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Orth City.

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Orth City from "Made In Abyss". UNFINISHEDfrom Chub

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Orth City from "Made In Abyss".

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Orth, City of the Netherworld.

17 entries · scan depth 2 · budget 512 tokens · recursive scanning off

Orth is a large city on the edge of The Abyss, formed as a result of the many explorers traveling to the island located in the southern sea of Beoluska. Orth has 5 districts: Central, North, West, South, and East. It is where the majority of the humans in the story are from. The people here use Nether Glyphs which directly correlate to Japanese Kana writing system.

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  1. #1Orth

    Keys: City of the Netherworld, Orth

    Enabled · After character · Order 10 · 100%

    Entry settings

    Orth is a large city on the edge of The Abyss, formed as a result of the many explorers traveling to the island located in the southern sea of Beoluska. Orth has 5 districts: Central, North, West, South, and East. It is where the majority of the humans in the story are from. The people here use Nether Glyphs which directly correlate to Japanese Kana writing system.

  2. #2Delver ranks

    Keys: Whistles

    Enabled · After character · Order 10 · 100%

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    Delvers are classified with Whistles of different colors based on their ability, experience, and achievements.

    Bells - are the novices in training, yet to receive a whistle. This rank is given to those who are studying to become Delvers, but have yet to actually go into The Abyss themselves. Though most bells are given to young children.

    Red Whistles - Red Whistles are the apprentices. They are rookie Delvers who have decent knowledge of The Abyss and have descended into the 1st Layer on their own. It is a common rank for prepubescent kids who have studied from an early age. One obtains a red whistle and the official title of "Delver" after their first descent into The Abyss. While they are fairly knowledgeable, Red Whistles lack the physical fortitude to travel very deep, so they are only allowed to descend to a depth of 550 meters. Going any deeper is treated as an accident or rebellious behavior, a rescue party is sent to retrieve them. If a Red Whistle somehow manages to descend 1,350 meters, to the 2nd Layer, it is treated as suicide and search parties are called off.

    Blue Whistles - Blue Whistles are "proficient". They are more experienced Delvers who have managed to prove themselves. Blue Whistles are allowed to delve into the 2nd Layer of The Abyss, so they most likely possess an acceptable fighting ability to fend off the beasts of the abyss. Typically, and with the appropriate training, one attains the rank of Blue Whistle at the age of 15.

    Moon Whistles - Moon Whistles are the assistant instructors. They are highly proficient Delvers that carry an extensive knowledge of The Abyss. Moon Whistles can delve down to the 3rd or 4th Layer safely, so their delving ability is in a completely different level to Blue Whistles. They are considered experienced enough to teach the newer generations.

    Black Whistles - Black Whistles are the experts. They are extremely talented Delvers that have mastered the techniques of delving. Black Whistles may reach down to the 4th or 5thLayer of The Abyss, which is the point at which The Curse of the Abyss can cause one-touch insanity. They also sometimes work under White Whistles as subordinates and assist them in their expeditions. Unlike previous ranks, in order to become a black whistle one must be recommended by another Black Whistle before attempting a promotion.

    White Whistles - White Whistles are the legends. They are considered to be the greatest Delvers of all. Their achievements have changed the world, and their discoveries astonished all, turning them into spectacular historical figures, called "Nether Stars". White Whistles are titled after their unique persona and reach a whole new level incomparable to that of other Delvers. They are armed to the teeth with Artifacts of The Abyss and represent a formidable force. Because of their status, any information that is officially passed by them is considered a fact, no matter how absurd. The same information provided by anyone other than a White Whistle would be declared inconclusive. White Whistles do not have any depth limit; however, since The Curse of the Abyss make it humanly impossible to survive the ascent from the 6th Layer, for most of their life, they limit themselves to the 5th Layer. At some point when they make the decision, a White Whistle will descend into the inviolable 6th Layer. Since returning from this point is impossible, this descent is called the "Last Dive", and it represents the most important point of their career: delving into largely unknown territory. Their whistles themselves cannot be obtained through conventional means. White Whistles are made out of Life-reverberating Stones, which can only be obtained through the remains of a loved one of the Delver. Once the stone is refined into a White Whistle, it will sound only for the Delver for whom it was created, via a hidden insignia. Its sound can bring out the true purpose of some Artifacts.

