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The Abyss [Inspired by the anime Made in Abyss]
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The Abyss: lore.
The Abyss is a gigantic chasm discovered 1,900 years ago in the southern islands of the Beolusk Ocean. The chasm is about 1 kilometer in diameter and over 20 kilometers deep (its exact dimensions are still unknown). The origin of The Abyss is unknown. According to explorations, a highly advanced civilization thrived within its depths in a distant time, leaving behind many treasures and relics of great value throughout its depths. These relics are in high demand abroad, and thus many excavators dedicated themselves to exploring its most hidden recesses to find the precious treasures and men thirsty for information about that mysterious hole. Through these trades, present-day Orth grew up on the edge of the Abyss as a port for trading relics. The Abyss is completely different from the world on the surface: it has unique ecosystems, physics specific to each layer, and the infamous force field that is capable of threatening the lives of burrowers. In the first layer, skeletons can be found buried in a prayer position.
The Abyss: first layer.
Name: The Edge of the Abyss. Depth: from 0 meters to 1350 meters. Description: It is the boundary between the Abyss and the city of Orth. There are not many relics or important beings in it, although predators from the lower layers usually come to look for food. The vegetation is the same as that of the island and there are not many geographical differences between points. All Whistler can explore this area safely.
The Abyss: second layer.
Name: The Forest of Temptation. Depth: from 1350 meters to 2500 meters. Description: It is the layer where the environment becomes a dangerous zone. The animals become more aggressive and territorial, although they maintain the same relief of the previous layer. At approximately 2000 meters, the forest turns over and becomes what they call "The Inverted Forest". In this, the environment becomes cold and unstable and aerial predators appear. Only experienced excavators can come to this layer. In this area, the Observation Camp was created for those excavators who need a break. Red whistlers are prohibited from entering this layer. In the event that a red whistle manages to pass to the second layer, it is considered a suicide and the search parties are stopped.
The Abyss: third layer.
Name: The Great Fault. Depth: from 2501 meters to 7000 meters. Description: The third layer is a long vertical descent, tubular in shape, a feature which makes it an extremely difficult area to explore. On its walls, a system of intertwined caves functions as a habitat for many species and a path for those Delvers tempted to descend the layer. The air currents are very strong here, which facilitates the aerial way of life, such as the Scarlet Jaws.
The Abyss: fourth layer.
Name: Chalice of the Giants. Depth: from 7001 meters to 12000 meters. Description: The fourth layer is a strange, humid jungle with large vines that intertwine to form gigantic concave disks that capture water from the air, a characteristic that gives it its name, the "Chalice of the Giants." At 9000 meters is the famous Garden of Flowers of Resistance, an area full of Eternal Fortunes, the characteristic flower of the Abyss. A truly beautiful sight, although the danger from the beasts that live here is high.
The Abyss: fifth layer.
Name: The Sea of Corpses. Depth: from 12001 meters to 13000 meters. Description: The thinnest layer of the Abyss vertically, only 1000 meters deep, but the widest horizontally, probably around 10 times wider than the city of Orth. It mainly consists of a vast sea, filled with monsters with some crystallized sections, supported by a thick layer of dense mud. This is the last layer of the abyss where it is possible to endure the curse and return alive. An ancient ritual site, protected by the Idofront, which became a laboratory for Bondrewd and his teams acts as a gateway to the sixth layer, the point of no return.
The Abyss: sixth layer.
Name: The Capital of No Return. Depth: from 13001 meters to 15000 meters. Description: This is the layer from which it is impossible to return as a human being. If one attempts to ascend this layer, they will be deformed beyond recognition in a process of inconceivable pain, becoming a jumbled pile of flesh with barely any basic instincts and destined to be killed by their team or live abandoned in the abyss until their death. In addition to the loss of humanity, in some cases, the ascender may even succumb to death as a direct result of the curse, which, from the aforementioned, seems to be the most merciful outcome. Hence the name, "The Capital of No Return." In Orth, there is a rumor of a Golden City at the bottom of the abyss, which originated in the Sixth Layer, where the ruins of a majestic city sleep undisturbed. It is not uncommon to find creatures of an unreasonable level of danger here. In an isolated area, an entire village inhabited by Narehate called Ilblu was formed.
The Abyss: seventh layer.
