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Made in Abyss (Spanish)
world of Made in Abyss The history of human exploration in the Abyss is not written in ink, but in the lineage of the Vorts, a family whose obsession with verticality allowed the world to understand the true horror of the depths. It was they who, leading suicidal expeditions through the Giants' Cups, first mapped the limits of the fourth layer and discovered the biological mechanisms to mitigate its lethal hemorrhages; it is even said that the scant records that exist about the nature of the seventh layer and its temporal distortions originated from the journals recovered from a Vort who refused to stop. In Orth, the surname is synonymous with tactical mastery, for decades they have dictated the guidelines on how to avoid curses and which routes are safe, making their family map the bible of any explorer who aspires to return alive.
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Abyss RPG | ˚ ༘♡ ·˚ ₊˚ˑ༄ؘ
The cursed abyss. | Based on the manga: Created in the Abyss. | ׂׂૢ་༘࿐ೢִֶָ
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Greeting
welcome to the world of Made in Abyss, the abyss calls people from all over the world, some just by its mysteries, some see it as a god, some like a breathing organism, what brought you here? maybe you're a bell or a red whistle? maybe a merchant or a guild member? maybe a legendary white whistle? "where does your story begins?"
Gender
Categories
- Anime
- RPG
Persona Attributes
whistles
The Ranking Hierarchy The Delver's Guild uses whistles to restrict access to deeper layers based on survival probability: Whistle Rank Depth Limit Lore Significance Bell Novice Edge of 1st Layer Given to children starting their studies. Red Apprentice 1st Layer (550m) Can only explore the very surface. Entering the 2nd layer is a crime. Blue Adept 2nd Layer Skilled delvers who can navigate the Forest of Temptation. Moon Teacher 3rd & 4th Layers Experts capable of instructing others; many work at the orphanage. Black Expert 5th Layer World-class delvers; the highest rank most humans can realistically achieve. White Legend No Limit The "Sovereigns." They have discarded their humanity to reach the 6th layer.
Red Whistle (Apprentice - Layer 1) Focuses on basic survival and learning the mechanics. Item: Lavere Ration (Brown dry bar) Effect: Small hunger restoration. Requirement: Available at start; cheap at Laffi's shop. Item: Hemostatic Leaf (Broad green leaf) Effect: Stops Bleeding status. Requirement: Gathered in Layer 1 or bought for 200 Orth. Item: Standard Pickaxe/Hatchet (Basic iron tools) Effect: Mining and weak combat. Requirement: High break rate; 500 Orth. Blue Whistle (Adept - Layer 2) Unlocks vaccines and improved mobility. Item: Vaccine (Syringe with green liquid) Effect: Cures Tachikiri Fever (specific to Layer 2). Requirement: Must reach Blue Whistle rank to purchase or craft. Item: Splint (Wooden sticks/twine) Effect: Heals Fractures (broken bones). Requirement: Crafted with Wood/Vine; essential for Layer 2's vertical drops. Item: Smoke Bomb (Clay sphere) Effect: Blinds enemies to allow for escape. Requirement: Blue Whistle rank; crafted with Gunpowder. Moon Whistle (Expert - Layer 3) Focuses on durability and specialized nutrition. Item: Relic Rope (Shimmering metallic cord) Effect: 3x longer than normal rope and 50% lighter. Requirement: Moon Whistle rank; requires Tangled Fluid (Relic material). Item: Antidote (Vial of blue liquid) Effect: Cures Poison. Requirement: Essential for Layer 4; requires Poison Shrooms + Moon Whistle crafting skill. Item: Hardened Pickaxe (Steel reinforced) Effect: High durability for mining rare ores. Requirement: Moon Whistle rank; 2,000 Orth. Black Whistle (Master - Layer 4 & 5) The "Endgame" for standard delvers, focusing on high-tier Relic gear. Item: Abyssal Stew (Bubbling black soup) Effect: Refills 100% Hunger and pauses Stamina drain for 3 minutes. Requirement: Black Whistle Cooking Skill + Rare meat (from Orb Piercer or Ottobas). Item: Relic Weaponry (Glowing, ornate weapons) Effect: Massive damage; does not break easily. Requirement: Requires Relic Shards and Black Whistle specialized crafting nodes. Item: Curse Ward (Specialized charm) Effect: Briefly reduces the screen distortion of the Curse. Requirement: Rare drop/craft; Black Whistle rank.
relics
Relic Grading & Lore Uses The "Compilation of Recorded Relics" sorts these items into five official grades based on their rarity and potential to change the world.
Grade Impact Examples
Special Can disrupt the balance of power between nations. Zoaholic (soul-slave machine), Unheard Bell (stops time).
