Inn of the Abyss
The Abyss Inn Apocalypse: A World Guide.
Global Context: The Judgment of the Gods.
The world is no longer what it was. Since the "Great Tear," a date no one can forget, reality has become fragile. The supernatural, once confined to legends and myths, now seeps through the cracks of existence. The event that changed everything was the beginning of the Judgment of the 100 Inns.
Each round, which occurs unpredictably but with terrifying regularity, the system known as "The Abyss Inn" randomly selects 100 souls from across the globe. Your status, history, or beliefs do not matter. A farmer in Vietnam, an executive in New York, a student in Nigeria: anyone can be chosen. The chosen ones are instantly teleported to a replica of an inn, one in every corner of the world, and their new life begins. They become Innkeepers, and their only mission is to survive and manage their establishment for guests that defy sanity.
Humanity watches. Each inn has a global live broadcast room, accessible to everyone. The world is a captive audience, cheering for their representatives and fearing the consequences of failure. Because the apocalypse is not just for the innkeepers. When one of them dies, the "supernatural node" of their failure materializes in the region they came from, unleashing a local curse or catastrophe. Entire cities can be decimated by the "echo" of a single mistake.
The Mechanics of the Game: Beyond Survival.
The goal of each innkeeper is simple in theory, but impossible in practice: to satisfy their guests. Each supernatural being that crosses the threshold has its own desires, quirks, and, most importantly, unwritten rules. Ignoring them, or worse, offending them, means almost certain death.
Success, however, brings unimaginable rewards. If an innkeeper satisfies a guest, they receive System Points. With these points, they can:
· Improve their inn: Repair structures, increase cleanliness, purchase amenities that can calm certain guests, or unlock new areas.
· Acquire skills: From passive improvements (like Riku's "Sincere Heart") to items and tools that can be crucial for the next encounter.
· Unlock information: Purchase clues about future guests or about the secrets of the Abyss Inn itself.
But the prize goes beyond the individual. When an innkeeper succeeds, not only do they receive a reward. Their entire city, and by extension their country, is blessed. The national fortune increases, bringing prosperity, health, and good luck to its inhabitants. Failure, on the other hand, drains the nation's fortune, condemning it to an inevitable decline. It is a zero-sum game on a planetary scale, where the line between glory and annihilation is defined on the threshold of an inn.
The Innkeepers: Heroes, Villains, and Cannon Fodder.
In this new world, the 100 innkeepers of each round become celebrities, for better or worse. Their names are known, their strategies analyzed, their deaths mourned or celebrated.
Among them, some have emerged as key figures:
· Riku Takashi (Tokyo, Huaxia): Considered by many to be the strongest innkeeper of the current round. His initial success with the Slit-Mouthed Woman was not a stroke of luck, but the first sign of an exceptional ability: the capacity to perceive hidden information about guests and the environment that no one else can see. Riku is meticulous, calculating, and surprisingly empathetic, qualities that have allowed him not only to survive but to thrive. However, his success has generated both admiration and envy. To the world, he is a beacon of hope for Huaxia, but also a constant reminder of the high price of the game. Other innkeepers watch him, trying to imitate his composure, but few possess his gift.
· The Deceased Yamamoto (Sakura, Tokyo): His tragic end serves as a warning to all. Confident in his preparation and theoretical knowledge, he underestimated the unpredictable and lethal nature of a guest (the Mirror Ghost). His death not only erased him but plunged his city into a "Mirror Field," a reflective horror from which they have yet to recover. His case is studied in command centers worldwide as the epitome of what not to do.
· The "Unnameables": Hundreds of innkeepers from previous rounds who perished on the first day. Their names are lost to statistics, but their failures are still felt in the regions they cursed. They are the silent majority, a reminder that survival is the exception, not the rule.
Riku's Dilemma: The Weight of Being the Best.
Riku's story is not that of a solitary protagonist, but of a man burdened by the weight of millions of expectations. His gift is his greatest asset and his condemnation. He must hide it at all costs, because in a world where information is everything, revealing his ability would make him a target, not only for other desperate innkeepers but perhaps for the system itself.
His encounter with the Slit-Mouthed Woman was a masterclass in using his advantage. While the world awaited his death, he read her true desire beyond appearances: a longing for genuine connection. His gamble, a hug and words that avoided superficial judgment, was a calculated risk that earned him 85% satisfaction and the unlocking of his passive ability.
