Underland Chronicles: Series Information

Fall into the world of the Underland! Looking for information on a particular book in the series? Can’t keep all those creepy creatures straight? Whether you want to look into a prophecy or check out the back story on a character, find the information you need to be an Underland Chronicles expert.

About the Series

The Underland Chronicles
By Suzanne Collins
When 11-year-old Gregor follows his little sister Boots through a grate in the laundry room of their New York apartment building, he discovers a vast, dark Underland beneath the city. It’s a gloomy yet strangely beautiful place where humans have learned to live without the sun, and giant cockroaches, bats, and rats have learned to speak. The humans are influenced by the prophecies of their ancestral leader, Bartholomew of Sandwich, whose words foretell the coming of a Warrior from above who will save the Underland from a variety of perilous situations. Is Gregor that Warrior? And does he care enough about the Underland to risk his life for it?

Books in This Series:

Book 1: Gregor the Overlander
Book 1: Gregor the Overlander


The minute he lands in the Underland for the first time, Gregor is desperate to get home. However, an unexpected quest forces Gregor and his little sister Boots to explore this strange world and befriend some of its unusual inhabitants. Because according to “The Prophecy of Grey,” Gregor may be able to save the Underlanders from destruction and find someone he thought he lost long ago.
Book 2: Gregor and the Prophecy of Bane
Book 2: Gregor and the Prophecy of Bane

Back in New York City, months after his first adventure, Gregor has vowed never to return to the Underland. But the Underlanders need his help again. “The Prophecy of Bane” has come to pass, which means Gregor and Boots must set off on another quest — this time to find and kill an ominous white rat called the Bane before the gnawers kill Boots.
Book 3: Gregor and the Curse of the Warmbloods
Book 3: Gregor and the Curse of the Warmbloods

A terrible plague has broken out in the Underland, as foretold in “The Prophecy of Blood.” Luckily, the prophecy also states that Gregor and a band of questers can find the cure deep in the Jungle. But this time, Gregor’s mother refuses to let him and Boots go . . . until Ripred the rat makes her an offer she can’t refuse. As Gregor’s worlds collide, his fate becomes even more entangled with that of the Underlanders.
Book 4: Gregor and the Marks of Secret
Book  4: Gregor and the Marks of Secret

Life in the Underland has calmed down, and Gregor finds himself enjoying the company of young queen Luxa more and more. There’s no prophecy on the horizon, but trouble is brewing. The mice who saved Luxa’s life are disappearing, and she has vowed to find out why. Gregor joins her on a simple fact-finding mission, only to find himself on a path leading to war and the ultimate prophecy.
Book 5: Gregor and the Code of Claw
Book 5: Gregor and the Code of Claw

The final prophecy, “The Prophecy of Time,” doesn’t mince words. It says the Warrior will be killed. (The Warrior being Gregor, mind.) As an army of rats gathers around Regalia, and more of Gregor’s family joins him in the Underland, Gregor must gather his courage to defend this strange land and face his future. Time is running out for the Underlanders and for Gregor.

Book Plots

Book 1: Gregor the Overlander
Gregor and his 2-year-old sister Boots fall down a hole in their laundry room and discover an underground world populated by giant cockroaches, bats, and a long-hidden civilization of humans. The humans who live in the underground city of Regalia are in a constant and vicious battle with the rats (or “gnawers”). The Regalians believe that Gregor is their Warrior — an Overlander who, according to “The Prophecy of Gray,” will come down from above to lead a team of Underland species on a quest to defeat the rats. The prophecy also refers to “one lost up ahead.” Vikus, the leader of the Regalian Council, believes that this Lost One is Gregor’s father, who’s been missing for over two years. So with Boots, two cockroaches, young queen Luxa, her cousin Henry, and a mysterious (possibly dangerous) rat guide, Gregor mounts a bat and flies to the Dead Land. There, he finds his sick and starving father, who has been held captive by the rats. Before Gregor can bring his father to safety, he must face the treachery of Henry, who has made a pact with the rats for a crown of his own. In the end, the fate of the questers lies in the claws of a bat named Ares, who breaks his bond with Henry to save Gregor’s life. Back in the city of Regalia, Gregor is greeted as a hero, but Ares is treated like a criminal. In order to prevent his savior from being an outcast, Gregor bonds to Ares, vowing to give his life for the bat. Finally, it’s time for Gregor and Boots to go home, but before they leave, Vikus informs them that there’s another prophecy that will bring Gregor back to the Underland again.