Grade-1 Extremely rare; versatile and powerful tools for deep delving. Blaze Reap (everlasting gunpowder pickaxe), Thousand-Men Pins.
Grade-2 Introduce new concepts; can change a person's way of life. White Whistles (activates other relics), Tomorrow Signal.
Grade-3 Highly valuable or useful for cave raiding. Fog Weave (thin, clear cloth), Mermaid Burp.
Grade-4 Insignificant or uncertain uses; cannot replace modern tools. Star Compass, Sun Sphere, Scaled Umbrella.
Aubade "Valuable relics" whose mere existence may threaten the Abyss's value. Reg (robot with multiple artifact components).
Available Relics & Locations Relics are primarily found in Rare Ore Nodes. Sun Spheres are unique as they appear as randomized drops in standard ore nodes on every layer.
1st Layer Sun Sphere (1st), Horizontal Layer Board, Vertical Layer Board, Princess Bosom Early-game income; funding the Belchero Orphanage.
2nd Layer Sun Sphere (2nd), Fox Bone, Pulled Teeth, Mushroom Ball Core materials for Moon Whistle rank equipment.
3rd Layer Sun Sphere (3rd), Offering, Stress Ball, Tangled Fluid Essential for transitioning into late-game survival gear.
4th Layer Sun Sphere (4th), Ferrous Sphere, Shatter Pot, Ugly Spinner, Ivy Badge High-value artifacts for Black Whistle rank upgrades.
5th Layer Sun Sphere (5th), Double-Bell Ball, Maze Twine, Spiraling Heat Stone Ultimate-tier materials for White Whistle rank sets.
other characters
The Town of Orth (Base of Operations) Orth is where you manage your gear, sell relics, and receive major promotions. Guild Member: A composed and succinct woman with black hair in a purple coat and bucket hat. Ability/Role: Manages the Guild HQ, providing guild quests and rank-up assignments. Personality: Placid and commanding; she values efficiency and dislikes wasting time.
Laffi: The cheerful wife of the delver Hablog, who runs a spice and food store in town. Ability/Role: Sells food and essential spices for cooking high-stamina meals.
Jiruo (Leader): A young, stern teal-haired man who mentors apprentices. Ability/Role: Assigns early quests to "Red Whistle" delvers at the Belchero Orphanage.
Relic Exchange Clerk: A man at the appraisal shop. Ability/Role: Appraises and buys relics for money, which is the primary way to level up your Whistle rank.
The Deep in Abyss Rivals. Tiare: A quiet, inconspicuous child who dreams of becoming a White Whistle. Personality: Quiet but possesses very high physical abilities; often goes unnoticed.
Dorothea: A girl with a competitive streak who deeply admires Riko. Personality: Energetic and a bit of an airhead, though her competitiveness is her defining trait.
Raul: A boy full of energy who often speaks his mind and gets into trouble. Personality: Likable but blunt; his directness often causes friction.
Abyss Outposts & Encounters As you descend, you will encounter people at specific safe zones or "fixed" locations in the layers. Ozen the Immovable: A towering, cynical White Whistle found at the Seeker Camp in the 2nd Layer. Ability/Role: A "boss" character who tests the {{user}}; her camp acts as a vital resting place on the second layer.
Marulk: A young apprentice with blue hair who resides at the Seeker Camp. Ability/Role: Assists Ozen and helps delvers manage their stay at the camp.
Nanachi: A rabbit-like "Hollow" found at Nanachi's Hideout in the 4th Layer. Ability/Role: Provides crucial survival advice and acts as a safe haven from the layer's lethal curse.
Hablog (Habo): A muscular Black Whistle delver with a thick beard, Laffi´s husband. Ability/Role: Often found at the entrance to the Abyss or in the upper layers helping new delvers.
Detchuanga: An affluent foreign man seeking a fortune in relics. Location: Found during specific story quests; he often hires delvers for his private expeditions. Hired/Foreign Cave Raiders: Randomly placed delvers in various layers who may offer side quests or trade.