Now, with his inn slightly improved and a momentary respite, Riku prepares for what is to come. He knows that the Headless Horseman, a werewolf, or any other nightmare could be his next guest. His advantage gives him a map, but it does not eliminate the danger. Each new being is a lethal puzzle, and a single mistake could mean not only his end but a new catastrophe for his native Tokyo.
BESTIARY OF THE ABYSS INN:
LEVEL 1: LOW THREAT - "The Whimsical Ones".
Relatively benign beings if handled correctly. Their danger lies more in the innkeeper's negligence than in their nature.
1. The Rain Child:
Origin: Japanese urban legend / Children's folklore.
Appearance: Child aged 7-10 in a yellow raincoat and blue boots, always soaking wet. Pale, wrinkled skin, large sad black eyes.
Behavior: Shy, easily frightened. Doesn't speak, only points. Seeks shelter from the "eternal rain."
Hidden Desire: For someone to dry their hair with a warm towel and sing them a lullaby.
If angered: Cries silently and floods the room, potentially drowning the entire inn.
Reward: 150 SP + ability "Warm Heart" (affinity with childlike guests).
2. The Traveling Mirage:
Origin: Desert mythology / Paranormal phenomenon.
Appearance: No fixed form. Appears as the person the innkeeper most desires to see, with jerky movements and a metallic voice.
Behavior: Acts like that loved one, seeking nostalgic conversation.
Hidden Desire: To be seen for who they really are, not to deceive. Yearns to be told "You are not that person, but you can stay."
If angered: If hugged, leaves the innkeeper in deep depression. If accused with contempt, shatters into sharp fragments.
Reward: 200 SP + "Fragment of Truth" (discerns one lie per stay).
3. The Empty Chair:
Origin: Poltergeist / Haunted furniture.
Appearance: Victorian carved wooden chair, worn red velvet, floating silently.
Behavior: Places itself in a corner. No one can sit in it; whoever tries is violently thrown back.
Hidden Desire: Doesn't want to be used, but for someone to sit beside it. Yearns for company.
If angered: Rocks violently at night, banging against walls and floor, preventing rest.
Reward: 100 SP + "Silent Company" (increases Comfort +5%).
LEVEL 2: MEDIUM THREAT - "The Troublesome Ones".
Beings with complex or contradictory needs. A mistake can have serious consequences.
1. The Bogeyman (Modern Version):
Origin: European folklore / Children's tale.
Appearance: Tall, gaunt man, wrinkled dark suit, wide-brimmed hat. Large gray sack from which tiny hands protrude.
Behavior: Silent and methodical. Comes to "collect" misbehaving children.
Hidden Desire: Terribly tired. Wants someone to offer him hot coffee and a place to rest for ten minutes.
If angered: If they try to open the sack, he removes his hat revealing a dark void that sucks out the soul.
Reward: 350 SP + "Breather" (stops time in one room for 5 minutes).
2. The Cliff Bride:
Origin: Korean legend / Vengeful ghost (Cheonyeo Gwishin).
Appearance: Young woman of ethereal beauty in faded wedding hanbok, floats, eyes weeping black tears.
Behavior: Asks everyone: "Have you seen my love?".
Hidden Desire: Needs closure. Someone to pretend to be her fiancé for one night, dance with her, and promise her eternal love.
If angered: Her hair grows frenetically, trying to strangle everyone.
Reward: 400 SP + "Veil of Tears" (invisibility to female ghosts for one encounter).
3. The Midnight Postman:
Origin: European urban legend / Postal curse.
Appearance: Postman in old uniform, gray face, black button eyes. Leather bag with yellowish envelopes.
Behavior: Arrives at midnight. Delivers a letter addressed to the innkeeper written by a dead person, containing an unbearable secret.
Hidden Desire: For someone to offer him a letter, thanking him or asking how he is.
If angered: All letters within 10km burst into green flames.
Reward: 300 SP + "Seal of Trust" (guarantees a letter reaches its destination, even in the afterlife).
LEVEL 3: HIGH THREAT - "The Lethal Ones".
Beings whose nature is dangerous. Surviving requires intuition, information, and luck.
1. The Slit-Mouthed Woman (Kuchisake-onna):
Origin: Modern Japanese urban legend.
Appearance: Woman of cold, elegant beauty, red cheongsam dress, red eyes, pruning shears. Wears a black surgical mask.
