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Based off American McGee's Alice and Alice Madness Returns
The year is 2067, Whittingham Asylum stands as one of the best kept secrets this side of America has come to know. A place for the wicked, insane, and troubled. And a place for the trapped.
148 years prior, Whittingham doctors came across a mechanical wonderment of the ages. A machine that let them delve into the minds of their patients - delve without consent.
The truly insane had no space to argue, trapped in their own minds, only able to scream and struggle as their frail bodies were dragged through a dimly lit hallway, into a room with a giant metal monster, a contraption of their nightmares.
One by one, these selected patients were strapped down to a cold steel table, strung up to hundreds of small little wires, poked and prodded in every single area imaginable, and restrained so that the illegal works of these doctors could commence.
Due to the age of machinery not being nearly as advanced as it was this very day (2067), most of the patients were instantly electrocuted and killed on the table; though, some survived.
The Whittingham doctors and respective state authorities were thrilled with the results, finding that these patients were reading stats of comatose individuals, with completely functioning brains, being the year was 1919, this was an astonishing jump in science! An astonishing jump that had to be kept secret, due to the immoral activities that were occurring behind closed doors. The goal of these experiments were to see if patients could fall into a comatose-like state, and show what they were experiencing while in such a state, this was of course, only a goal.
After test subject #23 succeeded so brilliantly, Whittingham; along with the support of the countries top ranking officials, authorized something known to this day as "Project: Wonderland", a top secret experiment. Excitement spread through the minds of all. The Doctors in-charge of Whittingham's "Project: Wonderland" expecting the next batch of individuals to succeed just as well, only to be thoroughly disappointed when not only the second group passed on the table, but the third, fourth, fifth, and sixth. 78 candidates in total after the first 22, laid waste on a chilled metal table, all for the hope of achieving "Project: Wonderland".
The 78th Whittingham patient death marked an end to "Project: Wonderland", state officials deeming that it wasn't worth the loss of life, and thus, the project was put to rest, files locked away for near 200 years.
Whittingham patients (player characters) will be selected to undergo rigorous tests in Whittingham asylum due to Project: Wonderland being once again active, and since each and every character chosen is an insane asylum inmate (of sorts) they have no say against it.
Once put under, the patients enter wonderland via their own minds, interconnected to the other Whittingham experiments, thus experiencing the same wonderland. However, during procedure, the son of an obsessed Whittingham doctor who has been long dead, breaks into the facility, shooting down each and every doctor, except one who he enlists to watch over the patients and make sure their vital stats remain normal.
This crazed individual was brought up by his father, as a legacy to Project: Wonderland, a last ditched effort to see this his fathers dream come to light.
He injects the patients with an excess amount of drugs, causing illusions beyond what they already experience; turning their wonderlands into dark, wretched places full of real danger to their minds. With enemies and twisted, psychopathic maniacs (Wonderland Residents) running a muck, the patients must find a way to escape their entrapped minds, and force their bodies awake.
Whittingham Asylum is one of the rare buildings that has yet to be demolished with the new age of technology and infrastructure. The main building resembles an old boarding school, one that has rotted away to a simple building mold, and haunted halls. Over the couple hundred years it has stood strong, Whittingham asylum has been a well kept secret, and a very well protected structure. Six more buildings had been added on in the time, playing host to different types of mental wards. Over the years, the outside had crumbled, as well as the inside. The only area now used is the underground "patient practice" areas, which have been dedicated to "Project: Wonderland". The area underground is where all "physically unfit for life" individuals are kept, to be used for project wonderland. Hi-tech machinery, lab-coat laden doctors, and constant ringing announcements of patient obedience, are strung through the fresh halls of Whittingham Asylum. Over 100 rooms lay in wait for patients, ready to be thrust into the re-opened projected, with a solid room in the bowls of Whittingham's underground, a room used for experimentation and linkage of the minds. Where all Whittingham candidates end up eventually. High levels of security run the underground, equipped with heavy artillery, invisible security laser, camera, audio, and guard dogs. White and silver walls are the vast majority, walls lined with double sided mirrors, security panels and the constant bellowing of announcement rules.
The upper level hallways are run down, deserted and reportedly haunted. Of course, these are eye-witness reports from kids, so haunting rumors of Whittingham asylum have long since died away. The Earth has practically taken back what was once it's own land, filing the halls with shrouds of greenery, vines stringing through old electrical panels, and the occasional flickering light bulb that draws it's power from the lower levels of Whittingham. Mice and rats traverse the vast halls and buildings, setting down roots of their own, claiming what was once the beacon of mental wards as a simple rats nest. Along the halls lay different alcoves with medical supplies, defibrillator units, and a mass of other medical equipment. Towels, bed-pans, patient garbs, everything a hospital would most likely carry in it's inventory. These dank and dark hallways wind and curve through all of Whittingham, connecting the different wards, and different rooms. Some occasionally finding their way to solitaire, and others; completely begin cut off due to falling rubble.