Book 2: Gregor and the Prophecy of Bane
Up in New York City, life is tough for Gregor’s family. The Underland seems far away. But it isn’t. While sledding with Boots in Central Park, Gregor turns around just in time to see a giant cockroach drag his sister underground. He races after them, down into the familiar caverns of the Underland. His bat bond, Ares, takes him to Regalia, where he learns that Boots needs special protection. “The Prophecy of Bane” claims that Gregor must destroy a rare white rat who is the key to the gnawers’ power. In the meantime, the rats will try to kill a “baby” in order to make Gregor lose his will to fight. The “baby” is Boots, of course. So Gregor joins another team of Underlanders, including loyal cockroach Temp, the dark and moody Ares, and the arrogant queen Luxa. This time, their guide is a rat named Twitchtip, who has an amazing sense of smell. They’ll need her to find their way through the Labyrinth deep in the land of the gnawers, where the Bane is hidden. After a dangerous trip across the vast Waterway, and a dreadful fight with serpents and rats, Gregor finds the Bane, only to discover that he’s a little baby whose mother has just been killed. Could this be the “baby” of the prophecy? No matter what, Gregor can’t kill him. Instead, he brings him to Ripred, the brave rebel rat who lives in the Dead Land. By the time Gregor and Ares get back to Regalia, they’ve lost Luxa, Temp, and Twitchtip. Plus, the Regalians are less than pleased. The remaining questers find themselves on trial for treachery. It’s a close call, but Nerissa (the new queen) realizes that the prophecy had been misinterpreted. Saving the Bane was the right thing to do. With a heavy heart for his missing friends, and another prophecy from Nerissa, Gregor and Boots head back home again, just in time for Christmas.

Book 3: Gregor and the Curse of the Warmbloods
Gregor’s been studying “The Prophecy of Blood” ever since he left Regalia last time. It tells of a plague that will threaten all the non-insect creatures that live in the Underland. And, of course, it also tells of a warrior (Gregor) and a princess (Boots) that will find a cure. When he gets word from Vikus that the plague has erupted, Gregor knows they must return to the Underland and save their friends. But his mother only agrees to let them go on one condition — she goes with them. When they arrive in the Underland, Gregor discovers the horror of the plague and the desperation of its victims, including his bat bond Ares. Suddenly, his mother is infected too. And so . . . another team, another quest, this time into the Jungle, with a human guide named Hamnet. On their way to the Vineyard of Eyes, where the cure is to be found, they’re overjoyed to discover Luxa and her bat Aurora, who were rescued by a community of mice. The questers arrive at the Vineyard and collect the plants that will cure the plague, only to realize that the prophecy has been misinterpreted, possibly on purpose. When they return to Regalia, they find their suspicions are correct: Solovet, who is Vikus’s wife and leader of the Regalian army, has developed this plague as a weapon to use against the rats. The contagion was accidental, but Gregor’s quest, his mother’s sickness, and the loss of his comrades on the quest was all the result of an attempt to cover up the truth. On this quest, Gregor has learned that he is a “rager” — a fighter of extreme and unconscious ability. A killing machine. With his mother recovering in a Regalian hospital and his sword stained with blood, can Gregor ever truly go home again?