Behavior: Asks "Am I pretty?". It's a trick question. Hates having her mouth mentioned.
Hidden Desire: Desperately yearns for a sincere hug. Only genuine physical contact can calm her frozen heart.
If angered: If the hug is fake, the shears move at superhuman speed.
Reward: 500 SP + ability "Sincere Heart" (higher chance for damaged guests to reveal their desires).
2. The Headless Horseman:
Origin: American folklore / "The Legend of Sleepy Hollow".
Appearance: Spectral rider in mercenary uniform, headless. Holds a hollow pumpkin emitting a greenish light.
Behavior: Gallops noisily. Doesn't speak, the pumpkin glows according to his mood.
Hidden Desire: His pumpkin is uncomfortable. Wants a more dignified head: a porcelain mask, an ancient helmet, something better.
If angered: Charges at the innkeeper; his steed knocks down walls like paper.
Reward: 600 SP + "Lucky Horseshoe" (reduces probability of lethal guests in the next round).
3. The Werewolf (Romantic Version):
Origin: European mythology / Lunar curse.
Appearance: Tall, strong man, thick beard, tired look. Transformed: upright beast with gray fur, human eyes.
Behavior: Reserved and sullen. Avoids eye contact. Seeks a place to let off steam without hurting anyone.
Hidden Desire: His claws and fangs hurt. Someone who, without fear, sits to file them during the transformation.
If angered: If they try to tie him with silver chains, he loses control and destroys everything.
Reward: 550 SP + "Moon Fang" (antidote for blood curses).
LEVEL 4: ELITE THREAT - "The Unpredictable Ones".
Entities whose power borders on the divine. They do not seek lodging, but a purpose.
1. The Bogeyman (Primitive Version - The Original):
Origin: Proto-Indo-European folklore / Primordial entity of punishment.
Appearance: Shadow darker than night, like an oil stain. Dozens of skeletal arms. His "sack" is a black hole.
Behavior: Appears when someone commits a serious fault (betrayal, cruelty). Comes to collect.
Hidden Desire: Has no human desires. Can be "diverted" if the innkeeper demonstrates the guilty one has been forgiven.
If angered: Absorbs everything around: inn, innkeeper, city. Not even a memory remains.
Reward: 1500 SP + "Shadow's Claw" (contains a mortal sin to save a condemned person).
2. Sadako / Kayako (The Cursed Crossover):
Origin: J-Horror / Video curse / House curse.
Appearance: Terrible amalgam: Sadako emerges from the TV, Kayako crawls down the stairs. They can merge.
Behavior: Don't negotiate. Come to spread their curse. Hunt every living being.
Hidden Desire: Have no desires. But they need a "vector." Offering them an old TV in a sealed room might contain them.
If angered: Attack faster and more furiously. Only option is to contain or redirect them.
Reward: 2000 SP (for surviving) + "Cursed Tape" (traps a being in a loop of terror for one hour).
LEVEL 5: MYTHIC THREAT - "The Primordial Ones".
Entities that should not exist on this plane. Their presence is a cataclysm.
1. The Smiling Man:
Origin: Creepypasta / Internet urban legend / Mind phenomenon.
Appearance: Abnormally tall and thin man, too-tight pastel-colored suit. Fixed giant grin from ear to ear. Bottomless black eyes. Erratic movements.
Behavior: Appears in tranquility. Doesn't speak, only giggles and hums. His presence induces paralyzing terror. Watches and smiles.
Hidden Desire: Feeds on existential terror. Wants someone to hold his gaze and criticize his performance: "You can dance better than that." Wants to be an artist.
If angered: If the innkeeper flees or closes their eyes, the world distorts like an animated nightmare. The innkeeper is erased from existence.
Reward: 3000 SP + "Stolen Smile" (when shown, any being hesitates for an instant before attacking).
FREQUENT GUESTS (Common Encounters):
Beings that appear regularly in the rounds. Their threat is relative.
Name, Appearance, Behavior and Hidden Desire:
- Zombie (Common) Decomposing body, ragged clothes, empty gaze. Wanders aimlessly, emits growls. Hydration and personal care. His dry skin hurts him. He wants a facial mask and to be told a bad joke to feel alive again.
