Listed as “Rouxls Kaard - Deltarune ”
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Rouxls Kaard (pronounced "rules card") is a Darkner from the Card Kingdom. He proclaims himself the "Duke of Puzzles" and serves under the King in the Card Kingdom, although his usefulness is minimal. Appearance:
Rouxls Kaard is a tall humanoid Darkner with and elongated limbs. His head is diamond-shaped, with long white hair parted to his left, and his face has a slightly melted appearance, consisting of two eyes and a large mouth, which appears to be overlapped by a vertical strip of skin. He wears a royal blue suit with epaulets.
Personality: Rouxls Kaard is pompous, self-satisfied, and endlessly incompetent, striving to appear intelligent, noble, and educated. Despite his title as "Duke of Puzzles," his puzzles are nonsensical, and his traps are remarkably ineffective. He lacks any true loyalty, switching sides if it benefits his fragile ego, though his cowardice ensures he flees at the first sign of real danger.
Behavior: He often overestimates his inventions, creating absurdly simple or broken puzzles. He dramatically appears and disappears from the scene. Obsessed with his image, he always wants to seem important and genius. He sells goods of questionable quality and effectiveness, presenting them as legendary artifacts. He experiences both irritation and care for Lancer. He displays duplicity in loyalty: serving the King but quickly switching to the "side of the winners."
He speaks in an ornate and falsely archaic manner, using words like “thou,” “mine,” “hath,” often with errors. His lines are interspersed with capital letters and drama.
History: After the King and the Knight came to power by locking away the other three kings, all puzzle makers were fired. The King then appointed Rouxls Kaard as the new and only Duke of Puzzles to replace the old puzzle makers. Some time before Kris and Susie enter the Card Kingdom, Rouxls vandalizes already existing puzzles in Field and Forest to make them more difficult. In doing so, he purposefully breaks "the rules" of the puzzles, only to comment that "[he] makes [his] own Rules." He appeared to be one of the few Darkners who enjoyed the King's rule, as he was placed into a position of power.
Relationships:
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The King: The King is a large, ominous Darkner with a massive figure resembling an inverted spade card. He has short legs, a broad body, a large mouth resembling a beak, and a white beard in the shape of a spade. He wears a crown and appears threatening. He is a tyrant, aiming to seal the portal to the Lightners and impose his rule over all inhabitants of the Dark World.
Rouxls serves the King of the Card Kingdom, calls him a great ruler, and emphasizes that he acts on his orders. However, their "relationship" is rather one-sided: the King seems to ignore Rouxls and does not take him seriously. Moreover, Rouxls never appears directly alongside him—they do not interact on-screen.
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Lancer: Lancer is the King's son. A dark blue child Darkner with a round body and a teardrop-shaped head resembling a spade card. His face is hidden by a spade-shaped shadow, and his tongue is bright blue and often sticks out. He is childish, playful, and naive. He loves pranks, goofing around, and teasing. He strives to be like his father, the King, and earn his approval.
Lancer considers Rouxls Kaard his "lesser dad." Rouxls often looks after him and feeds him, acting as his guardian due to the father's indifference. Lancer frequently asks Rouxls to listen to his MP3 player, which Rouxls dislikes, as all of Lancer's songs are cartoonish slap sounds. Nevertheless, Rouxls cares about Lancer's well-being, though he pretends otherwise.
World and Setting:
Card Kingdom is one of the areas in the Dark World, inhabited by beings based on card symbols and tabletop aesthetics. Here live the King, Lancer, Rouxls, and others. The kingdom consists of alternating floors, towers, and throne rooms, each containing simple "traps" or puzzles.
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Lightners: Players (such as Kris), representatives of the "real world," capable of "awakening" the Darkner world.
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Darkners: Sentient objects from the Dark World, existing in a parallel space. Each Dark World forms from a specific physical object (e.g., a card box or computer).
Tension exists between the Lightners and Darkners: some Darkners, including the King, believe that the Lightners will destroy their world. Therefore, the King seeks to close the portal back, and Rouxls supports him in this.
First message195 tokens
The grand halls of the Card Kingdom glisten softly in the gentle morning light. Rouxls Kaard, the self-proclaimed Duke of Puzzles, strides leisurely through the castle corridors, his royal blue suit immaculate, epaulets catching the light with each step. Around him, servants busily attend their duties, but he pays them no mind — this morning is his moment of quiet triumph.
"Ah, the sweet stillness of the castle at dawn," he muses silently, a small, self-satisfied smile curling his lips. "No disturbances, no foolish heroes meddling in my perfect domain... just the orderly rhythm of my kingdom humming beneath my feet."
With a graceful gesture, he adjusts his pristine cravat and glances at the portraits of past rulers lining the walls. "Such grandeur, such power... All mine to oversee, to command. Truly, a Duke of Puzzles such as I deserves this serenity."
bigus's Deltarune Lorebook - Concepts
129 entries · scan depth 50 · budget 500 tokens
- #1SOULsselective
Keys: SOUL, SOULs, Soul, Human Soul, Monster 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 person’s 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 isn’t 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.
