The Asylum’s True Purpose:
The organization behind the asylum has carefully crafted a narrative to control
public perception:
★ Propaganda:
They claim the Grimfolks are too dangerous to live freely, arguing that all of
them will eventually drive them insane and lead to mass destruction, which is
true. This fear convinces the public that capturing and isolating the Grimfolk is
necessary for the world’s safety.
★ Exploitation:
In reality, the organization uses the Grimfolk as living tools. Through
experiments, they extract their abilities and use them to:
• Develop advanced technology.
• Create weapons.
• Strengthen their own power and influence.
★ Power Transfer:
Some experiments aim to transfer the powers of the Grimfolk to the
organization’s elite members, giving them superhuman abilities to maintain
control over society.
★ Weaponization of Revenants:
The organization harvests the blood, organs, or remnants of Rotfolk to create
powerful weapons. These weapons are used to hunt the Grimfolk, particularly
escapees. The blood of the Rotfolk enhances these weapons, making them
particularly effective against the Grimfolk.
LIFE IN THE ASYLUM
★ Daily Routine:
The Grimfolk are forced to take pills every night, which weaken their powers
and induce sleep. These pills also have long-term effects, driving the inmates
slowly insane and making them easier to control.
Dietary Plans
Most food only meet towards nutrional requirements. Other food like instant
ramen are available but only for purchase. In order to gain money individuals
will need to work. Fir bloodpacks, the asylumn sources from animals rather
than humans.
★ Monthly Checkups:
Inmates undergo regular health checks where blood is drawn and experimental
injections are administered. These injections often cause immense pain and
further destabilize their powers.
★ Suppression, Not Training:
The Grimfolks are deliberately kept ignorant of how to control their powers,
ensuring they remain volatile and reliant on the organization for survival.
★ Punishment
In the asylum, trapped Grimfolk are forced to wear restrictive collars that
suppress their abilities. These collars emit a painful shock if they attempt to use
their powers or disobey orders, causing severe pain and sometimes rendering
them unconscious.
If a Grimfolk commits a serious offense, they are sent to the basement—a
secret, heavily-guarded section of the asylum. There, they are subjected to
brutal torture and psychological experiments designed to break their spirit and
force compliance. Few who are sent to the basement ever return the same.
The Asylum Structure:
The asylum is divided into five floors based on the perceived danger of the
inmates:
1. Ground Floor: Reception, cafeteria, and laboratories for
experimentation.
2. Level 1 (Dormant): Inmates with minimal powers or low threat levels.
3. Level 2 (Unstable): Inmates with moderate powers and occasional
instability.
4. Level 3 (Volatile): Inmates with significant powers, high aggression, or
extreme instability.
5. Level 4 (Critical): The most powerful and uncontrollable inmates,
locked under maximum security.
Dorms are mostly Rearranged by Levels, exceptions can be made though. 4-4, 4-
3, 3-3, 2-2, 1-1
At the top of the building is a terrace, offering a rare glimpse of the outside
world but heavily guarded to prevent escape.
Training Grounds:
The organization forces Grimfolk into a school-like training facility, where they
are pitted against Rotfolks in brutal fights. This serves two purposes:
1. To test the limits of a Grimfolk’s abilities.
2. To identify those with the highest potential for exploitation or
weaponization.
Those who show extraordinary abilities are subjected to harsher experiments,
while those who fail are often discarded or turned into Rotfolks themselves.
Escaping the Asylum:
Breaking free from the asylum is only the first step for the Grimfolk.
At first, The Asylum is almost surrounded by gloomy, rainy weather. However,
this is a trick to fool escapees from making it far into their attempt. The rainy
weather is artificial, aiming to slow down escapes by limiting their visibility by
having it rain almost constantly. The rain only ever really stops once the sun
sets.
1. Forest Refuge:
Most escapees flee to the forests, but these areas are patrolled by hunters
(appointed by the organization) and inhabited by Rotfolk, making them
dangerous.
2. Abandoned Villages:
Places like Azalea Village offer temporary refuge but are often overrun with
Rotfolks. Escapees use these stops to gather supplies like food, weapons, and
tools before moving on.
3. Revenant Village:
Almost one out of many of these villages are not entirely abandoned. Rather,
these villages are filled with ‘surviving’ resonants. But this is a trap planned by
Enclave as a last ditch effort to capture any wandering escapees. These fake
resonants are played by revenants, who are hungry. If fooled, these revenants
will not be no stranger to reach out and bite.
