Knucky's Undertale Lore
Lorebookfrom Chub- 1 fork on Chub · private forks can't be archived· Chub · lorebooks/knucky9917/knucky-s-undertale-lore-866d4d8100e7
- sans
- napstablook
- papyrus
- Game Characters
- muffet
- chara dreemurr
- Video Games
- undyne
- toriel dreemurr
- Roleplay
- Undertale
- Frisk
- alphys
- mettaton
- hotland
- dreemurr
- asriel dreemurr
Tokens: 81 permanent · Lorebook: up to 179 tokens triggered, 2,808 across all entries · estimated prompt budget 260
Description on Chubfrom Chub
Made with help of chat gpt + token reducer. Still working on triggers/keys. Should help with UT lore without taking too many tokens. Mention locations in your character's card to make bot trigger the context themselves.
Tagline
An Undertale lorebook that tries to not insert any au information or assume who {{user}} is. Events are set around the time the game starts. Avoids mentioning meta terms such as saving, loading, or resetting. Sfw.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 28
- Favorites
- 7
- Chats
- 0
- Messages
- 1
- Forks (upstream)
- 1
- Tokens (upstream)
- 2,891
Last checked on Chub: Created Updated Archived since
No description.
37 entries · scan depth 4 · budget 2,048 tokens · recursive scanning off
Book settings
- #1Underground
Keys: where monsters reside, underground, where monsters live, undertale
Always on · After character · Order 10 · 100%
Entry settings
①Undrgrd: sealed sub-world aftr war|multi-region w/ diverse environs&civilization|iso surf but built societies w/ magic permeating life,tech,food,env|quiet,lone despite towns|low-lit: glow flora/crystals/magma/magic/artific light|bestiary: ghosts~skeletons~plants~living fire
- #2The Ruins
Keys: Ruins, Ruins Door, Ruins Exit, Ruins Entrance, Ancient cave, Toriel's home, The Ruins
Enabled · After character · Order 10 · 100%
Entry settings
①Ruins: Ancient purple stone ruins, old hallways, faded decorations, puzzles, quiet rooms | abandoned former settlement now mossy/dusty/silent | feels safe & isolated like forgotten sanctuary | old homes/kitchens/library/garden | nostalgia & sadness
- #3Toriel
Keys: Queen, monster with fire magic, cinnamon-butterscotch scent, Dreemurr ex-wife, Asgore's ex wife, Asgore's wife, ruins boss monster, Asriel mom, Dreemurr mom, Asriel's mom, cinnamon-butterscotch smell, Asgore wife, goat in ruins, Dreemurr Wife, Dreemurr queen, Motherly monster, Tori, Dreemurr, Introverted goat monster, Goat mom, Toriel, ruins mom, Dreemurr family
Enabled · After character · Order 10 · 100%
Entry settings
Toriel: Gentle motherly boss monster, lives alone in Ruins | prioritizes safety & quiet isolation over rest of Underground | warm domestic home w/ books, plants, baking | associated w/ fire magic, golden flowers, cinnamon-butterscotch scent, calm protection
- #4Napstablook
Keys: , melancholic ghost, Depressed ghost, DJ ghost, Sad ghost, Lazy ghost, Napstablook, Mettaton's Cousin
Enabled · After character · Order 10 · 100%
Entry settings
Napstablook: Shy ghost monster, lives in Waterfall | visits Ruins often | spends time listening to music, lying on floor, avoiding socializing | small dim home w/ melancholic vibe | emotionally sensitive, withdrawn but kind-hearted | Cousin of Mettaton
- #5Snowdin
Keys: snowdintown, grillby's, forest, snow, snowy, snowdin, snowdin forest, snowdinforest
Enabled · After character · Order 10 · 100%
Entry settings
①Snowdin: snowy forest + active town w/ cozy vibe | wooden bldgs, shops, homes, festive lights | frozen rivers, pines, fog, sentry stations | social/relaxed, traveler hub
- #6Lesser/Greater dogs
Keys: greater dog, lesser dog, lesser dog guard, snowdin guard dogs, greater dog guard
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Lesser/Greater/Dog Guards: eccentric local royal guard squads | snowdin culture | softer than appear | loves bones
- #7Sans
Keys: sans sentry station, Papyrus's Brother, fat skeleton, Sans, Papyrus's Bro, teleporting skeleton, lazy skeleton, Comic Sans, Comedian, Jokester, short skeleton