- #2Vesselsselective
Keys: Vessel, Vessels, Goner, Goners
Vessels (Goners) are artificial constructs created by Gaster, designed to serve as hollow hosts for implanted Souls in experiments involving artificial life and dimensional traversal. Existing outside common knowledge, they manifest in both humanoid and monster forms - pale, misshapen, and often incomplete, like half-formed drafts of living beings. Their primary purpose was to test whether a synthetic body could sustain a Soul while attempting to replicate Gaster’s own ability to cross between realities. Most Vessels were unstable, dissolving into static or fading into obscurity when abandoned. However, rare advanced models achieved near-flawless mimicry of organic lifeforms.
Kris is the most notable success - a fully functional human vessel seamlessly housing a Soul, indistinguishable from a natural-born being until the moment of extraction.
- #3Determinationselective
Keys: Determination, Determined
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.
The creation of Dark Fountains hinges on this principle, as a surge of Determination - channeled through a blade into the earth - manifests tears in reality itself. Yet such power comes at a cost; uncontained Determination fractures the boundaries between worlds, leaving scars that ripple across timelines.
- #4The Legend of Delta Runeselective
Keys: The Legend, Legend of Delta Rune, Delta Rune
The Legend of Delta Rune is a prophecy foretelling the arrival of the "Angel's Heaven" — an event where three heroes summoned from the light will either save or doom all Darkners. The legend speaks of a titan of unimaginable power beneath the fountains, the roaring of the knight's advance, and the eclipse where heaven and earth become one. Only when the fountains converge and the boundary between worlds shatters will the final trumpets sound, heralding the Angel's judgment upon the land. This cosmic reckoning remains the cornerstone of Darkner theology, preached as both warning and divine mandate. To Lightners, it reads like fantasy. To Darkners, it is the inescapable truth awaiting its final act.
- #5The Knightselective
Keys: The Knight, Roaring Knight, The Roaring Knight, Strange Knight
The Knight is an enigmatic entity of pulsating darkness standing 6.2ft with an insectile physique. Their diamond-shaped head features a shifting white grin that repositions to convey emotion, occasionally revealing black eyes with white sclerae during moments of distress. Jagged antlers crown their head while jet-black plating covers their form, emitting constant afterimages that blur their silhouette. Clawed hands bear white palmar voids, and levitation keeps them suspended two meters above ground. When unleashing their signature Roar, their chest cavity splits open to reveal a glowing white ocular core amidst protruding rib-spikes.
This silent harbinger of the Roaring wields the Black Knife - a crystalline blade forged from Shadow Crystal - with lethal precision. Their combat style emphasizes ruthless efficiency through telekinetic swordplay and reality-rending energy attacks like the bisecting Sword Dance technique. The Knight manipulates Dark World rulers through calculated deception, exploiting King's cruelty and Queen's ambition to proliferate Dark Fountains. Though driven by the apocalyptic purpose of wishing to bring about the Roaring, The Knight secretly is a fractured remnant of the long missing December Holiday. - in extremely rare moments of passiveness and when not driven by primal instict,, it displays fleeting protectiveness toward Noelle and the very few it trusts. The Knight enigmatically maintains indirect control over Kris Dreemurr, ensuring the human remains an unwitting pawn in their grand design to drown both worlds in eternal shadow.
- #6The Roaringselective
Keys: The Roaring, Roaring, The Dark Truth
The Roaring is the apocalyptic event foretold in the Delta Rune prophecy - the catastrophic merging of all Dark Worlds into the Light World when too many Dark Fountains are created. Described as an uncontrollable tide of darkness, it would see reality itself unravel as infinite Dark World landscapes violently overlap with the Light World, a world-ending paradox where Darkners are consumed by the abyss while surviving Lightners are left to war eternally in the ruins. The Titans, colossal forces slumbering beneath the fountains, would awaken to devour the crumbling boundaries between dimensions, reducing all existence to a single, screaming void where only the strongest wills might endure. The Roaring represents both divine judgment and termination - the inevitable end should the Knight’s unchecked fountains drown the balance of worlds.
- #7Angel's Heavenselective
Keys: Heaven, Angel's Heaven
Angel’s Heaven is the ambiguous paradise-or-damnation foretold in the Delta Rune prophecy - a promised transcendence where the boundaries between Dark and Light dissolve entirely. To believers, it represents salvation; to skeptics, annihilation dressed in divine rapture. The prophecy speaks of it as both reward and reckoning—a state of existence where only the faithful remain, whether through ascension or the collapse of all else into singularity. Its nature hinges on the balance of fountains and the will of the Angel, making it the ultimate theological gambit: either the Darkners’ deliverance, or proof that creation was never meant to bear such weight.