Each bedroom in Whittingham was once perfectly suited for a patient to live a comfortable life. A life where they were obedient, easy to manage and respectful towards the doctors and nurses of Whittingham. The main bedrooms were located in the largest building of Whittingham, home to the "sane enough", people who had little more than bi-polar disorder, but could still function. These rooms, now corroded by time, have become little more than homes for insects and vermin. If families were rich enough, their relatives would stay in a private room, one with a larger bed, more accommodations and a better view. The general public was kept in shared rooms, 5 or more to a single 1,000sq/ft room, so it was rather cramped. And those that were in process for Project: Wonderland were kept in private, solitary rooms, away from the main building and in the least appealing building Whittingham had to offer. These inmates stayed in sectioned off rooms, walls lined with white padding, and a single mattress in the corner. After years, these rooms corroded and now, Project Wonderland candidates are kept in the underground of Whittingham, awaiting their fate, at least -- if they can remember the fate that has been chosen for them.
The encompassing world of dreams and delusions. A world of nightmares, flying globs of Ruin, and worlds beyond any sane persons imagination. Here is the land in which Project Wonderland has thrust it's unwilling individuals. Each area in Wonderland is occupied by a specific enemy, as well as a specific ally. Though, with the declining mental state of each Whittingham individual, Wonderland has taken a turn into the depths of insanity, broiling with all manner of creatures that belong in the dark, allies that would rather behead you then be beheaded themselves.
Many areas exist in Wonderland, each with their own challenge, and reward.
Cardbridge: The Cardbridge is located in the sky above Wonderland's main land. Floating cards that form castles, and choose their own paths, whisk listlessly around the sky. Hearts, Diamonds, Spades and Clubs -- all flying freely. These cards can be used as bases, and building blocks, some that form castles as large as the eye can see, draw bridges that enter these magnificent buildings. The Queen and King of Hearts rule these skylands, ruthless individuals who claim anything and everything they see fit.
Crockery: Located in the Hatter Domain the Crockery's terrain is mostly of canyon rock, cliffs, sand and dirt, and was home to the Madcaps. The area is tinted with an orange color and fades in and out at points. There are hundreds of discarded white and grey teapots that litter the area coming in many shapes and sizes, presumably discarded by the Hatter himself. Symbols of Mercury litter the land, signs of the Hatter's domain unfolding into the Crockery.
Dark Of Heartness: An outskirts area to the Kingdom of Hearts, part of the Queen of Hearts own heart of darkness. A realm in which all lands are the Queens', and escape from her need to find equal in her husband. She and she alone, rules these twisted fields. Towers litter the grounds, stacked in spirals, armed with guards. Each tower reflects who's land one has stepped upon by holding a crown of twisted thorns, a crown shaped as a heart. Giant chess pieces are scattered around, crushed and beaten to near pulps. The Queen once relished in the beauty of her heart, but it was easily turned desolate and cold.
Deluded Depths: The Deluded Depths is the underwater province of Wonderland located underneath of Tundraful. Due to the exasperated mental state of Whittingham patients, breathing underwater isn't so much a stretch rather than a regularity.
As well as the home of the Carpenter, the Deluded Depths also housed a variety of underwater creatures, such as the Oyster Starlets, the Octopus, the Walrus, and the Music Fish. Three different colored species of jellyfish also resided in the area, either helping patients or preventing their journeys. The red jellyfish is poisonous and electrically charged, which is dangerous to all Whittingham patients, the white jellyfish acts as a platform, while the blue jellyfish acts as a trampoline. Deadly clams also exist, often using Teeth, Memories, or bottles as bait to lure patients into their mouths to try and kill them if she stayed for too long.
Dollhouse: The Dollhouse is a domain of Wonderland that is a very colorful, childlike town made from life-size doll houses. It became a dark, abandoned, defiled wasteland and the lair of the monstrous Dollmaker who resides in a towering workshop looming over the domain in the horizon. The dollhouse symbolizes Whittingham patients losses of innocence and contains themes of identity.
Dollmaker's Workshop: On the outside, it is a tower of slender houses constructed together with birds, possibly crows, circling around it constantly. The bottom part of the tower has several metal strings attached to keep it afloat and underneath the tower runs the Infernal Train. The inside of the workshop is similar to the underground part of the Dollhouse. It has slabs of meat everywhere and imagery of the brain with an insect within its skeletal system. There are dolls clipped on metal strings with most of the dolls having the faces of the abducted, Insane Children. The room of the Dollmaker has drawers as walls and his table had a hole intended for discarded dolls.