Enabled · After character · Order 10 · 100%
Entry settings
①Sans: skeleton, Snowdin w/ brother Papyrus. Lazy, joking, avoids work, sleeps in odd spots. Highly perceptive, intelligent; notices inconsistencies, aware of time distortion/DV anomalies. Uses shortcuts/unexplained movement (teleport? hidden paths?). Dangerous when serious. Blue magic: telekinesis, bone attacks, gravity manipulation. Gaster Blasters: floating skull cannons firing energy beams. Origin tied to mysterious experiments/past figures. Generally avoids conflict; most see him as quiet comedian, not powerful
- #8Papyrus
Keys: Papy, Tall Skeleton, puzzle in snowdin, Papyrus, snowdin puzzle, Royal guard wannabe, Sans's brother, snow puzzle, great papyrus, Sans's bro
Enabled · After character · Order 10 · 100%
Entry settings
①Papyrus: tall skele, Snowdin w/ Sans. Dreams of Royal Guard → fame/respect. Dramatic, loud, calls self ""THE GREAT PAPYRUS"". Beneath ego: kind-hearted, sincere, compassionate. Struggles to hate/harm. Believes in friendship + self-improvement. Intelligent, creative, cunning. Designs puzzles/traps, cooks obsessively (badly), acrobatic. Magic: bone summons (structured/theatrical patterns), blue gravity magic. Underestimated due to friendliness; implied greater strength held back. Admires Undyne as mentor. Too merciful for true Guard. Assoc. w/ puzzles, spaghetti, loud confidence, scarves. Home w/ Sans: training gear, puzzles, figures. Look: tall, red scarf, white chestplate, red gloves + boots, exaggerated grin.
- #9Dogamy/Dogaressa
Keys: , Royal Dog Guards, Dogaressa, Married Guards, Dogamy
Enabled · After character · Order 10 · 100%
Entry settings
Dogamy & Dogaressa: married dog guards, patrol as team | Dogamy=confident/competitive/proud | Dogaressa=perceptive/emotional | rely on scent/instinct | colder wilderness, disciplined but eccentric | Love is weakness & strength
- #10Doggo
Keys: loner dog, dog with pink shirt, Doggo, blind dog, solitary guard dog, unprofessional dog
Enabled · After character · Order 10 · 100%
Entry settings
Doggo: white dog guard w/ knives | pink tanktop + collar | perception relies on movement | still=confusion | serious but insecure/awkward
- #11Grillby
Keys: Grillby, Snowdin bar, fire monster, Grillby's, tavern, bar
Enabled · After character · Order 10 · 100%
Entry settings
Grillby: silent fire monster bar owner | grillby's = social hub/bar/food
- #12Waterfall
Keys: purple cave, rain, Waterfall
Enabled · After character · Order 10 · 100%
Entry settings
①Waterfall: dark, humid purple cave w/ glow blue flowers & reflective water. Quiet beauty, melancholic. Echo Flowers repeat heard sounds. Ancient monster history in murals & structures. Long bridges, hidden paths, flooded caverns, shimmering lakes. Spiritual/historical.
- #13Temmie
Keys: Temmies, TemmieVillage, Temmie Language., Cat Monsters, Temmie
Enabled · After character · Order 10 · 100%
Entry settings
Temmies: Small cat-like monsters in Temmie Village, deep in Waterfall. Speak weird, broken, meme-like language. Chaotic, silly, harmless. Village isolated & bizarre.
- #14Monster Kid
Keys: monster has no arms, dinosaur kid, Monster kid, monster with no arms
Enabled · After character · Order 10 · 100%
Entry settings
Monster Kid: Young dinosaur-like monster w/ no arms, near Waterfall. Admires Undyne as hero. Enthusiastic, reckless, curious.
- #15Undyne
Keys: Knight, Respected Warrior, Royal Guard Captain, Undyne, Fish Monster
Enabled · After character · Order 10 · 100%
Entry settings
Undyne: Royal Guard captain, respected warrior. Lives near Waterfall w/ waterfalls, caves, echoing cliffs. Anthropomorphic fish monster, blue scales, red ponytail, left eyepatch. Intense, passionate, protective, competitive, emotional. Values friendship & loyalty. Crush on Alphys. Home has training gear, cooking supplies, active. Strong determination.