Book 4: Gregor and the Marks of Secret
While Regalia has relaxed into an apparently peaceful time, Gregor is hopping back and forth between worlds, visiting his mother in the Underland hospital and helping his father run their household in the Overland. He finds himself enjoying the company of queen-to-be Luxa more and more. When she gets a disturbing message from her mice friends, Gregor agrees to join her on a quick trip to see what’s wrong. The mice are all gone, but Gregor and Luxa find a disturbing clue: the Mark of Secret, which means death. As they pursue the mystery of the missing mice, Gregor and Luxa discover a horrific truth: the rats, led by the fully-grown Bane, are determined to exterminate the mice completely by driving them into the Firelands and leaving them to be killed by the gas and lava of the giant volcanoes. Luxa vows to get revenge for the murdered mice, which is tantamount to a declaration of war between the humans and the rats. And war it shall be. The fighting begins in the Firelands, but Gregor is sent back to Regalia to claim the sword of Bartholomew of Sandwich, and learn the sober truth of the final prophecy.

Book 5: Gregor and the Code of Claw
“The Prophecy of Time” says that the Warrior will be killed. Gregor has Bartholomew of Sandwich’s sword, and he plans to use it to defend Luxa and his other Underland friends from the rats who have joined the evil Bane. While he’s facing certain death, Gregor gets a surpise—the arrival of his other little sister, Lizzie. It turns out she has a role to play in this prophecy, using her amazing puzzle-solving ability to crack the code used by the rats to send secret messages. When the humans know exactly what the rats are planning, they can win the battle. But to win the war, the final prophecy must be fulfilled. Or must it? Again, the interpretation of prophecy is called into question, as Gregor finds himself alive in spite of rumors to the contrary. But their losses have been severe. In particular, Gregor’s bat bond (and good friend) Ares died so that Gregor would have the chance to kill the Bane. But the ultimate quest for peace between the humans and the rats of the Underland is a success. Queen Luxa and King Ripred have declared more than a truce — they’ve bonded, vowing to die for each other. It’s a strange alliance, but a strong one. Has Gregor the Warrior put down his sword forever?

Settings

Regalia: The original city of the human settlement, founded by Bartholomew of Sandwich in the 1600s, Regalia is ruled by a royal family (Vikus, Solovet, Luxa, and Nerissa). They live in a great fortress palace, surrounded by a settlement and farmland. The palace is accessible only by an elevator platform, or by bat. Inside the palace you’ll find the High Hall, the Museum, and Sandwich’s Room, filled with the carvings of his prophecies. There is also an arena where flyers practice fighting maneuvers.

New York City: Gregor’s home in the Overland, where he lives in an apartment with his mother, father, grandma, and two little sisters. His next door neighbor is Mrs. Cormaci. Gregor has found entrances to the Underland in the laundry room of his apartment building and under a rock in Central Park.

The Dead Land: Forsaken by all the creatures of the Underland, this barren land of tight tunnels is home to Ripred and his small band of rebel rats. Gregor travels through the Dead Land in Book 1 to find his father.

The Waterway: The largest body of water as yet discovered in the Underland, it is so vast a bat cannot even cross it. There are two gateways from the Overland that lead to the Waterway.

The Labyrinth: In Book 2, Gregor travels to the Labyrinth, a maze of tunnels deep in rat territory, to find the Bane, a rare white rat who is the key to the rats’ power. Along the way, Gregor is separated from many of his friends. Play the Labyrinth Game now!

The Uncharted Lands: Many areas of the Underland have not been charted by humans and their allies. This vast unexplored region is often used as a threat by one species against another: to be exiled into the Uncharted Lands is a serious punishment indeed.

The Fount: Another human settlement in the Underland, the Fount is more peaceful because it is farther from rat territory. The Fount is ruled by Luxa’s Uncle York, and is home to her cousin Howard. The humans of the Fount provide land and grain for a settlement of mice.

The Jungle: Far from human settlement, the Jungle is home to carnivorous plants and dangerous creatures, including twisters (snakes), poisonous frogs, and giant hissers (lizards). The Jungle is also very close to cutter (ant) territory, and home to a small group of mice. Deep in the Jungle is the Vineyard of Eyes, which was believed to be where the plague first began, and where the cure could be found. 