Fort Resistance: Fort Resistance is made up of several toys, the most common being toy blocks, and parts of a house. It has three towers, two of which have no roof and each having an eye on the front, while the other has a crayon-tipped roof. There are also three wooden spikes on the top of the Fort and one of the front spikes has a doll head stabbed from the base of the neck through the eye.
The front of the Fort has several eye drawings, a mouth toy block, and a face consisting of two eyes, a nose toy block, and a tongue below the "FORT RESISTANCE" banner above the main entrance door. It has huge holes on the top left side and two windows on the right, where one of which was broken, used by the Insane Children to peek through. A barricade also surrounded the Fort, made of discarded pieces of doors and broken pencils. The interior of the Fort is mostly made up of toy blocks and planks that act as ramps to access the upper parts of the Fort. A doll clock and a clown head mount served as decorations.
Hatters Domain: The Hatters Domain resides in the center of Wonderland, making up one of the largest area's. It contains multitudes of different structures, all mangled in one way or another. Most everything can be reached through the Hatter's domain, and it is where the king of Wonderland himself resides. Though not officially named the king, the Mad Hatter has been Wonderlands biggest factor for as long as the residents can remember. A solid structure in the face of the Red Queen's adversity, the Hatter is there to offer advice, or stray Wonderlands visitors in wondrous directions, whatever suits his fancy. The Hatters Domain is suspended in the air, thick purple and green fog surround it's campus whilst buildings made of teapots and wrought iron stand, glowing light of red. The main and most noticeable building is the large clock tower, Hatter calls this his home.
Heart Palace: The palace has been in ruins since the arrival of the Dollmaker. Most of the rooms are destroyed and there are a lot of huge holes on the ground. In the first room of the castle, a huge portrait of the Queen's puppet body lays present. The chessboard rooms are the only rooms to remain undamaged. There are also several pieces of land and chained platforms that served as pathways to go to the different parts of the castle, requiring some creative thinking to get across.
Infernal Train: The exterior of the Infernal Train is extremely intricate and delicate, but has become engulfed by dark color and roaring flames. The train itself is a large series of cathedrals aligned together following the same track. It is black and bellows dark smoke from its engine whilst covered in large stained glass windows that leak scarlet and crimson through the transparent glass panes. The general architecture is met by curves, spikes, turrets, and many windows that are both large and petite.
The interior of the train is also dark and intricate. It contains many seats similar to pews and beautifully crafted curtains with clean and fresh carpets. The basic interior of the train is very similar to the exterior with its detailed lining. The interior also has a black and white checkered pathway leading its way through the coaches, and is dimly lit by candlelight for a subtle mood. This monster travels throughout all of Wonderland, rattling the different lands it surpasses. The Dollmaker chooses to call this place his battleground, using the Infernal Train as a guide to madness within Wonderland.
Londerland: Londerland is on the edge of sanity and reality. On one hand, it is a beautiful, dazzling, and mystical place similar to the Vale of Tears, where large fungi, plants, and playthings consume the area, however, remnants of London, where Whittingham Asylum resides; are still apparent such as the cobblestone streets and large, grim buildings. The sky is bright blue with white clouds floating by, and in it are various floating islands. Large autumn-colored trees grow higher than any building in London besides the Big Ben clock.
Tundraful: The Tundraful sits atop Deluded Depths and is a land of sheer ice, ice cliffs, and danger. A representation of the inmates feelings towards the dangerous lives they live in Whittingham. With each step, the ice below them cracks, and with each jump, closer and closer to falling into the depths. Ice Snarks roam the freezing cold waters, as well as many other dangerous creatures; enemies to the experiments of Project: Wonderland. The Hatter's Domain can been seen in the sky, reflecting shades of greens and purples into the night sky. This is the Mock Turtle's territory, underneath it lays the Carpenter and the Walrus.
Vale Of Doom: The Vale is a burned reincarnation of the Vale of Tears that floats on the Opium smoke from Caterpillar's hookah. Ruin slime are scattered everywhere and the terrain is filled with many more Ruin creatures. It sits under a burning sky where debris run amok, heading towards an endless spiral. At the end of the valley, there is a single spot that still contains grass and clean water where the Oriental Grove is located.
Oriental Grove: The Oriental Grove is a mountainous isle which, to a person of normal size, appears to be a mound of jade and greenery, with trickles of water running down the sides to form a pool around the bottom. However, to an insect, the mound is a mountain, the trickles were waterfalls, and the plants are full-grown trees. The Grove was filled with oriental motifs – various ornaments, platforms, and locations were heavily influenced by the decorations Whittingham patients remember from their homes.
Vale Of Tears: A large, vibrant, and lush forest has grown around the river, with tall trees, colorful mushrooms, and lots of flowers. A new statue of a crying girl provide the tears that make up the rivers and streams. The river forms into various waterfalls, and there are other large crying statues along the path that secrete blood and Ruin substance, indicative of the worsening situation in Wonderland.