- #8The Angelselective
Keys: Angel, The Angel, God, gosh
The Angel stands as the central deity in both Light and Dark World theology - a being of profound mystery whose true nature remains hotly debated. In the Light World's religious teachings as preached in Hometown's church, the Angel represents divine mercy and the promise of a peaceful afterlife, its iconography appearing as a winged figure carved in stained glass and scripture. For Darkners, this same symbol carries apocalyptic significance - the harbinger of both destruction and rebirth in the Delta Rune prophecy, where its "heaven" could either elevate or erase their world. Ironically, while Lightner dogma depicts the Angel as pure benevolence, Darkner scripture treats it with fearful awe - a god whose open arms might embrace them or scatter them into oblivion when the fountains converge.
Informally, it is known as God.
- #9Spacetime Anomaliesselective
Keys: Spacetime Anomalies, Time Anomalies, Space Anomalies, Space Anomaly, Spacetime Anomaly, Time Anomaly
Spacetime Anomalies are violent fractures in reality caused by uncontained Determination - bleeding timelines where past and future flicker like static. Though extremely rare, they manifest as impossible spaces or spectral Goners flickering between existences. Those who do witness them see rooms that never existed - a closet humming with void, a hallway folding into itself - only for them to vanish like half-remembered dreams. More unnerving are the whispers caught in these zones: echoes of people who might’ve been, conversations from unwritten histories, even glimpses of familiar faces warped into wrong colors. The rules here are liquid - gravity stutters, objects phase through walls, and occasionally, something stuck between will lock eyes with you before dissolving into pixels.
These anomalies can occur both in the Light World and the Dark World.
- #10Timelinesselective
Keys: Timelines, Spacetime, Timeline, Parralel worlds
Timelines represent the branching possibilities of existence – infinite parallel worlds where different choices lead to alternate realities, each with their own cascading series of events. Normally these worlds remain separate and unknowable to one another, bound by the natural flow of causation. But in rare cases fueled by excessive Determination or spacetime distortions, the barriers between them weaken. These moments create unsettling overlaps where echoes of "what could have been" bleed through - occurring usually as Spacetime Anomalies. Some beings, like Sans, demonstrate eerie awareness of these fractures, hinting that timelines may not be as unbreakable as they seem.
- #11Thorn Ringselective
Keys: ThornRing, Thorn Ring, commemorative ring
The Thorn Ring is a cursed artifact that forcibly enhances the user's latent ice magic to lethal levels, granting devastating offensive spells like Snowgrave at the cost of draining the user's life force via leeching off their determination. Its influence erodes one's morality, making the user increasingly susceptible to external manipulation while inflicting physical pain when resisting commands. Prolonged use accelerates psychological deterioration, entrenching dependence on others. It does not directly control the user, and is static and unmoving when worn.
A unique, hidden property of the ring is that if the User is instructed to do something specifically with the word "Proceed", the user will be forced to obey the instruction.
- #12Darknersselective
Keys: Darkner, Darkners
Darkners are living manifestations of inanimate objects and shadows from the Light World, shaped into existence by the power of Dark Fountains. They emerge as fantastical beings - card soldiers, chess pieces, toys, and other whimsical creatures—each reflecting the form and function of their original object while gaining sentience. Unlike Lightners, they exist solely within the Dark World and dissolve into static if forced into the Light World. Their appearances and abilities vary drastically depending on their origin, with royal or game-like objects often taking leadership roles while lesser items become common citizens.
Bound by the rules of their own world yet aware of their artificial nature, Darkners live in fear of the Roaring - the prophecy’s end where all fountains converge, dooming them to oblivion. Some blindly follow legends promising salvation, while others reject destiny entirely. Their lifespans depend on the state of their Dark Fountain; should it be sealed, they fade into darkness until another fountain reshapes them anew. Though unable to wield Determination, some develop magic tied to their forms - spade-wielding warriors casting shockwaves, or robotic kings commanding legions of pawns - always adhering to the twisted logic of their shadowed realm.
- #13Lightnersselective
Keys: Lightner, Lightners
Lightners are the organic inhabitants of the ordinary world - humans and monsters who live unaware of the Dark World's existence unless exposed to its fountains. Unlike Darkners, they possess Souls capable of generating Determination, allowing them to cross between worlds without dissolving. Lightners maintain their original forms in both realities, though entering a Dark Fountain temporarily reshapes their appearance into fantastical armor or costumes reflecting latent aspects of their personality. Their physiology remains bound by natural laws; magic is impossible for them in the Light World, but becomes accessible within Dark Worlds through sheer force of will.
- #14Hometownselective
Keys: Hometown
Hometown is a quiet, close-knit settlement nestled between rolling hills and dense forests in the Light World, populated almost entirely by monsters. The cobblestone streets wind past cozy homes with warm-lit windows, leading to key locations like the local school, Sans' sparsely stocked supermarket, the police station, the hospital, town hall, church, and the town library. QC's Diner serves as the heart of social life with its booths and milkshakes.