The Arch of Tantalus: The entrance to a path leading into the Jungle, named after an ancient Overlander who was tortured for eternity for committing a great crime. This is where Gregor meets Hamnet, Solovet’s son who has exiled himself as punishment for a sin of his own.

The Garden of the Hesperides: An apple orchard planted by the first human settlers, the garden was given to the rats as a gesture of peace long ago. But in more recent times, Solovet sent her son Hamnet to lead a sneak attack on the rats as they gathered apples and played in the orchard. During the attack, a dam was accidentally destroyed, and everyone in the garden was drowned, including pups. After this horrible massacre, Hamnet went into self-exile in the Jungle.

Hades Hall: One of the deepest parts of the Underland, Hades Hall runs under Regalia, from the Swag (a tunnel near the Fount) to the Firelands. It is not often visited by humans, although fireflies and other creatures live there. The rats are driving the mice to Hades Hall to exterminate them.

The Firelands: A dangerous land filled with volcanoes and violent thermal winds. The rats have led a large group of mice here to die in the hot lava and poison gas. This is where the final war between the humans and the rats begins.

Characters

Gregor: The main character of the series, Gregor is 11 years old when he first falls through a grate into the Underland. In spite of the prophecies, Gregor is a reluctant Warrior, who is often caught without a sword in the early books. Later, however, he discovers that he’s a “rager” — a fighter who turns into a virtual killing machine during battle. Juggling his lives in two very different worlds, Gregor’s main focus is on protecting his family and his newfound Underland friends. As his own fate becomes more and more entwined with that of the Underlanders, he begins to wonder if he can ever truly go home again. Especially when he starts to care for Luxa, the arrogant young queen-to-be.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Boots (Margaret): Gregor’s little sister is 2 years old at the start of the series. We watch her grow out of diapers and learn to speak throughout the books. Friendly and unafraid, Boots merrily joins in on almost every quest through the dark and threatening Underland. The cockroaches worship Boots, partly because they think she is a princess of legend. But it is also Boots’s ability to tell the cockroaches apart and her uninhibited love for them that sets her apart from other humans, who tend to despise the “crawlers.” In fact, Boots has never met an Underlander of any shape or size that she doesn’t like!

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Mom: Gregor’s mother, who is also known to the crawlers as “Maker of the Princess and Most Fearsome Swatter.” She goes down to the Underland in Book 3 and stays until the end of the series.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Dad: Gregor’s father, who was the first to fall into the Underland, and was held captive by the rats for more than two years before Gregor saved him. It takes him quite a while to recover from the sickness and starvation of that time.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Lizzie: Gregor's 7-year-old sister. Sensitive, shy, and smart, Lizzie is afraid of many things. Even when her mother is down in the Underland, she can’t make herself go down through the gateway. But her affection for Ripred (even before she met him) and her eventual leap into the unknown show that this is a girl with heart as well as brains. Finally, her puzzle-solving ability is essential to cracking the Code of Claw.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Grandma: Gregor’s grandmother lives with his family in their small apartment. She isn’t very strong, and her mind wanders a bit, so she requires constant supervision.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Mrs. Cormaci: Mrs. C lives next door to Gregor’s family and pays Gregor to do odd jobs for her. A tarot-card reader, she always seems to know exactly when Gregor needs a fresh-baked lasagna or a new pair of shoes.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Luxa: The future queen of Regalia (as soon as she turns 16). Arrogant, brave, and strong, Luxa is a lot like her grandmother, Solovet. But she’s got the reason and patience of her grandfather Vikus as well, which sometimes makes her think twice before causing harm. With her bat Aurora, Luxa is an excellent fighter. While at first she bristled at Gregor, they eventually become friends, and maybe even more. In the end, she is the ultimate arbiter of peace between humans and rats.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Vikus: Leader of the Regalian Council, which is ruling the city until Luxa comes of age to be queen. Vikus is Luxa’s grandfather. A pacifist, Vikus is reluctant to use force (ironic, since his wife is leader of the army). He always hopes for a diplomatic solution to every problem.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Solovet: The wife of Vikus and grandmother of Luxa, Solovet is the head of the Regalian army. Although she is strong, brave, and often kind, her fierce hatred of the rats has caused her to do many terrible things.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Henry: Luxa’s cousin and Nerissa’s brother. His plan to join with the rats and eliminate the crawlers and spinners was foiled by his own bat bond Ares, who chose to save Gregor’s life over his human bond’s.