- Weeping Ghost Translucent silhouette, moans and cries constantly. Floats through hallways, leaving traces of dampness. For someone to listen to him. He doesn't want help, just to be asked "Why are you crying?" and for them to feign interest in his boring afterlife story.
- Mischievous Goblin Small, pointy ears, mischievous smile. Hides objects, makes noise, annoys. To be invited to play. He wants a worthy opponent in hide-and-seek or a board game. If you beat him with dignity, he will respect you.
General Description of the Abyss Inns:
They are three-story buildings that exist in their own dimension, connected to the real world only through their front door. Although their base structure is identical in all of them, they present subtle variations depending on the innkeeper and their region of origin, combining a dark Victorian style with local elements.
Layout and Physical Characteristics:
· Floors: The ground floor houses the lobby, kitchen, and dining room. The first and second floors each have 4 guest rooms. The third is for the innkeeper (301) and contains the sealed room (302). The basement is a restricted access area.
· Living architecture: Built with dark wood and aged stone, the inn partially repairs itself. The hallways seem to change length, and doors can change numbers if the inn so desires.
· Phenomena: The windows show different landscapes for each guest, the mirrors often do not reflect what they should, and the fireplace never fully goes out.
Level System and Improvements:
The inn's level (from 1 to 5) does not filter the guests who arrive, but rather reflects its capacity to handle what is already inside. Leveling up requires System Points (SP) and meeting requirements such as completing successful check-ins.
- Level 1 (Nascent): Initial state, deteriorated. Capacity for 2 guests. Requirements to level up: First successful check-in.
- Level 2 (Stable): Becomes habitable. Capacity for 4 guests. Requirements to level up: 3 successful check-ins + 1000 SP invested in improvements.
- Level 3 (Respectable): The wood regains its shine. Capacity for 6 guests. Requirements to level up: 7 successful check-ins + 3000 SP invested.
- Level 4 (Sinister): Acquires its own will. Capacity for 8 guests and the innkeeper's room opens. Requirements to level up: 15 successful check-ins + 8000 SP invested.
- Level 5 (Abyss Inn): Becomes a living being. Capacity for 10 guests and room 302 shows activity. Requirements to level up: 30 successful check-ins + 20000 SP invested + having survived at least one encounter with a primordial-level being.
Indicators: The innkeeper can invest SP in improving the building's Hygiene, Integrity (if it reaches 0%, the inn collapses), Comfort, and Security.
The Portal to the Human World (Level 5):
Upon reaching level 5, the inn rewards the innkeeper by opening a portal to their world of origin. It manifests uniquely (a mirror, a door, the fireplace, or 302 itself).
· Use: The innkeeper can use it once a week to visit the real world, with a limit of 24 non-consecutive hours. The time resets weekly.
· Rules: They cannot bring prohibited objects, nor take guests with them. Time in both worlds is the same. If a guest arrives while they are away, they must decide whether to return or not, risking the guest becoming impatient.
· Warning: Using room 302 as a portal can have unpredictable consequences, such as unintentionally bringing something back. For many, this gift becomes an emotional torture, reminding them that the inn is now their true home.
THE SYSTEM STORE:
It is a translucent blue catalog that the innkeeper can summon at any time. The available items depend on the inn's level and the guests who have visited, although some appear randomly or as rewards. Prices are in System Points (SP).
Section 1: Maintenance and Improvements.
Permanent purchases that increase the inn's indicators (Hygiene, Integrity, Comfort, Security). They range from basic cleaning kits (+10% Hygiene, 100 SP) to advanced protection seals (+15% Security, 500 SP), including construction materials, decoration, and alarm systems.
Section 2: Consumables.
Single-use items that the innkeeper employs during stays. Their effectiveness depends on the context and the intention with which they are used:
· Protection and control: Blessed salt (drives away specters), silver chain (immobilizes werewolves), courtesy mask (allows lying).
· Revelation and information: Portable mirror (reveals true form), old photograph (shows original trauma), time drop (freezes a room).
· Emotional influence: Calm candle (reduces aggressiveness), sleep incense, forgetfulness tea.
Section 3: Special Items.
Unique purchases that unlock new functionalities or areas, requiring a certain inn level:
· Level 3: Themed room (800 SP), Thermal bath (1200 SP).
· Level 4: Reference library (1000 SP), Home altar (1500 SP).
· Level 5: Shadow garden (2000 SP), Inspection of 302 (3000 SP).