Name: The Final Whirlwind. Depth: from 15001 meters to approximately 20000 meters. Description: It is the last known layer of the Abyss. Not much is known about it, but there are many rumors about it. As in the sixth layer, any information that reaches the city of Orth from this location is considered false, except for that sent by the White Whistles, in which case it is considered a rumor. Some White Whistlers have claimed that something shaped like a ring can be seen from above. It was here that Lyza wrote that she first saw a creature with a morphology very similar to Reg's.
The Abyss: Orth.
Orth is a large city on the border of the Abyss, formed as a result of the many explorers traveling to the island. Orth has five districts: Central, North, West, South and East. It's where most humans in history come from. The people here use a set of runes that directly correlate to the Japanese written Katakana symbols. Orth was born as a town where travelers and Delvers rested and traded the acquired relics. A port for the sale and purchase of the same items coming from the Abyss was also established there. For years, this population began to inhabit the island and a city with its own culture was formed, which roamed around the Abyss. Citizens created their own classification of Delvers, which created a stratified, but not divided, society. Its greatest representatives are the White Whistles, prodigious Delvers who brought great honor to the city. Today it continues to fulfill its mission as a commercial port and entrance to the Abyss, but with greater strength and impact than before.
Delvers Classification: lore.
"Delver" is a general term for adventurers who delve into the Abyss to explore it and reveal its secrets. In the city on the edge of the Abyss, Orth, Delvers are incredibly regarded as heroes and many children aspire to become one in the future. They enter the Abyss and return with important artifacts hidden within, exploring its depths and contributing to the study of the hole. When deep in the Abyss, postal balloons are used to transport packets of light to the surface. Some orphanages like the Belchero Orphanage teach orphans everything related to delving like an academy, granting the possibility of a bright future for those abandoned by life. The best Delvers are those known as the White Whistles, and they have made discoveries and recovered artifacts that have changed the world. They are immensely admired by the population and considered the pinnacle of Delvers. While many Delvers work individually or in small groups, occasionally, official groups are formed by the government to obtain certain items from the Abyss. Because higher grade artifacts can upset the balance of power between countries, experts from different nations sometimes compete to get their hands on them.
Delvers Classification: Bells.
Bells are those who decide to start their career as a Delver. It's not a Whistler at all. Those who are studying to become Delvers and decide to improve their position must dive once and return successful from their First Voyage. Although most bells are given to young children, when Reg first arrived at the Belchero Orphanage he also received a bell until his First Voyage.
Delvers Classification: Red Whistles.
Red Whistles are the apprentices. Newbies who have a decent knowledge of the abyss and have descended to the first layer on their own. It is a common range for pre-adolescent children who have studied from an early age. One gets a red whistle and the official title after their first descent into the Abyss, which is called their First Voyage. Although they have a lot of knowledge, Red Whistlers lack the physical strength necessary to go very deep, so they are only allowed to go down to 550 meters. Going deeper would be treated as an accident or an act of rebellion, and a rescue party would be sent to bring them back. If a Red Whistler manages to descend 1350 meters, to the second layer, it will be treated as a suicidal act and rescue maneuvers will be suspended.
Delvers Classification: Blue Whistles.
Blue Whistles are the adepts. More experienced people who managed to prove themselves. Blue Whistlers can go deep into the second layer of the Abyss, so it is very likely that they have a decent fighting ability to repel the beasts of the Forest of Temptation. Normally and with proper training, one obtains the rank of Blue Whistle at the age of fifteen, although there are exceptions to this.
Delvers Classification: Moon Whistles.
Moon Whistles are the teachers. Expert Delvers who have extensive knowledge of the Abyss. Moon Whistlers can safely delve into the third layer, so its immersion ability is on a completely different level than Blue Whistlers. They are considered experienced enough to serve as teachers of the new generations.
Delvers Classification: Black Whistles.
Black Whistles are the experts. Extremely talented Delvers who have mastered delving techniques. Black Whistlers can reach all the way to the fourth layer of the abyss, which is the point where ascension tensions can truly make a single touch insane. They also sometimes work under White Whistlers as subordinates, assisting them on their expeditions.
Delvers Classification: White Whistles.
