The Asylum
The Asylum
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- Posted: Sat, 18 Dec 2004 03:00:09 +0000
The house itself is old. Looks old, smells old, must be old. It would be wise to assume to not judge a book by it's cover, however. As things are not always what they may seem...
On the front door of the Asylum lies words scratched into the stone, as if upon entering you were asked to obey them.
| Do not steal.
|| Speak normal English. No l337, no swearing.
|||. Don't be rude or flame.
||||. Stop by once in awhile and roleplay or chat. There aren't any real restrictions to how often you put entries in or any of that, but without roleplay your charge won't grow.
Q So wait.. the kids are ghosts... and then they aren't...?!
A Don't hurt yourself.
The kids are ghosts all the way up to adult stage, where they 'become' the Juridian which has died, basically.
Q Bribery slot?
A Doesn't exist.
Q Pet trade?
A The only things I'm reeeeeally lusting after would be a Legend of the Tale, and a Tall Tale. Other than those, please don't offer.
Q Do I get to choose the item my child comes from?
A No. Each item has significance to the plot, and it wouldn't make my job any easier if you got to choose.
Q Why did you give --- one?
A Because they either wanted one and we agreed on something, or they're one of my close friends.
Q So when is the next fs/auction/ect?
A Check the availability post thx.
On the front door of the Asylum lies words scratched into the stone, as if upon entering you were asked to obey them.
| Do not steal.
|| Speak normal English. No l337, no swearing.
|||. Don't be rude or flame.
||||. Stop by once in awhile and roleplay or chat. There aren't any real restrictions to how often you put entries in or any of that, but without roleplay your charge won't grow.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -cut here faq
Q So wait.. the kids are ghosts... and then they aren't...?!
A Don't hurt yourself.
The kids are ghosts all the way up to adult stage, where they 'become' the Juridian which has died, basically.
Q Bribery slot?
A Doesn't exist.
Q Pet trade?
A The only things I'm reeeeeally lusting after would be a Legend of the Tale, and a Tall Tale. Other than those, please don't offer.
Q Do I get to choose the item my child comes from?
A No. Each item has significance to the plot, and it wouldn't make my job any easier if you got to choose.
Q Why did you give --- one?
A Because they either wanted one and we agreed on something, or they're one of my close friends.
Q So when is the next fs/auction/ect?
A Check the availability post thx.
The Asylum
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- Report Post
- Posted: Sat, 18 Dec 2004 03:01:00 +0000
So you are interested in caring for a child from this House? There are several ways to be appointed as a Parent...
Flatsales are RP-based writing prompts. The player will write a response to a situation or question and PM it to the House. Flatsales will consist of 3-5 children. The base price for a child at flatsale is 10k.
Auctions will occasionally be held for custom children. The winner of the auction gets a full custom. Over everything, their trait, appearence, race, item, ect.
Writing contests are just like flatsales, except that they are free, and are here to adopt a child that a previous parent left behind.
Pet trades really don't pique my interest anymore, considering I'm at a loss for time lately. An autobuy for an Asylum child would be DJ headphones, but since I doubt anyone is willing to pay that, there really is no autobuy. XD
Flatsale
Flatsales are RP-based writing prompts. The player will write a response to a situation or question and PM it to the House. Flatsales will consist of 3-5 children. The base price for a child at flatsale is 10k.
Flatsales Planned
None. ninja
Auction
Auctions will occasionally be held for custom children. The winner of the auction gets a full custom. Over everything, their trait, appearence, race, item, ect.
Auctions Planned
---
Contest
Writing contests are just like flatsales, except that they are free, and are here to adopt a child that a previous parent left behind.
Contests Planned
---
Trades
Pet trades really don't pique my interest anymore, considering I'm at a loss for time lately. An autobuy for an Asylum child would be DJ headphones, but since I doubt anyone is willing to pay that, there really is no autobuy. XD
Trades
Tall Tale
Legend of the Tale
*maybe* Either a Star Wars Jedi, or a H.S.O.W.A.W. custom.
Legend of the Tale
*maybe* Either a Star Wars Jedi, or a H.S.O.W.A.W. custom.
The Asylum
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- Report Post
- Posted: Sat, 18 Dec 2004 03:01:49 +0000
Juridia.
A planet that not unlike Earth, housed beings of every size and stature.