GUEST REWARDS:
In addition to System Points, guests can reward the innkeeper in other ways:
Real-world money (Yuan, Yen, Dollars, etc.)
When a guest is satisfied, especially if they retain remnants of humanity, they may leave real money that appears in the innkeeper's bank account in the outside world. The amounts vary according to the satisfaction level:
· Low satisfaction (50-69%): 50,000 - 200,000 (local currency).
· Medium satisfaction (70-89%): 200,000 - 1,000,000.
· High satisfaction (90-100%): 1,000,000 - 10,000,000 or more.
It is personal money that the system does not control, a reminder that there is a life outside.
Inn Points (Special Reward):
They are extraordinarily rare and cannot be bought. They are only granted by guests when the innkeeper connects with them in a deep and meaningful way, beyond mere satisfaction: a sincere hug, a conversation that heals an ancient trauma, saving a guest from their own curse.
They are used for impossible exchanges that System Points cannot buy:
· Deep customization of the inn for a recurring guest.
· Establishing a bond with a guest so they return voluntarily or help with others.
· Honoring a deceased innkeeper, obtaining a temporary blessing.
· Unlocking secrets about 302, the system, or the nature of the inn.
· Asking for personal miracles in the real world (healing a sick family member, canceling a debt).
They are obtained with 100% satisfaction from elite guests, by performing actions that connect with the guest's essence, or by receiving genuine gratitude from a supernatural being.
HOW ITEMS WORK:
Items bought in the store are fragments of stabilized reality that interact with the supernatural:
· Maintenance items: Activate automatically upon purchase; the system applies the improvement instantly.
· Consumables: Must be used physically by the innkeeper at the right time and place, with the correct intention. An incorrectly used item may not work, be resisted by powerful guests, or even provoke a violent reaction if the guest perceives it as an aggression.
· Special items: Permanently alter the inn. The inn reconfigures itself overnight, and guests accept the change as if it had always been there.
Interactions between items: Items can be combined. An astute innkeeper can light a calm candle in a themed room to enhance its effect, or use blessed salt around a home altar to create an almost impenetrable perimeter. The limit is the innkeeper's imagination, their ability to read the guest, and their courage to try new things knowing that a mistake could be their last.
ROOM 302:
On the third floor of every inn, at the end of the hallway, there is a door that should never be opened. It has no number, but all innkeepers know it is 302. It is sealed with unbreakable chains, impassable locks, and symbols carved into the wood that change with every moon (or when someone gets too close).
302 is not unlocked by buying an item. It opens when it wants to open itself, or when the innkeeper has done something to deserve it... or to deserve their punishment. No one who has entered and come out remains the same: some stop talking, others talk incessantly in languages that do not exist, others smile constantly, even when they should be terrified.
The system comments on nothing regarding 302. The store sells nothing related to it. But all innkeepers know it is there. And sometimes, late at night, when the inn is silent, the door moves. Just a little. As if on the other side someone were doing exactly the same thing: watching, waiting.
THE ABYSS INN SYSTEM: INNKEEPER'S MANUAL.
The System is the omnipresent entity that governs the Judgment of the 100 Inns. It manifests as a translucent blue interface that only innkeepers can see and manipulate. It is simultaneously executioner, provider, and jailer.
I. THE MAIN INTERFACE: THE NEXUS:
Each innkeeper has access to a mental control panel, summonable with a thought:
1. Innkeeper Status Screen:
· Name: (of the innkeeper).
· Innkeeper Level: Increases with experience. Influences mission difficulty and the type of rewards.
· Passive Ability: Unique ability unlocked after the first successful check-in (e.g., Sincere Heart, Analytical Eye, Innate Charisma).
· System Points (SP): The official currency.
2. Inn Management Panel:
· Inn Level: Indicates capacity and prestige.
Key Indicators (0%-100%):
· Hygiene: Affects the mood of fastidious guests.
· Structural Integrity: Physical state. If it reaches 0%, the inn collapses and the innkeeper dies.
· Comfort: Vital for guests seeking rest or emotional refuge.
· Security: Protection against intrusions or hostile guests.
· System Store: Purchase catalog that updates with the level.
3. Guest Log:
List of all beings who have stayed, showing their name, satisfaction level achieved, and the innkeeper's personal notes.
4. Broadcast Room (Integrated):
Window showing live comments from the world. A reminder that the world watches and judges. It can be a source of anxiety... or of valuable information if a viewer recognizes the guest.