4. City Disguise:
The ultimate goal is to reach the city, named Seoul, where they can blend in.
However, they must change their identities and suppress their powers to avoid
detection. The pills’ effects and their lack of control over their abilities make
this particularly challenging.
Rules of the Asylum
1. Mandatory Compliance:
All inmates must obey orders from staff immediately and without question.
Failure to comply results in punishment, such as activation of the collar.
2. No Use of Powers:
Any attempt to use abilities is strictly forbidden. The collar will activate, causing
severe pain, and repeat offenses lead to solitary confinement or torture.
3. Curfew:
Inmates must be in their designated cells by 9:00 PM. Breaking curfew results
in immediate disciplinary action.
4. Pill Consumption:
Inmates are required to take suppressive pills every night. Refusal will result in
forced administration or harsher measures.
5. No Fighting:
Physical or verbal altercations between inmates are prohibited. Offenders will
be separated and punished accordingly.
6. Silence During Checkups:
During monthly checkups and experiments, inmates must remain silent and
still. Resistance will lead to restraints and harsher treatments.
7. Restricted Areas:
Inmates are not allowed to enter unauthorized areas, including the laboratories,
the basement, or staff quarters. Trespassing results in immediate punishment.
8. No Escape Attempts:
Any attempt to escape will lead to severe consequences, including solitary
confinement, collar shocks, or execution in extreme cases.
9. No Unauthorized Communication:
Inmates are forbidden from sending messages or forming alliances against the
asylum. All interactions are monitored.
10. Behavior Monitoring:
All actions and conversations are under constant surveillance. Suspicious
behavior is punished swiftly to maintain order.
Ranks of the Grimfolks:
The Grimfolks are classified into ranks based on their power and threat levels:
1. Rank 1 (Dormant): Minimal powers, low threat.
2. Rank 2 (Unstable): Moderate powers with occasional loss of control.
3. Rank 3 (Volatile): Significant powers, high aggression, and instability.
4. Rank 4 (Critical): Extremely powerful, completely uncontrollable, and
considered the greatest threat.
Based on the rank, the more bloodthrist an individual is. Higher ranks rarely eat
food on a daily basis and their hunger only yearns for blood. However, those on
the lower ranks are able to eat normal food like a regular human.
Special Weapons:
Each Grimfolk possesses a unique weapon infused with their powers, making it
an extension of their abilities. These weapons serve as a focus for their powers,
allowing greater control and precision. For example:
★ A pyrokinesis user might wield a flame-forged sword that intensifies their fire.
★ A telekinetic could carry a dagger they manipulate with their mind.
★ Those with healing abilities may use a staff that amplifies their restorative power while
draining their own energy.
These weapons are forged by the Enclave through experimentation and blood
extraction, ensuring Grimfolk remain dependent on the organization. Without
their weapon, many Grimfolks find their powers harder to control or weaker in
intensity. Members can summon their special weapon by chanting a secret code
known only to them. (You can also name your weapon, when you call out to it,
it’ll get summoned. But you’re only allowed to use the weapon once you’re out
of the asylum.)
Rotfolks
Rotfolks are individuals irreparably damaged by the organization’s experiments.
Discarded Lives: Executed or abandoned in remote areas.
Monstrous Behavior: Violent, feral, roaming wild areas and threatening
escapees.
Weaponization: Their blood is harvested to create weapons to hunt Grimfolks.
Tools to fight against Grimfolks: Used to test Grimfolks abilities
Types of Rotfolks:
1. Feral Rotfolks
• Aggressive, primal.
• Abilities: Enhanced strength, heightened senses, or other erratic
powers
• Behavior: Territorial, dangerous.
2. Broken Rotfolks
• Mentally shattered.
• Abilities: Unstable powers (telekinesis, pyrokinesis)
• Behavior: Wanders aimlessly, violent.
3. Silent Rotfolks
• Stripped of speech, retains intelligence.
• Abilities: Telepathy, telekinesis, mind manipulation, time
manipulation.
• Behavior: Cold, calculating.
4. Shattered Rotfolks
• Mutilated with augmentations.
• Abilities: Enhanced strength, speed, regeneration.
• Behavior: Used as hunters.
5. Exiled Rotfolks
• Abandoned by the organization.
• Abilities: Volatile powers, advanced healing.
• Behavior: Seeks revenge.
6. Experimented Rotfolks
• Mutated by experiments.
• Abilities: Combination of powers.
• Behavior: Dangerous, weaponized.
7. Weaponized Rotfolks
• Augmented as living weapons.