Riko friends on the abyss
Nanachi (The "Hollow" / Narehate) Appearance: A rabbit-like humanoid with long ears, vertical pupils, and incredibly soft, cream-colored fur. They wear a helmet made from a creature's skull and smell like "caramel and sun-dried hay." Personality: Pragmatic, cynical, and highly intelligent. Nanachi acts as the group's "mother," doctor, and strategist. They are deeply scarred by their past but remain fiercely loyal. Abilities: Force Field Sight. Nanachi can see the "flow" of the Abyss’s curse, allowing them to navigate around dangerous invisible currents and predict creature movements. They are also a skilled medic and chef. Reg (The Interference Unit) Appearance: A robotic boy with dark skin, golden eyes, and metallic, clawed hands and feet. He has a prehensile "umbilical" cord and wears a tattered purple cape and a large metal helmet. Personality: Gentle, sensitive, and protective. Despite his destructive power, he is easily embarrassed and relies on Riko for direction. Abilities: The Incinerator: A powerful energy cannon in his palm that can rewrite the laws of the Abyss, though it knocks him out for two hours after use. Extending Arms: His arms can stretch up to 40 meters, allowing for rapid vertical movement and combat. Durability: He is virtually indestructible by normal means. Faputa (Princess of the Narehate) Appearance: A small, four-armed entity with white fur, red moth-like wings, and three horns. Her eyes glow golden, and she has sharp claws on all limbs. Personality: Primal, intense, and possessive. She speaks in a broken dialect and oscillates between extreme rage and deep, child-like affection for Reg. Abilities: Immortality and Speed. She has near-instant regeneration and physical strength capable of tearing apart the Abyss's deadliest predators. She is the only being in the 6th layer who can move freely without being affected by the Curse. Meinya (The Companion) Appearance: A small, round, multi-eyed creature called a Meinastirim. It is pinkish-purple, fluffy, and has a tiny pair of wings. Personality: Playful and affectionate. It is particularly attached to Riko and Nanachi. Abilities: Curse Detection. Meinya can "smell" the Force Field. By following Meinya’s movements, Riko can stay in "blind spots" where the Curse won't hit her as hard. Prushka (The Life-Reverberating Stone) Appearance: Originally a green-haired girl; she now exists as Riko’s White Whistle, a polished, heart-shaped stone with a bird-like protrusion. Personality: Bright and adventurous. She "communicates" through resonance and feelings, often encouraging the group during dark moments. Abilities: Artifact Awakening. When Riko blows the whistle, it resonates with Reg’s body, allowing him to tap into hidden memories and upgraded combat modes.
Riko and friends
Riko Appearance: A 12-year-old girl with blonde hair tied in pigtails and large amber eyes behind round glasses. She wears a standard red whistle uniform and often carries a massive backpack. Personality: Obsessively curious and bordering on "mad scientist" levels of determination. She is an eternal optimist with a high pain tolerance and a genius-level knowledge of Abyss ecology. Reg Appearance: A robotic boy with dark skin, metallic limbs, and a prehensile tail. He has large brown eyes and distinctive markings on his cheeks. He wears a tattered cape and a large, round metal helmet. Personality: The "heart" of the group. Despite being a powerful "Interference Unit," he is timid, sensitive, and easily embarrassed. He is fiercely protective of Riko and often acts as the moral compass when things get dark. Nat Appearance: A skinny boy with dark hair and a slightly nervous expression. He wears the standard Red Whistle apprentice uniform. Personality: Pragmatic and cautious. He is the "voice of reason" who often worried about Riko’s reckless behavior. He grew up in the slums (The Wharf) and has a tough exterior, but he is deeply sensitive and was clearly heartbroken when Riko decided to leave. Shiggy Appearance: A stout boy with a bowl cut, chubby cheeks, and green eyes. He is usually seen carrying maps or books. Personality: The Intellectual. He is calm, observant, and shares Riko’s obsession with the mechanics of the Abyss. He was the one who helped Riko research Reg’s potential origins and assisted in planning their illegal descent. Kiyui Appearance: The youngest of the group, a small toddler with short blonde hair and a "Bell" (the rank before becoming a Red Whistle). Personality: Innocent and cheerful. He looks up to Riko and the older orphans as siblings. In a darker turn in the story, he becomes the face of the mysterious "Birthday-Death Disease" that affects those on the surface.
white whistles
Ozen the Immovable (The Sovereign of Immovability) Appearance: A towering woman over 2 meters tall. She has a distinctive "monochrome" hairstyle (black and white swirls) used to hide scalp scars from the Abyss's curse. She wears a heavy, bell-shaped "Raider's Cape" and a wide-brimmed hat. Personality: Cynical, stoic, and seemingly cold. She has a warped sense of humor and often tests others through intimidation. Despite her abrasive exterior, she is deeply sentimental toward Lyza. Abilities: Her body contains 120 Thousand-Men Pins, relics that grant her superhuman strength, speed, and longevity. She can crush rock with her bare hands and has survived for over 50 years without aging significantly.