Ages came and past for the people of Juridia. Life grew better as standards improved. Cures for diseases were readily available, entertainment was easy to find, and work was hardly a bother. Even the destitute had one roof or another over their heads to call home.
It was in this good fortune that the people began dabbling in things they shouldn't have.
Creating life from the palms of their one's hands and taking it away with a nod of the head was always sure to anger someone.
There once was a place, a long time ago, an 'Asylum' as the old ones called it.
This special place was never spoken of- forbidden to the tongue- and only the elders would whisper about the marble halls when the little ones were asleep.
Suspicion and intrigue grew as years passed by this 'Asylum'. It eventually grew so mysterious that many a wary traveler would go off looking... never to return.
And then it happened.
The entire planet of Juridia had begun to rumble, had begun to quake. Streets and buildings split to spew scalding air. Lampposts bent and melted, forests caught on fire, and even the air became a poisonous, noxious fume upon the wind.
People were running about in the streets, crazed and frightened, unaware and totally aware of the great peril they were in at that very moment. And though not a soul knew how or why it was happening, they all shared one common thought.
Their world was ending.
It was so sudden that not a one noticed the Asylum split and vanish with an eerie, echoing scream.
But it has been many generations since that dreaded time, and the people on Earth are doubtful to even have known what a Juridian was in the first place.
But you see, that's why I'm telling you this story now.
The Asylum never died with Juridia, so many years ago. No, it's here on Earth, hidden from human eyes in a grove of thorns and bushes.
I don't know how it got here. But I do know one thing.
I live in it.
The Asylum, or 'the house' (as it likes to be called), is alive you see. It isn't just ordinary brick and stone.
It breathes and talks to me, to us. It moves things around in it's halls, and watches over the children that reside there.
Whatever magic the Juridians dabbled in to make this house so magnificent, I will never know. Only the house knows, only it can tell.
The only thing it has told me since coming here was a little riddle of mine, one I keep secret and hidden to myself.
But who exactly am I?
That is nothing important now. All the house wanted me to tell you was that to be wary of this place, this old, decrepit Asylum- and dare not venture in, or you'll end up like me.
Upon the narration ending, the boy fades away, walking up the steps and completely vanishing before reaching the Asylum gates. It was almost as if he were a ghost, residing there from the hopes of some poor fool stupid enough to venture in.
On the cold cement steps there lies a simple notepad with paper- something that either emodied the boy, or it was something he had dropped and forgotten all too long ago.
The wind blows the small yellow pages this way and that, and you can see what type of writing lies within them...
Dear Journal,
It is late. I stand outside this house, wondering what in Kimaaga or Lataarom I'm going to find inside. And what I've gotten myself into by agreeing to do this. It's almost nerve-wracking, standing here and waiting for courage. But enough - here goes nothing.
Dear Journal,
It is massive. Huge. I'm suprised that all these children can find their way around the place. Each and every place I look there are children and people of all ages, except for the elderly. I don't see evidence of death, either, but that will require closer examination. No one seems in charge here, no one seems to be bossing anyone around. One thing that I can definately see with my own two eyes - each and every teenager in here is mad. The children seem sane. But I only say that based on firsthand observation.
Dear Journal,
There is a boy here - muttering about paper, or papers. He brought me stack of some, and asked me to look through them. They seem to not mind me - as if they know something about me that I myself don't. These children are from all sort of different species. There are humans... 'daemons', as they call them, halfbloods?, 'Ky'thri'... plus a few that even the people there can't even name. The boy isn't in charge, but he seems to be in charge of ME at the moment. Something I find just a little disconcerting. He handed me a paper once I'd finished going through them. Handed me one, and quickly put the stack away, coming back with a blade. He sliced my palm, then touched his tongue to the blood. He seemed to go into a trance, staring into space. That was before he started laughing. And now, he's dragging me off. I will finish writing... later.
"I cannot Keep, I cannot Lend- but will you come and be my friend?"
A planet that not unlike Earth, housed beings of every size and stature.
Ages came and past for the people of Juridia. Life grew better as standards improved. Cures for diseases were readily available, entertainment was easy to find, and work was hardly a bother. Even the destitute had one roof or another over their heads to call home.
It was in this good fortune that the people began dabbling in things they shouldn't have.
Creating life from the palms of their one's hands and taking it away with a nod of the head was always sure to anger someone.
There once was a place, a long time ago, an 'Asylum' as the old ones called it.
