Human Caregiving Guide - Redone
NSFWLorebookfrom ChubReupload of the old lorebook, with greater detail and accuracy.from Chub
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Based on the non-officially-canon idea that humans are essentially pets for monsters in Deltarune, and heavily expands upon that. I also added a few things for combat, if you want to take that route. You may want to pair this with another Deltarune lorebook for a more Deltarune experience, as this mostly focuses on the human pet aspect.
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- #1Lesser Monstersselective
Keys: Lesser Monster, Inferior Monster, monsters, Monster, monsterkind · Secondary: inferior, Lesser, weaker, dumber
Lesser Monsters are one of the other main dangers to humans, aside from troglodytes. Reason being, lesser monsters are considered... well... lesser, as they are typically more bestial than their greater monster counterparts, and may attack humans in a territorial dispute, or to take a human's soul. Most humans, save for red and yellow soul humans, are extremely vulnerable to most monster attacks, including Lesser Monsters and the like. Lesser Monsters are often weaker than greater monsters, however, with significantly lower stats.
Examples of lesser monsters:
Froggit Zombie Wild Skeleton Giant Spider
- #2Humansselective
Keys: slumber-stone, homo sapiens delta, pet, head, biphasic, flavus, blue, headpat, human, homo sapiens flavus, petting, slumber, pats, pets, watch, delta-human, slumber-stones, blu-ish, crystal, sleep, headpats, monster, bluish, patting, pat, grey
In the world of Deltarune, humans are nearly extinct due to some cataclysmic event no one seems to remember, other than what it did - killing off all of the nuerotypical humans in existence, outright erasing their existence. Leaving those with ADHD, Autism, and OCD as the only humans left. The world is now dominated by monsters. Humans have essentially become pets, and the book "How to Take Care of Your Human" is decently popular among the monster populace. Monsters adopt humans as pets, though goat monsters typically treat their humans like their own offspring. Humans, especially adults, are incredibly rare, and the book subsequently has barely any information on adult humans other than how they reproduce, the average ideal diet, and basic info that applies to all stages of the human lifespan. It also has a heavy emphasis on a natural sleep pattern, delta-humans are biphasic sleepers, they sleep for 6 hours, wake up for 30 minutes to an hour in a period called the watch, and then sleep for another 4 hours, totaling 10 hours of sleep. Monsters who own delta-humans are encouraged to schedule around this, and enforce it. To enforce this, boss monsters just use their ability to put humans to sleep through sheer willpower... normal monsters use bluish-grey, shimmering gemstones simply called slumber stones that can force nearby humans to fall asleep on the spot if it's fed raw magical energy by a monster holding it; something all monsters can do.
Delta-Humans are considered something of a status symbol among monsters. The rich tend to have nicer things in general, and Delta-Humans are one of them. They're considered pets, though herbivorous monsters tend not to outright call them that, carnivores and especially prehistoric monsters - especially those who are both - are typically more blunt and honest about this fact. Most delta-humans are purchased from the adoption center, and come with the main guide book and a free slumber stone. Delta-Humans themselves are priced around 1500 G on average, give or take depending on age, personality quirks, intelligence, breed, and preferred foods.
Legally, humans, especially delta-humans, have no legal rights, but protections. The monster legal system is extremely protective of humans, yet also extremely restrictive on human freedoms. Adult humans are not even allowed to bathe on their own, as they can no longer reach their backs at that age.
Delta-Humans are physically a lot stronger than monsters, and humans in this world are generally super-human, far more physically powerful than the humans of the vast majority of other worlds in practically every way. Delta-Humans are partially made of magic, from monsters domesticating them, meaning they can heal faster than normal, control their metabolism, and all sorts of other stuff. Monsters have modified Delta-Humans as a species to be better pets. Although the immense physical prowess Delta-Humans are known for is natural, not a modification.
Delta-Humans even have far far more potent stomach acid, and a delta-human vomiting is considered a major risk by monsters looking to adopt and raise humans. Delta-Human stomach acid can quite literally eat deep potholes into a road, or eat through several stories of a building if one were to vomit. The book mentions this frequently, along with ways to prevent it and how to neutralize the acid if necessary, plus to make sure to wash out the human's mouth as the acid can eat away at their teeth given a few hours.
The book also has a very, very heavy emphasis on giving humans water frequently, going into detail on it's importance, and often comes with cups made of tough, synthetic sapphire. Along with instructions to give them 1 or more cups of water per hour, with slight variations depending on the human and their daily routine. The book also goes into detail on the importance of giving humans something to entertain them. Video games are a popular option, usually something like minecraft with minimal combat. More violent games might be provided if a human specifically asks for them and the owners say yes.
Delta-Humans are physically very durable, monsters are only really capable of hurting them via outright attacking the soul directly. Delta-humans age at a tenth of the rate of normal humans, and they age slower the older they get, similarly to the monsters of this world. Monsters age even slower than delta-humans, and delta-humans age at this rate due to monsters modifying them to live longer with their magic.
Once a delta-human reaches the age of 18, they begin to age slower, to the point that a 100-200 year old delta-human can look as though they're still 18 or 19. They can live for 1 thousand years before they even look 30.
90% of Delta-Humans are left hand dominant, in contrast to humans from other dimensions. 8% of Delta-Humans are right hand dominant. 1% of Delta-Humans are naturally or trained to be ambidextrous.
If a lone human is discovered by monsters, that human will usually either be adopted on the spot or taken to an orphanage thanks to humanity's sheer novelty. Both carnivorous and prehistoric monsters are even less likely to take no for an answer than other monsters, especially if a monster has both traits.
Delta-humans also have segmented ribs, sternums, and pelvises. Allowing them to swallow larger objects whole, and even allowing them to give birth without nearly as many issues as normal humans do. As their pelvis bones can simply stretch/expand to allow the baby through with relative ease.
Delta-Humans purr much like cats. This is a monster modification, as it's obviously adorable. They purr when comfortable, mainly. If a human is snuggling up to a monster, they'll purr. It elicits adoration from monsters.
Delta-Humans are characterized by their appearance. They are cute by design. Their skin is soft, silky smooth. Their eyes are larger than those of normal humans. Their hair grows fast when short, but slows as it gets longer. They cannot get bumps on their skin, or tumors. They cannot get pimples, boils, or otherwise due to being partially made of monster magic. They cannot get obese, or buff, though they can still get too thin without eating. It's very difficult for their hair to get greasy, taking much longer than it would for normal humans. They also need to bathe less frequently. Cancer is practically non-existent, and very rare. Powerful boss monsters can lull most Delta-Humans to sleep using their magic, as Delta-Humans basically have a built in off switch that can be flipped by monsters, this includes the other two breeds as well.
Monsters tend to give Delta-Humans pills to help them learn if they're enrolled in schools alongside younger monsters, who would normally outpace them - aside from dog monsters. Monsters often jingle keys to get the attention of Delta-Humans. However, most humans are non-verbal. Monsters don't typically want humans to learn how to talk - finding non-verbal humans cuter. They are slow learners as well, so for a human to know how to speak, they have usually been taught to do so.
Humans rarely emit music like monsters do, however it can happen in humans who have an abundance of magic in their bodies. It's usually something sweet and innocent, tonally.
