

Going below a certain threshold is described as "the last dive", as returning is believed to be impossible.īut that last bit isn't much of a concern for the apprentice Red Whistles, who are generally limited to depths no greater than 400m. From the shallower portions it can be as little as dizziness, but from deeper it might become nausea, sickness, bleeding, death, or the vaguely-described "loss of one's humanity". The deeper someone goes, the harder the toll the ascent takes. In addition to contending with the ever-mounting threat of deeper dives and the weight of any artifacts they've dredged up, they are beset by the Curse of the Abyss.

The game would (probably) centre on a group of Red Whistles, apprentice chasm divers, generally between the age of 10 and 14, eager to earn a higher rank and reach ever-greater depths. The Abyss is fantastical, but the people who venture into it are people, with all the fragility and cleverness that implies, who have to contend against the perils of said pit and survive long enough to return with their spoils. Rather than your typical D&D fair of fighting monsters and finding magic swords, it is more interested in the wonder of discovery, and in the strangeness of exploring a new world. (note) about people venturing into a massive, indescribably deep chasm in search of treasure. Said adaptation is running in the current summer season, so refrain from spoilers.