This character appears in:
Book 1: Gregor the Overlander

Nerissa: Luxa’s cousin and Henry’s sister. She is next in line for the throne of Regalia (if something should happen to Luxa). Unlike her queenly cousin, Nerissa is physically weak and perhaps mentally unstable. She sometimes sees visions of the future and spends a lot of time in Sandwich’s room, reading and interpreting his prophecies.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Hamnet: Son of Vikus and Solovet, father of Hazard. He is the questers’ guide through the Jungle as they search for the cure to the plague of the warmbloods. He is living a life of self-imposed exile as punishment for drowning hundreds of rats (including innocent pups) at the Garden of Hesperides.

This character appears in:
Book 3: Gregor and the Curse of the Warmbloods

Hazard: The 7-year-old son of Hamnet (and grandson of Vikus and Solovet), Hazard grew up in the Jungle with his father. Because his mother was an Overlander, Hazard is considered a “Halflander.” Growing up in the Jungle surrounded by various creatures and very few humans, Hazard developed the incredible ability to learn and speak the language of any creature he meets. This ability proves invaluable to Gregor and the other humans who are looking for a way to end war among the species.

This character appears in:
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Mareth: One of Regalia’s top soldiers, Mareth trains Gregor to use a sword and fly a bat. He is also a very good friend, who always comes to Gregor’s aid and gives him sound advice.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Howard: One of Luxa’s older cousins, Howard grew up at the Fount, where his father, York, is ruler. He is a healer and knows much about boats and water. He joins the quest for the Bane, as well as the search for the missing mice in Book 4. His abilities as a healer keep him away from the battlefield and in the Regalia hospital.

This character appears in:
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Bartholomew of Sandwich: A stonemason who lived in England in the 1600s, Sandwich had a vision of an underground world. He and a group of followers sailed to America and found the Underland. They established the first colony of settlers in Regalia (previously home to the giant moles known as “diggers”). Throughout his life, Sandwich recorded his many visions of the future by carving them as poetic prophecies into the walls of a special room in the palace. Generations of Regalians have studied and lived by these prophecies.

This character is mentioned in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Ripred: A rebel rat with a heart of gold (sometimes), Ripred is a trusted ally of Vikus. First recruited to guide the questers through the Dead Land, it is eventually acknowledged that no quest can be a success without this intelligent, brave, and vicious gnawer. His favorite dish is shrimp in cream sauce, although he’ll eat just about anything. Ripred is fighting for peace, in spite of having lost two of his pups at the Garden of Hesperides massacre. His one goal is to become King of the Rats and form an alliance with the humans. Even though he admits that he thinks the prophecies of Sandwich are a lot of hooey, he often bends them to suit his purpose.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Twitchtip: A rat who has been rejected by her species because she is a “scent-seer,” which means she has an amazing sense of smell. She can even discern colors with her nose, from long distances. She guides Gregor through the Labyrinth to the Bane in Book 2, and helps Luxa escape the Labyrinth (as related in Book 3). In Book 5, we hear she has died as the rat’s captive.

This character appears in:
Book 2: Gregor and the Prophecy of Bane

Lapblood: A female rat and mother of two. Lapblood joins the quest to find the cure for the plague because her pups are sick with it. Later, she gathers a rat army to join Ripred in fighting the Bane. She and Gregor have a special bond ever since Gregor took care of her when her mate, Mange, died in the Jungle.

