Frequently Encountered Beyond the Pale
All beings encountered beyond the safety of the pale should be approached with extreme caution.
archetypes. Figures who arise spontaneously in the mind, especially at times of crisis. See also, crone, madman, collective unconscious, magician.
bystander exposure. Liability of members of the general public to come in contact with substances arising from operations or processes carried out by other individuals in their vicinity.
crone. Woman no longer able to bear children, she represents a life lived beyond the crutch of hoping, wishing, and dreaming. Especially drawn to the clown and hero, she will tell secrets no one should ever know.
dirty bomb. Weapons made of explosives, dynamite, and radioactive powder of pellets. Used by madmen within and beyond pale for unknown reasons.
doppelganger. An double, an almost identical replica of a person. If the person is good, then the doppelganger will be evil and vice versa. If the two should meet within the pale, they will both perish.
downed live wires. A sure indication that one has ventured unknowingly beyond the pale.
found objects.Those who frequently leave the psychological pale are likely to find 22 caliber bullets, bird bones, marbles, single domino 5-9 known as The Trial (indicates imminent death), rock towers, secret notes, boomerangs. See also Yard Waste.
harmful substance. Substance that, following contact with an organism can cause ill health or adverse effects either at the time of exposure or later in the life of the present and future generations.
individual protective device. Obtaining a weapon is crucial upon leaving the pale. A stick or piece of yard waste should be easy to obtain.
labyrinths. Circular mazes that offer the curious a means to become lost, and then find oneself again. If you are forced to enter a labyrinth beyond the pale, expect to find danger behind every twist and turn. They offer excellent protection from dust devils.
lycanthropy. Delusional belief that one has turned into an animal.
madman. A Wanderer who cannot maintain balance, nor can he perceive a difference between physical and spiritual realities. Lacks ability to distinguish between pale and beyond. See also, Archetypal Figures, Other Lost Children.
mermaids. Creatures half fish and half woman who should be avoided as they lure Heroes, Scapegoats, and Clowns to their deaths, bring and provoke misfortunes and avidly seek human lives, either drowning travelers or devouring them. They are said to be born without souls. Rich inner fantasy world of Lost Child acts as protective device against mermaids, but Lost Child is likely to run siblings who have ventured beyond the pale to rescue her when mermaids are present.
neighbors with bizarre injuries. When one leaves the pale inadvertently, at first glance everything may appear normal. Whiplash, decapitation, amputation amongst neighbors is one of the most common indications that one has left the pale. See also, Not Worth Helping.
photophobia. Abnormal visual intolerance of light, usually triggered by vibrancy beyond ordinary pale existence. See also Individual Protective Device, Sunglasses.
yard waste. Oddities disposed of by those choosing to remain in the pale. See also found objects.