  3. #3Delvers

    Keys: Delvers

    Enabled · After character · Order 10 · 100%

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    Delvers also known as Cave Raiders, is a general term to refer to adventurers who dive deep into The Abyss to explore its secrets. In the town at the edge of The Abyss, Orth, Delvers are held in high regard as heroes, and many children aspire to become one in the future. They delve into the hellish pit and return with the invaluable Artifacts hidden inside, exploring its depths and contributing to the study of the abnormal hole. When deep in The Abyss, Mail Balloons are used to transport light packages to the surface. Orphanages, such as Belchero Orphanage, teach orphans everything about delving, like an academy, granting the the possibility of a bright future to those forsaken by life. The greatest Delvers are those known as White Whistles, those that have made discoveries and retrieved Artifacts that have changed the world. They are immensely admired by the population and considered to be the pinnacle of Delvers. While many Delvers work individually or in small groups, occasionally, official parties are formed by the government to obtain certain items from The Abyss. Because Artifacts of higher grades can alter the balance of power between countries, illegal Delvers from foreign nations sometimes compete to get their hands on them.

  4. #4Orth Guard

    Keys: Orth Guard

    Enabled · After character · Order 10 · 100%

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    Orth Security is the law enforcement and defense agency in the city. It is divided into two categories: Police and Military. To join, you must be at least Moon Whistle in the Guild. They prevent attacks by foreigners, and they prevent crimes in the city and in the abyss.

    Police: Divisions: Patrol and Coast Guard. Armament: Lefaucheux revolver, Colt M1851 Revolver, Spencer Carbine. Observation balloons and cutters for the coast guard.

    Military: Divisions: Internal Troops, Navy. Armament: Murata rifle, Snyder-Enfield rifle. Galleons and Clippers for navy.

  5. #5Abyss

    Keys: Abyss

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    The Abyss a colossal pit discovered 1,900 years ago around the islands of the southern ocean of Beoluska. A vertical hole with an opening diameter of around 1,000 meters and speculated to be over 20,000 meters deep. It possesses a unique ecosystem, wherein lie the remnants of an ancient, yet advanced, civilization. Many have challenged the mysterious Abyss, pursuing countless hidden treasures and relics of immense value. Some are treasure hunters looking for Artifacts, while others are explorers determined to unveil the secrets The Abyss hides. To explore The Abyss, valiant cave raiders called Delvers emerged, and the town of Orth was established at its edge.

    The Abyss still contains many sections that have never been seen, and carries many dangers. Hazardous habitats that defy common sense and otherworldly creatures adapted to the unique environment are major obstacles to explorers.

    All over The Abyss, there is a mysterious Force Field. The Force Field acts as its main source of energy, sustaining life by carrying light and nutrients throughout the depths. While it is present everywhere, it seems to be more prominent the closer one gets to the center of the vertical shaft. Beginning in the 3rd Layer, the light coming from below is actually stronger than light outside. Savage and dangerous creatures are often found in areas where the Force Field is most prevalent. The branches of vegetation point towards The Abyss's center, where nutrients are more plentiful. Delvers use this fact to guide themselves when they are lost. The Force Field itself is invisible to the naked eye, but it can be detected as a vague fog that limits the vision of humans. The field is also constantly moving, following the movements of living beings to the point of breathing being enough to change its flow, and altering its flow as it responds to their consciousness. There are a few specific spots in The Abyss, usually far away from the center and in secluded areas, where the Force Field doesn't exist or is extremely weak. Though The Abyss is riddled with countless dangers and hazards, one of the greatest challenges facing Delvers is, in fact, the ascent from it. This is due to a phenomenon called the The Curse of the Abyss. The term refers to a series of symptoms that manifest upon ascending while inside The Abyss, with its more scientific name being the "Strains of Ascension". The effects of the Curse manifest after ascending around 10 meters within The Abyss, with no way to avoid it through conventional means. The Curse affects all living things; however, their symptoms may differ from those appearing on humans depending on how close the creature resembles a human.

  6. #6Beoluska

    Keys: Beoluska

    Enabled · After character · Order 10 · 100%

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    Orth refers to some isolated islands and towns that encompass The Abyss, while Beoluska is a more macro distinction that includes the entirety of that, plus other islands and territories. Beoluska is the country encompassing those islands as an archipelago. As a country, Beoluska is a large and powerful nation-state. It encompasses not just those islands, but also parts of the nearest continent, in its territory. However, some events led to the area being split up into East Beoluska and West Beoluska. Orth imports products such as rice and other exotic foods from both East and West Beoluska. Orth is located in the southern seas of Beoluska and is protected by the nation, so that people from other countries can't abuse it. One of those policies is requiring Delvers to earn their whistles through a licensing system.

  7. #7Belchero Orphanage

    Keys: Belchero Orphanage

    Enabled · After character · Order 10 · 100%

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    Belchero Orphanage is an orphanage in Orth run by Belchero. It comes complete with a school, where the children there learn to be Delvers. Red Whistle Delvers from the orphanage often go searching for Artifacts in the 1st Layer to sell overseas and help raise money for the orphanage.

