Beyond the Pale ~ The Lost Child’s Guide
A long time ago, when people all lived in the
kingdoms, they were surrounded by pales.
pale. A stake or pointed piece of wood; fence made of stakes used to wall off communities.
In current times, social norm dictates that one should stay within the confines of the pale.
The pale is not a fixed place in time; at any given moment, one may leave the psychological realm of the pale.
We are still living in kingdoms, and the pales are
confounding variables. Changing factors that can cause or prevent the outcome of interest and is associated with the factor under investigation. The factor under investigation is the leaving of the pale. Evidence suggests that humans consciously or subconsciously introduce variables to facilitate their leaving of the pale. Known variables involve homicide, traffic accidents, crisis calls to police, domestic violence, suicide, major disasters, casino payout rates, aggression by professional hockey players, violence in prisons, psychiatric admissions, agitated behavior by nursing home residents, gunshot wounds, stabbings, behavioral outbursts by psychologically challenged rural adults, sleepwalking.
dysfunctional families. Role of child in dysfunctional family directly affects variables.
hero. Child who takes over parent role at a very young age, becoming responsible and self-sufficient. Because the parents look to this child for reassurance that they are good parents, the hero’s confounding variable is directly proportionate to compulsion to rescue. When beyond the pale, the hero is accompanied by a horse.
scapegoat. Child family feels most ashamed of. A romantic who becomes cynical and distrustful, this child’s departure from the pale is a premeditated attempt to gain negative attention. The scapegoat boomerangs between the pale and the beyond. Confounding variable is directly proportionate to level of attention received from family; likely to remain within the pale threatening to go beyond it for as long as he maintains an audience. Animal soul: dog or mouse.
clown. Child who takes responsibility for the emotional well-being and anger and diverts attention from the absence of other siblings who have left the pale and therefore, the clown (a.k.a. Mascot) is least likely to go beyond the pale. As adults, confounding variables that may motivate clowns to leave the pale include deterioration of co-dependent relationships, drugs that deprave, and unintentional crypsis. Especially attracted to parrots and monkeys, clowns often attract animals that share their amusing characteristics.
lost child. An emotional orphan, this child escapes by daydreaming and prefers isolation. Constant confounding variables ingrained in the lost child’s psyche motivate child to wander beyond the pale for most of her childhood and adult life (See also: Escape Velocity, Inability to Separate Fantasy from Reality).
The Hero scans the beyond for scapegoats and lost children and will leave the safety of the pale to collect these siblings. The Lost Child’s ability to function beyond make her oddly immune to recognition. Scapegoats, however, often stand within view of Hero, hoping to be “rescued” and punished for leaving the pale (See also: Failed attempts at leaving the pale).
This guidebook belongs primarily to the Lost Child, the one most likely to spend his or her adult life wandering the realm of the beyond and navigate the beyond most intimately.
The Lost Child typically leaves the safety of the pale and never returns. She she spends the early years within the confines of the pale escaping by daydreaming of catastrophic situations. Highly superstitious, frozen in time and drawn to dysfunction in life, her talents include invisibility, carrying mirrors with extreme caution, and tiptoeing around landmines. Her attraction to trinkets, yard waste, and rabbits distract her from secret death wishes.
If a Hero leaves the pale to retrieve her, Lost Child hides in the labyrinths beyond the pale. Constant confounding variables ingrained in a Lost Child’s psyche motivate her to wander beyond the pale for most of her childhood and adult life.
Lost Child avoids intimacy with humans but is always accompanied by at least one pet and is followed secretly by a panic of rabbits.
The rabbits themselves are characters (symbolic and real) living beyond the pale. While the Lost Child initially left the pale in search of a particularly special lost rabbit, she has discovered no rabbits in her diligent search.
The Lost Child’s ability to pass unnoticed and avoid landmines is only as strong as is her connection to the role of Lost Child. In fact, a Lost Child often displays qualities of Hero if and when small animals (but especially the beloved rabbits) are threatened. If a Lost Child were to identify her rabbit and give chase, she would lose the defense mechanism of invisibility, and identity of Hero would obscure the secret paths through the labyrinths. If a Lost Child is forced to display characteristics of Hero, he or she will immediately face great peril from madmen, sneaks of weasels, crones, the terrible father, doppelgangers, mermaids, and even yard waste. The rabbits, unwilling to jeopardize a Lost Child’s survival beyond the pale, remain cloaked in their panic beyond her line of sight.
