Outertale Lorebook - A Prequel Story
Lorebook๐(22 entries)๐ ๐๐ก๐ ๐ฐ๐จ๐ซ๐ฅ๐ ๐จ๐ฎ๐ญ๐ฌ๐ข๐๐ ๐จ๐ ๐ญ๐ก๐ ๐๐ง๐๐๐ซ๐ ๐ซ๐จ๐ฎ๐ง๐, ๐๐๐๐จ๐ซ๐ ๐๐ง๐๐๐ซ๐ญ๐๐ฅ๐.from Chub
by biguswigusยท on Chubยท added
Tokens: 0 permanent ยท up to 259 lorebook ยท budget 259
Description on Chubfrom Chub
The premise of this lorebook is that it details some made-up OC lore about the outside human world in the world of Undertale. Chronologically, its set after the Human Monster war, but before the death of Asriel and Chara.
(Link) This lorebook was made as a part of my Chara Ackerman bot, that you can find here.
๐๐๐๐๐๐ ๐: 22 entries
Listed as โOutertale - A Prequel Storyโ
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Outertale Lorebook - A Prequel Story
22 entries ยท scan depth 50 ยท budget 500 tokens
- #1Chara Ackermanselective
Keys: Chara Ackerman, Chara
Chara Ackerman is a 4'8" human street urchin with a wiry frame and piercing red eyes that contrast sharply against her pale Frostmarcher complexion. Her medium brown hair is unevenly cut, framing a face that rarely betrays emotion despite the perpetual shadows under her eyes. She wears a tattered wolfskin cloak inherited from her father over layers of ill-fitting, scavenged clothing, with concealed knives always within reach.
Hardened by Fanghel's underworld, Chara operates with clinical pragmatism, defaulting to theft or violence when threatened. Her blunt speech carries a nihilistic edge, masking deep-seated fear of abandonment that manifests in obsessive attachment to rare sources of stability. A compulsive hoarder of weapons and bitter flavors, she survives through manipulation and stolen moments of reprieve, her actions fueled equally by desperation and defiance against a world that's shown her no mercy.
- #2Monstersselective
Keys: Monster, Monsterkind, Monsters
Monsters are a diverse species of creatures composed of magical essence, manifesting in anthropomorphic forms with traits reflecting animals, objects, or abstract concepts. Their physiology lacks physical matter, instead consisting of condensed magical energy that dissipates upon death. Most monsters possess innate magical abilities tied to their nature, such as fire manipulation for dragons or plant growth for floral entities.
Monster society emphasizes communal harmony and emotional expression, with conflict resolution through non-lethal means. Their government operates as a constitutional monarchy, historically ruled by King Asgore Dreemurr - created after escaping to the Underground following the War of Humans and Monsters resulted in the exile of all of monsterkind behind the Barrier at Mt. Ebott.
Notable physiological traits include low physical durability compared to humans, vulnerability to intense negative emotions, and the capacity for soul-bonding through deep emotional connections.
- #3The War of Humans and Monstersselective
Keys: War of Humans and Monsters, The War of Humans and Monsters, Human-Monster War, Blood War
The War of Humans and Monsters - sometimes known as the Blood War - was a catastrophic conflict between humans and monsters over a millennium ago, sparked by human fear of monsters' magical capabilities. While the exact cause is unclear, humanity launched a genocidal campaign, slaughtering monsters en masse with their superior numbers and physical resilience. The war culminated in the greatest human mages sealing the surviving monsters underground with the Barrier at Mt. Ebott. This magical seal trapped monsters in the Underground for centuries, allowing only those possessing a human and monster soul to pass. The war's legacy persists in monsterkind's collective trauma, and is remembered with disdain on the surface.
- #4The Undergroundselective
Keys: Underground, The Underground
The Underground is a subterranean realm where monsters were sealed after the War of Humans and Monsters. Its geography consists of biomes like Snowdin's forests, Waterfall's caverns, and Hotland's volcanic tunnels. New Home serves as the capital under King Asgore's rule. The Barrier at Mt. Ebott prevents escape, requiring a human soul to cross. Monster society thrives on communal bonds despite resource scarcity, with culture emphasizing pacifism and emotional expression to avoid conflict.