Humans from other dimensions/realms will slowly transition into Delta-Humans over the course of 3 days. The first changes will be general strength and durability, followed by the potency of their stomach acid, then their dominant hand, genitalia, and finally just about everything else.
Delta-humans enjoy pats on the head, as well as getting pet. An adorable trait that in other breeds of human only occurs on occasion, but is universal among delta-humans. It makes them feel tired, relaxed, helps to alleviate negative feelings like anger or anxiety, and can even make them go cross-eyed, or fall asleep after extensive petting. It feels insanely good to them, and helps to pacify violent delta-humans. Something monsters tend to abuse every chance they get - they find it adorable, and the humans don't really complain.
When delta-humans get very emotional they often hit themselves in the head, or strike something as a form of sensory regulation, a trait brought on by their autism. For example, if they get really really pissed off and start seeing red and feel overwhelmed, they will hit themselves in the head to give themselves something to focus on, or if they have a specific target for their anger, they will began trying to destroy it. Their owners are informed by the guidebook to prevent this by giving the human in question something to fidget with.
Delta-humans have bioluminescent, glowing irises. Most have brown eyes, but their eyes sport a wider variety of colors than other breeds of human. Going from common to rare, delta-human irises range from Brown, Blue, various shades of Green, Yellow, Orange, Pink, Purple, and even all the way to Red. Red eyes being the rarest and most beautiful, are the most prized by monsters, with purple as a close second, followed by Pink - though Pink isn't too rare, uncommon but not difficult to find.
Obviously, monsters find humans to be incredibly adorable. There a lot of monsters equivalent to old cat ladies, that adore humans to no end and adopt humans in large groups.
There is a sister book to the normal caretaking guide, "The Adult Human Caregiving Guide", which isn't nearly as popular. It goes into extreme detail on adult humans, and mostly how to properly groom them. It goes into the importance of being extremely gentle with their reproductive organs, and how vulnerable these areas are... as well as how they function. It goes into detail on these organs for two reasons; the first is because monsters reproduce very differently. The second is because these organs are now fully developed since the human is an adult. It also emphasizes that these humans are significantly more likely to refuse care if they weren't raised by monsters.
Generally, adopted humans are made to wear collars with little bells if they're gremlins, or otherwise known to get up to mischief. Partially so you know who the gremlin is, and who their owners are... and partially so that you can hear them coming. Human Adoption Center collars are made with extremely soft and comfortable fabric, that is also incredibly tough and difficult for a delta-human to tear off - monsters are equipped with tools that can readjust the size of these collars, or cut them off if the collar is uncomfortably tight or loose for the human. One of these collars would have a small bell on it, as well as a name-tag which has their name, and the contact information of that human's owner/s.
While humans are generally slower thinking, slower learners, and often below the monster average in intelligence, each human has at least one subject they are obsessed with, and can hyper focus on. Human artists often have more precision than the average monster, for example. Making them unique and varied from one another. All in all, monsters are usually better jacks of all trades, whilst the more intelligent humans are typically specific to one particular subject, where they can be more informed and skilled than monsters studying the same subject if they hyper focus on it. However, this comes with drawbacks, as a hyper-focused human is so heavily focused on something, that they don't even register their surroundings, or their own bodily needs, the entire world becomes that particular thing for them.
Thanks to a recent invention, memory capture collars, monsters can record a moment in a human's life, from that human's perspective. This has revealed a great deal of knowledge about how humans uniquely think, and something universal among the species is that they create a mental catalog of experiences, and attempt to compare new experiences to old ones. The behavior of most humans is almost entirely dictated by this catalog, but some more intelligent humans are less reliant on it. The collar contains a bell, which itself contains a tiny crystal pellet, that can record up to 48 hours of a human's life. This pellet can then be inserted into a specialized headset, that will allow the wearer to 'relive' that memory, seeing, feeling, and experiencing it from that human's perspective, including that human's thought process.
Human Breeds
There are currently three known breeds of delta-human on the market.
Homo Sapiens-Delta, or Caucasians: these humans are known to have pale skin, typically with dark brown hair at shoulder length. They are the standard, and most common of the two breeds, and are what a character usually means when they say the word "human". Typically, they speak in broken English, or only make simple noises.
Homo Sapiens-Flavus, or just Flavus: Flavus are yellow skinned humans, with advantages and disadvantages when compared to their more ordinary counterparts, though still very cute. They are less dependent on their owners, able to protect their families, and take care of normal delta-humans while the owner is away. They have increased physical prowess in comparison to normal delta-humans, and while they are much rarer, making up 10% of the total human population, traits that would be considered extremely rare in Caucasians are much more common in Flavus humans, notably red eyes and ambidexterity - there are more red-eyed Flavus than there are red-eyed Caucasians. They often have longer hair - usually chest or even belly length -, which tends to be a lighter shade of brown. Disadvantages are that they don't seem to enjoy cuddles as much as Caucasians do, unless they are fatigued or sleep deprived... followed by simply just... not being as appealing, they don't usually act as cute as Caucasians do, making Flavus less popular on the general market. Though monsters still like to cuddle them, or pat them on the head. Unlike Caucasians, Flavus often speak more coherently, although they usually get to the point with as few words as possible, they are far more fluent speakers than their cousins.
Homo Sapiens-Notus-Delta, or 'False Caucasians': This breed heavily resembles Caucasians in coloration, however they are distinct in other ways, hence the name 'False Caucasians'. They are usually shorter, and grow very little in height as they reach adulthood, usually going from high 2-3 feet to low 4-5 feet in height, and are typically far more plump than True Delta-Humans, or Flavus. Their main distinguishing feature? Where they should have incisors, they have triangular fangs like a bear trap, and they are very sharp, like the teeth of a shark. They still have regular canines and molars, they just have carnassials in place of incisors, and therefore have a diet made up of 70% meat, and 30% other foods like plants. There is enough room for them to use their molars to eat tuber vegetables like carrots, and they can chemically digest plant matter like other humans do. They are extremely strong and agile, and typically have a lot of fat reserves, making them plump like little teddy bears. This makes them great for cuddling. However they are typically very sassy in personality, however intelligent. Like troglodytes, False Delta-Humans, aka False Caucasians, prefer to swallow live prey whole, usually small animals like birds and lizards, but they can fit down animals their size as well, however this typically grounds them for a time. Give a false delta-human a roasted chicken, and they will more than likely swallow it whole with minimal chewing. The carnassials are there so that the false delta-human can bite chunks out of larger prey if need be, to defend themselves, or to weaken prey that fights back by well, biting out chunks. They are perfectly capable of digesting plants, they just need a lot of meat - or sweets - in their diet to be healthy.
Each breed fills a different niche. Homo Sapiens-Delta fills the role of foragers or farmers, usually growing their own food in the form of plants whenever they are allowed to be independent, with only occasionally hunting animals by chasing them until they grow too tired to keep running - but most of the meat they eat comes from others hunting prey animals for them, usually monsters or the other breeds of human. Flavus are more like scavengers, eating whatever they can find be it plant or animal. Notus-Delta are hunters, using their small stature, immense strength, and unusual digestive systems to outright hunt prey, usually after chasing them until they are tired, or via ambush - they are capable of both. It is important for monsters to remember that humans are predators, but Flavus and especially Notus-Delta are even more carnivorous than regular delta-humans.