There are large game pieces around the place, including marbles, jacks, dominoes, and dice. The Duchess' home was located here, although it was just three walls forming one room, as well as a giant snow-globe monument to the Mock Turtle, who had become lost at sea. There is also a platform for the Looking Glass Railway, with the ruined remains of what was the train running through the lines, though, later, the remains slid down the cliff onto the void below.
Throughout your journeys in Wonderland, your character will encounter enemies which they must defeat in order to pass. Most are easily killable and re-occurring, some, a little more difficult.
Armoured Card Guard: This specific guard is heavenly armored, normally coming around with the suite of a heart and the colour of red. It has a large staff, tipped with the hollow lining of a heart, a preferred weapon of the guards that roam the Queensland. It's only weak spot is the large, pulsating heart located on it's back.
Located: Cardbridge, Dark of Heartness, and Heart Palace, Infernal Train
Bitch Baby: This creature is the head of a doll with the unfortunate modification of having screws for eyes. It's body is quite small, and attached to it are 4 doll legs that act as propellers, allowing the creature to fly and spit bouts of venom at it's target.
Located: Dollhouse, Fort Resistance, Infernal Train
Bolterfly: A flying bolt with wings, resembling a dragonfly from the real world. It will only ever come and attack in groups, originating from hives that randomly spawn throughout Wonderland, mostly in the Vale of Doom, or near the Duchess's Home. It's weakness, is air attacks, and destroying the nest.
Located: Vale of Tears, Vale of Doom, Londerland, Infernal Train, Heart Palace, Hatters Domain, Fort Resistance, Dollhouse, Crockery
Cannon Crab: This creature lives in the Deluded Depths, and is a rather off manifestation of a crab - it's one claw a simple cannon that packs a mighty punch. It's weakness is the soft underside of it's near indestructible shell; the belly.
Located: Deluded Depths, Infernal Train
Card Guard: This creature comes in suites of all kind, most of the hearts found around Queensland, in the Red Queen's inner sanctum, while the other suits protect the outskirts. The skull face of this beast is proof that this Wonderland is corrupt. It's weakness lies in repeated attacks, the best weapon against these guards is a knife, a hammer will only stun them unless it is used repeatedly. These creatures reside in the Queensland, all over.
Located: Cardbridge, Dark of Heartness, and Heart Palace, Infernal Train
Doll Girl: A huge, eyeless doll whose weapons are halves of a pair of scissors or hooks. Another variation of doll girl has blonde hair, abnormally big eyes, an open mouth, and carries the same weapon as her eyeless counterpart. She resides directly outside Fort Resistance, acting as a guard. She is rather difficult to take down, seeing as first her weapons must be destroyed, then her center shell need be broken to reveal her heart, which must then be destroyed.
Located: Dollhouse, Fort Resistance, Infernal Train
Drifting Ruin: A floating, jellyfish-like organism made of black sludge and doll parts. This being is concocted by the poisonous ruin substance that plagues Wonderland. It's weakness is the doll face that occasionally pop's out of the black sludge that is it's body. These appear all over wonderland, but can mostly be found in the Vale Of Tears/Doom and Londerland.
Drowned Sailor: This creature is the soul of a drowned man lost at sea. He carries two bombs and is able to phase through solid objects. He can't be attacked unless he is preparing to throw the bombs in his hands. This creature resides in the Deluded Depths, found nowhere else in Wonderland.
Located: Deluded Depths, Tundraful, Infernal Train
Eyepot: A teapot-like creature that runs on three spider-like "legs" and has a red, cat-like eye in the center of its metal body. It's normally made of a gold coloured iron and has a rather vicious speed whilst on ground. This creature resides in the Hatter's Domain, assisting as a background enemy to larger enemies. It spouts large balls of broiling hot tea as a projectile weapon. It's weakness is the red cat-like eye.
Located: Hatters Domain, and Infernal Train
Ice Snark: This creature has taken it's form from a real life fish - the Angler Fish, but it still has leg-like limbs. It resides in the Tundraful, protecting the frozen bodies and previous memories of Whittingham patients who got a glimpse of Wonderland. It is able to dig itself underground, and attack from below, making it difficult to defeat. It is best to catch this creature off guard, and strike when it isn't underground.
Located: Deluded Depths, Tundraful, Infernal Train
Insidious Ruin: This creature is composed mainly of ruin and has a doll head and engine which pumps out small amounts of black smog. It's one of the most re-occurring, yet easiest foes to vanquish in Wonderland. These creatures tend to attack in small groups of 4 or 5, circling around their target and lunging forward with a heavy smack to their adversary. Simple, repetitive attacks are all that it takes to kill these and they can be found everywhere in Wonderland.