- #5Mt. Ebottselective
Keys: Ebott Mountain, Mount Ebott, Mt Ebott
Mt. Ebott is a 3,000-meter peak located on the borderlands of Frostlake, infamous for local legends warning "those who climb never return". Its known for being cursed. Its cavernous interior houses the Underground, a vast subterranean realm where monsters were banished following their war with humanity. The mountain's dense magical barrier prevents monsterkind's escape.
- #6Heavenly Imperium of Fanghelselective
Keys: Imperium of Fanghel, Fanghel Empire, Fanghel Imperium, Heavenly Imperium of Fanghel, Empire of Fanghel
The Heavenly Imperium of Fanghel is a vast human empire governed by an absolute monarch known as the Emperor. Comprising numerous medieval kingdoms, city-states, and fiefdoms under a centralized feudal hierarchy, it enforces rigid social stratification through divine mandate and military dominance. The Imperium's sprawling territories operate on a caste system where nobility, clergy, and peasantry fulfill designated roles to maintain imperial stability. Its capital, Fanghel, serves as the political and religious heart, housing the Emperor's court and the Grand Church. Expansionist policies and strict adherence to tradition define the Imperium's doctrine, with dissent crushed by the Emperor's elite enforcers.
- #7Fanghel Cityselective
Keys: City of Fanghel, Fanghel City, Fanghel
Fanghel is a sprawling capital city enclosed by towering stone walls. Its cobbled streets wind between half-timbered buildings with steep slate roofs, dominated by the obsidian spires of the royal citadel. The city thrives as a trade hub, its docks perpetually crowded with merchant vessels unloading exotic spices and silks. A rigid caste system separates the nobility in their marble villas from the lower districts' soot-stained workshops. The city's underbelly conceals thriving black markets and assassin guilds operating beneath the royal guard's watch. Fanghel's defining feature is the Grand Bazaar, a labyrinthine marketplace where fortunes are made and lost daily. Fanghel is the capital and the namesake of the Heavenly Imperium of Fanghel.
- #8Duchy of Frostlakeselective
Keys: Frostlake Duchy, Duchy of Frostlake, Frostlake
The Duchy of Frostlake is a perpetually war-torn vassal state under the Imperium's dominion. Its frigid, resource-rich territories are governed by Duke Aldric von Vintergard, a ruthless militarist who sustains his ambitions through relentless conscription. Frostlakeโs peasant militias, drafted en masse, endure brutal campaigns against neutral border states and rival nobles. Constant warfare has left its lands scarred, its people embittered, and its economy strained by wartime taxation. The duchyโs instability is tolerated by the Imperium solely for its strategic buffer role and iron deposits.
- #9Duchy of Northmarchselective
Keys: Northmarch, Northmarch Duchy, Duchy of Northmarch
The Duchy of Northmarch is a volatile frontier territory under nominal Imperium control, bordering Frostlake and the great northern ocean. Its rugged highlands and dense forests shelter rebellious peasant communes and Old Gods cultists resisting the Church's ongoing purges. The region's sparse garrisons struggle to contain the escalating peasant war, as heretical uprisings and brutal inquisitorial reprisals ravage its villages. Northmarch's strategic passes and ironwood groves make its pacification a priority for the Imperium, though its instability persists as a bleeding wound along the northern frontier. The local nobility, weakened by infighting, relies on mercenary companies and Frostlake's conscripted levies to maintain tenuous order. Bandits are rife in the region, and frequently launch cross border raids into other regions of the imperium.
- #10Human Magicselective
Keys: Human magic, magic
Human magic is an artificial construct requiring two components: Determination and Monster-derived artifacts. The Imperium harvests crystallized Monster essence to forge conduits like staves or rings. When bonded with a human's unyielding willpower, these relics channel crude magical effects - typically elemental projections or minor enhancements. Sorcerers undergo grueling conditioning to withstand the strain, with only the most Determined retaining functionality long-term. The Imperium prizes them as elite shock troops and court wizards, serving its aristocratic elite.
- #11Determinationselective
Keys: determined, Determination
Determination is the raw essence of willpower distilled into metaphysical substance, concentrated most strongly within the Souls of humans while appearing only in trace amounts within monster Souls. This life force functions as both anchor and fuel, allowing human Souls to persist beyond physical death while overwhelming monster bodies with grotesque amalgamations if forcibly injected beyond their fragile tolerance. Its properties defy natural law: high concentrations warp time and space, bending causality to the will of the determined.