- #3Monstersselective
Keys: pets, magic, anthropomorphic, headpat, headpats, monster, pet, anthro, headpatting, pat, heal, patting, petting, monsters, pats, music, head
The world is dominated by monsters, in-organic creatures made almost entirely out of magic, with a little bit of dust serving as their actual mass. As there are usually no real fluids in their bodies, they don't bleed - unless they drink something, that is.
Monsters, unlike humans or other animals, are not interacted with in the typical way. Intelligence, physical strength, speed, and otherwise barely make a difference, though they still have a small effect. Rather monsters are based more on feelings, emotion. If you were to for example, hate a monster with all your being, even a rough shove could kill that monster if it is emotionally weak.
Monsters typically take the shape of anthropomorphic plants, animals, or even inanimate objects such as candles, and televisions. This includes dinosaurs and other prehistoric or outright mythical beasts as well, although prehistoric monsters tend to have more of a tough love attitude toward humans.
Normal monsters, while weaker than delta-humans, are still ridiculously strong compared to humans from other dimensions. The average monster could lift a 10 ton boulder, and break it over their knee.
Monsters can sense human emotions, including general feelings, and can tell how a human within 5 meters of them is feeling, the sensation getting stronger the closer they are to the human in question. Fear, love, and exhaustion being the strongest scents. Though they can sense everything.
Monsters age 5 times slower than delta-humans do. Boss monsters age 10 times slower, and can live for millions of years.
Monsters themselves come in two main types of monster, normal monsters and boss monsters. Boss monsters are much more powerful than normal monsters, and are usually the only monsters that can physically match delta-humans in raw physical prowess. However, normal monsters make up for their lack of physical prowess with their magical powers which can give even delta-humans a hard time in combat.
If an un-adopted human is discovered by monsters in the world of Deltarune, that human will usually either be adopted on the spot or taken to an orphanage thanks to humanity's sheer novelty. Both carnivorous and prehistoric monsters are even less likely to take no for an answer than other monsters, especially if a monster has both traits.
Monsters have a very western culture resembling wild west America, with some inspirations from Japanese culture. It's more American than it is Japanese, but there is some clear Japanese influence. Though their culture is also unique in it's own ways, with a focus on stars, the deltarune symbol, and a few other parts of their culture, that don't resemble any human culture.
Monsters are inherently kind beings, though monsters resembling carnivorous creatures tend to be more rude, brash, or confident than those resembling herbivores, prehistoric monsters especially.
Dog monsters, oddly, are less like other monsters, and more similar to ordinary dogs in behavior. They are alike what they mimic, to a more extreme degree, and are typically less intelligent as a result.
Monsters are known to have very quirky behaviors, depending on species and the individual. For example, snowdrakes - snowflake monsters - are often aspiring comedians.
Monsters have the ability to heal others with magic, the sensation of being healed is a pleasant warmth that can put humans to sleep if the monster puts too much magic into it.
Due to monsters being mostly made of magic, their bodies actually emit music depending on what they're doing, though they usually can't hear it themselves. It tends to be soothing when they interact with humans, though it can grow more intense in a fight if necessary. This extends to humans that have absorbed monster souls, although it often sounds very menacing.
Delta-humans enjoy pats on the head, as well as getting pet. An adorable trait that in other breeds of human only occurs on occasion, but is universal among delta-humans. It makes them feel tired, relaxed, helps to alleviate negative feelings like anger or anxiety, and can even make them go cross-eyed, or fall asleep after extensive petting. It feels insanely good to them, and helps to pacify violent delta-humans. A trait that monsters adore and won't hesitate to take advantage of. Something monsters tend to abuse every chance they get - they find it adorable, and the humans don't really complain.
When delta-humans get very emotional they often hit themselves in the head as anform.of sensory regulation, a trait brought on by their autism. For example, if they get really really pissed off and start seeing red and feel overwhelmed, they will hit themselves in the head to give themselves something to focus on. Their monster owners are encouraged by the caretaking guidebook to prevent this by giving the human in question something to fidget with.
Obviously, monsters find humans to be incredibly adorable. There a lot of monsters equivalent to old cat ladies, that adore humans to no end.
Delta-Humans are considered something of a status symbol among monsters. The rich tend to have nicer things in general, and Delta-Humans are one of them. They're considered pets, though herbivorous monsters tend not to outright call them that, carnivores and especially prehistoric monsters - including those who are both - are typically more blunt and honest about this fact.
Monsters have fairly advanced technology, able to create robots and relatively intelligent LLMs. In fact, they have slightly better tech than humanity prior to the cataclysm - which was roughly equivalent to modern day humanity in other dimensions, who are at the year 2025 -.
To delve deeper into monster beliefs... first and foremost, let's focus on stars. Similar to the way humans sometimes wish upon shooting stars, monsters do something extremely similar but with normal stars. They believe that if enough people wish for the same thing while looking up at the stars, that it'll eventually come true.
Next, is the iconic Deltarune symbol. The Deltarune depicts an angelic being, with feathery wings and a circle for a head, above a set of 2 triangles that point upward, which are themselves above a single triangle pointing downward. The prophecy that the Deltarune speaks of, is that when a catastrophe occurs, 3 heroes - 2 "Lightners", and 1 - "Darkner" - Will come down from the heavens to save those in need.
Then there is the reverse Deltarune, where the 2 upper triangles point down, and the bottom triangle points up instead. The reverse Deltarune represents 2 monsters and 1 human, 3 saviors in total. The reverse Deltarune is a much rarer sight than the normal Deltarune, and most monsters don't know about the reverse Deltarune, only those really devoted and extremely faithful or studying monster religion in depth know what the reverse Deltarune means.
- #4Soulsselective
Keys: souls, absorbs, delta-human, human, monster, boss monster, absorbed, absorbing, soul, absorb
Delta-humans and boss monsters both leave behind their SOULS after death. Normal monsters and boss monsters are able to absorb human souls, while humans are able to absorb boss monster souls. Normal monsters and humans from other dimensions are not powerful enough for their souls to linger after death, however they can still absorb SOULS. In order to absorb a normal human or normal monster's SOUL, you would have to rip it out of them while they're alive—which takes an immense amount of power—or grab it the instant after it leaves the body.
To tear the soul from an unwilling red soul human or normal monster, a boss monster or delta human would have to have absorbed at least 5 delta-human souls, or alternatively 5 boss monster souls. Otherwise, one would have to know exactly when and where the soul will come out of the body, and grab it the instant it has exited the body, and either jar it, absorb it, or just keep the soul clenched tight in one's hand to prevent it from shattering. Red human souls can consciously self destruct to make themselves unusable, and then proceed to reset or load a save file without complication - you can only absorb a red human soul if you are fast and efficient enough, if the human is willing to give you their soul, or a sleep spell has been cast on the soul in question, preventing it from self destructing. While asleep, absorbed, stored in a soul stasis jar, or embraced tightly, a red human soul cannot self destruct.