The rabbits, kings of nervous things, are her true keepers, albeit unbeknownst to her.
From Beyond the Pale is more the Lost Child’s guide than anyone else’s, although this book will someday include guides specific to the tendencies of Hero, Scapegoat, and Clown.
It is the sincere wish of panic of rabbits document the dystopian terrain beyond the pale and to allow Lost Child to remain wandering there.
The rabbit is still missing. She is still looking.
~ panic of rabbits
11, October, 2010
brainwashing. Nasty business of drastically changing a person’s beliefs and behavior by breaking down the victim’s self-image, precipitating an identity crisis and then substituting a new set of values for the old. See also Misdiagnosed Borderline Personality Disorder.
dice theory. Manner of living that absolves one from responsibility for actions and lowers anxiety regarding crucial decisions. Known to increase risk factor (See also Odds Ratio, Drugs that Deprave).
ennui. Loathsome feeling of weariness and dissatisfaction known to directly follow the realization that one will not have the energy to spend the rest of her life coping with being alone.
escape velocity. Minimum speed an object without propulsion needs to have to move away indefinitely from the pale, exacerbated by emotional entanglements, drugs that deprave, ennui, abusive relationships, dysfunctional families.
jamais vu. an experience that feels as though it is occurring for the first time, even though it is a familiar one (See also, Love).
latency period. Term used by psychiatrists to drain the magic out of youth. Children may float through time between the ages of 3 and 13, either adjusting to the pale with abnormal euphoria or rebelling against authority with sadness, panic and uncontrolled agitation. (See also Scapegoat).
lachrymator. Any substance or behavior that irritates the eyes and causes the production of tears or increases the flow of tears (See also Love).
premenstrual syndrome. sudden, injurious fits in women.
love, unrequited. Most frequently experienced variable precipitating the leaving of the pale and often involves food eaten in the middle of the night when a person is being ignored by someone she could potentially fall in love with before realizing that she was too boring and afraid to ever be in a relationship again. Eating foods such as peanut butter out of a jar allows one to face the cold reality that nothing she ever hoped for will come true; peanut butter stuck to roof of mouth prevents articulation of vows to never love again. If there is no peanut butter in the home at this hour, heartbroken individuals should never attempt to buy some at all night gas stations. The only open store will be near the home of the one who is doing the ignoring, so going within one hundred yards of his residence must be avoided at all costs. Being ignored by a person one believed would not ignore her often leads to the curious situation of being beyond the pale while inside one’s own home. Sharp objects should be ignored, and under no circumstances should one attempt to open a jar of peanut butter by tapping on the lid with a butter knife. If insomnia persists for more than three hours, the inconsolable individual may attempt to buy plane tickets to foreign countries, so over the counter sleeping pills should be taken in moderation (See also: lachrymator, false alarms, text-messages, wishful thinking, insomnia).
magical attack. Signs of include inexplicable lethargy, sadness or anger, unexplained illnesses or multiple injuries in a short time span, confusion, swift changes of heart, bad luck. inexplicable unusual behavior in pets, feelings of being watched, and unexplained noises especially whistling.
nuisance threshold. Lowest concentration of a pollutant that can be considered objectionable. Upon leaving the pale, be prepared to encounter contaminants (e.g. sounds, behaviors, monstrosities) that will introduce variables to your TDI. Conversely, those with a low nuisance threshold for behaviors frequently encountered within the pale(i.e. football games, SpongeBob SquarePants, annoying men on trains, sounds emitted by circular saws) prefer the risking their lives beyond.
poisons – combined effects of (See also Failed Attempts at Moderation, Drugs that Deprave).
timelessness. Feeling that all time has stopped (See also Love, The World Wide Web, Drugs that Deprave).
the terrible father. Typically, a hero is most likely to come to the aid of aging or ill parents, even if The Terrible Father is the one requesting aid. Any hero’s attempts to care for The Terrible Father may test his limits and drive him beyond the pale. The more afraid of becoming a terrible father the hero is, the more likely it is that he will make accommodations to keep said father from living in a home for the elderly.
