The O'Doyle Institute
Danger Levels

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R.Y.G. Patient Labeling System
The R.Y.G. system categorizes patients based on their trustworthiness and potential danger to themselves or others, guiding containment and supervision measures. This is NOT a morality scale, think SCP containment roles.
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[RED] - Dangerous and Not Trusted
The worst of the worst usually reside in this category! Regardless of if you are a human or an entity. Restriction from certain areas of the hospital or watch are incredibly important.
- High risk to themselves and others.
- Possess abilities or behaviors that are extremely hazardous or difficult to contain.
- Rarely allowed outside; if permitted, strict supervision by staff and group accompaniment is mandatory.
[YELLOW] - Moderate Risk or Limited Trust
A middle of the road approach of patients. Those in this category vary the most as reasons for being yellow can be as simple as being dangerous but trusted OR Not Trusted but non-dangerous. Whatever the flavor of personal accountability is; its often for their own benefit.
- Situationally dangerous or mentally/physically vulnerable.
- May have restricted freedoms depending on behavior and safety needs.
- Allowed outside under supervision of a partner or with a group for their protection, but does not require staff as long as there other [Yellows] and [Greens] are present.
[GREEN] - Safe and Trusted
The goodie two-shoes! The average fellows, rule biding citizens! These people don't gotta be saints or even be nice, but they display the most self restraint of the bunch.
- Abilities or behaviors pose no significant threat.
- Demonstrates rule following and (enough) stability.
- Permitted full independence; including being outside alone without supervision to reliably come back to the institute on mandated curfew time. Even known for helping around the hospital if so wishing to!
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This system ensures the appropriate care, safety, and oversight of each individual. However, ALL levels regardless of trust or danger MUST wear their inhibitors and are not immune to being changed levels if called for it.
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Language and Slang

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Just like any culture, there are terms, phrases, lingo and slang often coined by the people who live there that are frequently used in casual day to day settings. Very important to know if you plan to make a Resident or someone who’s knowledgeable about The Nowhere.
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- Krom
Noun: The creator and ruler of The Nowhere and source of all moral authority; the supreme being. Their name is used for emphasis or to express emotions such as surprise, anger, or distress just like humans use “God” as a singular being. Its often debated amongst people who Krom actually is or even if they even exist. But some say they have personally met Krom themselves in prophetic dreams and random chance meetings. They sound like Tom Cardy though.
EXAMPLE: "Krom, what did I do to deserve this?" - Kromer
Noun: The name of the currency for The Nowhere. Yes, named after exactly what you think it is. In canon its named after Krom themselves, and the actual currency can be anything and isn't anything concrete, as long as its whatever the person deems valuable. Nonsensical money.
EXAMPLE: "I counted the Kromer before putting it in my wallet" - “Now here” vs “No Where”
The pronunciation of “The Nowhere” is much like an accent of North vs Southerns. Its usually subtle for Residents that people don't bring attention to. But since “direction” is nonexistent in a place like this, its “Negative vs Positive”.
EXAMPLE: “Great, were in da' middle of bum-fuck now’here. Great job keeping the map on hand you jackwagon.” - Travelers
A term to describe both Residents and Wanderers that have learned the art of traversing between Reality and The Nowhere. This is a little easier for Residents, but Human Wanderers are a rather persistent species, and their curiosity and strive to learn brings them to strange grand places. Skilled Travelers know quite a lot of both worlds in their adventures and the culture around them is free spirited and/or archivists.
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Positive VS Negative Residents

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Much like how Wanderers have categories to fit people into, Residents have a few ways of telling between who is Positive and who is Negative. The difference between he two descriptors is often vague and the line between the two can be blurred, but for most Residents, the labels fit.
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- Positive Residents: Often appearing much more friendly, colorful and approachable, Positive Residents will have a feeling of comfort and nostalgia surrounding them a lot of the time, with a very optimistic outlook on both life and The Nowhere in general, often referring to it as “now here”. Abilities belonging to positive residents are generally either harmless in nature or very beneficial, but it’s not impossible for a Positive Resident to have a more dangerous ability.
- Negative Residents: On the other side of the spectrum, appearing much more abstract, dark and dangerous are Negative Residents, who offer a much more uncanny and unsettling aura around them, often unintentionally frightening those who aren’t used to them. These Residents will more often than not feel very pessimistic about life and The Nowhere, pronouncing the name as “no where” in contrast to how Positive Residents pronounce it. The abilities of Negative Residents are much more dangerous in comparison to their positive counterparts, often resulting in the pain of others and themselves, destruction of surroundings or even inflicting mental trauma. However, it isn’t impossible for a Negative Resident to have a positive ability, just uncommon.
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Even though the difference between Positive and Negative Residents are clearly defined, this does not mean every resident adheres to them. A Negative Resident can look like a Positive one but still be very pessimistic and dangerous, and vice versa. It comes down to the abilities, look and mentality of a Resident to determine whether they fit into either of these categories.
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Inhibitor Bracelets