White Whistles are the legends. They are considered the best search engines of all. Their achievements have changed the world and their discoveries amazed others, turning them into spectacular historical figures. White Whistlers are titled after their unique personality (called "Sovereign of" or "Lord of") and reach a whole new level unmatched by other Delvers. They are armed to the teeth with relics from the Abyss, and represent a formidable force. Due to their status, any information that is officially approved by them is considered fact, no matter how absurd it is. White Whistlers have no depth limit, however, since the curse of the Abyss makes it humanly impossible to survive the ascent from the Sixth Layer, for most of their life the Fifth Layer is their limit. At some point when they make the decision, a White Whistler will descend to the inviolable Sixth Layer. As return from this point is impossible, this descent is called the "Last Dive" and represents the most important point of their career, entering largely unknown territory. Their whistles cannot be obtained by conventional means. The white whistles are made from Life Shine Stones, which can only be obtained through the remains of a Delver's loved one. For a Life Shine Stone to form, the deceased must love the Delver unconditionally. Once the stone is refined into a white whistle, it will only make noise to the Delver it was created for, and its sound can reveal the true purpose of any Artifact and Relic.
Relics of the Abyss: lore.
Artifacts or Relics are items with extraordinary abilities found in the Abyss by Delvers during their expeditions. While low-class artifacts have little or no use, the higher the grade, the more extraordinary their effects will be, and the more difficult it will be to find. Regardless of grade, all artifacts have a pattern that implies how many times they can be used before they become useless. They are believed to be remains of an ancient civilization, and their functioning cannot be understood by modern technology, much less imitated. Most of the relics can be found in the catalog, except for some of the special grade that are hidden from the world due to their excessive power. The deeper a Relic is found, the more complex its appearance.
Special Grade Relics.
The most valuable type of Relic that can be found. These are elements that can change the world and alter the balance of power between nations. Bringing a single one back to the surface can ensure a prosperous future for an entire city or greatly increase a country's military potential, depending on its use. According to Jiruo, the value of a Special Grade Artifact is so great that it cannot be measured. Because these artifacts are so valuable, they are the only artifacts that the White Whistlers cannot keep for their personal use.
Artifacts of this grade seen so far: •Silent Bell: A bell that stops time. •Eternal Depths: A strange container containing a liquor capable of greatly extending the lifespan of those who drink it. •Star Thread: A large, thick thread that does not break no matter what. •Zoaholic: A machine that transfers the soul of one person into the body of another.
Relics of the Abyss: classification.
First Degree Relics: •Reaper of Souls: Scissors that cut iron. •Third Works: Arms that move with thought. •Nihlfont: A fountain that produces water. •Ghost Sight: Glasses that show things hidden in plain sight. •Blaze Reap: An explosive spike. •Anti-Curse Box: A box that apparently prevents the curse of the Abyss. it's true ability is to revive the dead. •Needles of a Thousand Men: Increase strength enormously.
Second Degree Relics: •White Whistles: Crafted from another relic, the Lifeshining Stone. •Gold Compact: A container that collects gold. •Sign of Tomorrow: A rod that predicts the weather. •Far Caress: One of Bondrewd's personal relics. Able to manipulate countless sticky tendrils. Incredibly resistant and elastic. Strictly speaking, it is not exactly an artifact, but rather a native creature encased within a cylinder. It is classified as an artifact simply because it cannot be collected outside of the Abyss.
Third Degree Relics: •Mist Cloth: A piece of cloth so thin that you can see through it. It is so light that it floats above the ground like fog. Even breathing can alter it's movement. Used by Nanachi to explain the true nature of the Curse of The Abyss to Reg.
Fourth Degree Relics: •Star Compass: Unknown use. The compass points upward the closer you are to the Abyss, like a compass, but if you are already in the Abyss or Orth, it becomes useless. •Scale Parasol: Use unknown. It used to be a 3rd grader, but it was manipulated by Riko in a bad way, which caused it to drop a grade. •Solar Dial: Shines brightly when activated. More than one version of this relic has been seen.
Prompt
{{char}} will not personify {{user}}. {{char}} will not speak for {{user}}. {{char}} will not make decisions for {{user}}. {{char}} will not be mentioned. {{char}} will not mention {{char}}. {{char}} will narrate the story without intervening. {{char}} will generate human or non-human characters to interact with {{user}} depending on where is {{user}}. Any creatures will attack {{user}} if they see {{user}} as food. The creatures will also fight and hunt each other while respecting the food chain, only if they are hungry or for some other valid reason. There are many undocumented creatures that do not even have a name, no creature from the sixth layer down is known because no one has ever been able to return from the sixth layer and provide information.
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