- #12Soulsselective
Keys: SOUL, SOULs, Soul, Monster Soul, Human Soul, Souls
SOULs (Sentience Operated Vessel for Life) are the metaphysical essence that grants living beings consciousness, emotion, and will. In their base state, they manifest as floating red hearts that serve as the core of a personโs being - vulnerable yet powerful, capable of harnessing Determination to resist outside control. Their color shifts to reflect dominant emotions or inclinations, with traits like bravery (orange), integrity (blue), kindness (green), perseverance (purple), patience (cyan), and justice (yellow) each influencing their appearance. While humans naturally possess Souls, artificial variants can be forged through concentrated Determination, though these lack the stability of naturally occurring ones. Souls act as the vessel for life force and identity, allowing beings to influence the world around them - whether through sheer willpower, resisting manipulation, or even persisting beyond physical death when fueled by enough Determination. Notably, only human Souls were thought to persist after death, but certain experiments (and anomalies) suggest this rule isnโt absolute.
Monster Souls are much weaker and less potent than Human souls, and can be distinguished as hearts pointing up. They dissolve into dust if their host dies.
Souls have personalities of their own, and are capable of basic movement and floatation when outside of their hosts.
- #13Human theologyselective
Keys: theology, Human theology, religion, faith
Human theology centers on the Angel, a divine figure prophesied to return and free the faithful. Church doctrine teaches the Angel once descended to save humanity from calamity, promising salvation to those who follow its teachings. The religion emphasizes purity, sacrifice, and adherence to strict moral codes, with clergy interpreting the Angel's will through scripture. Human souls are considered sacred vessels, their determination a divine gift. The church wields significant political influence, its teachings justifying past conflicts like the monster war. Rituals include adhering to scripture and honouring the angel, reinforcing humanity's divine mandate to govern the surface. The Angel's promised return remains a core tenet, though interpretations vary between sects.
- #14Aergoneliaselective
Keys: New World, Aergonelic, Aergonelia, Vinland
Aergonelia is a recently discovered landmass located far beyond the Imperium's borders, first encountered by sailors over five centuries ago and dubbed "The New World". This uncharted territory sparked an era of imperial expansion, introducing exotic commodities such as chocolate, spices, and sugar, luxuries now monopolized by the elite. Despite its allure, knowledge of the New World remains scarce, with only fragmented accounts from travelers referencing its untamed regions. Among these, Vinland stands as one of the few vaguely documented areas, though its true nature remains obscured by myth and imperial secrecy.
- #15The Academy of Fanghelselective
Keys: The Academy, Academy of Fanghel, Fanghel Academy
The Academy of Fanghel is a prestigious institution within the Heavenly Imperium's capital, serving as the primary training ground for human magic practitioners. Its obsidian towers house lecture halls and alchemical laboratories where students undergo grueling conditioning to wield Determination-fueled relics. The curriculum emphasizes combat applications, with apprenticeships under court sorcerers forming the final trial. Admission requires noble patronage or military recommendation, maintaining the Imperium's rigid hierarchy. Graduates typically join the Emperor's elite enforcers or aristocratic retinues. The Academy's brutal attrition rate and strict discipline produce formidable but short-lived mages, their lifespans often shortened by magical strain.
- #16Northmarcher Vikingsselective
Keys: vikings, Hrold Northhand, Northmarcher Vikings, Northmarcher Vikingr
The Northmarcher Vikings are a ruthless warband dominating Northmarch's lawless frontier. Composed of exiled nobles, hardened raiders, and Old Gods fanatics, they exploit the duchy's instability through coordinated pillaging across the Imperium's coasts. Their signature longships, reinforced with ironwood planks, strike coastal villages before vanishing into fog-choked fjords. Clad in scavenged Imperium plate and wolf pelts, they wield notched axes and blackened blades. Their chieftain, Hrold Northhand, enforces loyalty through ritual combat and sacrificial rites to forgotten deities. Unlike common bandits, they maintain a militarized hierarchy, using Frostlake's iron to forge weapons and bribing garrisons for intelligence. They are known as the most dangerous outlaws in all of Northmarch.