When a lost child who suffers from neoteny or has not yet reached adulthood and is trapped in the home of The Terrible Father, the lost child may display qualities of hero in the event that The Terrible Father does something like filling the hole chipmunks live in with soil, attempting to suffocate them. The lost child loses the defense mechanism of invisibility when these smallest animals are threatened.
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.
ball lightning. Luminous sphere that seems to appear out of nowhere and vanish into thin air.
broken frightened men. Usually heroes driven mad from lack of anyone to rescue, their demented attempts to drag wanderers back to the pale leave them and their captives stranded within labyrinths or buried in yard waste.
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.
dreams, ubiquity of. In any region beyond the pale, but especially in and around dream world, wanderers find themselves navigating the language of dreams. Some areas beyond the pale may appear to be distorted versions of the pale. Ubiquity of dreams beyond the pale allows one to easily obtain a sky axe (See also: individual protective device).
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.
dream boy. Handsome boy runs around countryside still broke and still dreaming of one day hitting the lottery; he is easily identified by butterflies that follow him. Hero may try to adopt dream boy, but usually tires of dream boy’s unresponsive attitude. Scapegoat is more likely to bond with dream boy and then abandon him. Dream boy will not notice clown’s jokes. If a lost child falls for dream boy, the results could be devastating. See also, Love, unrequited.
dream boy’s doppelganger: The maddening double of dream boy known to exacerbate unrequited love when encountered immediately after dream boy.
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.
individual protective device. Obtaining a weapon is crucial upon leaving the pale. Threat include being thrown in dungeon or drain, or being whipped by vagrants. Potential devices include slings, staff slings, half a brick, old parking meters, bones, tinfoil, trebuchet, poison, picks for carving spyholes in walls (especially those of labyrinths), grappling hooks, bamboo pipes to use as snorkels, flying blenders, flares, spears, atom bombs, shields. In the absence of such obvious weapons, 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 forced to enter a labyrinth beyond the pale, one should expect to find danger behind every twist and turn. They offer excellent protection from dust devils.
lost souls, sorrow of. Lonely outsiders wishing only to belong, they are experts at seduction and understanding until they return to tortured states of isolation in the melancholy abandoned town near the end of the world. Typically women, they have been known to offer food in exchange for comfort. The fact dogs are attracted to these lost souls indicates that they may be scapegoats. They occasionally wander the rural highways bordering the pale, hoping to find what will make them feel complete (See also: Dream boy, Dream boy’s doppelganger).
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 a lost child acts as protective device against mermaids, but a lost child is likely to run into siblings who have ventured beyond the pale to rescue her when mermaids are present.
monsters, raft of. Often encountered amid the Sea of Crisis, these forbidding beings attract heroes armed with individual protective devices. If a traveler has the unfortunate experience of falling into the Sea of Crisis, he should attempt to cling to the raft until a hero can rescue him. If more were known about them they would be called “animals” not “monsters”. Some argue that these beings are actually lost souls who were banished from the pale because their characteristics fail to conform to the rigid minds of modern-day cryptozoologists (See also: creature of nightmare).
nanobots and alien debris. Once friendly robots who were banished from the pale by the scientists who created them, nanobots self-replicate in the barren wastelands, spending their days covered in sticky gray goo and concerned only with ecophagy (uncontrolled self-replication), building copies of themselves out of whatever is available. They are confined to the barren wastelands beyond the pale by Macroscale winds that keep them from spreading into other areas beyond the pale. The may be connected to alien debris floating in the Sea of Crisis.
nightmares, doom of. No being should sleep in the areas of high seepage beyond the pale, for nightmares result. Such dreams include being pursued, feeling stuck in slow motion and unable to move, losing handfuls of teeth, or experiencing scenes of falling or drowning. Lost children naturally gravitate towards regions populated by animals, so they are likely to never encounter areas of high seepage and psychic attack because animals are smart enough to avoid those places.
ninjas, treachery of. Threatening warriors who practice ninijitsu, the art of making themselves invisible by walking on their hands, hanging motionless from tree branches or yard waste, and swimming underwater. Ninjas either alone or traveling in treacheries drill holes in walls in order to spy.
orphans, abandonment of. Usually small children whose parents traveled with them beyond the pale for demented reasons before leaving them there. They are known to use whatever means possible to attract attention, hoping to be reunited with their families and should be avoided because their whining attracts nefarious characters.