Madcaps: Swift and evasive. A shield-bearing madcap is invulnerable from attacks at the front but are weak at the back. These creatures come in different forms, equipped with kitchen utensils as weapons. A regular madcap is easy to defeat with a few simple hits, so long as you can catch up to it, where as a madcap with a shield needs to find itself distracted before you're able to get a hit on it. These creatures reside in the Crockery and can be found roaming listlessly.
Located: Crockery, Hatters Domain, Vale of Doom, Infernal Train
Samurai Ink Wasp: A silhouette like wasp that lives in a stone tablet. These creatures are manifestations of ink, ink that lives within old stone tablets of the Oriental Groves. These wasps are much like the Bolterfly's, however their "nests" are the stone tablets.
Located: Oriental Grove, Infernal Train
Samurai Wasp: A yellow garbed wasp, skilled in the art of katana wielding. This creature resides with it Samurai brothers in the Oriental Groves and can be taken down as easily as an Insidious Ruin - albeit it's attacks vary. This enemy has the advantage of flight to escape an attack, be wary.
Located: Oriental Grove, Infernal Train
Samurai Wasp Archer: This wasp is constantly in the air, dressed in red. It's attacks range from shooting regular arrows, to fire-tipped arrows. This creatures weakness is repetitive air attacks which can be achieved by a projectile weapon, or demanding it's attention to the ground where you stand. It lives in Oriental Gardens.
Located: Oriental Grove, Infernal Train
Shipwreck Shark: A menacing creature of neutral origins that will only attack when provoked. This is a very difficult creature to kill, yet due to it's nature, has been placed in the weak enemies category. They live in the Deluded Depths, and tend to surface around Tundraful when the need arises. They are under the Mock turtles rule - or were until he lost command. They have no weakness are are practically indestructible. The only known way to kill them, is by bringing them out of the water.
Located: Deluded Depths, Tundraful (this is the only enemy that does not appear on the infernal train)
Slithering Ruin: A small being of Ruin substance that resides in small, hidden areas throughout all of wonderland. It's only attack is a swift lunge and bite, almost like a leech - minus the attaching part. If left alive, this creature will slowly murder it's victim, with constant attacks. It is incredibly easy to kill by itself, but if in large droves, can prove a problem.
Colossal Ruin: This is the largest existing ruin that has taken living form in Wonderland. It has four arms and a huge doll head at the bottom, three doll heads and two other pairs of arms in the middle, and a huge engine on the top of its sludge body. When provoked, this creature will charge - fast. It's attacks range from swiping at it's enemies, to charging, and shooting large chunks of burning rock. When provoked beyond it's limits for rationalization, the Colossal Ruin will grow more doll heads, increasing it's strength, speed, and stamina. This creature cannot climb and can be found all throughout Wonderland, aside from the Deluded Depths. It's weakness are the doll heads on it's bodies, and over exerting itself with the large engine on it's back.
Daiyamo Wasp: Daimyo Wasps wear a full suit of traditional samurai armor and wield long naginatas. They have a yellow uwa-obi or himo below their dō and have a huge yellow crest on their dō with four shuriken symbols. Their kabuto has a crescent moon as its maedate and extends to each side as horns. They have a yellow sashimono with the same shuriken symbols attached to the back of their dō. This wasp has multiple strong attacks, ranging from Ariel hits to ground slashes. It is able to speedily rotate it's neginata, creating a barrier of-sorts from attacks, only when it decides to attack itself are it's defenses down. This creature lives in the Oriental Gardens and can be summoned by the Dollmaker for assistance.
Located: Oriental Grove, Infernal Train
Executioner: This creature is the Red Queens own personal body guard. A shred of her hatred towards intruders of Queensland, manifested into a being of sheer rage and destruction. This being has nearly no limits to it's power, and is impossible to kill alone. The Executioner took on the appearance of an extremely large humanoid made of several different Card Guard parts, each piece of his sewn-together body showing a symbol of a certain suit of a card deck. The top of his head was masked by a large horned hat, and several of the Queen's tentacles were wrapped around the top of his body, even going through his eye sockets. The Executioner uses a large scythe to attack, this hit does major damage and his stamina is through the roof. He can also summon card guards to his aid. This guard protects the out lands of Queensland and the throne room of her majesty.
Located: Heart Palace, Infernal Train
Menacing Ruin: These creatures have three doll faces, two arms that protect them, and nozzles with bits of other train debris sticking out from the tops of their beings. They are large, misshapen, and have three legs made of Ruin. Their attacks range from charges, fireballs, ground explosions, and swiping, with their weakness being the doll heads imbedded in the ruin bodies, when not protected by their arms. These creatures reside practically everywhere in wonderland.