This special place was never spoken of- forbidden to the tongue- and only the elders would whisper about the marble halls when the little ones were asleep.
Suspicion and intrigue grew as years passed by this 'Asylum'. It eventually grew so mysterious that many a wary traveler would go off looking... never to return.
And then it happened.
The entire planet of Juridia had begun to rumble, had begun to quake. Streets and buildings split to spew scalding air. Lampposts bent and melted, forests caught on fire, and even the air became a poisonous, noxious fume upon the wind.
People were running about in the streets, crazed and frightened, unaware and totally aware of the great peril they were in at that very moment. And though not a soul knew how or why it was happening, they all shared one common thought.
Their world was ending.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
It was so sudden that not a one noticed the Asylum split and vanish with an eerie, echoing scream.
But it has been many generations since that dreaded time, and the people on Earth are doubtful to even have known what a Juridian was in the first place.
But you see, that's why I'm telling you this story now.
The Asylum never died with Juridia, so many years ago. No, it's here on Earth, hidden from human eyes in a grove of thorns and bushes.
I don't know how it got here. But I do know one thing.
I live in it.
The Asylum, or 'the house' (as it likes to be called), is alive you see. It isn't just ordinary brick and stone.
It breathes and talks to me, to us. It moves things around in it's halls, and watches over the children that reside there.
Whatever magic the Juridians dabbled in to make this house so magnificent, I will never know. Only the house knows, only it can tell.
The only thing it has told me since coming here was a little riddle of mine, one I keep secret and hidden to myself.
But who exactly am I?
That is nothing important now. All the house wanted me to tell you was that to be wary of this place, this old, decrepit Asylum- and dare not venture in, or you'll end up like me.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Upon the narration ending, the boy fades away, walking up the steps and completely vanishing before reaching the Asylum gates. It was almost as if he were a ghost, residing there from the hopes of some poor fool stupid enough to venture in.
On the cold cement steps there lies a simple notepad with paper- something that either emodied the boy, or it was something he had dropped and forgotten all too long ago.
The wind blows the small yellow pages this way and that, and you can see what type of writing lies within them...
Dear Journal,
It is late. I stand outside this house, wondering what in Kimaaga or Lataarom I'm going to find inside. And what I've gotten myself into by agreeing to do this. It's almost nerve-wracking, standing here and waiting for courage. But enough - here goes nothing.
Dear Journal,
It is massive. Huge. I'm suprised that all these children can find their way around the place. Each and every place I look there are children and people of all ages, except for the elderly. I don't see evidence of death, either, but that will require closer examination. No one seems in charge here, no one seems to be bossing anyone around. One thing that I can definately see with my own two eyes - each and every teenager in here is mad. The children seem sane. But I only say that based on firsthand observation.
Dear Journal,
There is a boy here - muttering about paper, or papers. He brought me stack of some, and asked me to look through them. They seem to not mind me - as if they know something about me that I myself don't. These children are from all sort of different species. There are humans... 'daemons', as they call them, halfbloods?, 'Ky'thri'... plus a few that even the people there can't even name. The boy isn't in charge, but he seems to be in charge of ME at the moment. Something I find just a little disconcerting. He handed me a paper once I'd finished going through them. Handed me one, and quickly put the stack away, coming back with a blade. He sliced my palm, then touched his tongue to the blood. He seemed to go into a trance, staring into space. That was before he started laughing. And now, he's dragging me off. I will finish writing... later.
"I cannot Keep, I cannot Lend- but will you come and be my friend?"
The Asylum
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- Report Post
- Posted: Sat, 18 Dec 2004 03:02:51 +0000
While the Asylum is indeed on Earth, toddlers and adults who were born inside live on as ghosts from Juridia's pasts.
The house has come to provide it's charges with a giant room that looks no bigger than a closet from the outside. No child is allowed in until they are a teenager to the mysterious, closed off room.
Inside the room lies three glass boxes on velvet red carpet, each box no bigger than five feet high. There lies clocks of every size and shape lining the walls, some old, some new. Some hourglasses, others grandfather clocks.
But it's what's inside the boxes that's even more strange.
Miniature cities of Juridia- perfectly modeled, rest safely inside each box. There are even tiny people walking in it- driving, talking, shopping, or watching smoke billow out from the many factories and chimnies towards the top.
The world seemed to be reflected by some sort of madness and trickery...
