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Not necessary to read all of this! Not necessary to follow all links!

The world of Hollow Knight takes place in the land of Hollownest. In the original game, it's a dead world overrun by an
infection that turns people into zombies (essentially). At it's peak, Hollownest was a place of many different cultures, and more
importantly, many different religions. Religion and God worship is one of the most important concepts in Hollow Knight. Most
bugs take great pride in their chosen deities and have dedicated their lives to honoring their Gods. This is often because the
Gods of Hollownest walk the Earth, living among the very people they brought into existence. The defining instance of
Hollownest’s history is the arrival of the Pale King, a God who came to Hollownest and gave the gift of sentience to bugs who
were once lowly animals. In exchange, the King only asked for eternal reverence and a kingdom built in his image that could
never die.
However, these desires would clash with the various cultures that predated the kingdom. As the new Kingdom of
Hollownest began to thrive and grow to the edges of the world, various conflicts over territory and sovereignty would arise
with the indigenous populations. These peoples include the Bees, the Flukes, the Fools, the Mantis Tribe, the ancient Moth
Tribe, the Mushroom Clan, the Snail Shamans, the Spider Tribe, and the Mosskin. [Their respective Gods: Hive Queen Vesta,
none/unknown, none/unknown, none/unknown, The Radiance, Mister Mushroom, none/unknown, none/unknown, and Unn.
Other God-beings include Troupe Master Grimm, the Void Entity, and the White Lady who was the mate of the Pale King and
the Queen of Hollow Nest.]
The current setting predates the fall of Hollownest and the infection, but it’s still worth reading about these concepts to
get a better understanding of the world-building.

The Mosskin – The Mosskin are plant-like bugs, worshipers of Unn. Unn is a slug shaped God who
brought the Mosskin and their land of Greenpath alive in a dream. The Mosskin have various temples erected to
Unn. They believe one day she will call them back to her to return to her mind.
The Spider Tribe/The Weavers – The Spider Tribe and The Weavers are both highly intelligent
peoples. Both groups live under one monarchy, and refuse to recognize The Pale King. They have a contention
relationship will all other peoples, and protect their lands with fury and force. The Weavers were said to be able to
create incredible stories, shields, and spells on their looms. (The Weavers specifically are not native to Hollownest as
many others are, and are said to have their kin live in far away kingdoms.) They live in Deepnest.
The Mushroom Clan – They are not bugs nor plants, but mushrooms. They exist as a hive mind, and
possess their own language. They are intelligent but simple, and are loyal to their prophets, and their territory.
They live in the Fungal Wastes.
The Moth Tribe – The moths are an ancient tribe, created by The Radiance. They are trained in the
art of Dream, and many have a natural inclination to magic and dream twisting. They are a passive species, never
taking up combat. They used to worship and live in Hollownest’s Crown, but when The Pale King arrived, they
turned their praise towards him and forgot the Radiance and its teachings overtime. They now live in and oversee
the Resting Grounds.
The Mantis Tribe – Proud and ferocious bugs, natural born fighters. The Mantises are an ancient race
with Lords of their own. They are mysterious and territorial, only allying with those that prove their might in battle.
Even the youngest of the tribe will protect their territory with their lives. They live in the Mantis Village, within the
Fungal Wastes.
The Snail Shamans – A mysterious tribe, with a natural affinity for using soul and creating spells.
They are bound to their mounds, meditating in solitude for generations, while the word changes around them. They
have various meditation mounds across Hollownest.
The Fools – Obsessed with violence and battle, these peoples live in the Colosseum of Fools, where
they fight to the death for glory. They fight for their king, Lord Fool, and various cheering onlookers. A popular
place where foolish adventurers come to die. They live in Kingdom’s Edge.
The Flukes – A fully female race, all descending from one Mother. A simple race whose main goal is to
breed and survive. They have no written culture, and live in obscurity. They live in The Royal Waterways.
The Bees – Honorable, knowledgeable people. Great scholars and great warriors. Their civilization is
purposefully walled from the turmoil of the rest of Hollownest, and they live in welcomed obscurity. The take
residence in The Hive, in Kingdom’s End.
The Grimm Troupe – An extremely mysterious nomadic people who come in all shapes, sizes, and
species. They travel, when called, to perform an ancient ritual. Those who call the ritual and die before it can be
completed, become slaves to the Troupe in their next life. Those who complete this illustrious ritual are granted
eternal prize.
The Kingdom of Hollownest - Unlike many other tribes and smaller civilizations, the kingdom of
Hollownest is incredibly complex. There are industries, trade, robust infrastructure, a social caste constituted by
wealth, and other such modern developments. The bugs of Hollownest are often said to be blinded by petty things
that clashed with the outlooks of other cultures, including wealth and glory. While options were far more limited in
more simplex societies, in Hollownest one could be a banker, a hunter, a guard, a craftsman, a rich elitist, a scholar,
a miner, a builder, an adventurer, and nearly anything one could dream of. If contributing to the success of the
Kingdom and done with respect to the royals, just about any hobby or career would be encouraged. However, any
bug under the King’s rule, from the lowliest peasant to the wealthiest fat cat, would believe Hollownest was the
worthiest Kingdom, supporting its expanse to all edges of the world. Subareas of the kingdom include the Royal
Waterways, The Ancient Basin, The City of Tears, The Crossroads, The Howling Cliffs, The Resting Grounds, Crystal
Peak, and Kingdom’s Edge.
Main Att. Sub Att. Description
• Might is a bug’s strength and physical fitness; determines effectiveness of parries,
Might Load attacks, and all checks involving brute force.
• Load is equal to a bug’s Might rounded down. Determines how much a bug can carry.
Carrying up to one’s load carries no penalty. Carrying more than one’s load and up to
twice one’s load carries a 1 die penalty to all Might or Grace rolls and 1 Stamina tax
on any action costing stamina. Impossible to carry more than twice one’s Load.
• Grace determines how nimble and quick a bug’s movements are. Determines the
Grace Footwork success of dodges and checks involving balance, dexterity, and finesse.
• Footwork is equal to half a bug’s Grace, rounded up. Determines how many squares a
bug can move within enemy threat range without provoking an attack of
opportunity.
• Shell is a bug’s hardiness and constitution, determining their resistance to attacks
Shell Belt Size and maladies. When a physical attack successfully hits a bug, that bug rolls Shell to
soak that damage.
• Belt size is equal to a bug’s Shell rounded down. A bug’s belt holds items for quick
access in intense situations. Bugs can transfer an item for belt to hand (or vice
versa), without spending any Speed.
• Insight is how perceptive and intelligent a bug is. It is used for many magical checks,
Insight Techniqu and any determines the success of tasks involving sharp wit, keen senses, or recalled
e Slots knowledge.
• Technique slots equal a bug’s insight, rounded down. Technique slots determine
how many Arts and Arcana a bug can have readied at once.