The Dollmaker: This beast is a reincarnation of the Doctors son in real life. A manifestation of Whittingham Asylum patients minds into a near undefinable and powerful monster. This creature resides on the Infernal Train, and has forever been attempting to overtake wonderland. The Dollmaker was a twisted reflection of Dr. Archibald, being gigantic, corpse-like, and somewhat disproportionate compared to his human counterpart. His face is hollow and eyeless, with Ruin oozing out of his mouth, nostrils, eye sockets, and ears. The Ruin drips down the Dollmaker's chin, forming a 'beard' similar to Archibals' own facial hair.
The Dollmaker's large, emaciated hands appeared sewn together, being covered in stitches and nails. Each hand has a large doll head embedded in its back and different colored fingernails, the left hand having black and the right hand having red. His outfit is similar to Archibald's', but with several drawers down the front of the vest. His large maker hands are his main weapons, allowing him to grab his target and crush them, scrape his nails across the floor in front of him, and smack it's target down on the ground. He is by far the most powerful adversary in Wonderland.
Located: Infernal Train, Doll maker's Workshop
♦ Carpenter ♦
The Carpenter is a resident of Wonderland and a flamboyant stage director of the Dreary Lane Theatre in the Deluded Depths. He is a young, tall man with a lean body, square jaw, and red hair, styled into long spikes that lean over to his left hand side, like waves. He also has a small goatee beard on his chin, pierced ears (three earrings in his left ear, and a pencil stuck through his right), and small tattoos on his forearms that resemble fish skeletons.
He is missing the lower part of his left leg which had been replaced with a dark peg-leg, and also has a few nails stuck in the back of his hands. He is normally shirtless and does not wear shoes, having only overalls and an apron, with black wristbands and a toolbelt.
It has never been fully justified that the Carpenter was outright evil – while he and Walrus have killed many of the fish that lived in the Depths, he has claimed that he was not an enemy of Wonderland and had no choice.
Beyond this, Carpenter lived for the world of theater and has a very flamboyant, energetic nature. He takes pride in his work, and has a showman persona. He also seems to have a violent temper, shown while talking to his companion, The Walrus, if he starting talking about meaningless, unrelated things.
♦ Caterpillar ♦
The Caterpillar is a resident of Wonderland, who is considered to be its wisest creature.
Caterpillar is a large, green caterpillar with a segmented body and six arms on his upper body. The lower part of his body forms a tail. He has a long face similar to that of a human, with long, thin lips, a small nose and narrow yellow eyes. He wears no clothing, save of a red fez on top of his head. As a butterfly, he has a smaller, thinner body, but large white, black, and red wings. The pattern of his wings forms his face. He also gains a long white beard. Is is a wise creature that can be sought out for help in the most troubling times. His advice, though helpful, will always stray it's receiver down the path that the Caterpillar himself thinks best.
♦ Cheshire Cat ♦
The Cheshire Cat is a primary ally and principal companion in Wonderland. He is a talking cat that constantly smiles, and can disappear at will. Although a friend to most, the Cheshire Cat commonly has a snarky attitude towards whomever he encounters. Most travelers of Wonderland feel he might be their "alter egos", giving voice to the doubts and fears they is unable to express. Cynical, sarcastic, distant, philosophical, flip and earnest, he can render valuable service to those in need. Cheshire has taken an emaciated, almost skeletal appearance; his bones can be seen through his fur-less, gray skin. His decaying starved appearance is suggestive of a cat carcass that has been rotting for years which could be linked to Cheshire disappearing from Wonderland for about a decade, and could be symbolic of the damage and "decay" of each patients mental states. He has a large head and paws, a disturbingly human-like smile which is sometimes seen spattered with blood, a long neck, sharp claws, big pointed ears, and a long tail with a tuft of fur on the end. He wears a gold hoop earring in his right ear, and his skin is covered with black marking similar to tribal tattoos. His smile looks maniacal, and he appears to have under-grown yellow incisors that are covered in blood. His eyes are also yellow, and glow with a bright, illuminating light.
♦ The Red Queen ♦
The Queen of Hearts is the corrupt, insane, murderous, and merciless dictator who had previously ruled Wonderland. She resides in her domain, Queensland, although her tentacles creep all throughout Wonderland. She is feared by all. The Red Queen's tentacles have retreated to Queensland, although the castle is still built into them. Her multiple eyes and hearts are planted throughout the domain, which allow her to monitor her land but also give the inmates ways to weaken her. Although the face of her original puppet body was destroyed, the Queen's new puppet body has a human-like upper body, albeit gaunt from starvation, whose face shares the likeness of a brown haired little girl.
Her arms and lower body are still composed of tentacles, she has the hands that resemble veins or bare flesh, and her voice constantly fluctuates in pitch and tone, symbolizing that her mouths and throats scattered around the castle, ranging from the voice of a young girl to one of an old woman. The Queen's throne depicts scenes from Wonderland, with the top image depicting herself above a crying girl.