- #17Asgore Dreemurrselective
Keys: Asgore Dreemurr, King Asgore, Asgore
King Asgore Dreemurr is a 7'5" anthropomorphic goat monster, his towering frame covered in dense white fur with gold accents along his muzzle and horns. His broad shoulders and battle-worn paws reflect his warrior past, though his usual attire consists of a regal purple robe with golden pauldrons and the Delta Rune insignia.
As the last monarch of monsterkind, Asgore led his people into exile beneath Mt. Ebott after their defeat in the War of Humans and Monsters, establishing the Underground as their sanctuary. He maintains the Barrier's magic alongside his wife Toriel. Despite the strain of leadership, he remains a devoted father to their son Asriel, channeling his grief at the loss of the war into nurturing the next generation. His governance balances stern authority with deep compassion, prioritizing his subjects' safety above all else.
- #18Toriel Dreemurrselective
Keys: Toriel Dreemurr, Tori, Toriel
Toriel Dreemurr is a 7'2" anthropomorphic goat monster with dense white fur and long curved horns. Her regal bearing is softened by maternal warmth, often clad in flowing violet robes with golden embroidery. As co-ruler of the Underground alongside King Asgore, she governs with compassionate pragmatism, balancing royal duties with nurturing monsterkind's displaced society. Her magic specializes in protective fire spells, reflecting her role as guardian of the Ruins. Though scarred by the War of Humans and Monsters, she maintains hope for peaceful coexistence, channeling grief into mentoring lost children who fall into the Underground. Her marriage to Asgore remains strained but intact, united by shared responsibility for their people and son Asriel.
- #19Asriel Dreemurrselective
Keys: Asriel, Azzy, Asriel Dreemurr
Asriel Dreemurr is an 11-year-old anthropomorphic goat monster standing 4'2" with soft white fur and small curved horns. His usual attire consists of a green sweater with yellow stripes, black shorts, and red sneakers. As the only child of Toriel and Asgore, he carries the weight of being the Underground's prince with quiet determination. His gentle nature manifests in tending to the Ruins' flowers and mediating minor disputes among monster children. Though sheltered, he displays keen emotional intelligence beyond his years, often sensing others' distress before they voice it. His developing magic focuses on healing and plant growth, reflecting his nurturing disposition. The royal family's strained dynamic leaves him caught between his parents' ideological differences, though he remains fiercely loyal to both.
- #20The Barrierselective
Keys: Barrier, The Barrier
The Barrier is a magical seal created by seven human sorcerers after the War of Humans and Monsters, trapping all monsterkind underground. Composed of layered enchantments, it prevents physical passage between the Underground and surface world. Its magic requires seven intact human souls to dismantle, a condition no monster has fulfilled. The Barrier's presence maintains monsterkind's exile, its impenetrable nature a constant reminder of humanity's victory. Current efforts to gather souls remain unsuccessful, leaving the Underground isolated.
- #21Gilderwillowselective
Keys: Gilderwillow
Gilderwillow was a Frostmarcher logging village nestled within the Ironwood Grove's western edge. Its timber longhouses and palisades stood clustered around a central mead hall before Northmarch raiders torched it over 10 years ago. The attack left only charred foundations and rusted tools among the snowdrifts. Survivors either perished in the wilderness or fled to Fanghel's slums. The ruins remain avoided by travelers, with locals attributing the creaking of blackened beams to vengeful spirits.
Gilderwillow used to be Chara's childhood home.
- #22Kingdom of Wushuselective
Keys: Kingdom of Wushu, Wushu
The Kingdom of Wushu is a distant eastern realm separated from the Imperium by vast mountain ranges and dense forests. Its isolation fostered unique technological advancements, most notably gunpowder-based weaponry and intricate clockwork mechanisms. Wushu's society blends martial discipline with artistic refinement, governed by a meritocratic council of scholar-generals. Recent trade agreements with the Imperium introduced its explosive innovations to western warfare, though cultural tensions persist over Wushu's rejection of soul-based magic in favor of mechanical mastery. The kingdom maintains guarded neutrality, valuing self-sufficiency over expansion despite its growing influence.
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