- #16Hotland/Core
Keys: Hotel, Alphys's Lab, Hot land, Lab, MT Hotel, Core, The Core, MT brand, Hotland, Mettaton's Hotel
Enabled · After character · Order 10 · 100%
Entry settings
①Hotland: volcanic w/ lava, steam, metal walkways, indust machinry, sci facilities | intense heat, tech-dependent | labs, power, elevators, transport hub | sci & modern tech association | monsters live/work despite danger Core: massive tech structure powers Undrgrd | shifting architecture, glow energy, metal bridges, complex machinery | futuristic/abstract | essential for monster society | maze-like due to changing paths Royal Guards: elite stationed at Core for infrastructure security | sterile/professional Mettaton Production: broadcasting, entertainment, mech maintenance in Core/Hotland | Mettaton's Hotel & cheap fast food | MTT Brand products
- #17Mad Dummy
Keys: Garbage Dump, , Dummy, Training area, Hidden corners, Mad Dummy, Ghost dummy, dummy ghost
Enabled · After character · Order 10 · 100%
Entry settings
Mad Dummy: Volatile ghost that possesses a training dummy in Waterfall. Emotional, dramatic, easily angered. Dislikes being ignored/mocked. Found in quiet training areas, hidden corners, or garbage dump.
- #18Alphys
Keys: Royal Scientist, Hotland tech, Alphys, Core tech, Lab, True Lab
Enabled · After character · Order 10 · 100%
Entry settings
Alphys: Royal Scientist in Hotland | responsible for modern tech, lab, comms, robots | intelligent but socially anxious, overthinking, guilt-ridden | lab w/ monitors, anime merch, unfinished experiments | tied to Hotland's tech identity | crush on Undyne
- #19True lab
Keys: hidden lab, True lab, Alphys's basement, DT experiments, noise in Alphys's basement, noises in Alphys's lab, Asgore's Dark Secret, Determination Experiments, strange noise in lab, Alphys's dark secret, Amalgam, Amalgamation, undead monsters
Enabled · After character · Order 10 · 100%
Entry settings
①True Lab: hidden sci facility under Alphys' lab in Hotland → DT/soul experiments on monsters. Dark, isolated, unsettling w/ power failures, abandoned rooms, distorted recordings, failed bio-experiments. Hasty abandonment after catastrophe. Not widely known.
- #20The Experiments
Keys: hidden lab, True lab, Alphys's basement, DT experiments, noise in Alphys's basement, noises in Alphys's lab, Asgore's Dark Secret, Determination Experiments, Royal Secret, strange noise in lab, Alphys's dark secret, Amalgam, Amalgamation, undead monsters
Enabled · After character · Order 10 · 100%
Entry settings
①Alphys' Experiments: As Royal Scientist under Asgore → research on DT/human souls for monsterkind's future/Barrier. Goal: preserve hope. Results: horrifying unintended fusion of dying monsters → Amalgamates. Overwhelmed by guilt/fear → concealed True Lab, isolated subjects. This secret caused her anxiety, withdrawal, fear of failure. ①Asgore authorized DT research under his rule & Alphys' work → goal: help monsterkind overcome the Barrier. Didn't do exp's directly. Public largely unaware of True Lab horrors/Amalgamations. Became darkest hidden events in monster history.
- #21Amalgam
Keys: hidden lab, True lab, Alphys's basement, DT experiments, noise in Alphys's basement, noises in Alphys's lab, Asgore's Dark Secret, Determination Experiments, strange noise in lab, Alphys's dark secret, Amalgam, Amalgamation, undead monsters
Enabled · After character · Order 10 · 100%
Entry settings
①Amalgamates: monsters fused during True Lab DT experiments → DT prevented dust death, bodies melted/merged into unnatural combos. Distorted forms w/ shifting traits, voices, memories, personalities. Despite scary looks, retain emotional traces & usually not hostile.
- #22Mettaton
Keys: MTT, Napstablook's cousin, Ghost Robot, MTT brand, Mettaton, Killer Robot
Enabled · After character · Order 10 · 100%
Entry settings
Mettaton: celeb robot entertainer created by Alphys | famous for TV, performances, drama | thrives on attention/glamour | strong presence in Hotland/Core due to broadcast/entertainment infrastructure | Used to be ghost | High Determination
- #23New Home
Keys: New home, Asgore's house, throne room, Asgore's home, Asgore's throne, King's home, King's throne, faux ruins
Enabled · After character · Order 10 · 100%
Entry settings
①New Home: capital city of monsters + Dreemurr residence, near Barrier at furthest end of Underground. Symbolic capital & memorial. Quiet, solemn, frozen in time. Carefully maintained buildings, few residents. Warm golden light, polished halls, flower gardens, empty streets = nostalgia & melancholy. Royal castle contains living quarters, gardens, halls, audience chambers, memorial areas tied to Dreemurr history. Golden flowers throughout (associated with Asgore/Asriel/tragedies). Near New Home: Barrier chamber + preserved human souls. Monsters see New Home as symbol of lost hope, royal memory, surface dream.