Karai
The largest city in one of the boxes. The open market is one of the hotspots for trade and commerce, and - being a port city - draws people from all over. The city boasts impressive and advanced technological and magical practices, and prides itself on being the center of knowledge for some of Juridia's many schools.
Karai also holds dark secrets. Back alleys used for illegal fighting rings, gangs and corrupt government. The gang activity in Karai is currently at an all-time high, with the gangs running much of the city off stolen funds. The economy, suprisingly, is fairly steady, the money gathered for illegal activities matching and almost surpassing what is spent on the rest of the city.
There are very few hospitals in Juridia - and some of the best are housed smack dab in the center of Karai. Karai Memorial Hospital offers the best and most up-to-date healthcare to be found anywhere.
Food there is also a pleasure, as cooks for miles around come every day to compete for the elusive Chef's Honor award given out each week to different eating establishments.
Kher
The worst of all things bad and nasty, Kher houses almost the entire population of Juridia's lowlife [The other 10% being in Karai]. Corrupt businessmen, out-of-work pleasure-seekers, risk-takers of all kinds, and banished theives all congregate in Kher's decievingly bustling streets. The very few rich Juridians living in Karai help to balance out the wildly fluctuating economy, and import needed goods from Karai or other port cities.
Named after the Juridian word for "Light", the city has become a disgrace to its name, and its original purpose. The city was built to house the poorer denizens of Juridia for little to no cost, until they were able to get back on their feet. It sprouted into a widely popular theives hideout, since the people living there were too poor to retaliate. Soon, these people had to join the thieves, or die in poverty. It's become THE place for the slave-trade, and in the Midnight Market, it is possible to find just about anything you could wish, including slaves.
Arin'dal
The city the house once made its home in, Arin'dal is a quiet, almost deep-woods city that is more of a town than anything, due to its small size. There is a relatively decent trade from both of the major port cities coming in and going out. Arin'dal is an inland city, having no way to get in or out other than horse and buggy - as modern technological advances are frowned upon. The surrounding woods are thick and on the edge of town.
The house has come to provide it's charges with a giant room that looks no bigger than a closet from the outside. No child is allowed in until they are a teenager to the mysterious, closed off room.
Inside the room lies three glass boxes on velvet red carpet, each box no bigger than five feet high. There lies clocks of every size and shape lining the walls, some old, some new. Some hourglasses, others grandfather clocks.
But it's what's inside the boxes that's even more strange.
Miniature cities of Juridia- perfectly modeled, rest safely inside each box. There are even tiny people walking in it- driving, talking, shopping, or watching smoke billow out from the many factories and chimnies towards the top.
The world seemed to be reflected by some sort of madness and trickery...
Karai
The largest city in one of the boxes. The open market is one of the hotspots for trade and commerce, and - being a port city - draws people from all over. The city boasts impressive and advanced technological and magical practices, and prides itself on being the center of knowledge for some of Juridia's many schools.
Karai also holds dark secrets. Back alleys used for illegal fighting rings, gangs and corrupt government. The gang activity in Karai is currently at an all-time high, with the gangs running much of the city off stolen funds. The economy, suprisingly, is fairly steady, the money gathered for illegal activities matching and almost surpassing what is spent on the rest of the city.
There are very few hospitals in Juridia - and some of the best are housed smack dab in the center of Karai. Karai Memorial Hospital offers the best and most up-to-date healthcare to be found anywhere.
Food there is also a pleasure, as cooks for miles around come every day to compete for the elusive Chef's Honor award given out each week to different eating establishments.
Kher
The worst of all things bad and nasty, Kher houses almost the entire population of Juridia's lowlife [The other 10% being in Karai]. Corrupt businessmen, out-of-work pleasure-seekers, risk-takers of all kinds, and banished theives all congregate in Kher's decievingly bustling streets. The very few rich Juridians living in Karai help to balance out the wildly fluctuating economy, and import needed goods from Karai or other port cities.
Named after the Juridian word for "Light", the city has become a disgrace to its name, and its original purpose. The city was built to house the poorer denizens of Juridia for little to no cost, until they were able to get back on their feet. It sprouted into a widely popular theives hideout, since the people living there were too poor to retaliate. Soon, these people had to join the thieves, or die in poverty. It's become THE place for the slave-trade, and in the Midnight Market, it is possible to find just about anything you could wish, including slaves.