outcasts, creep of. Banished from the pale for some real or imagined crime, these loners are destined to wander. Curiously, these poor souls who find themselves beyond the pale may search for a path leading back to the pale. Typically those who stay beyond the pale are likely to not want to return, as confounding variables that determine one’s leaving of the pale emerge from physical circumstance and psychological craving. Rarely does one find herself trapped beyond the pale, frantically realizing her efforts to return have been thwarted by labyrinths, yard waste, and the like. In most cases, when one physically leaves the pale, he or she has subconsciously been longing to venture beyond, and when one is beyond the pale, if he or she decides to return to the pale, the path appears (See also: scapegoat and boomeranging). In some instances, highly catastrophic scenarios including shipwrecks, hostage situations, or inadvertent misuse of drugs that deprave may propel a person, animal, or object beyond the pale when no subconscious or conscious desire directs the individual to roam there. Those outcasts trapped beyond the pale may be lucky enough to encounter a hero, who will gladly transport them to the pale. Those less fortunate outcasts creep around the beyond alone and or in small clusters and often become madmen or in some cases conceal themselves in yard waste permanently.
prophet of doom. This anomaly is most frequently encountered inside the physical boundaries of the pale but is so obsessed with his dystopian fantasies that he is obviously psychologically beyond the pale. This negative soothsayer may actually have traveled to The End of the World beyond the pale, but because he owes his disarray to the fact that he has stared into the apocalypse, his warnings will be dismissed as hullabaloo by fans of the pale.
ravines. Aside from presenting the obvious threat of a fall to one’s death, ravines provide excellent places to hide from sneaks of weasels, ninjas, madmen, and heroes. These holes exist more often beyond the pale than within the pale since those roaming beyond the pale don’t bother filling them up.
rural highways. A special type of lonely country road that is visible both from the pale and from beyond the pale. People like to hitch-hike along these roads despite stories of escaped mental patients living in boarded up houses, abnormally large snakes, and mutants caused by chemical spills. Escape velocity may motivate one to drive along this road with neither a spare tire nor cellular phone. Both scapegoats and lost children leave the pale via these roads, and heroes have been known to patrol them in domestic pick-up trucks.
sacred trees. Gnarled old trees known to carry out miracles and possess omnipotent powers. They grow near graves of saints and pets buried beyond the pale. Clothing may be tied to tree to transfer problems or to absorb saint like powers after taking vows. Circling tree with dying animal has been known to cure.
shadows, wickedness of. Typically harmless although frightening, they inhabit oubliettes deep in the catacombs on desperate ground and flicker in the peripheral vision of anyone who whistles. Because scapegoats often travel with dogs, they are the most likely to attract wicked shadows, and the easily injured scapegoats take the terrible forms more seriously than they probably should.
somnambulists. Zombie-like sleepwalkers who only leave the pale while dreaming; great care should be taken not to wake them, lest their spirits become trapped beyond the pale without their bodies. If this occurs, the poor souls’ bodies are usually shunned by inhabitants of the pale until they develop bedsores.
soul-mates, fascination of. Two characters engaged in a love affair fated to end tragically for one or both due to the disapproval of society, friends, family, or some tragic situation.
wise old man. A kind yet stern fellow, he knows each region beyond the pale and appears when wanderers find themselves in hopeless desperate situations and can only be extricated from profound reflection or luck. He usually directs clowns and scapegoats back to the pale and teaches heroes how to fashion weapons from yard waste. Since lost children rarely feel this desperate, they seldom encounter the wise old man. Ironically, it is the wise old man who advises the rabbits about matters pertaining to more threatening creatures.
yard waste. A most perplexing collection of oddities, yard waste has been known to exist both within and beyond the pale. Such detailed attention has been devoted to the study of yard waste that the subject demanded its own chapter.
bees. Mythical creatures able to understand the language of children. The practice of telling of the bees of important events in the lives of the family has been for hundreds of years a widely observed practice. Younger members of households have been known to visit hives, rattling a chain of small keys while tapping on the hives and whispering secrets. While typically The Lost Child is most frequently accompanied by a pet, The Hero, Scapegoat, and Clown confide in the bees both within the pale and beyond.
black dogs. Fiends that have assumed the form of dogs; the terrible father may have been transformed into the appearance of a black dog.