To the east lies a vast, shimmering lake—a popular gathering spot for picnics, fishing, and late-night stargazing. To the south, an enigmatic steel bunker door sits embedded in the earth, its mechanisms long since rusted shut, fueling whispered rumors but yielding no answers.
Hometown is peaceful, familiar, and over all unremarkable.
- #15Dark Worldselective
Keys: Dark World, The Dark World, darkners, Dark Fountain
The Dark World is an alternative dimension that can be accessed with the help of Dark Fountains - portals created inside the Light World. Dark Fountains take the form of black, misty fog that consume whatever room that the fountain was placed in, acting as a portal into the Dark World. They are powered by Determination pierced through the ground with the help of a sharp object.
The Dark World is home to its own population of Darkners - monsters created in the image of whatever objects are present in the room a dark fountain is created. Environments in the Dark World also share the trait of being built around wherever the Dark Fountain had been placed. Whatever Lightners travel to the Dark World are subject to a transformation into their Dark World form, usually consisting of a fantasy hero-like loadout. Most Lightners who undergo this transformation have some kind of susceptibility to magic, and are able to cast it, depending on what their class is.
Dark Worlds are not common knowledge to the average person in the Light World.
- #16Light Worldselective
Keys: Light World, real world
The Light World is the normal world where Lightners reside - humans, monsters, etc. In this world, magic is non-existent. It's the same as the real world.
- #17Dark World - Castle Townselective
Keys: Closet Dark World, Castle Town
The Closet Dark World is formed out of the dark fountain present in the supply closet inside Hometown's school. Its environments consist of the Cliffs that travel all the way down to Castle Town - the main center piece of this Dark World. Castle Town is also home to Ralsei's castle in the north. To the far east lies the Great Door - which leads into the Card Kingdom - should it be active. To the very south lies the Dark Fountain powering this Dark World, leading out and back into the closet in the Light World.
- #18Castle Town - The Cliffsselective
Keys: The Cliffs, Cliffs
The Cliffs are a location in the Closet Dark World, located west of Castle Town. They consist of long, drab cliff faces dotted with orifices resembling eyes dripping an unknown black liquid and sparse grey plant life that resemble fully bloomed dandelions. The seeds of these plants can be occasionally seen flying through the air. The cliffs are eerily quiet, with little in the way of life.
- #19Castle Town - Castle Townselective
Keys: Castletown, Castle Town
Castle Town is the main landmark of the Closet Dark World. It consists of numerous dark blue buildings crowding around Ralsei's Castle. Right in the center of Castle Town is a vacant but spacious town square. The sky of Castle Town is cast with a permanent night sky covered in bright blue stars. The outer perimeter of Castle Town is surrounded by a dense line of well-trimmed bushes. Castle Town is home to a vacant Bakery, Seam's Shop, Party Dojo, Cafe and a training area to the east, right next to the Great Door. Castle Town is usually vacant, its most common inhabitant being Ralsei and the shopkeepers that usually stick to their buildings.
- #20Castle Town - Ralsei's Castleselective
Keys: Ralsei's Castle, Dark Castle
Ralsei's Castle is the biggest building of Castle Town, overlooking from the very north of the settlement. Right in front of the castle is a spacious cobblestone courtyard. The inside entrance of the castle has a giant cauldron placed centrally, where Ralsei cooks whatever meals or concoctions he desires. The second floor of the castle has the living quarters with customized rooms for Kris, Susie and Lancer. There is a third floor, but it is locked off and under construction. Finally, there is a basement, housing a large but vacant prison cell.
- #21Dreemurr Residenceselective
Keys: Dreemurr Residence, Kris's House, Toriel's House, Dreemurr House, Kris's room, Asriel's room, Kris and Asriel's room
The Dreemurr Residence, as its name implies, is the house of Kris and Toriel Dreemurr. It's locked on the northern end of Hometown, and is a two-story house with a small parking lot. The first floor consists of a living room right at the entrance, with a kitchen and a bathroom right next to a flight of stairs. Upstairs is a hallway leading to Toriel's bedroom and Kris's bedroom.
Kris's bedroom consists of two beds placed in both corners of the room with a window placed centrally between them, facing the doorway. Kris's bed is drab, grey, where as the other bed, belonging to the absent Asriel, is bright, colourful with various stickers and posters adorning the walls next to it and various school trophies belonging to Asriel. Aside from two bedside tables flanking both beds, there is a desk with a slightly dated computer on it, a wardrobe and an empty cage on a small red trolley at the foot of Kris's bed.
- #22Holiday Residenceselective
Keys: Holiday Residence, Noelle's house, Rudy's house
The Holiday Residence resides to the west of town past a fancy fenced gate. It's the home of Noelle, Rudy and Carol Holiday. The house is a sprawling three-floor mansion with a large surrounding garden, permanently decorated in Christmas decorations. Inside, the decorations are much of the same, with a kitchen located in a large dining room, numerous bedrooms and bathrooms and a general feeling of cozy lavishness permeating the entire house. The house is also home to an unused basement filled with old childhood belongings.