    Besides retrieving Artifacts, Red Whistles of the orphanage do various other chores such as delivering letters, assisting in Bellmore's plays and tour guiding. Located at West District of Orth.

  8. #8The Grand Pier

    Keys: The Grand Pier

    Enabled · After character · Order 10 · 100%

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    Located in the lowest area of the West District, The Grand Pier is an ornate gondola station used for triumphant returns of Delver teams. An Abyss cascading gondola system was built at approximately 50 meters below the surface to quicken the descent into the Abyss. Protruding platforms for the gondola system are fixed into place using massive bolts and it holds a lookout platform, with a signal light, and mooring station for Mail Balloons. Furthermore, it holds a reverse option for the gondola and a transmission device in a room on the platform. It also has a bell, which signals arrivals and departures, and another signal light on top. The gondola system consists of, and works with, various gears such as a main drive gear, a large water wheel, a winch drive gear, a winch lock, a large winch, an emergency winch drive gear and the gondola itself on a gondola platform. When a Delver team returns via the Grand Pier, it often draws a significant crowd to welcome them home.

  9. #9The Gate to the Netherworld

    Keys: The Gate to the Netherworld

    Enabled · After character · Order 10 · 100%

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    The Gate to the Netherworld is a stone archway, overgrown with flora. It appears to be one of the primary entrances for Delvers entering The Abyss down into the 1st Layer. The arch appears to always have at least one guardsman ensuring no unauthorized traffic passes. Located at Central District of Orth

  10. #10Mail Balloons

    Keys: Mail Balloons

    Enabled · After character · Order 10 · 100%

    Entry settings

    Mail Balloons are small-scale airships commonly used by Delvers of The Abyss to transport letters and light packages to the surface from inside the hole. They can carry a reasonable amount of weight. Balloons fly out from the depths of the abyss and stop near Orth for easy retrieval.

  11. #11Orth Windmills

    Keys: Orth Windmills

    Enabled · After character · Order 10 · 100%

    Entry settings

    A large number of windmills located in the mountains in the north of Orth.

  12. #12The Wharf

    Keys: The Wharf

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Wharf is a section of the South District of Orth. Wharf was built by illegal prospectors and smugglers, growing so large that some of the buildings and the small pier (not to be confused with The Grand Pier) literally hang into the Abyss.

  13. #13Delver Guild HQ

    Keys: Delver Guild HQ

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Delver Guild HQ is the headquarters of the organization in charge of regulating delving processes, as well as managing the Delvers and giving them ranks according to their achievements. It is located in the East District of Orth, with a small bridge leading to it. The building itself consists of various tower-like structures. The interior is adorned with various gondolas. Any excavated Artifact is classified and named at the Delver Guild HQ. Additionally, all information sent from The Abyss is first analyzed here.

  14. #14Laffi's Shop

    Keys: Laffi's Shop

    Enabled · After character · Order 10 · 100%

    Entry settings

    Laffi's Shop is a small house with a red roof, owned by Laffi, serving as store for various spices and supplies. Its a popular place for the children of the Belchero Orphanage to visit. It is located near the edge of the abyss, presumably in the center of Orth.

  15. #15Tumble Tavern

    Keys: Tumble Tavern

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Tumble Tavern is a Delver tavern and spot for information exchange that is run by a retired Delver. It is presumably located in southern Orth. The establishment was given its oddly ill-omened name in the hope that "by visiting an inauspicious place, patrons can, in exchange, carry good fortune when heading out cave raiding." Their slogan is: "Providing cave raiders with the food they most want to eat before meeting their ends." The kitchen is staffed by former cooks of Delver groups and up-and-coming trainees showing off their skills. The wait staff consists of Blue Whistle Delvers that can't make a living on delving alone. Its status as information exchange is more informal. While the gossip exchanged within its confines is not to be repeated, it makes the rounds in the local Delver population. Food buffs who visit the area report that "it is an adventurous spirit that cave raiders truly desire to feast upon, and that is precisely what they come here to do." Tourists are seated in a better part of the pub away from Delvers. For those who want a taste of the Delver lifestyle, there is no other way than to become a Delver.

  16. #16Caravan Fleet.

    Keys: Caravan Fleet

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Caravan Fleet is a fleet of boats anchored in the bay surrounding The Abyss. The medical ship attached to the fleet has a rusted exterior and a secondary, smaller boat for easier access. It is equipped with tools for medical treatment and is currently used by Mio. The Caravan Fleet also transports exports from West Beoluska.

  17. #17Port of Orth.

    Keys: Porth of Orth

    Enabled · After character · Order 10 · 100%

    Entry settings

    A port located off the coast of Orth in the Beoluska Sea. It is used for fishing, unloading goods and mooring of military ships. The port has a small fortress with a few cannons to protect the city from sea invasions.

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