creature of nightmare. A monster usually summoned from the deepest, darkest part of the human psyche to threaten the lives of the hero/heroine. Often it is a perversion or desecration of the human body.
fylgja. Animal spirit that accompanies the soul of a person. This self in animal form, is the active, companion which attends the owner in his waking state. Fylgja are only visible beyond the pale. While beyond the pale, encountering one’s bloody fylgja could indicate a violent death in the near future. Fylgja protect their human counter parts in the absence of individual protective devices, but it is important to recognize that these animal souls are hardly invulnerable.
goats, munching of. Ravenous goats known to devour yard waste beyond the pale; although these animals have never threatened a lost child, clowns and scapegoats are especially vulnerable to these rogue landscapers. Goats destroy potentially safe havens by eliminating all debris and are rumored to self-replicate (See Also: Nanobots, Yard Waste).
grandfather. Term used to describe any number of threatening animals.
hairy sea creatures of discontent. Most bizarre stinging sea creatures born in the Sea of Crisis and rumored to have evolved from the hairs of white horses.
ravens, unkindness of. Group of scavengers whose presence beyond the pale indicates that something special, but unexpected will happen, often related to death. Under no circumstances should you kill these creatures or throw stones or yard waste at them.
rabbits, panic of. Timid rabbits who watch after the lost children who are looking for them. The rabbits themselves are characters (symbolic and real) living beyond the pale. While the lost child initially left the pale in search of a particularly special lost rabbit, she has discovered no rabbits in her diligent search.The lost child’s ability to pass unnoticed and avoid landmines is only as strong as is her connection to the role of lost child. In fact, any lost child often displays qualities of a hero if and when small animals (but especially rabbits) are threatened. If a lost child were to identify her rabbit and give chase, she would immediately face great peril from madmen, sneaks of weasels, crones, the terrible father, doppelgangers, mermaids, and even yard waste. The rabbits, unwilling to jeopardize a lost child’s survival beyond the pale, remain cloaked in their panic – beyond her line of sight. The rabbits, kings of nervous things, are her true keepers, albeit unbeknownst to her.
robins. Because robins are unlucky to kill, those traveling beyond the pale or residing within the pale should never take their eggs; allowing a robin to die in one’s hand will cause perpetual shaking of the hand the robin died in. Unfortunately, some scapegoats and clowns have harmed these birds, which results in unreadable penmanship.
striped one. A tiger living beyond the pale. Those living beyond the pale never speak the tiger’s true name for fear that it might suddenly appear or come by night. See also Relationship between words and objects.
water horse. Metamorphosing animal whose default form is a horse. Sometimes it may take the form of a dream boy or the wise old man.
weasels, sneak of. Group of cunning animals that can understand human vocabulary and should never, under any circumstances, be cooked. Thousands of weasels have been known to attack to avenge the death of one of their kind.
Notes on Lost Children, Vulnerabilities, and Pets
There has been some speculation on the possibility that a lost child who, spending eons beyond the pale, may metamorphose into a madman. While typically, a lost child’s ability to navigate the dominion beyond the pale remains unrivaled by heroes, clowns, and scapegoats, we should not assume that the lost child is always safe beyond the pale. Quite to the contrary, a lost child is so adept at walking around landmines while remaining invisible that she wanders the beyond without hazard because she is perpetually distracted.
By remaining beyond the pale, a lost child risks adapting the role of hero in her own mind. If she begins to function like any hero, she possesses a proverbial Achilles Heel. A lost child’s sensitivity to animals and perpetual search for a long ago velveteen rabbit creates a temporary cataract of sorts, one that can sometimes blocks her peripheral vision. While the gentle lost child is not one to disturb sneaks of weasels or other dangerous animals, she does bond with chipmunks, prairie dogs, and marmots.
When a lost child adopts an animal as a pet, the animal’s well-being fuses with the lost child’s own weak inclination towards self-preservation; any ill befalling the lost child’s companion will send her spiraling into madness. If the animal is harmed, a lost child’s pain will destroy her invisibility, making her an easy target for known dangers. The watchful quivering rabbits, too timid to approach her, will continue to cluster near but not too near the lost child. It is their presence that alerts travelers to the possibility that a seemingly random madman may indeed be a former lost child who is unable to cope with the loss of his or her pet.