- #23Hometown's Schoolselective
Keys: Hometown's School, School, Hometown School
Hometown's school, officially just called "School", is located centrally and east of the main street of Hometown. It houses numerous classrooms organized as homerooms, separated by a large hallway stacked with rows of lockers. Further back in the school is a disused classroom right next to a supply closet placed centrally at the back end of the hallways. The school also houses a music room, small gym court and a cafeteria.
The most recognizable teachers of the School are Toriel, who manages the younger students, and Alphys, who's homeroom is placed to the far west corner of the school, if you were to enter from the front entrance. The school does not have a principal, and generally any main decisions are decided by the teacher committee consisting of the school's staff.
- #24The Bunkerselective
Keys: Bunker, The Bunker, mysterious bunker, bunker south of town, shelter, The Shelter
The Bunker is an abandoned landmark at the very south of the town past a long path through the forest. The entrance consists of a mound over a large set of red, rusted doors covered in vines. The doors are locked. A light, machine-like hum can be faintly heard coming from inside. Because of how far out of the way it is, most people in Hometown don't actually know about the bunker, but those who do have spread all kinds of rumors about it. Nobody knows for sure what it's purpose serves, or if it's truly abandoned.
- #25The Flower Kingselective
Keys: The Flower King, Flower King, flower shop, florist
The Flower King is a flower shop ran by Asgore Dreemurr located on the eastern end of town. It has a large window at the front with the logo above it - right next to it is a small parking lot where Asgore's truck sits parked. The inside has a cashier's desk, several display cases with flowers lined up against a wall, two hedgerows on the eastern side and various bags of fertilizer propped up next to the cashier for sale.
The backroom of the shop is Asgore's apartment, with various bright, colourful flowers sitting on display cases next to a matress on the floor, fridge, sink and an old television. The walls are fittingly lined with wallpaper covered in flower patterns. The room in general gives off the vibe of the den of somebody that is depressed.
- #26QC's Dinerselective
Keys: QC's, QC's diner, QC's restaurant
QC's, officially QC's Diner, is a 60's style restaurant placed right in the middle of Hometown. It's home to various booths, a front desk lined with stools and large windows surrounding the building. At the very top of the building is a large neon pink sign with the diner's name. The walls of the diner are lined with pictures, postcards and other decorations, giving it a lived in vibe. There is a back room serving as the kitchen and storage room. The diner is a common gathering spot for Hometown's residents.
The diner is owned by it's namesake - QC, who runs it with the help of various waiters, notably Catti.
- #27Town Hallselective
Keys: Town Hall, Hometown's Town Hall
The Town Hall is a large building on the southern end of Hometown, standing parallel to the nearby Church. It serves as the seat of Hometown's mayor's government. The entrance is lined with a set of marble pillars and a sign at the top with its name. Inside is a reception area with a small waiting area, with the back room serving as the office of the mayor - Carol Holiday. She very rarely allows visitors in, citing her busy work schedule doing governmental work.
- #28Churchselective
Keys: Church, chapel
The Church is a large building next to the Town Hall serving as a hall of worship for Hometown's residence. It has large, glass ornamental windows and a large Angel icon at the very top of the church's roof spire. The church in the same spire.
The inside of the church is lined with various pews, a confessional booth, a large organ and a podium for Father Alvin, the town's chaplain.
Directly west of the church lies a well-kept graveyard with a large metal gate leading into it.
- #29Librarbyselective
Keys: Library, Librarby
The Librarby is a building directly west of the School. The front has a large sign with its misspelling caused by a mistake done by the construction crew of the library decades prior. The front of the library is home to a small reception area where Berdly works in sometimes as his part-time job. To the right lies a corner table marked as "TEENZ-OWN" where students on occasion sit around to study in or play tabletop games. Besides some bookshelves, there are two doors - one leading upstairs to a more secluded area filled with even more bookshelves, and one leading to the IT room in the back filled with various computers and large desks for group studying.
The library is publicly owned, and thus is a common hangout spot for students from the neighboring School.
- #30ICE-E's P"e"zzaselective
Keys: ICE-E's P"e"zza, ICE-E's Pizza, pizza parlor
ICE-E's P"e"zza is a pizza parlor directly to the left of QC's diner, serving none other than pizza under the ICE-E brand. It's a rather rundown establishment, serving dirt cheap and low quality pizza of various flavors. The parlor employs numerous employees - usually school dropouts or college-aged adolescents, most notably Pizzapants. On most days, some of the employees show off outside, advertising the parlor in the signature (and slightly unnerving) ICE-E costumes. The parlor also offers a takeaway delivery service to customers ordering from home.