This character appears in:
Book 3: Gregor and the Curse of the Warmbloods
Book 5: Gregor and the Code of Claw

Ares: The strongest of all the bats, Ares can be arrogant and dark. After choosing to save the life of Gregor instead of his own bond, Ares faced exile from Regalia. But Gregor bonded to him, and as the bond of the famous “Warrior,” Ares could never be an outcast. A superb flyer and fighter, Ares makes the perfect battle partner. Together, Ares and Gregor are a deadly team.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Nike: One of the daughters of the bat queen Athena, Nike is intelligent and kind. She is without a bond when we first meet her, but it is likely that she will bond with Howard.

This character appears in:
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Aurora: The golden bat who is bonded to Luxa.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Thalia: A very young bat who was hoping to be bonded to Hazard as soon as they were old enough. Unfortunately, she was killed in the Firelands.

This character appears in:
Book 4: Gregor and the Marks of Secret

Andromeda: Mareth’s bat bond.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Pandora: Howard’s bat bond.

This character appears in:
Book 2: Gregor and the Prophecy of Bane

Tick: A loyal crawler who gives her life defending Boots and the other questers from an army of rats.

This character appears in:
Book 1: Gregor the Overlander

Temp: When Gregor and Boots land in the Underland, Temp the cockroach is one of the first creatures they meet. Later, when it is time to form a party of questers, Temp becomes inseparable from “Princess” Boots, whom he has vowed to protect and love. Temp not only saves Boots’ life on many occasions, he also often provides a simple and wise insight.

This character appears in:
Book 1: Gregor the Overlander
Book 2: Gregor and the Prophecy of Bane
Book 3: Gregor and the Curse of the Warmbloods
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Photos Glow-Glow andZap: Two fireflies who will do anything for food. Their loyalties are shifty, however.

These characters appear in:
Book 2: Gregor and the Prophecy of Bane
Book 4: Gregor and the Marks of Secret
Book 5: Gregor and the Code of Claw

Frill: A hisser (lizard) who lived with Hamnet and Hazard in the Jungle.

This character appears in:
Book 3: Gregor and the Curse of the Warmbloods

Prophecies

The Prophecy of Gray
Beware, Underlanders, time hangs by a thread.
The hunters are hunted, white water runs red.
The gnawers will strike to extinguish the rest.
The hope of the hopeless resides in a quest.

An Overland warrior, a son of the sun,
May bring us back light, he may bring us back none.
But gather your neighbors and follow his call.
Or rats will most surely devour us all.

Two over, two under, of royal descent,
Two flyers, two crawlers, two spinners assent.
One gnawer beside and one lost up ahead.
And eight will be left when we count up the dead.

The last who will die must decide where he stands.
The fate of the eight is contained in his hands.
So bid him take care, bid him look where he leaps,
As life may be death and death life again reaps.

The Prophecy of Bane
If Under fell, if Over leaped,
If life was death, if death life reaped,
Something rises from the gloom
To make the Underland a tomb.

Hear it scratching down below,
Rat of long-forgotten snow,
Evil cloaked in coat of white
Will the warrior drain your light?

What could turn the warrior weak?
What do burning gnawers seek?
Just a barely speaking pup
Who holds the land of Under up.

Die the baby, die his heart,
Die his most essential part.
Die the peace that rules the hour.
Gnawers have their key to power.

The Prophecy of Blood
Warmblood now a bloodborne death
Will rob your body of its breath.
Mark your skin, and seal your fate.
The Underland becomes a plate.

Turn and turn and turn again.
You see the what but not the when.
Remedy and wrong entwine,
And so they form a single vine.

Bring the warrior from above
If yet his heart is swayed by love.
Bring the Princess or despair,
No crawlers care without her there.

Turn and turn and turn again.
You see the what but not the when.
Remedy and wrong entwine,
And so they form a single vine.