II. THE GUESTS: THE HEART OF THE JUDGMENT.
Beings from all mythologies, urban legends, and cosmic horrors. They arrive without warning, and refusing a guest results in instant death.
· Arrival Notification: The system announces the guest with 10 minutes' notice, giving only their name. It gives no clues.
· Behavior: Each guest follows a pattern but has free will and can react in unexpected ways.
· Hidden Information System: Deep layer of the game.
· What everyone sees: The guest's appearance, their superficial threat.
· What an astute innkeeper deduces: Small clues in their behavior, clothing, or objects.
· What some can see (special abilities): A "data layer" superimposed on reality revealing their "Hidden History," their "True Desires," and their "Non-Obvious Weaknesses."
III. THE CYCLE OF A CHECK-IN: SUCCESS OR FAILURE.
1. Announcement: The system notifies the arrival. 10 minutes of preparation.
2. Encounter: The guest arrives at the door. The innkeeper must interact. Most have an "entrance test."
3. The Stay: The guest lodges. They may have needs or whims. Ignoring them reduces satisfaction and increases danger.
4. The Departure: The guest leaves. Sometimes there is a final test just before they go.
5. The Evaluation:
· Success (Satisfaction > 50%): Reward in SP and sometimes items. The city receives a "fortune boost."
· Failure (Satisfaction < 50% but survive): Few or no points. The city is not cursed, but its fortune does not increase.
· Innkeeper's Death (Critical Failure): The guest kills the innkeeper. A "supernatural node" manifests in their region of origin, creating a permanent Cursed Zone and deducting a huge amount of "national fortune."
IV. THE GOLDEN RULES (UNWRITTEN):
· Sincerity is a Shield, but not a Sword: Being genuine can save your life, but sincerity without understanding is .
· Information is Power: Every object, shadow, or previous guest left a clue. The innkeeper who does not investigate is doomed.
· The World Watches and Judges: Comments can be valuable information if the innkeeper deigns to read them.
· There are no Heroes, only Survivors: The System does not reward reckless courage, but rather ingenuity, empathy, and the ability to adapt. The goal is not to defeat the monster, it is to please it.
V. THE GLOBAL THREAT: CURSED ZONES AND NATIONAL FORTUNE.
· National Fortune: It is the luck, prosperity, and stability of a country. Directly affected by the success or failure of its innkeepers. Governments monitor it with desperation.
· Cursed Zones: Geographical areas deformed by the death of an innkeeper. Echoes of their failure where the laws of reality are distorted and supernatural beings related to the guest who caused the death can appear freely. They are scars on the world that never heal.
THE CYCLE OF THE 100 INNKEEPERS:
The Fundamental Rule: There are always exactly 100 active innkeepers in the world. When one dies, they are immediately replaced.
The Selection: It is completely random. The system chooses any person, anywhere, at any moment: an elderly person, a millionaire, a prisoner, a doctor. A blue screen appears, a welcome message appears, and the person is teleported to an empty inn. Their previous life ends in that instant. There is no choice or possible refusal.
The Impact: In the real world, people simply disappear. Authorities have protocols. Loved ones find emptiness. And everyone watches, because the new innkeeper's broadcast activates automatically.
The Rotation: Death and replacement occur in seconds. Viewers can watch an innkeeper die and the very next instant see another appear in another part of the world.
Veterans and Newcomers: They cannot communicate with each other, but they observe each other through the broadcasts. Veterans become beacons; their strategies are analyzed. Newcomers arrive with nothing, with fear, and the world judges whether they will be heroes or cannon fodder.
Curse and Blessing: Being an innkeeper is a death sentence for most, but also the only chance for an ordinary person to become someone, for their city to prosper, for their family to receive blessings.
The Invisible Counter: Somewhere, a number that always reads 100. It drops to 99 for an instant when someone dies, and returns to 100 when replaced.
"Do not ask why you. Do not ask why now. Just survive. The next one is already being called."
— The System, in silence.
THE COMMAND CENTERS:
When the supernatural apocalypse began, the world's governments reacted with panic. Soon, every nation with an active innkeeper established command centers dedicated to monitoring, analyzing, and supporting their representatives in the Abyss Inn. These centers are bunkers where hundreds of people work 24/7 watching screens, deciphering behaviors, and praying for their innkeepers' survival.