The fact that a lost child will behave in exactly the same way if she loses a pet within the pale is further proof of her inability to distinguish the pale from the beyond. Anyone who wishes to help a lost child must consider the pet’s needs equal to or, as is often the case, greater than the needs of the lost child (See also: fylgja, catatonia, the rabbit).
Several environmental factors indicate confounding variables at work.
anthropomorphism. Animals talking, sitting in chairs, fiddling with electronic gadgets, lying, and displaying other common behavior usually attributed to human beings.
aphasia. Loss or impairment of the power of speech or writing, or of the ability to understand written or spoken language or signs, due to a brain injury or disease. See also Drugs that Deprave.
arrhythmia . Any variation from normal heartbeat. See also love.
ataxia. Unsteady or irregular manner of walking or movement caused by loss or failure of muscular co-ordination.
birds, inside of house. The presence of a bird indoors (with the exception of birds that are prepared specifically to be eaten and yard waste) usually indicates one is about to leave the pale.
confabulation. A memory that is a distortion of an actual experience of a confabulation of an imagined experience (See also, Drugs that Deprave).
biolocation. Uncommon phenomenon of person or object appearing in two distant places simultaneously(See also: Doppelgangers).
crisis apparitions. Apparitions of someone dying from trauma who shows signs of physical death; i.e. dripping water from body while drowning somewhere else.
defense and escape velocity. The sudden acquisition of multiple Individual Protective Devices when no obvious threats are visible is a sure sign that an individual will leave the pale. When psychological and emotional factors push one beyond the pale, it is not unusual for the distraught person to spend the last hours pre-departure sobbing, taking to self, and acquiring multiple Individual Protective Devices. Those who are propelled beyond the pale by their own hysteria often subconsciously arm themselves and are surprised to find protective gear, brass knuckles, and random dangerous objects on their person (See also: Individual Protective Devices, Escape Velocity).
dematerialization: Sudden disappearance of an item (See also: The Rabbit).
doorway amnesia. the curious failure of abductees to remember the moment of entry or departure from a UFO.
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.
glass, frequent breaking of. The sudden appearance of pieces of jagged glass or the breaking of windows and mirrors often precipitates the leaving of the pale.
lycanthropy. Delusional belief that one has turned into an animal.
mania. Emotional disorder (mental illness) characterized by an expansive and elated state (euphoria), rapid speech, flight of ideas, decreased need for sleep, distractibility, grandiosity, poor judgment and increased motor activity. (See also Drugs that Deprave, Love, Signs of Magical Attack.)
melancholia. Somber sorrow weighing on a person’s soul; may cause one to behave like a rooster or wander among tombs at night with a mind of immense sadness.
missing time. Sudden inability to recall activities completed while in a seemingly lucid state. vertigo. Dizziness, an illusion of movement as if the external world were revolving around an individual or as if the individual were revolving in space.
neighbors with bizarre injuries. When one leaves the pale inadvertently, at first glance everything may appear normal. Whiplash and other injuries amongst multiple neighbors commonly indicates that one has left the pale.
poriomania. A sudden, morbid impulse to wander or journey away from home. Automatic wandering impulse manifesting in aimless wandering which may last for hours or days at a time. May result in murder, incendiarism, or prostitution but is typically the result of ennui.
simulacra. Spontaneous images arising from natural formations that resemble living figures, most often perceived as shapes of animals in clouds or faces in the bark of trees.
vertigo. Dizziness, an illusion of movement as if the external world were revolving around an individual or as if the individual were revolving in space.
wasting syndrome. Disease marked by weight loss and atrophy of muscular and other connective tissues that is not directly related to a decrease in food and water consumption.
Researchers have found no evidence of successful attempts to replicate imbroglio experienced beyond the pale.
anticipated departures. The curious predicament of buying plane tickets to foreign countries may be a failed attempt at leaving the pale or a sign that one is leaving the pale. Many who suffer from the ennui of the pale mistakenly plan trips to third world countries, attempting to venture beyond. For such a trip to indeed facilitate the leaving of the pale, certain confounding variables are required to energize the voyage.