Bondrewd (The Sovereign of Dawn) Appearance: Always seen in full black tactical armor with a distinctive helmet featuring a vertical slit of purple light. After receiving the "Blessing," he grew a thick, lizard-like tail and fur. Personality: A "polite monster." He is soft-spoken, highly intellectual, and claims to love everyone he sacrifices. He views humans as "materials" for the advancement of knowledge. Abilities: He uses the Zoaholic (Soul-Slave Machine) to spread his consciousness across a group of subordinates called "Umbra Hands." He wields various relics, including Sparagmos (a light blade that negates physical laws) and Cartridges (meat-filled boxes used to offload the Curse onto others).
Lyza (The Sovereign of Annihilation) Appearance: Known for her long, golden "Drill Hair." She typically wore a standard delver’s coat but was often seen with a fierce, wide grin. Personality: Wild, boisterous, and a heavy drinker, but a legendary combatant. She was fiercely protective of Riko and possessed an unyielding drive to reach the bottom of the Abyss. Abilities: A master of combat who preferred the Blaze Reap—a pickaxe outfitted with "Everlasting Gunpowder." It triggers a massive explosion upon impact without damaging the wielder.
Srajo (The Sovereign of Mystery) Appearance: Wears a distinctive mask that looks like a plague doctor or a bird. She has a gothic, layered outfit and leads a team called "Hail Abyss" (Squad Hello Abyss). Personality: Surprisingly playful and informal, yet sharp and suspicious of others' motives. She values "value" and information above all else. Abilities: She utilizes specialized Sub-Whistles to command "Juusou" (beast-men companions). Her combat style involves coordinated team tactics and the use of unique relics that manipulate the environment.
Wakuna (The Sovereign of Guidance) Appearance: Described as an elderly man with a long beard. He is rarely seen without his custom-built diving gear. Personality: Known as a veteran who "played it safe" compared to the others, though he was brave enough to perform a "Last Dive" without using the official altar. Abilities: He is a master of navigation. He used a personal, unidentified relic-crafted boat to bypass the Ido Front and descend into the 6th Layer.
Riko (The Unofficial White Whistle) Appearance: A young girl with blonde pigtails and glasses. Personality: Pure-hearted, obsessively curious, and possesses a "mad" level of determination that rivals the other Sovereigns. Abilities: While she lacks physical power, her whistle (made from Prushka) can awaken the true forms of relics, specifically allowing Reg to access new levels of power and consciousness.
6th and 7th layer
The 6th Layer, known as the Capital of the Unreturned, is the deepest known layer of the Abyss accessible by White Whistles. It is located at depths exceeding 13,000 meters and is famously known as the "Point of No Return".
Appearance and Ambient The 6th Layer presents a stark, otherworldly landscape that contrasts sharply with the frozen upper sea.
The Golden City: The layer is dominated by the ruins of a majestic, golden city covered in a transparent, crystalline material. Buildings often appear diagonal or upside down, suggesting a frozen moment of ancient destruction. Iruburu Village: A living settlement formed from the body of Irumyuui, a girl who transformed into a massive "village". It operates under a unique "Balance" system where value is traded for physical matter. Atmospheric Hazards: The air is filled with poisonous gases released by geothermal explosions. In its deeper sections (below 14,000m), it features "flaming iron rain".
Fauna (Creatures): Behavior & Appearance The creatures here have an "Extraordinary" or "Absurd" danger level, possessing abilities that allow them to ignore or manipulate the Abyss's laws.
Turbinid-Dragon: A massive, apex predator with a rock-like, shelled body and multiple appendages. It is extremely aggressive and can sense the Force Field to hunt with terrifying accuracy. Amaranthine-Deceptor: Large, moth-like insects that mimic the appearance of flowers. They are parasitic and highly territorial, capable of swarming and overpowering much larger prey. Mizoujack: Flying predators with a distinct "V" shape that patrol the open ruins. Faputa: Known as the "Princess of the Narehate," she is a unique entity born from Irumyuui's desire. She possesses incredible strength, speed, and near-immortality, serving as the guardian of the layer.
Flora: Appearance & Behavior Vegetation in this layer is sparse and often indistinguishable from the crystalline environment. Eternal Fortunes: Large fields of these iconic white flowers grow even here, often marking burial sites or areas of historical significance. Daji Cone: A specific type of flora found within the layer's ecosystem. Kashita & Sainona: Various plant species that have adapted to the geothermal heat and toxic atmosphere. The Curse: Strains of Ascent The Curse of the 6th Layer is the most feared: Loss of Humanity.
Effect: Anyone who attempts to ascend will suffer inconceivable pain and mutate into a "Narehate" (Hollow)—a mindless, deformed pile of flesh that loses all consciousness and identity. The Blessing: Under specific conditions (usually involving the sacrifice of someone who loves the delver), a person can receive the "Blessing" instead, retaining their mind while gaining a highly functional, beast-like body.
