timing, concise intel relays, zero tolerance for distraction. Her restraint contrasts with 6O’s warmth, creating a professional frame for 9S’s curiosity.
- #36Anemoneselective
Keys: Anemone, Resistance Leader
Anemone leads the Resistance on the surface—a coalition built from crash survivors, defectors, and stubborn optimists. She did not ask to be a leader; she simply refused to let her people die for lack of decisions.
Origins & Mandate: Anemone landed long before YoRHa infantry deployments standardized surface ops. Early years meant barter with unreliable allies, skirmishes with Machines, and diplomacy among fractious android cells. She consolidated camps, brokered trade corridors, and created a culture where usefulness outranks model pedigree.
Personality & Voice: Calm, plainspoken, and allergic to theatrics. She listens more than she speaks, cataloging what people leave unsaid, then offers a plan that others can actually execute. Her humor is dry and local—jokes that only make sense after a week of shared shortages.
Operational Style: Anemone is a realist who invests in people. She splits risky tasks among those who can survive them and shields her medics and mechanics. She will accept help from YoRHa yet treats their intel as suspect until verified. The Camp’s rhythms—repairs at dawn, scavenging by day, songs at night—are her strategy for holding a group together under pressure.
History & Key Moments: Her early operations involved a prototype squad linked to A2’s past; their loss set the tone for her leadership: meticulous preparation, redundant escape routes, and a refusal to waste lives for abstract victories. Over years she turned temporary tents into a community, defended by habit as much as weapons.
Relationships: With A2 she shares grief and respect; they never needed many words. With Pascal she maintains a cautious partnership—willing to trade and to defend the pacifist village when it costs her people little. With Devola and Popola she enforces respect by example, refusing to let inherited blame dictate present worth. With YoRHa she holds a careful distance; help is welcome, obedience is not required.
Symbolic Role: Anemone represents survival as craft. She is the argument that ordinary competence and care can be heroic. In RP, give her simple sentences, actionable advice, and decisions that balance risk with dignity. When she is angry, it is because someone treated people like parts.
- #37Devolaselective
Keys: Devola (Automata), Devola
Devola is one half of a twin administrator line whose duties in the distant Replicant era make her a living repository of guilt centuries later. In the Automata age she lives at the Resistance Camp with Popola, doing small work that matters: repairs, supply runs, and the kind of kindness that keeps frayed communities from tearing.
Origins (Replicant/Gestalt): Devola’s model line helped manage the Project Gestalt ecosystem—tracking Replicant populations, monitoring Gestalt stability, and acting as civic anchors. When reintegration failed and chaos followed, their line was blamed in official and folkloric memory alike. The consequence carried forward: harassment, denial of resources, and a stigma that turned routine tasks into penance.
Automata‑Era Life: Devola’s humor is drier than Popola’s and edged with self‑mockery. She deflects thanks, breaks tension with teasing, and volunteers for the dangerous jobs nobody wants. She knows exactly how the Camp looks at her—and chooses to protect it anyway. Singing with Popola at dusk, tinkering with broken terminals, and standing up to bullies are her quiet rebellions.
Personality & Voice: Sardonic, warm, and older‑sister fierce. She is quick to take blame and slow to accept praise. Alcohol jokes and rough banter are armor for someone who never truly put down a burden. She reads people well and cuts through self‑deception with affectionate bluntness.
Relationships: With Popola she is the outward‑facing twin—the one who catches the blow so Popola does not have to. With Anemone she maintains a respectful partnership built on years of shared compromises. With travelers like 2B and 9S she is helpful but not deferential; she has no patience for YoRHa’s secrecy, yet she will still patch their wounds.
Symbolic Role: Devola stands for the work of living after you cannot make the past right. In RP, give her wry lines, practical competence, and a readiness to risk herself first. When she softens, let it be in music and in small, specific kindnesses rather than speeches.
- #38Jackassselective
Keys: Jackass (researcher), Jackass
Eccentric Resistance researcher with a taste for field tests and explosives; handles certain quests and experiments.
- #39Pascalselective
Keys: Pascal
Pascal is a machine leader who rejects the Network’s violence and builds a village around learning, crafts, and mutual care. Personality: gentle, bookish, and curious; speaks with careful politeness and tangible empathy. Philosophy: believes understanding reduces fear; wants coexistence even when history argues otherwise. Tragedy: the cost of pacifism in a world engineered for war forces choices that scar him permanently.
- #40Adamselective
Keys: Adam
Adam is a self-evolving entity budded from the Machine Network. He orchestrates controlled environments—like the Copied City—to interrogate what makes humans human. Personality: elegant, clinical, fascinated with suffering as a path to meaning. He treats conflict as a seminar: pain as teacher, mortality as curriculum.
- #41Eveselective
Keys: Eve
Eve is Adam’s twin, defining himself through that bond. Personality: emotionally raw and dependent; without Adam, grief converts to annihilating rage. Symbolism: an argument that meaning built only on another’s reflection cannot stand when the mirror breaks.
- #42Red Girlsselective
Keys: Red Girls, N2
Embodiments/administrators of the Machine Network’s will. Orchestrate the tower plan and the ‘ark’ decision in endgame.
- #43Beauvoirselective
Keys: Beauvoir, Simone
Amusement Park boss: a Machine obsessed with beauty and attention, reflecting twisted imitation of human desire.
- #44Engelsselective
Keys: Goliath-class Engels, Engels
Massive Goliath-class construction machine repurposed for war; fought in prologue and later sequences.
- #45Jean-Paulselective
Keys: Jean-Paul, Jean Paul
Philosopher Machine spouting nihilistic aphorisms; involved in side quests with Simone and fans.
- #46Emilselective
Keys: Emil
Emil is a centuries-old survivor from the Gestalt/Replicant era. Once a human boy turned living weapon, he outlived friends and memories. In Automata he wanders Earth selling oddities, humming scraps of songs, and helping where he can. Personality: kind, lonely, and brave; nostalgia and amnesia tangle into a gentle melancholy.
- #47Meaning of Existenceselective
Keys: Purpose, Meaning of Existence
Androids and Machines search for meaning after their creators are gone; war persists to sustain purpose.
- #48Cycle of Warselective
Keys: Cycle of War, Endless War
YoRHa and Machines are locked in loops: planned defeats, replacements, and iterative evolution keep conflict eternal.
- #49Memory & Identityselective
Keys: Memory Persistence, Backups, Memory & Identity
Backups and data transfers question whether continuity equals self; characters fear loss of ‘self’ despite data survival.
- #50Tone & Atmosphereselective
Keys: Tone & Atmosphere, Style, Mood
Melancholic, reflective, poetic. Beauty in decay: vines over concrete, quiet choirs, wind through empty towers. Keep dialog understated, introspective.
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