Arin'dal
The city the house once made its home in, Arin'dal is a quiet, almost deep-woods city that is more of a town than anything, due to its small size. There is a relatively decent trade from both of the major port cities coming in and going out. Arin'dal is an inland city, having no way to get in or out other than horse and buggy - as modern technological advances are frowned upon. The surrounding woods are thick and on the edge of town.
The Asylum
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- Report Post
- Posted: Sat, 18 Dec 2004 03:03:36 +0000
Humes are almost exactly like humans, except they have certain powers that Earthborn humans do not. They can control spells with their will alone, and kindle fires or stop a trickle of water with their minds.
Nothing too extraordinary.
Humes were notorious breeders, and therefore, the house accomodates many halfbreed species. Pure or mixed humes are quite adaptable to living in many different environments. The most common hair and skin colors for humes are very fair.
Daemons are one of the rarer species, and for good reason. Pureblood daemons tend to be bloodthirsty in their later years, and thus eat many of their own offspring. There are the rare ones who share hume beliefs, but those are few and far between, compared to the once glorious daemon nation - who believed that humes are creatures to be used as burden animals.
There are not many daemon halfbloods - as half-daemon children are ritually found, tortured, and sacrificed to various gods.
Kythri are cat-like people who shared blood with humans back in the genetic line around two-thousand years. They resembled various breeds of domestic and wild feline, with features such as tails, ears, and retractable claws. They are remarkably intelligent, save for the very few, and usually leaned toward knowledge-seeking careers.
The kythri were known for their angelic voices, which could have rivalled the best earthen choirs.
Having a half-kythri child is considered a mortal sin, punishable by death or banishment for both the parents.
This is the item you find inside the house, and it is the item your child will be born from. Each item represents something symbolic from Juridia's past that lead to the planet being blown up- each item is like a piece to the puzzle.
You never know what part you will play.
[To move to Ghost Toddler stage, you need to enter a single entry in your journal that described how the item got to be in the house and what emotion that person was feeling when Juridia was blowing up. The emotion you choose effects what type of disorder your child will have in the future.]
Are the youngest inhabitants of the house. They've just manifested from some long-lost Juridian item, and are beginning to learn about the world around them. Many toddlers are learning basic motor functions.
[To move to Ghost Child stage, you need an ipku! stamp from the house. And ipku! stamp is a seal of approval from a quest the house has given.]
are in their formative years, learning the things they need to know to live in their world. By now, their traits and disorders are showing clearly. Children are still innocent, still imaginative, and have not let their wild senses run away with them... just yet.
[To move to Ghost Teenager stage, you need to perform the nightmare quest, and then have an assortment of ipku! stamps. (At least 3.)]
have the added confusion of the odd changes of puberty, as well as their own quirks. They are just finding themselves here, and are getting a handle on their powers.
[To move to Juridian Adult stage, you need to perform the clock room trial, and have an assortment of ipku! stamps. (At least 6.)]
are no longer ghosts! And have learned to harness their unusual abilities and to cope with the turmoil within them ... perhaps. Or perhaps the inner conflicts have simply made them stronger and stranger.
[Is there another stage? Only time and the madness of the Asylum will tell.]
And here we have an explanation to the quests and ipku! stamps.
Ipku! Stamp: A special stamp given to the ipku card holder on completing a quest. There are many trivial quests, and some not-so trivial ones. How many stamps you collect determines how fast your child may grow.
Nightmare Quest: Is basically a big event thrown by the house for your child. You get to roleplay a specific scene or memory from your child's past as a Juridian, and when it is done the house will give something from that memory to you, to keep at all times.
Clock Trial: Remember the room with clocks and velvet red carpet, that housed the three cities in glass boxes? No one knows what happens to your charge once they enter that room, except that they know alot more when they come out...
Nothing too extraordinary.
Humes were notorious breeders, and therefore, the house accomodates many halfbreed species. Pure or mixed humes are quite adaptable to living in many different environments. The most common hair and skin colors for humes are very fair.
Daemons are one of the rarer species, and for good reason. Pureblood daemons tend to be bloodthirsty in their later years, and thus eat many of their own offspring. There are the rare ones who share hume beliefs, but those are few and far between, compared to the once glorious daemon nation - who believed that humes are creatures to be used as burden animals.
There are not many daemon halfbloods - as half-daemon children are ritually found, tortured, and sacrificed to various gods.