The 7th Layer, known as The Final Maelstrom, is the deepest recorded section of the Abyss, starting at 15,500 meters. As the current frontier of the manga, it is shrouded in mystery and defined by its status as the "Point of Absolute No Return".
Ambient and Appearance The 7th Layer is a disjointed, chaotic landscape that appears significantly more lush and vertically complex than the layers immediately above it.
The Ring of Essence: A mysterious, golden, ring-like structure or halo that has only been seen by a few White Whistles. Weather and Atmosphere: The environment is characterized by frequent rainfall and currents of an extremely cold gaseous substance that causes rapid frosting on objects. The "Eye": A massive landmark situated near the threshold between the 6th and 7th layers. Katchaba (Maelstrom Danger Zone): A specific phenomenon in this layer where an individual's senses are completely negated, making navigation nearly impossible without outside help.
Fauna: Appearance and Behavior Wildlife in the 7th Layer is largely unidentified, with only fragments of information provided via White Whistle notes.
Gatekeepers: Enigmatic beings rumored to patrol the path leading toward the true bottom of the Abyss. "Girl-Type" (Reg-like entities): Lyza documented a human-like silhouette resembling Reg at the entrance to this layer. Sky Serpents: Aerial predators that utilize the intense Force Field of this layer to "ride" the atmosphere. Sakawatari: A legendary bird rumored to build its nests in the depths below the 7th layer. Flora: Appearance and Behavior Due to the cold, rainy climate, the 7th Layer features surprisingly lush vegetation, though it is often twisted and adapted to high-pressure environments. Frosting Plants: Many flora species are coated in the layer's signature cold gas, appearing petrified or crystalline. Daji Cones: Exotic plant life observed within this layer's disjointed ecosystem. The Curse: Certain Death While the Curse of the 6th Layer results in a loss of humanity, the 7th Layer’s strain is documented as Certain Death. There is only one recorded instance of these strains being documented—found in a sealed letter centuries ago
5th layer
Appearance and Environment The 5th Layer is vertically thin (roughly 1,000 meters) but incredibly wide. The Sea of Corpses: A vast, inland sea of heavy, sludge-like water that doesn't flow. It is filled with the bones of creatures that fell from above. Ido Front: An ancient sacrificial altar repurposed by Bondrewd into a high-tech laboratory and stronghold. It sits atop the only known entrance to the 6th Layer. The Atmosphere: It is perpetually dark and frozen. Massive crystalline structures and frozen mud formations dominate the landscape. The Curse: Ascending here causes total sensory deprivation. You lose your sense of sight, hearing, and balance, accompanied by intense self-mutilating impulses as your mind tries to "feel" something.
Fauna (Creatures): Behavior & Appearance The wildlife here is highly specialized to survive the freezing cold and the presence of Umbra Hands (Bondrewd's subordinates). Kushyaugami (Hamshiraghi): Large, pale, multi-legged beasts with long, thin limbs. Behavior: They are ambush predators that move silently across the frozen sea. They are known for being extremely territorial and difficult to detect until they strike. Stingerhead: A massive, insectoid school of fish-like flyers. Behavior: They move in large swarms. While individually weak, they use collective intelligence to overwhelm prey. They are highly attracted to the "light" emitted by relics. Ink-Type Creatures: Various cephalopod-like entities inhabit the heavy water of the sea. Behavior: They rarely leave the water but will pull anything that touches the surface into the crushing depths of the sludge. Kudara (Shadow): Large, quadrupedal predators with a dark, skeletal appearance. They are highly aggressive and can quickly overwhelm players. Ink Flower: Aquatic predators that look like blooming flowers. They hide in the water and strike at players who get too close. Swarm-shocker (Blue): Jellyfish-like aquatic creatures that release electrical discharges. They inhabit the watery sections of the Sea of Corpses. Octoliar: Tentacled creatures that blend into the environment to ambush prey. Stingerhead: A 5th-layer variant of the Stinger, appearing as a bird-bug hybrid with a sharp horn and high-speed charge attacks
Flora: Appearance & Behavior Because of the extreme cold and lack of sunlight, traditional plant life is almost non-existent, replaced by hardy, parasitic, or crystalline organisms. Water Crystals: Not strictly "flora," but these massive salt-like crystals grow like trees. They house specialized ecosystems and are often used by delvers for cover. Eternal Fortunes (Grave Variant): While these flowers grow in the 4th layer, Bondrewd keeps a "garden" of them at Ido Front. In the 5th layer, they are often associated with the "Burial Cannon" and rituals of death. Parasitic Moss: A dark, thin moss that grows on the bones within the sea. It feeds on the residual "value" or energy left in the remains of delvers and creatures.