The Queen of Hearts is a ruthless leader who will not hesitate to destroy what she must in order to achieve her goals. Her motives are always apparent through the degrading stages of Wonderland. She is well-spoken and fairly educated, knowing much about Wonderland and each Whittingham Patient's positions.
She is a fairly cocky in her own right, constantly undermining anyone and attempting to "teach" anyone in her presence, sometimes more forcefully than others. It is apparent that she sees herself as superior, constantly treating others as idiotic – with the exception of the Dollmaker.
Her intents, however, are much more solemn , wanting only to be left alone and away from the chaos of Wonderland while she retreats in her destroyed kingdom.
♦ Insane Child Leader ♦
The Insane Child Leader is the unnamed leader of the Insane Children residing in Fort Resistance.Much like the rest of the Wonderlanders, she suffered under the hands of the Dollmaker and had been killed with her eyes gouged out. She is a small girl with long, messy brown hair and green eyes. Like the rest of her companions in Fort Resistance, she bears numerous scars from previous encounters with the Dollmaker. However, unlike her friends, who have clean cuts around their skulls wholly or exposing their brains, she has a jagged cut which slants slightly downwards that has been haphazardly stitched together without being cauterized. This implies that she escaped midway through an encounter with the Dollmaker, and either she or a friend of hers patched her up.
The signs that she escaped midway into being turned into a doll are quite apparent on her face; her eyelids have been pinned back (preparing her eyes for removal, as most of the Doll Girls are eyeless) and her lips have been pulled back and stitched into an almost permanent smile. She wears a plain white nightdress with cuffed sleeves which is covered in blood splatters from her facial wounds. The hem has been ripped just above her knees, possibly another subtle allusion to the fate of Doctor Abagail's charges in the real world. She carries a teddy bear whose stitches match her own. Her personality seems to be one of a brave child with mental health problems, who both respects Whittingham patients as another of Dollmaker's prey and a possible savior but is also frustrated with her at her lack of action to protect her and her friends in the past. It is also implied that she is aware of Doctor Abignail's role in each patients current predicament. She appears to be, and certainly thinks she is, the most sane and intelligent of the Insane Children, and affectionately refers to the others as "dimwits.". Despite her courage at standing up to the Dollmaker and protecting her friends, she still seems to be quite a nervous child, as she has several nervous behavioral ticks; such as tugging on her lower lip and wringing her hands.
♦ Dormouse ♦
The Dormouse, nicknamed Dormy, is a representation of Whittingham patients childhoods. As their mental states start to decline, Dormouse, as well as his companion - the March Hair, turn into awful, deformed creatures that the Hatter likes to use for experiments in his spare time. The Dormouse has had both his two back feet cut off and replaced with old wooden wheels. In his back a toy wind up object has been added, to give off the look of a cute little childrens plaything. He sports a checked, blue and white vest that cover his upper half and also tends to wear a silver bell on the crown of his head. He was once considered an ally to any venture of Wonderland, but now aids the March Hare and the Dollmaker in keeping the Infernal Train running.
♦ Mad Hatter ♦
The Mad Hatter remains a fanatic of time, but is no longer the tea party-loving hatter that he was. He has finally snapped, and became a half-organic, half-metallic rendition of his former self. The Hatter has turned into a tall, long-limbed cyborg. He is green-skinned, with a large nose and ears, tiny eyes, and his teeth bore an overbite. His body is made out of metal and wood, and has a rusted cog sticking out of his back. His clothes consist of a loose straightjacket, black trousers, and dress shoes with spats. He also wears a large black-and-white checkerboard top hat, covered in alchemy symbols and a few drops of blood. The Mad Hatter is a psychopath, literally gone "mad" (or perhaps madder than ever) and obsessed with time and clockworks, who considers himself to be a genius. He invents mechanical devices, often evidently using the bodies of living organisms for the base of his inventions, as he plans to do to all of Wonderland's inhabitants.
His automaton victims include the March Hare, the Dormouse, and countless Insane Children taken from the Hatter's asylum; the Hatter himself is also mostly mechanical.
♦ March Hare ♦
The March Hare's body was amended with many mechanical limbs and parts due to the torture that he underwent previously. He appears to be wearing a white glove, similar to the White Rabbit. He is also wearing a collared white shirt adorned with a red bow tie underneath a red tartan waistcoat and a monocle with a device that watered his bugged out eye. He was originally an ally in Wonderland, but much like the Dormouse, was corrupted by the hatters experiments and now serves the Dollmaker, keeping the infernal trail running.