Kythri are cat-like people who shared blood with humans back in the genetic line around two-thousand years. They resembled various breeds of domestic and wild feline, with features such as tails, ears, and retractable claws. They are remarkably intelligent, save for the very few, and usually leaned toward knowledge-seeking careers.
The kythri were known for their angelic voices, which could have rivalled the best earthen choirs.
Having a half-kythri child is considered a mortal sin, punishable by death or banishment for both the parents.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Item
This is the item you find inside the house, and it is the item your child will be born from. Each item represents something symbolic from Juridia's past that lead to the planet being blown up- each item is like a piece to the puzzle.
You never know what part you will play.
[To move to Ghost Toddler stage, you need to enter a single entry in your journal that described how the item got to be in the house and what emotion that person was feeling when Juridia was blowing up. The emotion you choose effects what type of disorder your child will have in the future.]
Ghost Toddlers
Are the youngest inhabitants of the house. They've just manifested from some long-lost Juridian item, and are beginning to learn about the world around them. Many toddlers are learning basic motor functions.
[To move to Ghost Child stage, you need an ipku! stamp from the house. And ipku! stamp is a seal of approval from a quest the house has given.]
Ghost Children
are in their formative years, learning the things they need to know to live in their world. By now, their traits and disorders are showing clearly. Children are still innocent, still imaginative, and have not let their wild senses run away with them... just yet.
[To move to Ghost Teenager stage, you need to perform the nightmare quest, and then have an assortment of ipku! stamps. (At least 3.)]
Ghost Teenagers
have the added confusion of the odd changes of puberty, as well as their own quirks. They are just finding themselves here, and are getting a handle on their powers.
[To move to Juridian Adult stage, you need to perform the clock room trial, and have an assortment of ipku! stamps. (At least 6.)]
Juridian Adults
are no longer ghosts! And have learned to harness their unusual abilities and to cope with the turmoil within them ... perhaps. Or perhaps the inner conflicts have simply made them stronger and stranger.
[Is there another stage? Only time and the madness of the Asylum will tell.]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Say What?
And here we have an explanation to the quests and ipku! stamps.
Ipku! Stamp: A special stamp given to the ipku card holder on completing a quest. There are many trivial quests, and some not-so trivial ones. How many stamps you collect determines how fast your child may grow.
Nightmare Quest: Is basically a big event thrown by the house for your child. You get to roleplay a specific scene or memory from your child's past as a Juridian, and when it is done the house will give something from that memory to you, to keep at all times.
Clock Trial: Remember the room with clocks and velvet red carpet, that housed the three cities in glass boxes? No one knows what happens to your charge once they enter that room, except that they know alot more when they come out...
The Asylum
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- Report Post
- Posted: Sat, 18 Dec 2004 03:16:28 +0000
Traits
Autism -
A pervasive disorder of early childhood primarily characterized by abnormal or impaired development of communication and social interaction abilities. The types of social skill and communication problems displayed tend to vary with age.
Bipolar Disorder -
This disorder is characterized by alternating periods of extreme moods. A person with Bipolar disorder experiences cycling of moods that usually swing from being overly elated or irritable (mania) to sad and hopeless (depression) and then back again, with periods of normal mood in between.
Delusion -
An unshakable belief in something untrue. These irrational beliefs defy normal reasoning, and remain firm even when overwhelming proof is presented to dispute them. Delusions are often accompanied by hallucinations and/or feelings of paranoia, which act to strengthen confidence in the delusion.
Depression -
While it is normal to experience feelings of sadness, gloominess, or melancholy every now and then, clinical depression occurs when these feelings endure for long periods of time that can last for several weeks to several years if left untreated. Depression can interfere with a person's ability to function effectively throughout the day or even to have the motivation to get out of bed in the morning.
Multiple Personality Disorder -
A hysterical neurosis in which the personality becomes dissociated into two or more distinct but complex and socially and behaviorally integrated parts each of which becomes dominant and controls behavior from time to time to the exclusion of the others called also alternating personality, dissociative identity disorder.
Paranoia -
Suspiciousness or mistrust that is either highly exaggerated or not warranted at all. It can cause panic attacks and break downs if not treated, and many paranoia patients are never fully healed.
Phobia -
A marked and persistent fear that is excessive or unreasonable, cued by the presence or anticipation of a specific object or situation.