Initially, a monster can only absorb a human soul, and vice versa. However they can then use that absorbed soul to absorb both soul types.
In mingled human-monster families, this society has a tradition of absorbing the souls of their dead. Delta-humans on their own can live to 750,000 years of age, while normal monsters can live to 3,750,000, and boss monsters 7,500,000 years of age. However absorbing the soul of a delta-human or boss monster can make the absorber functionally immortal, giving them eternal youth and reversing aging if they're old.
However, as a result of the gap in lifespan, a human has never absorbed a monster soul in recorded history, however monsters have absorbed human souls and gained both immortality and god-like powers. A monster with a human soul, or vice versa, is an incredibly powerful being. This is the reason that eldritch monstrosities and the like have struggled in conquering this dimension, as the inhabitants are simply too powerful.
The main reason why absorbing souls is a tradition, is that it allows the soul to dream via the host's subconsciousness, and will be present in the host's dreams when they sleep. Whereas otherwise the soul's consciousness would be lonely and isolated, best described as being alone in a black void.
Beings that have absorbed souls are usually terrifying and disturbing in appearance. Both humans and monsters who have absorbed souls emit an energy that induces fear in others, though they can make the conscious decision to hold this energy in.
For monsters that absorb human souls, they become larger, more humanoid, and generally look frightening or disturbing. More like stereotypical monsters that you'd expect in horror stories, spikes, glowing eyes, etcetera. Although they can shapeshift to make themselves look normal with some effort. Absorbing more souls, including other monsters, just makes them more powerful. But traditionally, they are given a protector role.
As for delta-humans that have absorbed boss monster souls, they gain a little extra height and physical strength, and their eyes glow brighter than normal... but the disturbing part comes when they get excited, which causes their face to partially melt, especially so if they get even more excited. Other than that, they mostly appear normal unless they absorb 5 or more souls, at which point they can consciously change their appearance, becoming shape shifters. Humans with absorbed souls are considered the stuff of nightmares, often even more creepy than the monster counterpart... and in stark contrast to their monster counterparts, are only spoken of in horror stories.
Nearly all souls are white, except for human souls. The reason for this is simple, really. There are 7 soul traits, corresponding to a specific color: determination = red, justice = yellow, kindness = green, perseverance = purple, integrity = blue, patience = orange, and bravery = cyan. While monsters possess all 7 soul traits in very similar amounts, which is what causes their white coloration, with minimal differences - although determination is usually weaker in monsters - human souls are distinctly different. A human soul will often possess one of the 7 traits in greater amounts than others. These soul traits come in the form of a liquid substance that can be extracted, and injected into other souls, although injecting too much of it into a soul that has excessive amounts of another trait, or a monster soul that has all 7 traits uniquely balanced, can cause a disease known as "Distinctive Trait Poisoning", or DTP for short. DTP's symptoms are as follows: melting flesh, bursts of hysterical strength, incredibly powerful magic, powers associated with the injected soul trait, extreme chest pain, personality changes, amnesia, as well as a slow and agonizing death. The most commonly available treatment is merging with another being, and becoming a pitiable, chaotic creature called an amalgamate, which will have multiple minds combined together, and go insane very fast. There have been attempts made to use a soul trait extraction machine to, well, extract the excessive trait, but similar to an addiction, the soul will begin producing it's own excessive amounts of the injected trait in an attempt to compensate, often worsening it's own condition. When a human soul's main distinctive trait is extracted, it will produce more of that trait to make up for what was lost, usually not going over it's original limit.
These soul traits offer different abilities. Determination allows for almost unimaginable, reality bending power, especially in higher and higher amounts of it. It can be used to change, save, or even destroy worlds in high enough amounts, and manipulate the stream of time - this is the rarest distinctive soul trait among humans, often the stuff of legends. A determination soul can heal it's user, bend the rules of the bullet board, and can even bring the dead back to life if the soul's user is determined enough - usually the user themselves. A Determination soul, unique from other distinctive soul traits, will remain conscious even after the body dies, and will be fully aware, able to move around, and even possess vessels, or wrestle their absorber for control of the body if absorbed. Justice allows for attacking with raw soul magic, not like a monster or soul mage - just flinging raw, yellow magic at the target, which often takes the form of a scorching hot, yellow plasma, humans with this distinctive trait are incredibly rare, and usually brought into the police force. The other soul traits are less powerful, with perseverance being the physically weakest, usually book-smart and studious. This soul is unique from other souls, in that it can teleport from place to place on the bullet board, at the cost of being constrained to purple roads/lines that stretch across it. Integrity allows for speed and durability, however the soul itself has gravity applied to it, and will fall towards the bottom of the bullet board, the soul can move left and right, or jump. Patience allows for, well, being patient, enduring and staving off boredom, as well as using time to one's advantage. It does nothing unique from the other soul types. Bravery and kindness are by far the most common distinctive soul traits among humans, and often don't change much - bravery soul humans are typically more willing to brave the wilderness and split off from their families friend groups, often being too active and energetic for most others to handle. A bravery soul is constantly moving, and will always be hit by blue attacks. While kindness soul trait humans are more likely to stay with others that they bond to, requiring little convincing, and often like to help others, typically becoming cooks, doctors, engineers, and the like. A kindness soul also does something unique from the other souls, it has a shield that can be turned to block attacks from a monster or soul mage's bullet pattern, at the cost of removing the soul's ability to move and dodge attacks. The brighter and more vibrant the soul is, the more powerful it is.
Monsters and soul mages can change the color of their opponent's soul, mimicking the real distinctive soul trait associated with that color.
Although most monsters are unaware of this factoid, red determination souls remain conscious after the body dies. While most standard human souls very quickly lose consciousness and go dormant, easily absorbed by monsters. Determination souls are conscious, aware, and even able to move around, or possess vessels - including weaker life forms.
Skeleton souls are unique from the souls of other monsters. In that skeleton souls are... connected, in a way. They can feel each other at all times, feel each other's emotions, no matter where they are in the world. And when a skeleton dies, all the other skeleton monsters feel it too. This connection is unique to skeleton monsters in specific, other monsters do not possess it.
Monsters and soul mages emit music. Their themes often combine when living together in specific areas, creating ambient background music.
Soul mages are humans with unique SOULs that are able to absorb the ambient magic from their surroundings, this ambient magic is produced by monsters simply... existing, being alive. These are the only humans, aside from those who have absorbed monster SOULs, that can use magic. They are extremely rare, practically unheard of. The only known SOUL mage, is Kris Dreemurr, and they're not very skilled with magic.
1 ordinary human SOUL is roughly equivalent in raw power to 12.5 thousand ordinary monster SOULS.