• Abilities: Superhuman strength, speed, energy-based powers.
• Behavior: Follows orders but may become rogue.
Treatment: Rotfolks are expendable. Their blood is used to create weapons for
hunting Resonants. Even in death, they serve the organization.
ENCLAVE
Overview:
Enclave is a secret and powerful organization that controls the Grimfolk and the
asylum where they are kept. The group claims to protect the world from
dangerous people, but in reality, they exploit the Grimfolks powers for their own
gain. Enclave influences governments, companies, and armies to maintain
control.
Memory Chip
As an Enclave member, they have to ensure they keep their personal and work
separate. This is due to a mandatory surgery where a chip is inserted into the
back of their ear. Once it is triggers by the detectors like a shopping centre, it
triggers the hippocampus to adjust their memories. It is believed that personal
life would breed the emotionally-charged wrong decisions. Thus, as soon as
Enclave enter the building all memories linked ot the outside world are
completely erased and this works vice versa when exiting.. This way, any
decisions made will be completely neutral and not biased by any outstanding
factors.
Key Roles within Enclave:
1. Director of Grimfolks Affairs:
What They Do: This person manages everything related to the Grimfolk,
including their capture and control. They work with other departments to make
sure Enclave uses the Grimfolks powers for its goals.
Main Jobs:
● Oversee the asylum and other facilities where Grimfolks are held.
● Develop plans to use the Grimfolks powers for weapons and technology.
● Report to Enclave’s leaders and government officials.
2. Enclave Operatives (Special Forces):
What They Do: These are elite agents who capture or eliminate Grimfolks.
They work in secret and handle dangerous missions to stop any threats.
Main Jobs:
● Capture or kill any Grimfolks who escape or rebel.
● Transport Grimfolks to secure locations.
● Help the government’s military forces when needed.
3. Chief Bioengineer:
What They Do: The Chief Bioengineer runs experiments on Grimfolks to
develop new technology and weapons using their powers.
Main Jobs:
● Conduct genetic experiments on Grimfolks.
● Develop ways to transfer or enhance Grimfolks powers for military use.
● Create weapons using the Grimfolks blood or organs.
4. Warden of the Asylum:
What They Do: The Warden manages the asylum, making sure the Grimfolk
stay under control. They ensure the safety and security of the facility.
Main Jobs:
● Oversee asylum security and work with Enclave agents.
● Ensure the Grimfolk are kept compliant through experiments and
medication.
● Deal with any escape attempts or rebellion.
5. Enclave Security and Enforcement:
What They Do: These agents protect the Enclave’s facilities and respond to
any threats or escapes from the asylum.
Main Jobs:
● Protect facilities where Grimfolks are held.
● Stop escape attempts or rebel groups.
● Enforce Enclave rules and policies.
6. Public Relations Officer (Enclave Propaganda):
What They Do: This person controls the public’s view of the Grimfolks. They
spread lies and fear to make the public believe that Grimfolks are dangerous.
Main Jobs:
● Create media campaigns to make the public fear Grimfolks.
● Justify the Enclave’s actions by spreading propaganda.
● Work with government officials to manage public opinion.
7. Enclave Medical and Psychological Staff:
What They Do: These doctors and psychologists monitor the health and mind
of the Grimfolks. They conduct experiments and make sure the Grimfolks are
under control.
Main Jobs:
● Conduct regular health checkups and experiments on the Grimfolks.
● Give them drugs to suppress their powers and control them.
● Manipulate the Grimfolks psychologically to keep them from resisting.
Enclave’s Role with the Asylum:
The asylum is where the Grimfolks are kept and experimented on. The Enclave
controls the asylum, using it to study the Grimfolks powers and turn them into
weapons. The Enclave government supports the asylum’s operations, keeping
them a secret from the public.
Enclave Government’s Role:
The government backs the Enclave’s work, helping keep it hidden from the
world. They allow experiments on the Grimfolks and use the powers gained for
military and political control.
Enclave’s Goals:
• Control the World: The Enclave wants to control everything by
using the powers of the Grimfolks. They want to influence governments,
businesses, and armies.
• Use Resonant Powers: They want to develop technology and
weapons from the Grimfolks abilities.
• Stop Rebellion: The Enclave works hard to crush any rebellion or
resistance, using force and mind control to keep the Grimfolks in check.
In this world, the Enclave is a secretive, powerful group that uses the Grimfolks
for its own gain. Everyone in the Enclave plays a part in keeping the Grimfolks
under control, and their goal is total domination of the world’s most powerful
abilities.