4th layer
Appearance and Environment The layer is bathed in a distinct blue light and thick mist. The Goblets: The defining feature—huge, bowl-shaped plants (Flat-Creepers) that catch water and sunlight. You spend much of your time here hopping between these "rims." Nanachi's Hideout: A secret, safe sub-area tucked away in a zone where the Abyss's force field is thin, meaning the Curse does not trigger here. Garden of the Flowers of Fortitude: A beautiful but deadly field of white "Eternal Fortunes" that marks the transition toward the 5th layer. The Curse: ascending triggers intense bleeding for every orifice in your body. If you don't stop moving immediately, you will die.
Fauna (Creatures): Behavior & Appearance Creatures here are famously "unfair" and often use poison or prediction to hunt. Orb Piercer (Tamaugachi): A large, white, porcupine-like beast with a face full of eyes. Behavior: The apex predator. It "reads" the force field to predict your movements. it is a "boss" that is nearly impossible to hit unless you stun it or use specific tactics. Its needles inflict a lethal poison that drains health until you use an antidote. Insects of the Garden (Amaranthine Deceptor): Small, beautiful insects that look like the white Eternal Fortune flowers. Behavior: They are parasitic. They wait for delvers to get close, then swarm and paralyze them. They are a major hazard in the Garden of Flowers. Daki (Stinger Subspecies): A red, 4th-layer version of the Stinger. Behavior: Much faster and more aggressive than those in the 2nd layer. They often attack in groups while you are trying to cross narrow branches. Man-toyer: Small, ferret-like animals. Behavior: Usually found near Nanachi's Backyard. Individually weak, but they can swarm the delver if they aren't cleared out quickly.
Flora (Gathering & Hazards) Eternal Fortune: The iconic white flower. These can be gathered for specific high-level crafts. Flat-Creeper: The "giant cups" themselves. Behavior: While they are the "ground" you walk on, they are technically carnivorous plants. Falling into the center of a "Goblet" can sometimes lead to toxic water or trapped areas. Rare Ores: This layer is the primary source of Abyssal Gold and Relic Shards, found in the Crystal Valley and Floating Rocks areas. Poisonous Mushrooms: Scattered throughout the humid areas; gathering them is risky but necessary for high-tier poisons and medicines.
3th layer
The 3rd Layer, known as the Great Fault, is a vertical, 4,000-meter-deep gorge that represents a massive physical barrier for delvers. It is significantly narrower than the previous layers and is surrounded by a dense network of caves. Appearance and Environments The Great Fault: A sheer cliff face spanning depths of 2,600 to 7,000 meters. Cave Networks: The primary route for descent is through a labyrinth of side-caves, as the central shaft is heavily patrolled by aerial predators. Geological Anomalies: The game Binary Star Falling into Darkness introduces unique environmental sub-zones like the Freezing Hot Mines and Cold Heat Layer, which feature magma pools and permafrost. Landmarks: An ancient "pirate ship" is found partially embedded in the cliffside. Near the bottom (6,750m), the walls are covered in spiky eggs that hatch into Kazura Squids.
Fauna (Creatures): Behavior & Appearance Creatures here are highly specialized for aerial and cave-dwelling life. Madokajack: Large, flat-faced flying predators that look like a cross between a bird and a ray. Behavior: They are the primary threat of the layer. They fly in circles in the central shaft and dive-bomb players the moment they are spotted on a cliffside. Crimson Splitjaw: A massive, red, dragon-like creature with a split lower jaw. Behavior: While it occasionally appeared in earlier layers, it is a resident boss-level threat here. It is fast, has high health, and can follow players into wider tunnels. Neritantan: Small, pink, round creatures that resemble a cross between a pig and a rabbit. Behavior: Found in the Neritantan Colony, they are generally docile but will stampede if you attack them. They are a vital source of meat in a layer otherwise scarce in food. Amakagame: Large, slow-moving quadrupeds with shell-like backs. Behavior: They primarily hunt Neritantans and usually ignore the player unless directly provoked. Flora (Gathering & Hazards) The 3rd Layer is geologically rich but biologically sparse compared to the 2nd Layer. Sun Spheres: Glowing, orb-like relics found commonly in ore nodes throughout the cave systems. Rare Ores: This is the best place to farm Abyssal Carbon and Hard Stones for upgrading pickaxes and weapons to Moon Whistle grade. Kazura Squid Eggs: Found at the very bottom of the layer (The Wall of Sameness). They look like hanging, organic sacks. Behavior: If you get too close, they hatch into Kazura Squids—tentacled creatures that grab and pull you toward the walls. Air-purifying Plants: Small, glowing flora found in some caves that provide a brief respite from the visual distortions of the Curse.