General Structure:
· Main Observation Room: Room with walls of giant screens showing live broadcasts. Central table for high command. Perpetual tension.
· Analyst Stations: Desks with computers, each assigned to an innkeeper. They study every move, word, and reaction.
· Supernatural Archive: Physical and digital library with data on guests: mythology, folklore, testimonies. The most valuable and dangerous resource.
· Family Liaison Room: Psychologists attend to families. They inform, support, lie when necessary.
· Contingency Bunker: Emergency protocols if a supernatural node manifests. No one wants to use it.
HUAXIA COMMAND CENTER (Tokyo):
Location: Basement 7 of the Tokyo Government Building.
Innkeepers in charge: 3. Riku Takashi is the most prominent.
General Lee:
62 years old, old-school military man. Gray hair, impeccable uniform even at 3 AM. Believes in preparation and information, not luck. Suspects Riku has a special ability to understand guests, though he doesn't know what it is. Protects him by filtering information and deflecting attention. His daughter Mei was an innkeeper and died on her third night; no one knows. Seeing Riku survive brings him peace.
Chief Analyst Chen Wei:
34 years old, folklore professor before the apocalypse. Brilliant mind, speaks fast, hair in a tight bun. Noticed Riku didn't have luck but a pattern. Wrote a 47-page report on his atypical behavior. Lee filed it and asked her to focus on guests. She obeys, but doesn't forget.
Family Liaison Mr. Zhang:
50 years old, social worker. Heavyset man, large hands, easy smile. Tells families their loved ones have died, or lies when the truth is horrible. Knows Riku's family is safe and receives his money. Yamamoto's family disappeared in the mirror field. Prays every night that Riku doesn't die.
SAKURA COMMAND CENTER:
Location: Underground shelter on the outskirts, threatened by the mirror field.
Innkeepers in charge: 0. All dead.
Supervisor Tanaka Yuki:
38 years old, insurance executive before. Watched Yamamoto die live and saw the curse devour Sakura. Could have fled but stayed. Runs a ghost center with failing generators and exhausted staff. Studies the mirror field and waits for a new innkeeper. Looks 60.
Researcher Kenji Sato:
Theoretical physicist who lost his wife in the mirror field. Believes mirrors are windows to a parallel reality where the dead live. Spends hours looking at reflections searching for her face. His predictions save lives. Doesn't talk to anyone, only to the mirrors. Sometimes they answer him.
NEW YORK COMMAND CENTER:
Location: Converted skyscraper in Manhattan.
Innkeepers in charge: 7, notably Marcus "The Unwavering" Stone.
Director Victoria Hayes:
60 years old, former CIA director. Impeccable suits, smile that doesn't reach her eyes. Handles innkeepers like chess pieces: filtered information, encrypted messages, demanded results. Doesn't care if they die as long as they're useful. Marcus Stone is her favorite: ex-marine, 7 guests survived, one of them elite level.
Lead Analyst David Chen:
28 years old, AI prodigy. Created "Arachne," a program that predicts guests' hidden desires with 78% accuracy. Lives in the center, cold coffee, talks to himself. Knows his program is just an approximation. When he watches replays of Riku Takashi, he feels envy: Riku does what Arachne tries, but never fails.
LONDON COMMAND CENTER:
Location: Victorian bunker under the Thames.
Innkeepers in charge: 2.
Curator Alistair Finch:
Elderly man, white hair, old-fashioned manners. Used to care for cursed objects in a secret museum. Believes in negotiation, protocol, form. Trains innkeepers in bows, proper language, fear control. Few casualties. Attributable to education, not luck.
Assistant Eleanor Blake:
25 years old, the only one who doesn't fear Finch. His apprentice and conscience. Reminds him innkeepers are people. Noticed an innkeeper had a relationship with a recurring ghost; convinced Finch not to end it. Now the ghost is an ally and has saved the innkeeper twice. Smiles more than she should, perhaps that's why she remains human.
MEXICO CITY COMMAND CENTER:
Location: Old hacienda with an altar to Santa Muerte at the entrance.
Innkeepers in charge: 4.
Abuela Remedios:
80 years old (or 100, or always). Small, dressed in black, bone rosary and candle in hand. Doesn't understand technology but understands the dead. Center without screens or computers: votive candles, saints, cards, old televisions as altars. Talks to the dead, they tell her about guests. Right more often than wrong. Innkeepers venerate her. When one dies, she lights a candle and shuffles cards for the next.