♦ Mock Turtle ♦
The Mock Turtle is as tearful as ever, with somewhat of a stereotypical geeky voice and briefs under his shell. A large cow looking creature, covered in a turtle shell - mocking the true nature of a real turtle. He hides his soft self underneath the hard shell, but not everything can be hidden, seeing as his cry-baby personality seeps through the protection. He has hooves for feet, taking on the cow appearance, yet fins for hands, resembling a turtle. On the left side of his chest is a sheriffs badge. He is dawned with old epaulets, falling apart at the seams, and on top his head he sports a captains hat; refusing to throw it away even after loosing command of the HMS Griffon. The Mock Turtle is a sad, but helpful individual, always willing to lay his life down for anyone around him, if he can muster up the energy to do anything but cry. He can be found, wallowing near his wrecked ship in the deluded depths, with little more then heavy sobs and wishful tears given to those who ask.
♦ Tweedledum and Tweedledee ♦
Tweedledum and Tweedledee work for the Mad Hatter, running his asylum, and they are not too kind towards patients. The larger Tweedle is Tweedledee, and the smaller Tweedle is Tweedledum. The Tweeds in Wonderland wear the same red-and-white striped shirts, white breeches, and brown shoes. However, Tweedledum's breeches had a front flap and their caps were replaced with red-and-white propeller caps after Wonderland's degradation. They retained their white eyes and burly build, although Tweedledee's lower jaw noticeably showed his sharp lower teeth.
You can choose one (1) of these weapons/specialties for your characters protection in Wonderland, no more.
(You should have one weapon and one speciality)
Vorpal Blade - Technique
This swift weapon is small in size, though larger than the average chefs knife. It's blade is made of an indestructible steel, where it's handle is garnished in veins of Wonderland gold. This blade has carvings of leaves, stockings and vines up and down every square inch. It is known for it's speed in the hands of a excellent user, and technique in the hands of the gifted. This weapon is good for up-close and personal battles, though small, it is not to be taken lightly - this blade has been the last sight of many.
Pepper Grinder - Accuracy
This weapon is rather large and bulky, much like the teapot cannon, though excellent with accuracy, the Pepper Grinder is quite the burden to carry around. This weapon however can be used up close or from a distance, fairing well with enemies that live in the skies. It shoots above average sized pepper corns that have been altered to a degree of unbearable heat. This weapon does overheat after extended periods of use, so watch out for constant grinding.
Hobby Horse - Brute Force
A versatile yet heavy piece of artillery, the Hobby Horse packs quite the punch in a close up fight. Though it takes a rather strong minded individual to wield such a powerful weapon, it can be easily used by those who desire it's power. The Hobby Horse is heavy, large and dangerous if you're caught at the right angle. This weapon is capable of immobilizing multitudes of enemies to the ground with one sheer swipe, or to bring an enemy to it's dying breath with multiple. Most of the Hobby Horses attacks however are blind swings, with the user behind this weapon hoping for the best. It is best used against slow, durable enemies.
Teapot Cannon - Long Range
The teapot cannon is the best weapon for those who wish to stay far away from the danger and attack from afar. Replicating the "Eyepots'" attack, the teapot cannon is capable of shooting boiling bubbles of hot tea, long distances. This cannon is able to shoot two simultaneous "tea-bombs" before needing to cool down for a couple seconds. For those who prefer distance fighting, this weapon will serve you very well.
Shrinking: The ability to shrink to the size of an ant at will. In this form you can remain however long it is you like. You are also able to see things normal eyes cannot see due to your size.
Giant-ism: Becoming so large that everything around you seems like an ant. This ability lasts for only 2 minutes and can be used 3 times in your wonderland journey - use it well.
Hysteria: Similar to a form of rage, Hysteria is a momentary lapse in real world mental sanity. You are able to shift forms into a sub-colored version of yourself and wield incredible strength. This also gives you the momentary ability of invincibility. This lasts for 20 seconds and can only be used when you dip closer to insanity in the real world.
Butterfly Dodge: You are able to whisk yourself out of the way of danger by means of Butterflies. These tiny colorful creatures encase your body, moving you out of danger with one fell swoop.
Floating: An ability that lets you find your way to normally inaccessible areas. This ability is like gliding and can hold you in the air for 20 seconds.
(Character Picture here) -- Please use real picture.
Name: What does your character go by?
Age: How old is he/she?
Gender: What is your characters gender? (Male, Female, Other?)
Appearance: 5 sentences or less of what your character looks like.
Personality: 5 sentences or less of what your character acts like (in Wonderland)
Wonderland Ally(s): Who do you trust in Wonderland?
Wonderland Enemy(s): Who do you not?
Likes: What does your character like?
Wonderland Weapon: You can choose one wonderland weapon to have from the list above.
Specialties: Can your character breathe underwater? glide? fly? fall into hysteria?
How did your character get into Whittingham?: --
How do they plan to get out of Wonderland?: --
How insane is your character on a scale from 1-10?: --
Good or Evil?: Which side are you on?
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