Attribute Description
Hunger and Hunger is determined by a bug’s size and traits. Determines how much food a bug must eat to
Belly survive.
Belly is determined by Hunger and represented how sated a bug is. A bug has Belly equal to it’s
maximum hunger or 10. Every rest, a bug loses Belly equal to its Hunger or 10, if it is higher.
Decrease in belly can cause death by starvation. Belly value determines how effectively a bug can
heal and restore its Pools when taking a rest.
Spook and Cute Spook and Cute affect how a bug socializes. It can represent a bug’s appearance, behavior, or even
smell. Determines effectiveness of diplomacy checks. A bug rolls die equal to it’s Spook/Cute value,
and rerolls a failed die if a ‘.5’ is added to the attribute value.
Speed Speed is determined by a bug’s size and traits. A bug may move a number of spaces each turn equal
to its Speed.
Bulk Bulk is how much a bug weighs, if being carried by another bug.
Notches Notches determine how many charms a bug can equip. A bug has a base of 3 Notches, plus their
path ranks.
Absorption Not all bugs have this attribute. After DR and soak has reduced the damaged taken on a successful
hit, absorption reduces the damage taken to 1, plus 1 for every time the damage meets the
absorption score. Also reduces damage to DoT and unsoakable damage.
Size Determined by a bug’s template. Small and average bugs occupy a single square of space; large bugs
occupy a space that is two squares wide in all dimensions.
DR Damage reduction provided by armor. Does not reduce environmental or magical damage.

Pool
How much damage a bu can take before dying. Taking damage reduces Heart pool. When a player
Heart drops to 0 Heart, they enter Death’s Door.
A bug’s reserves of magical power. All spells and some abilities cost Soul. Soul is restored by resting,
Soul if a bug is not starving. Damage deal to an opponent with a melee attack grants 1 soul.
Grants temporary additional pool to Heart. Adding lifeblood does not restore bug to full health.
Lifeblood Lifeblood Hearts are always lost first when taking damage. Lifeblood is lost when resting, rather
than restored.
Grants temporary additional pool to stamina, soul, or stash. Player may choose to pull from Glory
Glory pools or regular pools. Glory is lost when resting, rather than restored.
Represents how much a bug can exert themselves in combat. Most combat actions cost stamina.
Stamina Stamina is replenished at the beginning of a bug’s turn. Additional stamina can be dedicated to
attack and defense rolls.
Some paths give access to the Stash pool. Represents how many materials an incentive bug has on
Stash their person to craft recipes. Base Stash is equal to half a bug’s insight, rounded up.

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