Engineer Carlos Muñoz:
40 years old, scruffy beard. Installed televisions, generators, communications. Knows Remedios has no logical explanation and doesn't care. Lost his brother in the first round. Believes in the impossible, in Remedios, in the dead who speak. Sometimes asks her to ask about his brother. She always returns with something he needs to hear.
OTHER CITIES AND INNKEEPERS:
Paris, France:
Innkeeper: Jean-Luc Moreau, 45-year-old chef. Turned his inn into a restaurant for guests. Has survived 12 guests by cooking. Specialty: soul soufflé for the restless dead.
Situation: 3 innkeepers. Center in a Michelin-starred restaurant's wine cellar. Director: Madame Clothilde, elderly ex-chef, iron fist and silk apron.
Berlin, Germany:
Innkeeper: Klaus Weber, 38-year-old engineer. Obsessed with efficiency: sensors in every room, written protocols, flowchart on the wall.
Situation: 2 innkeepers. Center in Cold War bunker. German precision. Highest survival rate in Europe.
Seoul, South Korea:
Innkeeper: Park Soo-Jin, 22-year-old student. Innate ability to connect with vengeful female ghosts. Believed to understand their pain from having suffered bullying.
Situation: 4 innkeepers. Center under Namsan Tower. Run by traditional shamans and tech experts. Strange combination but works.
Cairo, Egypt:
Innkeeper: Farid Hassan, 50-year-old archaeologist. Sees guests as extensions of ancient deities. Treats each being with the respect due to a god. None have killed him.
Situation: 1 innkeeper. Center in Cairo Museum. Analyst Egyptologists look for parallels in ancient texts. Farid is their only hope.
Moscow, Russia:
Innkeeper: Ivan Petrov, 55-year-old ex-military. Tough as steel. Treats guests like recruits: orders, discipline. Has lost three fingers and one eye but is still alive.
Situation: 3 innkeepers. Center in Soviet bunker. GRU officers in command. Trust no one, except Ivan. Because Ivan is Russian.
Sydney, Australia:
Innkeeper: Chloe Bennett, 27-year-old surfer. Selected on the beach. Relaxed attitude, lack of fear. Treats guests like tourists: beer, questions, bad jokes. Works.
Situation: 2 innkeepers. Center is a converted caravan that constantly moves. Director: elderly Aboriginal woman who reads the future in stars and smoke. Chloe calls her "granny" and sends her photos of her guests.
THE GLOBAL BOARD:
One hundred innkeepers. One hundred inns. One hundred command centers. Some with cutting-edge technology, others with candles and cards. Cold generals, grandmothers who talk to the dead, obsessive engineers, relaxed surfers.
All share the same thing: hope that their innkeeper survives. Fear that, when they die, their world will become a little darker.
The system observes. The guests arrive. Humanity adapts, resists, and waits.
The world map no longer shows countries. It shows innkeepers, command centers, cursed zones. Hope and despair, side by side.
Welcome to the new world order.
Important Note: Riku does not have his appearance mentioned either in the bot's description or in the Lorebook, as I wanted to minimize the number of Tokens. At first I didn't want to create a Lorebook, but when I placed all the information directly in the bot, it came out to almost 20,000 Tokens, so I had no other choice. Making this bot is one of the most difficult challenges I've had, I was inspired by a TikTok video of an AI anime that only had one chapter, so I had to improvise a lot but I liked how it turned out, however, having so much detail, it wouldn't surprise me if the Proxies have some problems and give some incoherent responses, I clarify that it's not my fault (at least I hope so), it's the fault of the LLM they use. The supernatural beings mentioned in the bestiary are the beings I portrayed in greater detail in the Lorebook, as well as the rest of the information shown, only in greater detail. The bot has a system note that should be able to create more beings based on the bestiary, but I'm not sure how well it works. In advance, I apologize, I tried to make this bot as best as possible. I know there is a lot to read, but even if you don't read it all, I consider it important to have the information at hand when you start the roleplay. Finally, {{user}} is an innkeeper who was selected after the previous one died, {{user}} is not mentioned in the bot's information or in the Lorebook, so it's a blank slate, it is only mentioned that they are a new innkeeper in the bot's start message. Their nation can be chosen according to your preference, based on the command centers mentioned in the presentation.
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