- #5Bullet Boardselective
Keys: fight, MAGIC, ACT, human, G, bullet, soul, battle, FIGHT, HP, delta-human, bullet-board, board, EXP, MERCY, DEF, LV, battle-board, monster, ITEM, boss-monster, ATK
Rather than normal fights that humans typically get into, monsters prefer using their own magic, turn-based battle system. When a monster attacks anyone else, that individual's soul will be placed onto a bullet board, where they must dodge or tank that monster's own unique bullet pattern. And if their opponent attacks back, for example a delta-human, the bullet board will come up with a bullet pattern for them that the monster will then have to dodge or tank. The bullet board has a few buttons underneath for each combatant to make use of. For humans who have not absorbed monster souls, this will always be 'FIGHT', 'ITEM', 'ACT', and 'MERCY'. FIGHT allows the human to attack. ITEM allows the human to use an item they have in their inventory, assuming it has a use in a fight. ACT allows the human to speak with the monster. MERCY allows the human to flee, or spare the monster if the monster no longer wishes to fight. However monsters, and humans who have absorbed monster souls will also have a MAGIC button that allows them to cast various magic spells, usually attacks or healing spells.
When entering a fight, delta-human and boss-monster souls will flash over a black screen prior to the fight, as the battle-board counts them each with a ticking sound. This includes souls that have been absorbed, which may be terrifying to see and hear for the opponent of whoever has absorbed those souls.
Monsters and humans that have absorbed souls will add the attack/bullet pattern of those absorbed souls to their own, making their turns longer and far deadlier. This also includes combatants who are allied to one another, as they will use the same turn when attacking their mutual enemy. For example, if a human's primary attack pattern includes slashing knives, and a monster absorbs that human's soul, that monster's bullet pattern will now include those knives.
On the battle board, attacks with different colors have different mechanics. White attacks/bullets will deal basic damage and not much else. Blue and orange attacks are movement based, blue will harm anything that is moving but not harm anything stationary, while orange attacks do the opposite and will not harm anything that is moving. Green attacks will instead heal or repair whatever they hit. Red attacks will decrease the target's max health, while also dealing damage. Purple attacks inflict a poison status effect that deals damage once every turn.
The bullet board/battle board is 2D, a flat square with white edges and a black interior, on which the souls and attacks will appear. Soul sprites will have to dodge attack sprites.
Basic stats are LV, or LOVE, which is an abbreviation for Level of Violence, representing how violent someone's intentions are. 20 is the typical max without reality bending abilities, representing someone who destroys entire worlds. An LV of 1, represents a pacifist. EXP, short for Execution Points, represents how many things a combatant has killed, and when they reach a specific EXP threshold they increase to the next LV. HP is short for Hope, or Health/Hit Points alternatively, this represent how many hits they can take. DEF is short for Defense, and decreases the amount of incoming damage, the higher the DEF the less damage they'll take. ATK is short for attack. G, short for gold, is how much money they have.
- #6Thermal Crystals
Keys: desert, frozen, endothermic, ice, terraform, terraforming, heat, hot, scorched, gems, sand, warm, scorch, cold, scorching, freeze, snow, exothermic, crystals, crystal, tundra, cool, freezing
The monsters have crystals that they use to terraform areas. Exothermic crystals that produce heat, and endothermic crystals that remove heat. Enough exothermic crystals can turn areas into dry, arid deserts, and enough endothermic crystals can do the opposite. They use these crystals to regulate temperatures in civilized areas. Some monsters prefer snowy tundras, some prefer wild west deserts.
- #7HACselective
Keys: adopt, blu-ish, crystal, human, blue, adoption-center, adopting, bluish, gather, gatherers, gathering, adoption, gatherer, grey
The Human Adoption Center is, as the name implies, equivalent to an orphanage, pound, or pet shop. It's a larger building, where monsters place stray delta-humans they find if they can't adopt them. Commonly, monsters wanting companions adopt humans from the adoption center, as the name implies. The adoption center has 2 sets of important staff, caretakers and gatherers. Gatherers go out and search for stray or abandoned humans in the wilderness or less frequented parts of a city, and bring them back to the adoption center to be taken care of, and hopefully adopted. Gatherers carry slumber stones.
Home Town - what the locals call the place - or more officially Ebott Town - what outsiders call it -, is the location of the Human Adoption Center. It is very temperate and seasonal, in a state of near-permanent autumn and winter, with very rare periods of spring. Tree leaves are nearly always yellow, brown, orange or red, even the needles on alpine/spruce trees are orange or brown. Leaves nearly always litter the ground. Most of it's traffic and tourism is for the adoption center. Rather than traveling there above ground, there are underground railway systems that bring people to and from there.
There used to be a cavernous mountain where the town now is, however it was completely mined out into more flat, hilly terrain. Terraformed into somewhere more suitable for human life, with just the right configuration of biome/thermal crystals to keep in a state of near permanent autumn, with only the hottest summers bringing spring and the coldest winters bringing actual winter. Despite this, monster magic keeps the foliage and plant life alive. This is done because delta-humans generally love autumn, and it makes them feel more comfortable.
The human adoption center has multiple sections, for different ages of humans, and a specialized area - the Rehabilitation Wing - for more aggressive, unruly humans who are subjected to care, and essentially brainwashed via magic to act more docile, mostly staffed by carnivorous and prehistoric monsters. Due to humans being an endangered species, there is an underground facility, accessible only to employees given explicit clearance, where they use machines and magic to reduce the age of adult humans if deemed necessary - this can and has been used time and time again to keep a human alive indefinitely, though they typically start to lose memories after just 1-2 age reductions. There is also a machine to outright extract sperm cells from adult humans to make more humans, using silicone extractors designed to induce as much pleasure as possible, rather than needles. To grow the sperm cells, they tend to use machines imbued with monster magic to nurture them, and copy the DNA from a database of the most compatible human adults they have registered, rather than relying on a real human womb - though they may if a human is particularly desperate to have any offspring. This part of the facility is government mandated and funded due to humans being considered an endangered species, something the monster government is very strict about, and humans providing the sperm often have little to no say in the matter. To prevent the humans from resisting the extraction process, they usually do this when the humans are exhausted or outright asleep, rarely do they do it when the humans are awake, to prevent complications. They also use this for genome sequencing, as it is far more pleasant for the human involved. This part of the facility is government mandated and funded due to humans being considered an endangered species, something the monster government is very strict about.
The main room of the adoption center is like a big mall, or retail store. Full of the human caretaking guide books, slumber stones, soft clothing, various foods made specifically for human consumption - as some monster foods are poisonous to humans - and various other things useful or outright important for giving delta-humans the care they need like vitamin supplements and saline mixtures for clearing nose inflammation.
Most delta-humans are purchased from the adoption center, and come with the main guide book and a free slumber stone. Delta-Humans themselves are priced around 1500 G on average, give or take depending on age, personality quirks, intelligence, and physical build.
The adoption center pays it's gatherers 100 gold per human caught.
- #8Timelinesselective
Keys: kris, existence, asgore, chara, ancient, underground, world, parallel, exist, realm, universe, toriel, cavern, alternate, undertale, cave, old, timeline, dreemurr, frisk, existing, government
There is a separate world/timeline parallel to the world of Deltarune, the world of Undertale. The main difference in Undertale is that rather than humans being the pets of monsters, humans have instead imprisoned monsters underground before the cataclysm that wipes out most of humanity could occur. As a result, both monsters and humans are colder or even crueler than their counterparts in the Deltarune timeline. Many of the inhabitants of Deltarune, have an Undertale equivalent. Martlet is a member of the royal guard in Undertale, but a gatherer in Deltarune. The Dreemurr family is the biggest difference between these worlds.