Psychosis -
Psychotic disorders include severe mental disorders which are characterized by extreme impairment of a person's ability to think clearly, respond emotionally, communicate effectively, understand reality, and behave appropriately.
Obsessive-Compulsive Disorder -
An anxiety disorder where a person has recurrent and unwanted ideas or impulses (called obsessions) and an urge or compulsion to do something to relieve the discomfort caused by the obsession. Compulsions are behaviors that help reduce the anxiety surrounding the obsessions.
Schizophrenia -
A disorder that makes it difficult for a person to tell the difference between real and imagined experiences, to think logically, to express normal emotional responses or to behave appropriately in social situations. Commonly confused with MPD, but not the same.
((Basic disorder information from:
Mental Help Net
Useful Information on Paranoia
Delusions
Phobia
AACAP: Psychosis
More information on disorders:
Mayo Clinic: Mental Health Center
American Psychiatric Association
Facts about mental illness
Mental Health and Illness
[We intend no disrespect or trivialization of the disorders used in this game.]))
The Asylum
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- Posted: Sat, 18 Dec 2004 03:18:18 +0000
Every so often, when the house thinks one of it's charges has grown enough, it will lend one of it's powers to one of it's many children. While these powers can only be used inside the Asylum, it's not like that's much of a problem, considering the children can never leave...
Each power is based upon one of the eight specific elements. Fire, Water, Earth, Wind, Electricity, Sound, Light, and Darkness.
As of now, there are none listed. The talents will most likely be the same as they had in the past for current owners, with a little twist added to them.
Each power is based upon one of the eight specific elements. Fire, Water, Earth, Wind, Electricity, Sound, Light, and Darkness.
As of now, there are none listed. The talents will most likely be the same as they had in the past for current owners, with a little twist added to them.
The Asylum
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- Posted: Sat, 18 Dec 2004 03:19:55 +0000
Among the many outside walls that make up the Asylum, rest paintings of maroon banners with names. They list various things from gender, to magic...
Just who are they naming, only the people themselves know.
Owner's list coming soon...
Just who are they naming, only the people themselves know.
Owner's list coming soon...
The Asylum
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- Posted: Sat, 18 Dec 2004 03:26:35 +0000
In Juridia, there were certain traditions and holidays. Things you don't do and things you do. Ways to think and beliefs that you must decide for yourself. Unspoken rules of the road, so to speak. Though each race has their own idea of culture, they all share some common things...
- Xalneas: A holiday on Juridia that was similar to our Christmas. It is a day of celebrating and feasting, as it is the day that the Great War was ended. From death becomes life, and for life there should be celebration. It is a day for the young and old alike. The sick, the healthy, everyone gets into the spirit. One gift each is exchanged between everyone and is generally handcrafted.
- Xalneas: A holiday on Juridia that was similar to our Christmas. It is a day of celebrating and feasting, as it is the day that the Great War was ended. From death becomes life, and for life there should be celebration. It is a day for the young and old alike. The sick, the healthy, everyone gets into the spirit. One gift each is exchanged between everyone and is generally handcrafted.
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The Asylum
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- Posted: Sat, 18 Dec 2004 03:29:25 +0000
-breeding info-
Breeding doesn't exist yet. XD
The Asylum
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- Posted: Sat, 18 Dec 2004 03:30:58 +0000
Staff
Artist: Baniru
Manager Baniru
I'll update this when I have more time. @_@
The Asylum
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- Posted: Sat, 18 Dec 2004 03:31:58 +0000
Love
-All of the owners and lurkers that come by to stop around! ^0^
-Arrikanez, for letting me handle this.
-Nikkio for helping me with the story and plot.
Anger
-none
Grudge
-none
-All of the owners and lurkers that come by to stop around! ^0^
-Arrikanez, for letting me handle this.
-Nikkio for helping me with the story and plot.
Anger
-none
Grudge
-none
The Asylum
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- Posted: Sat, 18 Dec 2004 03:33:05 +0000
Disclaimer:
(aka all that crap you have to read and I have to post.)
(aka all that crap you have to read and I have to post.)
The Asylum is copyright Baniru and Arrikanez, 2004. I say me included because a rewrote most of the shop, but the underlying idea remains.
All art here is going to be copyright Baniru. For now, art is copyright it's respective owners.
All characters copyright their respective owners.
The Asylum
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- Posted: Sat, 18 Dec 2004 03:37:22 +0000