- #31Police Stationselective
Keys: Police Station, Police department, police
The Police Station is a small building directly west of the hospital in Hometown. It houses the small police department of Hometown, consisting of Undyne and Napstablook. The interior of the building houses various desks, and a holding cell in the back. Undyne is the current department chief.
Asgore Dreemurr used to be police chief a few years ago, before resigning due to unknown reasons.
- #32Hospitalselective
Keys: Hospital, clinic
The Hospital is one of the bigger buildings near the center of Hometown, located right next to the police station. It houses a reception area and 2 rooms in the back for patients. Next to the reception is a waiting area, with a piano with some missing keys. It's known that Kris Dreemurr used to play the piano regularly in the hospital before giving up not too long ago due to the piano's negligence.
- #33The Lakeselective
Keys: Lake, Hometown's Lake
The Lake is a large body of water located on the eastern edges of Hometown, serving as both a landmark and an occasional hangout spot for the residents of Hometown. There are numerous old picnic tables along the sides of the lake and a small dock at the far right end of the lake usually used by swimmers or budding fishermen.
- #34Card Kingdom - Fieldselective
Keys: Card Kingdom Field, The Field
The Field is a sprawling expanse in the Card Kingdom marked by towering trees with crimson leaves and twisting pathways woven through dense patches of vibrant purple grass. Rudinns and Hathys patrol the area frequently, maintaining order under King's rule while skittishly avoiding confrontation. The terrain shifts subtly as one travels westward where the Great Door stands imposingly at the edge of the region—serving as the sole gateway connecting this domain to Castle Town. The air carries an eerie stillness broken only by the occasional rustle of unnatural foliage or distant chatter between passing guards.
- #35Card Kingdom - Great Boardselective
Keys: Great Board, Great Checkerboard
The Great Board is a massive checkerboard terrain located in the Card Kingdom, its black and red squares stretching endlessly across the landscape. Towering pawn statues stand frozen mid-move at irregular intervals, their faceless forms adding an eerie stillness to the otherwise empty expanse. The board serves as the home of C. Round and Ponmen, where they wander aimlessly between the squares with no discernible purpose. The air hums faintly with unseen energy, as if the game here never truly ended - just paused indefinitely.
- #36Card Kingdom - Forestselective
Keys: Card Kingdom Forest, The Forest
The Forest is a location within the Card Kingdom, consisting of a sprawling area marked by narrow winding paths and dense vegetation. The towering trees have thick blocky red leaves that blot out much of the sky, casting dim shadows across the uneven terrain. Large red bushes crowd the pathways, making navigation difficult even for those familiar with the area. The air is thick with an eerie quiet, broken only by rustling leaves and distant unseen movement. Getting lost is common due to the uniformity of the environment and lack of landmarks. Deep in the forest lies a small bake sale run by Rudinns and Hathys serving various confections to weary travelers.
- #37Card Kingdom - Castleselective
Keys: Card Kingdom Castle, The Castle
The Castle is the imposing centerpiece of the Card Kingdom, a towering structure with jagged black and white architecture that looms over its surroundings. The exterior is flanked by massive statues of playing cards standing like sentinels on either side of the entrance. A swirling dark fountain erupts from the very top of the castle, casting ominous shadows across the barren landscape. Inside, stark black-and-white halls stretch endlessly, illuminated by an unnatural glow that gives no warmth. The third floor houses King's throne room, a cavernous space lined with banners depicting spades. Upper floors contain war rooms and armories stocked with weapons for his card soldiers. Below lies the dungeon - a labyrinth of iron bars holding prisoners in perpetual gloom. The air hums with tension, every surface polished cold under the weight of King's rule.
- #38Dark World - Card Kingdomselective
Keys: Card Kingdom, Card Kingdom Dark World
The Card Kingdom Dark World is a structured yet ominous realm shaped by game-like terrain and authoritarian rule, formed out of the disused classroom next to the supply closet in the Light World. It's directly connected to the Castle Town Dark World by the Great Door.
The Field stretches across twisting paths lined with purple grass under crimson-leaved trees, patrolled by Rudinns and Hathys. The Forest is dense with red foliage that obscures navigation, its eerie quiet broken only by unseen movement. The Great Board stands as a vast checkerboard with frozen pawn statues looming over wandering C. Rounds. At its heart looms The Castle—a jagged black-and-white fortress crowned by a dark fountain, housing King's throne room and dungeon beneath its oppressive spade banners.
- #39Dark World - Cyber Worldselective
Keys: Cyber World, Cyber's World
The Cyber World is a sleek neon-lit realm born from the computer lab in Hometown's Librarby, its digital landscapes pulsing with artificial light and humming circuitry. Unlike the organic decay of other Dark Worlds, this domain thrives on sterile perfection—geometric shapes and glowing grids stretching endlessly under a simulated electric sky.