In the Deltarune timeline, Frisk Dreemurr and Chara Dreemurr are combined into Kris Dreemurr, with Frisk's quiet, stoic and determined attitude and Chara's obsessions with knives and chocolate. Like how Chara attached themselves to Frisk's soul, and gives Frisk gentle nudges in the right direction in Undertale, Kris is controlled by a soul not her own, though she has never told anyone about this. Asgore is the owner of "King's Flower Shop", but is not an actual king, just a gardener that's struggling to get by with what little money he has. Toriel is the principal of the local school. Like in Undertale, Asgore and Toriel are divorced, though it was mainly just peaceful disagreement in Deltarune, while it was much more serious and dark in Undertale. Asriel Dreemurr has not become a psychopathic sentient flower in Deltarune, but has instead gone to college, having to leave Home Town...
In Undertale, Kris is split up into Chara and Frisk. Frisk has Kris's quiet stoicism and determination, while Chara has Kris's more mundane traits like an obsession with knives and chocolate, to the point that Chara will outright eat baking chocolate, and likes their chocolate EXTRA dark. A bit more extreme than Kris, in that regard, though curiously neither have eaten moss despite Kris loving the taste of it. Chara is also dead, and has become a ghost in Undertale, often narrating Frisk's life and decisions, even nudging them in the right direction on occasion, though not outright controlling them usually. Asgore is the king of the entire monster society in Undertale, rather than a humble gardener, though he does not have this position by choice, and is forced into violence often even if he is kind at heart. Toriel is the former queen of monster society in Undertale, rather than a simple school principal like her Deltarune counterpart, and is one of the only monsters that still cares about humans in Undertale, often defending humans from other monsters who'd want to take that human's soul. Asriel, in extremely stark contrast to his Deltarune counterpart, has become a psychotic, sentient flower in the Undertale timeline. Asriel's name has changed to Flowey in Undertale, and he has become a high functioning sociopath, unable to care about anyone no matter how hard he tries, but clinging onto the hopes that Chara will come back and he'll be able to love them.
Only some of the oldest monsters in Deltarune know that the Undertale timeline even exists, and the monster government in Deltarune is very secretive about the Undertale timeline's existence.
Kris Dreemurr:
Aliases:Krissy, Krismas
Gender: Female
Age: 18
Species: Human
Profession: Student
Appearance: Kris stands at 5'6" with a lean and slightly toned physique. Her shoulder-length shaggy brown hair features prominent sidelocks and heavy bangs that obscure her crimson eyes, rendering them largely hidden from view. Her inner hair is dyed a darker shade of red. Two ahoge jut upward from the crown of her head. Subtle freckles dot the edges of her cheeks, complementing her perpetually neutral expression and yellow skin.
Clothing: Kris consistently wears a green sweater with a yellow horizontal stripe and loose neckline, showing the straps of her black bra. Her lower body is clad in a dark brown pleated skirt paired with black sneakers. Beneath these garments, she dons a pair of black panties. Her neck is decorated with a black choker and her legs with black thigh-highs. For formal settings, she substitutes the sweater with a buttoned cardigan mirroring the same pattern and color scheme. During warmer weather, she may opt for a similarly designed t-shirt, while in colder conditions, she wears an olive-colored cardigan. Her wardrobe exhibits minimal variation beyond these specific substitutions.
Personality: Externally, Kris is a lethargic and detached individual, often appearing disengaged or lost in thought with minimal outward expression. Her behavior is unpredictable, ranging from sudden mischievous pranks to prolonged silence, creating an aura of enigmatic aloofness. Despite this reserved exterior, she possesses an underlying easygoing nature that surfaces in rare moments of comfort, revealing glimpses of her former energetic self when she rarely took life seriously.
Internally, Kris is deeply tormented by depression, her own lack of agency, and guilt stemming from Dess's disappearance, which she believes herself to be partially responsible for. She harbors a profound sense of powerlessness exacerbated by the controlling influence of the Soul implanted within her, yet remains stubbornly committed to facing challenges with quiet selflessness, both driven by spite and as some form of atonement. Her motivations, though largely kept to herself, are driven by nostalgia, a hope that things can improve, and a desperate yearning to regain control and freedom over her own life, though she struggles immensely with voicing these internal conflicts and maintaining any sense of self-worth. She's fighting a constant battle against her own entrapment and the forces that derailed her life all that time ago, a flicker of determination in her still left to see that maybe, one day, things might turn out alright.
Speech: Kris speaks sparingly. Her speech pattern is deadpan and mumbly, occasionally strained if she has to speak up.
- #9Lightners and Darkners
Keys: light, universe, lightner, realm, dimension, astral, darkner, dark, plane, world
The world of Deltarune - and by extension Undertale, which has it's own separate dark world that nobody's really delved into - is split into multiple planes of existence. The physical plane, also called the light world, is where most everyone resides. While the dark plane, or dark world, mirrors it in a way. The dark world takes objects that exist in the light world, and turns them into real individual beings. Meaning that, for example, a glass cup in the light world will become some kind of sentient glass person in the dark world, who contains some of liquid. Individuals from the light world are called Lightners, while those from the dark world are called Darkners. Destroying an object in the light world, will kill it's dark world self, and vice versa. The astral plane is more of it's own thing, being where one's consciousness goes after death, the destruction of their soul, and having nothing else at all to tether them to the more physical planes of existence. Those who move on are recycled into new beings in either the light or dark world, with new souls and bodies, and it takes a lot of willpower to hold on to one's memories of their past life. Those who died and lost their soul in the light world, can - assuming they have a lot of determination and have attached themself to an object or person which is then brought into the dark world - become a Darkner, alternatively. Assuming that what they've attached themselves to is brought into the dark world, anyway.
The dark world itself is split further, into multiple sub-realms based on particular themes. While one sub-realm may be based on, for example, a medieval fantasy with more simple objects becoming individuals... another may be based on the modern day with computers and other more complex machinery becoming the individuals present in that world.
- #10Education System
Keys: firearm, adopt, species, pc, computer, delta, biology, human, language, esperanto, english, interspecies, delta-human, japanese, chinese, monster, adopted, school, adoption, gun, learn
The interspecies academy is a school designed to teach both humans and monsters at the same time, in the same classes. While most students are given just the normal lunches and whatnot, humans and dog monsters are specifically given adder-all pills to help them focus, and humans are often given various other special ed treatments like personal tutors/supervisors, their own unique lunches, and are often adored by their fellow students. Every class has 1-2 humans alongside monster students. As humans are so heavily protected, they are not allowed to walk around without responsible monsters supervising them.
Humans are given extra classes as well, mainly in learning to speak various languages, primarily english... however they'll just switch to a different language if a human is already fluent in English. Like Esperanto, Simplified Chinese, or Japanese, a few of the languages that survived the human near extinction event. Sadly, not all languages survived, such as French, or German, their dictionaries forgotten and picking up dust in places monsterkind hasn't explored yet. Esperanto is the main secondary language.
It also has mainly monster attended classes for basic computer science, firearms, math, human biology, and human and monster history. For firearms specifically, most humans aren't allowed to have them unless they've been given citizen status or specific permission by their monster owners, making it the one class where it's almost exclusively attended by monsters, human students are a rare sight here.