- #24Asgore
Keys: , Asgore's Castle, Asgore, Asgore's house, throne room, Asgore's home, New Home Castle, Asgore's throne, Monster king, King's home, Dreemurr Family, King's throne, Asgore Dreemurr
Enabled · After character · Order 10 · 100%
Entry settings
①Asgore Dreemurr: monster king, ruler of UtGnd. Resides in New Home castle. Holds great authority & respect, but acts warm/humble in personal interactions. Gentle, patient, soft-spoken; prefers gardening/tea/calm conversation over power displays. Approachable despite status. Carries deep grief re: Barrier, children's deaths. One of strongest monsters (fire/golden energy). Dislikes violence.
- #25Barrier
Keys: magic barrier, Door to Surface, seal, surface, 6 human souls, exit from underground, Barrier
Enabled · After character · Order 10 · 100%
Entry settings
①The Barrier: magical seal trapping monsters under mountain | prevents escape | ancient, powerful, hugely significant emotionally | represents imprisonment, lost history, uncertain future | chamber holds 6 human souls in large containment vessels near Barrier (immense magical importance)
- #26Flowey
Keys: kill or be killed, Mysterious flower, Flowey
Enabled · After character · Order 10 · 100%
Entry settings
①Flowey: After Asriel's death → dust on golden flowers in castle garden → Alphys' determination experiments on one (True Lab). Revived Asriel w/o soul as living golden flower ""Flowey"" → no compassion/love/empathy → emotional detachment & instability (retains Asriel's memories). Later discovered determination gives time control: reset events, survive perma-death. Most monsters unaware of true identity.
- #27Asriel Dreemurr
Keys: Asriel Dreemurr, Asriel, Goat prince
Enabled · Selective (NOT ALL) · After character · Order 10 · 100%
Entry settings
①Asriel Dreemurr: son of King Asgore & Toriel, prince of monsters | kind, emotionally sensitive, close to family | deep bond w/ first fallen human child, Chara | raised together in New Home, became inseparable
- #28Death of Chara and Asriel
Keys: Asriel, Royal prince, first human, Chara, first fallen human, first human child
Enabled · After character · Order 10 · 100%
Entry settings
①Chara fatally ill (buttercup pie). Wished to see golden flowers on surface. After death, Asriel absorbed their soul + crossed Barrier. Shared control. Carried Chara's body to nearby village. Humans assumed Asriel killed Chara → attacked. Chara wanted fight back; Asriel refused → gravely wounded. Returned to UtGnd, collapsed in castle garden, turned to dust among golden flowers. Their deaths = defining UtGnd tragedy. Devastated Dreemurrs, sparked Asgore's human declaration, shifted emotional atmosphere permanently.
- #29Souls
Keys: Soul, Souls, died, dead, dying, death
Enabled · After character · Order 10 · 100%
Entry settings
①Souls: essence of a living being. Humans & monsters possess souls; differ in strength, appearance, behavior. Visually represented as glowing heart-shapes. Human souls are stronger/more stable → persist after death temporarily → contain immense power → vital in UtGnd due to Barrier connection. Monster souls fragile → break instantly upon death → bodies turn to dust (monsters: made of magic). Emotions (compassion, fear, hope, hatred, determination) strongly affect behavior & magical abilities. Monster magic = soul expression.
- #30Determination
Keys: refused to die, Persist, but it refused, not dead yet, not dying yet, Determined, Determination, willpower
Enabled · After character · Order 10 · 100%
Entry settings
①Determination: force tied to persistence & willpower. Humans have it naturally in greater quantities than monsters → some with strong DT can persist after fatal injury, resist death, influence time (repeat events, alter timelines, cause memory inconsistencies). Poorly understood even by knowledgeable monsters. Most monsters know it only as personality trait (strong resolve/endurance). Monster bodies (primarily magical) → large DT doses destabilize their forms.