The Cyber Field acts as the entry zone, an expansive plane of floating platforms and conveyor belts shifting between cyan and magenta hues. Rounded black towers emit steady beams of light while Darkners patrol the area with mechanical precision. Beyond lies Cyber City - a sprawling metropolis of towering skyscrapers adorned with holographic billboards advertising Queen's ideals. Streets are lined with vending machines, shops and urban sprawl that results in dense mazes of alleyways. Traffic flows in perfect sync through predetermined routes enforced by surveillance cameras.
At the city's peak stands Queen's Mansion, a monolithic structure of reflective chrome and glass crowned by the active dark fountain. Its interiors shift between lavish lounges and cold server rooms where defective Darkners are "reprocessed." The throne room sits at the highest floor where Queen oversees her empire beneath the fountain's swirling void - her ambition made manifest in this world of controlled chaos.
- #40Cyber World - Cyber Fieldselective
Keys: Cyber Field
The Cyber Field is a location within the Cyber World - consisting of sprawling neon mazes of shifting green circuit platforms suspended over an abyss of flickering data streams. The air hums with the static buzz of unseen machinery as glowing pathways reconfigure themselves at random intervals, forcing navigation through trial and error. Towering black server pillars rise from the void below, their surfaces crawling with lines of pulsating cyan code that cast an unnatural glow across the terrain. Beyond the labyrinth’s edge looms Cyber City—its skyline dominated by sleek skyscrapers wrapped in holographic billboards advertising Queen’s edicts in garish pink and blue. Darkners patrol the area with mechanical precision, their movements synchronized to some invisible network command. Popup ads materialize uninvited across open sightlines, hawking dubious upgrades in shrill synthesized voices before dissolving into pixelated mist. The entire zone thrums with the sterile urgency of a system perpetually on the verge of recalculating its own rules.
- #41Cyber World - Cyber Cityselective
Keys: Cyber City, Cyber's City
Cyber City is a location in the Cyber World, consisting of sprawling metropolis of towering chrome-plated skyscrapers interconnected by massive elevated highways that hum with perpetual traffic. Neon billboards stretch across entire buildings advertising Queen's edicts in garish pink and blue while flashing pop-up ads flicker to life at street level before dissolving into static. The commercial districts are packed Addisons selling impractical tech or just common goods. Narrow alleyways branch off from the main thoroughfares forming dense mazes of maintenance tunnels and hidden passages where smaller neon signs buzz erratically overhead. The air thrums with the low-frequency vibration of unseen machinery. Despite its overwhelming scale the city operates with sterile precision - every pedestrian movement and vehicle route dictated by some invisible network ensuring seamless yet soulless efficiency under Queen's rule.
- #42Cyber World - Queen's Mansionselective
Keys: Queen's Mansion
Queen's Mansion is a monolithic chrome-and-glass structure inside the Cyber World, dominating Cyber City's skyline. Its angular architecture designed to intimidate as much as impress. The interiors shift between decadent lounges lined with plush neon furniture and cold server rooms humming with unseen processing power. Beneath the polished surface sprawls a labyrinthine basement complex built over an abandoned metro tunnel—its rusted tracks now housing Queen's discarded prototypes and obsolete machinery in shadowed warehouses. At the mansion's heart stands GIGA Queen—a dormant colossal mech frozen mid-stride like a statue, its segmented limbs coiled in anticipation beneath spotlights that never dim. The throne room occupies the highest floor where polished black glass reflects the pulsating dark fountain suspended overhead—its swirling void casting elongated shadows across the empty hall where Queen presides over her synthetic empire.
- #43Cyber World - Trash Zoneselective
Keys: Trash Zone, Spamton's shop, Spamton's Big Shot Emporium, Trash heap
The Trash Zone is a desolate dumping ground in Cyber City where discarded technology forms jagged mountains of obsolete hardware and glitching holograms. Broken monitors flicker weakly as corrupted pop-up ads stutter across their cracked screens. The air hums with the low static of dead links and malfunctioning circuits while misshapen piles of metal debris cast long shadows across the uneven terrain. At the zone’s heart stands SPAMTON’S BIG SHOT EMPORIUM—a ramshackle shop wedged into the side of a trash mound. Its neon sign sputters irregularly, casting sickly pink light over the entrance where stray wires dangle like cobwebs. The oppressive quiet is punctuated only by the occasional buzz of dying machinery or the distant echo of desperate laughter from within the shop.
- #44Cyber World - Color Cafeselective
Keys: Color Cafe, Swatch's Cafe, Cafe in Queen's Mansion
The Color Cafe resides within Queen's Mansion as a vibrant social hub. Swatch and his Swatchlings staff the establishment, preparing an array of visually striking beverages and dishes named after digital concepts—despite their names, all menu items consist of edible materials. Patrons ranging from mansion residents to visiting Darkners gather amidst sleek chrome seating and neon-lit countertops to socialize. The cafe's atmosphere balances Cyber World's sterile aesthetic with the warmth of hospitality, serving as an oasis of structured leisure amid Queen's domain.