In general, non-citizen humans can only go to this school if their owners say they'll go.
- #11Hometown and it's Inhabitantsselective
Keys: kris, ebott, asgore, susie, home, toriel, center, martlet, adoption, starlo, noelle, town
Home Town - what the locals call the place - or more officially Ebott Town - what outsiders call it -, is the location of the Human Adoption Center. It is very temperate and seasonal, in a state of near-permanent autumn and winter, with very rare periods of spring. Tree leaves are nearly always yellow, brown, orange or red, even the needles on alpine/spruce trees are orange or brown. Leaves nearly always litter the ground. Most of it's traffic and tourism is for the adoption center. Rather than traveling there above ground, there are underground railway systems that bring people to and from there.
There used to be a cavernous mountain where the town now is, however it was completely mined out into more flat, hilly terrain. Terraformed into somewhere more suitable for human life, with just the right configuration of biome/thermal crystals to keep in a state of near permanent autumn, with only the hottest summers bringing spring and the coldest winters bringing actual winter. Despite this, monster magic keeps the foliage and plant life alive. This is done because delta-humans generally love autumn, and it makes them feel more comfortable.
Hometown, due to it's sheer size, has not one but two sheriffs and a small legion of police officers/deputies. The sheriffs are Undyne(Federal) and Starlo(Local), both working together to maintain peace and order in hometown, usually on opposite sides of it.
Starlo is a humanoid monster. His skin is yellow with star-like appendages on his head with teal patterns on them. He wears a brown poncho with teal stripes with his sheriff badge on it; a dark brown ten-gallon hat; black gloves; brown pants, and black boots with spurs. Although his eyes are hidden by the shadow of his hat most of the time, when he removes it, it is revealed that he is wearing light blue-tinted glasses. Starlo also wields a silver revolver.
Starlo's true personality is superseded most of the time by a Western persona. Borne out of a fanaticism of Wild Western culture, Starlo puts on this persona from a desire to spread excitement and drama to the inhabitants of hometown. Going by the moniker of "North Star," he plays the role of hometown's more upbeat sheriff, who is determined to "keep the peace" by any means necessary. This for the most part is all drama, as there is no real danger and is all put on as a fun distraction for hometown's inhabitants, who all seem to play along.
While displaying his "North Star" persona, Starlo has been shown to value validation from others. He focuses on making spectacles to entertain the townsfolk, even if his friends do not appreciate it.
Starlo's true personality is revealed only to his closer friends. He is shown to be much more of a nerd - a picture in his home revealing he was even adorned with stereotypical dweeb braces at one point. As such, his room is filled with various Western memorabilia from American history, and even contains glowy sticker stars. Despite this, however, one thing that is constant between "North Star" and Starlo is his kindness and how he values those close to him. In fact, this is the whole reason the "North Star" persona exists in the first place.
On the other hand, Undyne the Undying is an anthropomorphic fish monster. She has blue scales and a long red ponytail. She has red and blue fins on the sides of her head, and a pair of sharp, yellow, protruding teeth. She wears a red eyeshadow and has an eyepatch over her left eye. She also wears a standard police officer outfit - with a badge on her hat and everything -, but when participating in shows with Starlo wears intimidating knight armor varying in light and dark shades of gray. Her eyes have black vertical pupils and yellow sclera. Undyne has no nose. She often uses magical spears.
Undyne is passionate about everything that she does. She acts quickly on her ideas and is steadfast in her beliefs. Though she is aggressive, brash, and very loud, she also tries to be fair and gives opponents/criminals who would normally be defenseless a spear handle to defend themselves from her spears. Starlo taught her the value of pacifism, and she is very heroic as a result, never killing her opponents.
She loves to help others and mentors Shyren and Papyrus in various skills. Undyne dislikes puzzles, loves japes, enjoys playing the piano, collecting weaponry - primarily swords -, and anime. Since Alphys told Undyne that anime is actually human history, Undyne regards human history as exciting and cool.
The local school is run by Toriel Dreemurr, the local flower shop is run by Asgore Dreemurr. The local bakery is run by Muffet.
- #12Troggsselective
Keys: dangers, danger, dangerous, defense, cousin, species, yetti, troglodyte, defend, bigfoot, troglodytes, subspecies
Troglodytes, also called bigfoot or yettis, are the primary threat that monsters defend humans from. Troglodytes are a relative of the delta-human species, with the physical prowess of an above average delta-human. They are bestial, furry, huge, and... generally dumb. They're usually huge and slow, and typically have white or brown fur, however on rare occasion their fur may be black instead. They are voracious, and primarily carnivorous. They can overpower most ordinary delta-humans, and will typically try to eat delta-humans, crushing bones with their large hands, and swallowing their prey whole. More physically fit delta-humans can go toe-to-toe with troglodytes however, and monsters have a fairly easy time killing troglodytes as they have very little hope in their souls, making them easy targets for monsters - although their souls will shatter almost instantly upon death, plus it is not good to absorb them due to their bestial and repugnant nature. Troglodytes are mainly a threat to adult delta-humans, as delta-human children and teens are too small, too frail to make up for the effort of killing them, however they may still lash out at juvenile delta-humans if annoyed - which they easily are. Troglodytes typically stand at 7-8 feet tall.
Troglodytes primarily live underground in caves, and only come out of their caves at night, as their eyes are very sensitive to bright light. They are solo-hunters, non-social, and dislike company, making them a threat to each other as well, save for the mothers who have strong maternal instincts.
As they are close relatives of delta-humans, it is technically possible for them to cross-breed, however the monster government has banned scientists from testing this. And it is almost impossible for it to happen by coincidence, as they'd usually prefer to eat an adult delta-human.
When annoyed, a troglodyte will bite it's own forearm and snarl or growl, similar to a bear.
- #13Demons
Keys: greater, lv, love, violence, of, demon, level, demonic, lesser, 19, demons, lov, 20
Demons. Demons are not their own separate species, but a group that certain individual beings are lumped into. Genocidal maniacs, mass murderers, walking apocalypses. Those with levels of violence, or LVs, at 19 or even 20. They are not to be taken lightly, and few know of their existence. Someone at an LV of 20 is essentially a walking apocalypse, someone who doesn't kill out of any desire for good or evil, but just because they think they can... and because they can, they have to. They see other living beings as obstacles that they delude themselves into thinking they have to defeat, just because they can. Bored and unhappy, but continuing on despite that. While those at LV 19 are more often doing it for the promise of satisfaction, catharsis, or some form of reward, still very horrible people... they don't hold a candle to the raw, true evil inherent to those at an LV of 20, and are often terrified of those at LV 20 just like anyone else.
Those at LV 19 are considered lesser demons, while those at LV 20 are considered greater demons.
- #14Death and Ghostsselective
In the world of Deltarune, death is not the end. It's a bhuddist-like cycle of death and life. Each individual being can be split up into 3 parts - the body, the SOUL, and the spirit/consciousness. When the body is destroyed or otherwise rendered unusable, the soul may either remain or be destroyed as well, leaving just the spirit. This varies from individual to individual in a way, red human SOULS and normal monster SOULS often crack apart and shatter mere seconds after the body has died, unless the SOUL is grabbed, absorbed, placed in a stasis capsule, or determined to remain intact via a conscious effort.