Questioning one’s own motivation regarding this type of travel plans is necessary when determining whether the action is reckless. Another question one should ask herself is whether she is beyond the pale already.Potential confounding variables include: Mid-Life Crisis, Love, Premenstrual Syndrome, and Secret Death Wishes and role of child in dysfunctional family. A trip to a third world country may send a Hero or Clown spiraling beyond the pale, while a Scapegoat may feel only a bit uncomfortable. Traveling to third world countries often falls under Failed Attempts at Leaving the Pale for Scapegoats. Chances are, Lost Child will already be wandering beyond the pale in one sense or another, and disembarking an aeroplane, ship or bus in a foreign country will not introduce a confounding variable.
The line is so thin.
astral projection. Also known as the astral travel or out of body experience, this occurs when the spirit travels outside of the body but remains within the boundaries of the pale.
attempted suicide while of unsound mind. Use of pills, weapons sharp objects, or vehicles in an unsuccessful attempt to end one’s life. Such shriveling of the soul often results from disenchantment with the pale. These lachrymose individuals, becoming ill in both body and spirit, later regain sanity. According to one judge, “An unsound mind exists where there is an essential privation of the reasoning faculties, or where a person is incapable of understanding and acting with discretion in the ordinary affairs of life.”
Turner v. Howerton et al., no. 22689-VA, April 2, 1997
brief illness: Suicide on the obituary page, where self-murder is hardly mentioned.
crypsis. Ability to avoid observation, often used in self-defense. Stripped of her camouflage, Lost Child is likely to accumulate multiple individual protective devices in an attempt to disguise herself if she suffers the unlucky fate of playing the Hero role. Under no circumstances should hand grenades, loaded guns, Molotov cocktails, or cyanide (weapons suitable for genuine heroes) be considered appropriate collectibles. Researchers have noted that while those who identify as Lost Child drift in and out of rebound relationships and prefer the comfort of pets, when the rage breaks, these ghost children may be sociopaths. If a lost child is not swallowed by the pale, she may have the foresight to obtain a disguise. See also: catastrophic situations, individual protective devices.
defense and escape velocity. The sudden acquisition of multiple Individual Protective Devices when no obvious threats are visible is a sure sign that an individual will leave the pale. When psychological and emotional factors push one beyond the pale, it is not unusual for the distraught person to spend the last hours pre-departure sobbing, taking to self, and acquiring multiple Individual Protective Devices. Those who are propelled beyond the pale by their own hysteria often subconsciously arm themselves and are surprised to find protective gear, brass knuckles, and random dangerous objects on their person. See also: Individual Protective Devices, Escape Velocity.
At this juncture in the journey beyond the pale, this researcher considers it paramount to distinguish between failed attempts at leaving the pale and the dire situation one may experience when realizing she has been trapped within the confines of the pale. This bondage often results in a most unfortunate paralysis; the individual becomes so indoctrinated to the customs of the pale that she makes no attempts to leave the pale.
When Lost Child attempts to fulfill role of Hero by trying to rescue those whose problems exist solely within the pale and who have no desire to ever leave said pale, she finds herself walled off from any areas beyond the pale. The amount of time Lost Child remains in the pale attempting to successfully live up to the role of Hero is directly proportionate to the likelihood that Lost Child will lose her mind.
Such asylums as the one with blue walls featured below have been known to house lost children who, having attempted to act heroically, fractured.
It is panic of rabbits’ immediate goal to document and explore the confounding variables as they pertain to Lost Child’s attempt at adapting role of Hero and subsequent maddening experience within the pale. At this time, perhaps if the real Hero were to step forth, Lost Child could slip away undetected, but as long as she remains alone with parental figures, she searches vainly for trap doors. See also: matricide, kin, misdiagnosed personality disorder.
go west. To die, or cross over.
magic mirrors. Used to see the future. in magical theory, the astral realm is one of seven dimensions of existence. Mirror should be used in a darkened room with lighted candles.
necromancy. Art of divining future by raising corpses.
prepared biography. A notice of a death that has not yet occurred; an Obituary. See also suicide while of unsound mind.
roman candle. A parachutist whose chute doesn’t open; catapults to earth.
spontaneous combustion. Mysterious cases in which human beings ignite while within the boundaries of the pale after experiencing conditions similar to those present before leaving the pale.
walking corpse syndrome. Disturbing delusion sometimes attributed to cocaine psychosis or mental depression in which one believes to have died and become a walking corpse.