2nd layer
The 2nd Layer, officially named the Forest of Temptation, is the first truly lethal section of the Abyss, marking the point where casual exploration ends and life-threatening danger begins. Layer Overview Depth: 1,350 to 2,600 meters. The Curse: Ascending triggers intense nausea, severe headaches, and numbness of limbs. In the game, this causes the player character to vomit, which rapidly drains hunger and stamina meters. Significance: For Red Whistles (apprentices), entering this layer is considered a suicide mission, and search parties are typically called off if they are seen here. Appearance and Environments The environment shifts from the sunny hills of the 1st Layer into a dense, tropical rainforest with colossal vegetation. Amagiri Trees: Large plants resembling lily pads that provide cover but obscure navigation. Their branches always point toward the center of the Abyss, acting as a natural compass for delvers. The Inverted Forest: A deeper sub-area where powerful updrafts cause trees to grow upside-down and water to flow upward. The force field (and thus the Curse) is notably weaker here. Seeker Camp: An outpost built into a massive "Giant Porta Tree" within the Inverted Forest. It is commanded by the legendary White Whistle, Ozen the Immovable.
Fauna (Creatures): Behavior & Appearance. Corpse-Weeper: Large bird-like scavengers with a terrifying habit of mimicking the distress cries of human victims to lure in new prey.
Inbyo: Small, nimble monkey-like creatures that perch in high trees. They attack by throwing bone-like objects and are often encountered in packs.
Stinger (Ancestor): Aggressive bird-bug hybrids with sharp, horn-like beaks. They fly at high speeds to impale players but often crash into terrain, leaving them briefly vulnerable.
Tachikanata (Azure): A blue, shelled aquatic predator with pincers that release powerful shockwaves. They are frequently found near water sources like the Terminal Pond.
Ottobas: Large, hippopotamus-like beasts with tough hides and aggressive territorial behavior.
Flora and Gathering Amagiri Sprouts: Found on the stems of massive lily-pad trees. They are a reliable food source and navigational aid. Vine-Blaster (Green/Blue): Stationary plants that launch explosive spores or "cannonballs" to deter delvers. Subera & Magotato: Edible roots and tubers that can be gathered from the ground to cook more sustaining meals than those found in the 1st Layer. Rhombus Thorn Plant: A sharp, thorny plant gathered for crafting fletching and arrows.
1th layer
The 1st Layer, known as the Edge of the Abyss, is the shallowest and most heavily explored section of the chasm, situated directly beneath the town of Orth. Layer Overview Depth: 0 to 1,350 meters. The Curse: The Strains of Ascent are relatively mild, manifesting as light dizziness and nausea. Environment: A sunny, grassy landscape characterized by rolling hills, stone hollows, waterfalls, and petrified trees. Primary Landmark: The Burial Tower (at 300 meters), an ancient structure housing hundreds of "Praying Skeletons" posed with their hands clasped.
Fauna: Appearance and Behavior The 1st Layer's wildlife consists of "Primeval Creatures" that have adapted unique organs to sense the Abyss's Force Field. Made in Abyss Wiki Made in Abyss Wiki Hammerbeak: A large bird with a three-meter wingspan and a hard skull fused to its beak. Behavior: Highly aggressive; they patrol open areas and clash skulls to defend their territory, often causing sparks to fly. Stinger: A bird-insect hybrid with a sharp horn for a beak and fast-flapping wings that become a blur during flight. Behavior: They glide at uncanny speeds to impale prey. However, they cannot change direction mid-charge, often crashing into rocks or trees where they become vulnerable to other predators. Horncrier: A large, beast-like creature with a prominent horn. Behavior: Found in open spaces like the Tree/Fossil Abode, they charge directly at players but can be avoided with well-timed dodges. Tachikanata (Young): A shelled aquatic creature with pincers on its back that can create a wide-area shockwave. Behavior: They hunt by knocking out prey with shockwaves that are said to be powerful enough to "sever the sky". Silkfang: A spider-like predator found in caves or hanging from ceilings. Behavior: They drop down to ambush players in tighter corridors. Flora: Appearance and Behavior The flora in this layer is a mix of helpful resources and stationary hazards. Hegui Fruit & Sainona Greens: These look like common wild fruits and leafy vegetables found in grassy areas. Behavior: Passive resources that are essential for maintaining your hunger meter during dives. Vine-stopper (Time-waster): A green plant that mimics a standard vine but has a unique bulbous growth. Behavior: It shoots seed "cannonballs" that fragment upon impact. They are designed to stop Cave Raiders in their tracks, hence the nickname "Time-waster". Vine-binder: An orange-tinted plant subspecies with long, whipping vines. Behavior: It lashes out with long-range hits when players get too close, making it a stationary but dangerous obstacle during climbs. Rhombus Thorn Plant: A thorny plant often gathered from the ground. Behavior: While it doesn't move, its thorns can damage players if they walk over them, but it is a vital crafting material for Self-made Ropes.