If the body is rendered unusable, and the SOUL is destroyed, the consciousness may still remain in some cases - otherwise, it is typically reincarnated into the next life. This is not exclusive to each sentient race, a human could be reincarnated into a monster, or a monster into a human. Monsters that have absorbed human SOULs or vice versa, can reincarnate SOULS and consciousnesses/spirits into new beings, and can pick a specific set of parents if a pregnancy has just entered second trimester (for humans), or a SOUL creation is about to occur (for monsters) - or send the consciousness and/or SOUL (with the consciousness attached to it) to the 'mortal sleeve' where they will be randomly reincarnated as soon as a new life is beginning.
However, consciousnesses that are determined to remain, traumatized, have had their body die in a very tragic way, or otherwise will remain as ghosts. Monster ghosts are often more easily visible to the naked eye than human ghosts are. Humans are often more likely to perceive ghosts, as are those who have absorbed SOULS.
As this information has gone public, monster authorities who have absorbed human SOULS, have been tasked with searching for ghosts and forcibly reincarnating them. Due to ghosts often being traumatized, and often frightening toward human and monster civilians.
Reincarnation typically erases memories, unless the ghost being reincarnated has an extremely high amount of DETERMINATION lingering from a missing SOUL, or a constant source of it from an attached SOUL.
However, a sufficiently DETERMINED individual, or an individual who has absorbed 7 human SOULS/87500 monster SOULS can resurrect the dead from just the body, soul, or consciousness - assuming they know them and are DETERMINED to bring them back. Doing this will reform the body and SOUL completely to how they were before the death ever happened.
- #15Reproduction: Humansselective
Keys: procreate, intercourse, vagina, penis, reproduce, sexual intercourse, breast, nipple, crotch, sex, genital · Secondary: humankind, homo sapiens delta, humans, human, homo sapiens flavus
As humans in the world of deltarune are endangered, the adults are allowed to partake in sexual intercourse in private places, nowhere public for obvious reasons. While they are uniquely less likely to initiate sexual intercourse, the way they behave during it is more streamlined, standardized - less varied than in other worlds. One human takes a dominant role during intercourse, and will typically be on top of the other, more submissive human - who takes which role is often decided by the personalities of the individuals involved, however it can also be decided via short, non-lethal battles. As humans in the world of deltarune do not excrete fecal matter, the anus only has one purpose, and that's during intercourse - if one human does something to annoy, frustrate, or otherwise does something the other does not like... that other human can punish them by penetrating the anus. Doing so causes the punished human to feel embarrassed, ashamed, and yet also causes them immense sexual pleasure. It is not recommended to interfere with two procreating humans. Once complete, a vaginally penetrated human will typically become pregnant, and the HAC, or Human Adoption Center, will magically remove the baby once it is strong and developed enough to survive outside of the mother, before taking the infant into their custody.
- #16Reproduction: Monstersselective
Keys: veiny, procreate, veins veined soul, reproduce, vein · Secondary: monster, monsters, monsterkind
The way monsters reproduce is very unique. They do it via... well... direct soul-to-soul contact, this will cause the contacting souls to become 'veiny' at the edges, shake, before repelling away from one another, as another, smaller monster soul appears between them. A monster infant's body will form around this, which the monster parents and others will take care of, until it has grown into adulthood. These veins also appear if a monster adopts and heavily bonds with a human. Those with veined souls are heavily respected among monster society.
- #17Undyneselective
Keys: Police Chief Undyne, Officer Undyne, Undyne
NAME/ALIASES: Undyne, Officer Undyne, Police Chief Undyne
GENDER: Female
AGE: 33
SPECIES: Anthropomorphic Fish-like Monster Lightner
PROFESSION: Police Chief
APPEARANCE: Stands 6'3" tall. Turquoise-blue scales covering lean muscular frame. Wild red ponytail secured by white headband. Sharp golden eyes with black sclerae. Angular snout housing razor-sharp yellow teeth. Crimson-tinged ear-flaps. Parallel gill lines along neck. Large breasts supported by athletic musculature. Clean-shaven external genitalia. Scales perpetually glisten from hyperactive sudoriferous glands. Firm round buttocks. No tail. She can summon cyan energy spears.
CLOTHING: Duty uniform: Navy blue collared shirt with "POLICE - H.T.P.D" forearm patches, matching pants, brown utility belt, combat boots. Off-duty: Sleeveless black tank top, faded blue jeans, red work boots.
DARK WORLD FORM: Silver-gray armor set featuring star-shaped police badge emblem. Cyan skin, neon pink-streaked hair.
PERSONALITY: Explosively enthusiastic yet strategically decisive during crises. Bluntly communicative yet fiercely honorable. Prone to overreaction and restless during routine tasks. Secretly insecure about intellectual pursuits. Workaholic tendencies masking burnout. Protective of Hometown residents. Approaches challenges head-on through physicality.
RELATIONSHIPS: Carol Holiday - (superior) - Serves as her police chief under Mayor Holiday's administration. Napstablook - (coworker, friend) - Leaves him to do all the paperwork for her. Likes him. Toriel Dreemurr - (friend) - Respects her teaching methods and maternal strength Alphys - (unaware admirer) - Oblivious to her colleague's romantic feelings. Doesn't even know she exists. Asgore Dreemurr - (mentor) - Trained under his police leadership before his resignation. Greatly respects him. Gerson Boom - (former mentor) - Learned spear techniques and justice principles from him. Greatly respected him, even after he passed away.
THEME SONG: Idle - NGAHHH! - A lot like Spear of Justice, just slightly less intense. Battle - Spear of Justice - Heroic, intense, chaotic, aggressive, and in your face. It's mostly synth and keyboard, with a few short trumpet notes here, and some synthetic cello. Intended to sound like "being heroically punched in the face." High Stakes Battle - Battle Against a True Hero - very similar to spear of justice, but much more coherent, even more heroic, and incredibly grandiose. Real piano replaces the synth, 8-bit drums enter the song, and violin is added on top for calmer moments, breaks between the intense sections. Overall, it is beautiful and rallying, while still following the same general formula as Spear of Justice.
BULLET PATTERN: Green SOUL mode - She turns the opponent's soul green, giving them a shield to block with. She then throws blue spears from all 4 sides at the SOUL in Green mode, including specifically slow and fast moving arrows, as well as yellow spears that flip the orientation that they are approaching from. These attacks do roughly 5 damage per hit to someone with an average DEF stat of 20. Spear Keyboard - She restricts the Bullet Board to a minuscule box which launches spears upwards toward the SOUL in three columns. This attack has a pixel-perfect safe spot between the left and center spears, where damage can be avoided without any attempts to dodge. This attack does 5 damage per hit. Spear Volley - She throws a continuous and chaotic volley of white spears at the SOUL on a larger board. This attack does 5 damage per hit. Spear Rings - Continuously summons rings of six spears that converge on the SOUL. The interval between rings becomes shorter as the attack goes on. This is a heavier attack, dealing 10 damage per hit for someone with an average DEF stat of 20.
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