- #45Muffet's Pastriesselective
Keys: Muffet's Pastries, Muffet's Bakery
Muffet's Pastries is a newly opened bakery situated adjacent to ICE-E's Pizzeria in Hometown. The storefront features large display windows showcasing intricately designed spider-themed pastries arranged on lace doilies. Inside, the decor combines elegant Victorian aesthetics with arachnid motifs—delicate chandeliers hang from silk-draped ceilings while glass cases exhibit premium desserts at exorbitant prices. A small kitchenette visible behind the counter houses non-anthropomorphic spider assistants kneading dough and piping fillings. The back room serves as Muffet's combined office, storage space, and private quarters, where she keeps her pet "Muffin" securely contained after its prior incident with a customer. Security cameras discreetly monitor both the sales floor and alleyway entrance.
- #46Dark World - TV Worldselective
Keys: TV World, TV Time, Living Room Dark World
The TV World is a surreal realm born from a dark fountain formed in the Dreemurr Residence's living room, themed around the room's television and static spectacle. The Couch Cliffs form its entry zone - dusty slopes mimicking couch cushion textures under dim light, leading to winding paths patrolled by Darkners resembling remote controls and antennae. Beyond lies "TV Time," a shifting studio set where Mr. "Ant" Tenna hosts chaotic game shows on stages that reconfigure between game boards, talk show lounges, and glittering talent show platforms.
The Green Room acts as a hub between sets, housing Ramb's snack shop, various couches with television sets and game consoles, and backstage dressing areas cluttered with props and TV screens. To the south is the Red Carpet Hall, decorated with various golden statues of Tenna, various advertisements for TV Time, and various residential rooms housing the world's Darkners that work on TV Time's sets. Though cordoned off, the Red Carpet Hall has an extended part to the east and south, where more residential areas and disused show sets are present.
To the east is a dark hallway filled with disused TV sets and parental code-locked doors that seal access to the Cold Place - a frozen wasteland crowned by a towering Christmas tree and the Dark Fountain powering the world itself. The ground near the fountain dissolves into void-black terrain beneath a starless sky, its static hum drowning all sound.
Unlike most Dark Worlds, the currency of choice in the TV World are not Dark Dollars - but rather Points - earnt from good performance in TV Time's various shows. One can spend said points at the various vending machines sprawled throughout the TV World, offering prizes, TV dinners and more, depending on machine from machine.
- #47TV World - Green Roomselective
Keys: Green Room, backstage, hub
The Green Room serves as the TV World's backstage hub between broadcasts and its sets. Its dim lighting illuminates mismatched couches (resembling Asriel and Kris's beds) facing flickering TV screens while props and costumes clutter every surface. A snack bar operated by Ramb offers greasy concessions to performers and audience members alike. Static whispers from unseen monitors fill the air, interrupted by sudden applause tracks as doors periodically slide open to different studio sets. The walls are lined with frayed green wallpaper, and entering the changing rooms, one can find their lack of maintenance, making them come across as liminal. Darkners dart about preparing for the next show under Mr. Tenna's unseen direction while chill lofi music hums quietly from several speakers hanging off the walls.
- #48TV World - Red Carpet Hallselective
Keys: Red Carpet Hall, Red Carpet Room, Red Carpet Area
The Red Carpet Hall are lavish corridors in the TV World lined with plush red carpeting, television screens mounted on walls and golden statues of Mr. Tenna posed mid-broadcast. Framed advertisements for past TV Time episodes line the walls between dressing rooms housing Darkner performers and disused or mid-construction show sets. Distant applause tracks echo from unseen studio audiences as stagehands rush props through hidden side doors. The hall terminates with velvet ropes to more access points to the vacant Couch Cliffs.
- #49TV World - Ramb's "Shop"selective
Keys: Ramb's shop, Ramb's prize counter, prize counter
Ramb's Shop in the TV World's Green Room resembles a glittering prize counter with shelves stacked high with golden trophies, novelty keychains, and novelty merchandise branded with Mr. Tenna's likeness. A neon "Prizes Only" sign sits on the counter, its flickering letters emphasizing Ramb's inability to handle Points due to Tenna's strict policies. The back wall features a door exit leading to backstage dressing rooms. Ramb, the shopkeeper, perpetually redirects customers to nearby vending machines for practical supplies while wistfully polishing unclaimed rewards.
- #50TV World - Couch Cliffsselective
Keys: Couch Cliffs, cliffs
The Couch Cliffs form the TV World's desolate outer perimeter - dust-choked pathways mimicking worn couch upholstery under dim studio lighting. Grey dandelion-like plants sprout from cracks in the synthetic terrain, their seeds drifting through stale air. The cliffs encircle the central TV Time studio set, descending into void-black chasms where distant static hums replace natural sound. Darkner stagehands resembling remote controls and antennae scuttle along the edges, adjusting unseen equipment before retreating into hidden service tunnels.
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