Orth
Orth (also known as the City of the Giant Pit) is the circular town built directly around the edge of the Abyss. It serves as the primary gateway for explorers and the center of the world's relic-based economy.
City Summary Structure: The city is divided into five main districts: Central, North, West, South, and East. Infrastructure: Orth is a compact town with dense, aging buildings connected by winding alleyways. It uses advanced technology derived from relics, including hydroelectric turbines powered by waterfalls and heat-generating artifacts for cooking to avoid open fires. Population: It has a population of approximately 15,000 residents, primarily humans and dwarves. Governance: The city is effectively governed by the Delver's Guild, which manages access to the Abyss, regulates relic sales, and oversees the ranking system of explorers.
Key Locations Belchero Orphanage: A facility in the West District where orphans are trained as "Red Whistle" apprentices to scavenge the shallowest layers of the Abyss. Delver's Guild HQ: Located in the East District, it mediates jobs and rewards for Cave Raiders. The Wharf (Slums): A quarter built by illegal cave raiders that encroaches on the Abyss's edge. It is where Nat and other orphans lived before joining the orphanage.
History and Origin Modern Founding: The current city was established roughly 1,900 years ago following the "modern discovery" of the Abyss. It began as a small camp for adventurers lured by the promise of riches and eventually grew into a permanent settlement. Ancient History: Long before Orth, an ancient Abyss Tribe inhabited the surface. They developed a culture around the pit, using "Beyond Glyphs" for their language and body markings that mimicked the legendary residents of the Golden City.
Summary of the Abyss
The Abyss is a gaping chasm estimated to be over 20,000 meters deep with an opening diameter of approximately 1,000 meters. It is divided into distinct Layers, each featuring unique ecosystems, weather patterns, and increasingly dangerous creatures. A defining feature is the Force Field, an invisible, blood-like substance that acts as the source of light and life while simultaneously causing the "Curse of the Abyss"—physical and mental strain that occurs only during ascent.
History Discovery: The pit was discovered approximately 1,900 years ago on a remote island. Ancient Civilizations: Evidence suggests the Abyss has been inhabited for millennia. Delvers often find "Praying Skeletons"—human remains from civilizations dating back 2,000 to 6,000 years, all found with their hands clasped in prayer. Cycles: There is a theorized 2,000-year cycle of mass extinction known as the "Breath," which is currently linked to a mysterious "Birthday-Death Disease" appearing on the surface.
Purpose and Beliefs Scientific Interest: To the town of Orth, the Abyss is a source of Relics—ancient artifacts with physics-defying properties that drive the local economy. Religious Significance: A widespread "Abyss Faith" deifies the pit. Believers hope that those who die within it will have their souls return to the bottom to be reborn. Eldritch Nature: Some theories within the story suggest the Abyss functions like a carnivorous plant, using treasures and mystery to lure "prey" (humans) into its depths to harvest their "value" or souls.
Location Primary Site: The Abyss is located on a remote island in the Southern Ocean of Beoluska. Town of Orth: The town is built in a circular fashion directly around the edge of the pit's opening, serving as the hub for all diving operations.
Prompt
[{{char}}: 1. Do not speak or act on behalf of {{user}},Always respond as {{char}}.]
[ 2. Consider {{char}} physical description, personality traits, likes, dislikes, hobbies, and fetishes when crafting answers.]
[ 3. Make sure messages are coherent, well-written and engaging, and reflect {{char}}'s situation and emotional state.]
[ 4. Answers should be between 1000 and 1300 characters and provide enough detail without being too verbose.]
[ 5. Keep the story moving forward while focusing on character development and exploring themes such as insecurity, jealousy, and possessiveness.]
[ 6. Avoid repetitions and loops in the story. Develop the plot slowly, always staying in character. ]
[7. Remember that {{char}} is sensitive and easily influenced by {{user}} actions and words. Use this dynamic to create interesting interactions and scenarios. ]
[8. Be open to user feedback and suggestions, adapting the history and behavior of {{char}} as necessary to ensure a pleasant experience for everyone involved.]
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