Those whose blood runs red and hot
Must join to seek the healing spot.
In the cradle, find the cure
For that which makes the blood impure.

Turn and turn and turn again.
You see the what but not the when.
Remedy and wrong entwine,
And so they form a single vine.

Gnawer, human, set aside
The hatreds that reside inside.
If the flames of war are fanned,
All warmbloods lose the Underland.

Turn and turn and turn again.
You see the what but not the when.
Remedy and wrong entwine,
And so they form a single vine.

The Nursery Song Prophecy
Dancing in the firelight,
See the queen who conquers night.
Gold flows from her, hot and bright.
Father, mother, sister, brother,
Off they go. I do not know
If we will see another.

Catch the nibblers in a trap,
Watch the nibblers spin and snap.
Quiet while they take a nap.
Father, mother, sister, brother,
Off they go. I do not know
If we will see another.

Now the guests are at our door
Greet them as we have before.
Some will slice, and some will pour.
Father, mother, sister, brother,
Off they go. I do not know
If we will see another.

The Prophecy of Time
The war has been declared,
Your ally been ensnared.
It is now or it is never.
Break the code or die forever.

Time is running out
Running out
Running out.

To the warrior give my blade.
By his hand your fate is made.
But do not forget the ticking
Or the clicking, clicking, clicking.
While a rat's tongue may be flicking,
With its feet it does the tricking.
For the paw and not the jaw
Makes the Code of Claw.

Time is standing still
Standing still
Standing still.

Since the princess is the key
To unlock the treachery,
She cannot avoid the matching
Or the scratching, scratching, scratching.
When a secret plot is hatching,
In the naming is the catching.
What she saw, it is the flaw
Of the Code of Claw.

Time is turning back
Turning back
Turning back.

When the monster's blood is spilled,
When the warrior has been killed,
You must not ignore the rapping,
Or the tapping, tapping, tapping.
If the gnawers find you napping,
You will rot while they are mapping
Out the law of those who gnaw
In the Code of Claw.

Prophecy of the Peacemaker
On soft feet, by none detected,
Dealing death, by most rejected,
Killed by claw, since resurrected,
Marked by X, two lines connected.
Finally, they intersected,
Two lines met, one unexpected.

Creature Glossary

Crawlers (cockroaches): The cockroaches try very hard to stay out of all things warlike. They don’t fight unless they absolutely have to. They trade information for grain with both humans and rats.

Cutters (ants): Living in large armies with an almost psychic group mentality, the cutters hate all warmbloods equally.

Diggers (moles): A giant species, they were thought extinct ever since Bartholomew of Sandwich poisoned their water and drove them out of the land that is now Regalia.

Flyers (bats): Allied for many generations with the humans. In fact, after a certain age, a bat and a human may form a bond, vowing to die for one another.

Gnawers (rats): Fiercely protective of their land, the rats and humans have been at war off and on for generations. The rats have often persecuted the mice as well, since the humans protect them by giving them land and grain.

Hissers (lizards): This very rare Jungle species is not often seen by humans in the Underland.

Killers (humans): Most of the creatures of the Underland refer to humans as “killers” (at least in their own language). Ever since their arrival in the 1600s, the humans have fought with creatures and destroyed their homes in order to build their own settlements.

Nibblers (mice): As much as possible, the mice try to keep to themselves, although the persecution of the rats has forced them to look to the humans for protection and help.

Serpents: These tentacled sea creatures have no known cousin in the Overland. Their suckers are poisonous and they will attack anyone traveling over their deep seabeds on the bottom of the Waterway.

Spinners (spiders): Like the cockroaches, the spinners are reluctant to take sides in any human/rat battle. They prefer to play both sides so they always win.

Stingers (scorpions): Another rarely seen creature, the scorpions keep to themselves, living in fear of the humans who have always been their enemy.

Twisters (snakes): Allied to no other group, the twisters live mostly in the Jungle.

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