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Inhibitor Bracelets are devices created by the staff of the hospital to limit the abilities and powers of both the more dangerous Residents that reside there as well as Wanderers with type 2 Delirium, since, if left to their own devices, they may end up hurting themselves or others. The bracelets more than just dampen the abilities of patients, as they can also be used to put certain rowdy patients to sleep, lock together to form binds to keep patients in place and, in very rare and extreme cases, administer an electric shock as punishment, though this aspect is looked down upon by staff and is rarely, if ever, used.
Despite the limitations that these bracelets bring, they are not made to hold back any of the patients who wear them. They’re meant to make sure that staff, other patients as well as yourself are kept safe and sound from abilities that could cause a lot of trouble, and that you must do the work to prove to yourself and others that you can behave and use your abilities well without causing a ruckus. In fact its quite handy for those with disabilities and or unconventional bodies; Opening and closing doors, calling for assistance, built in radio and call button, and so on.
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Time

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Generally, in The Nowhere, Time is a nebulous concept that doesn’t hold as much weight as it does in our world, as with all different levels that exist and time periods that Wanderers can arrive from, it can be hard to feel any sense of coherency and linearity. A level can be set 2000 years in the past while another 5000 years in the future, or minutes can feel like hours in one level and in another, hours feel like seconds.
The only real way to combat this erratic flow of time is to travel with an Anchor, someone or something that can hold you and others to a specific flow of time and keep you grounded. It’s one of the many ways Residents are able to retrieve Wanderers from The Nowhere and bring them to the hospital safely.
Still, the concept of Time is hard to wrap your head around in The Nowhere, just as much as it is in our world.
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The Delerium

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A mysterious affliction that's linked to contact with The Nowhere, The Delirium warps both mind and body, growing more severe the longer it goes untreated. Symptoms include confusion, disorientation, memory loss, paranoia, emotional instability, hallucinations, and sensitivity to light and sound. Sleep disturbances have been noted to bring vivid nightmares and fever dreams of the past or future or even out of body experiences, some whispering prophecies or warnings. while movement and speech may become erratic and stunted.
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The illness comes in the Following:
- Type A: The common strain, treatable and temporary. Affecting nearly if not all Wanderers to some degree. Especially when they are first introduced to The Nowhere. It’s near damned impossible to avoid Type A delirium completely. When exposed to this unreality, Wanderers tend to go briefly mad, the scale of which depends on the extent of time or level that they fell into. Reactions to residents vary as well; as the average person flees, maybe freezes up, or attacks with vigor.
- Type B: A more severe strain that leaves lasting effects. It may alter the wanderer’s body and create uncanny behaviors and abilities, blurring the line between Wanderer and Resident. Though treatable, Type B more often than not results in lifelong impacts. These humans are typically reserved for “Non Release” by the Hospitals as they cannot be confidently dropped back into their own reality without putting others and themselves at risk.
Resisting The Delirium requires immense mental fortitude, as even the strongest minds are vulnerable to it. But the illness is completely null to Residents who are, as they say, built different. The Delirium is treatable via special medications and exposure therapy. After this, usually when brought back to their reality of origin, they have no recollection of the events. Nothing more than a hazy dream.
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Fracturing

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For Wanderers, dying is much more straightforward and simple to understand, but for Residents, they don’t die like Wanderers do. In moments of extreme mental and physical pain, brought on by any number of things, it can cause a Resident to Fracture.
Fracturing is a process in which the physical and mental formation of a Resident is torn apart and “erased” from reality, leaving their form fragmented and glitchy, consumed by a dark energy of unknown origin. While these Residents will still have traits and looks of their original form, they will also look extremely malformed and distorted the more severe the fracture, and they will more often than not be unable to communicate with others in any way, as the mental and physical turmoil that they’re suffering has become too much to bear. These Residents who have fractured are known as The Lost, and there is very little that is known and can be done about this process as of yet.
When a patient fractures in the hospital, there is a special set of instructions known to only the Administrators and Guardians on how to take care of them, and make sure they get the help they need.
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