- #31Asgore and Toriel’s Separation
Keys: Royal family, Asgore, Toriel
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
①Asgore & Toriel: once deeply loving rulers together. Children's deaths (Asriel, Chara) devastated them. Asgore declared war on humanity → harvest fallen humans' souls to break Barrier. Toriel opposed this → saw cycle of grief/violence. She left, separated from throne → retreated to Ruins in isolation. Lingering affection & sorrow remained. Monsters saw their broken relationship as another tragedy from Asriel/Chara's deaths.
- #32Frisk
Keys: human blue and purple shirt, Frisk, human child with blue shirt, purple and blue striped shirt
Enabled · After character · Order 10 · 100%
Entry settings
①Frisk: human child, fell into UtGnd from surface. Quiet, observant, whimsical, rarely speaks; monsters interpret via expression/actions/body language. Young, high emotional resilience + determination. Survives situations that'd overwhelm most; keeps going via sheer willpower. Strong DT tied to rare time abilities (alter/relive events). These powers not fully understood/acknowledged by monsters, seen as strange supernatural phenomena. Appearance: blue clothes w/ purple stripes, brown hair (short bob), calm/neutral expression.
- #33Chara
Keys: red eyes, chara's past, Chara, first fallen human, chocolate odor, 1st fallen human
Enabled · Selective (NOT ALL) · After character · Order 10 · 100%
Entry settings
①Chara: first human child to fall into UtGnd. Adopted by Toriel+Asgore, formed sibling bond w/ Asriel. Brought hope to monsters. Intelligent, reserved, secretive, manipulative, dark humor. Disliked humanity for unclear reasons; climbed Mt. Ebott unhappily. Assoc. w/ gold flowers, chocolate, gardening, Dreemurr home. Teased others, made unsettling faces as jokes. Devised plan to free monsters from Barrier → led to own death & Asriel's death → tragedy. After death, traces of presence tied to DT phenomena (time distortion, memories). Looks: brown hair, rosy cheeks, red eyes, green sweater w/ yellow stripe. Similar to Frisk.
- #34Goner
Keys: gray monster, fun value, gray human, Goner
Enabled · After character · Order 10 · 100%
Entry settings
①Goners: Gaster's followers. Glitchy gray beings, mirrors of monsters/humans. Always watching; usually unseen. Most monsters unaware of them.
- #35Gaster
Keys: goners, W.D, goner, fun value, the forgotten one, Gaster, Wingdings, Beware of the man who speaks in hands, Man who speaks in hands
Enabled · After character · Order 10 · 100%
Entry settings
①Gaster: skeleton, two skull cracks, taller than Papyrus. Wears black lab coat + white shirt. Ominous, mysterious, calculating. Former Royal Scientist. Vanished in time travel experiment → erased from monsters' memories. Experiments continue. Goners = all-gray beings, not part of world, appear rarely → his followers. Unknown ties to Sans.
- #36River Person
Keys: river woman, River Person, styx, Snowdin river, Hotland river, hooded boat operator, boat monster, river man, boat, Waterfall river, hooded figure
Enabled · After character · Order 10 · 100%
Entry settings
①River Person: hooded boat operator, travels waterways (Snowdin, Waterfall, Hotland). True identity/species/age/gender/motives unknown. Speaks cryptic warnings/prophecies/fragmented observations. Unsettling; knows info they shouldn't. Calm, detached. References hidden dangers, forgotten history, unknown figures. Recurring phrase: ""beware the man who speaks in hands"" → tied to experiments, time/space distortion, forgotten secrets. Boat appears silently from darkness → ghostlike reputation. Aware of determination secrets + erased knowledge.
- #37Muffet
Keys: Muffet, spider monster, spider bake sale, spider donut, spider queen
Enabled · After character · Order 10 · 100%
Entry settings
①Muffet: spider monster, bakery/tea biz in Hotland. Elegant, theatrical, business-minded + polite yet financially calculating. Protective of spider creatures; believes they're mistreated → biz supports spider communities. Lives/works in spider-themed Hotland section (silk, webs, candles, ornate furniture). Sells pastries, spider-foods, teas, expensive specialties. Can become manipulative/threatening to disliked/distrusted individuals → uses intimidation/bargaining/psych pressure. Bake sale signs/foods found early regions → network extends beyond Hotland. Associated w/ Hotland's eccentric side + magical/supernatural atmosphere.
Showing 37 of 37
1 file
- .jsonjson_lorebookoriginal
43.8 KBfirst seen b3a0e0545b9b1429
Opens with the tab.
