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Losses

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Permanent Losses Edit

A "permanent loss" is the price one pays to come to Paradisa. It is stripped from the resident and devoured, and kept in the castle's "heart." No one has ever found a way to retrieve this.

A losses may be an ability, a skill, an item or a memory. Sometimes it may be a combination of both, or some strange, more abstract thing.

Ability or skill losses strip a resident from being able to do something that is important or vital to them. Perhaps they will lose the ability to touch a specific something; during the duration of their stay in Paradisa, they will be unable to reverse this. If it is a skill such as using a weapon, they will be incapable of learning how to do it again. The loss acts as a physical restraint or a mental block, impossible to fight back against.

Item losses are when the castle takes an item that is extremely important to the resident. This item must be something that the resident keeps with them at all times, such as a weapon, or a special keepsake, or something else of significance. This item can not be retrieved, nor will the castle give out replicas or similar items.

Memory losses are very common, and they act as mental blocks. The memory may be of a precious person, friend, lover, partner, event or time period. Sometimes it strips their memory so finely that the resident does not recall the person ever existed, and sometimes it only removes certain things about that person, such as their relationship. Sometimes, when losing the memory of an event, the castle substitutes in an altered memory of it, or other times it just leaves them with a large blank. Of course, residents can learn all about the people or events they forget from other people, but it will never be the same.


It is vaguely known that losses can change when killed or knocked unconscious for a few days, but it is also known that being killed can give a resident an additional loss, rather than changing it. This additional loss may be a significant in-game event or person, as long as the character retains one loss pertaining to his/her/its canon.

Temporary Losses Edit

Summary Edit

Residents of the castle, from an IC perspective, know that they have one (possibly more, if they’ve died) permanent “loss” of something. However, it’s become common jargon/slang within the community to refer to temporary events as “losses” as well, though these temporary losses don’t necessarily involve losing anything.

A “temporary loss” is, essentially, the castle messing with something.

It’s a strange affliction that lasts anywhere from a few days to a month, though the most common amount of time is a week. This can be anything from being forced to tell the truth all the time to being incapable of speech, being turned into an animal or being turned into an alternate version of themselves. Residents have become rather forgiving of these events, as radical changes tend to cause trouble between people, but they remain frustrating, painful, or sometimes just plain entertaining ordeals.

Sometimes characters do these in pairs or in larger groups.

All losses however will always require that the character retain some part of their identity during it, to ensure that they are still residents of the castle. Losses that swap out aspects of your character are perfectly acceptable, as long as it is not a complete replacement. Should you wish to play a different character, we recommend you apply for them instead.

Penance Edit

After making particularly large demands from the castle –– asking it to decorate the ballroom differently, asking for something large, asking for machinery or asking for animal life –– may trigger the castle to give the resident a temporary loss as penance.

Loss Ideas Edit

The possibilities are pretty much infinite. If you can’t think of anything, you can post to the OOC and ask for ideas. People are pretty much chock full of them.

“Classics” Gender swap. Turn into a child. “Ella Enchanted”; or, Absolute Obedience to Commands Forced Honesty Body swap with another character. “Marriage” to another character.


What Losses Are Frowned Upon / Discouraged? Edit

Pain / Torture Edit

There is no real justification for this. It falls under “Character Torture.”

Promiscuity Edit

Basically, making your character suddenly have the desire to sleep around. To date it has never been “done right” or done in a way that sat well with people. We won’t stop you, but really consider why you want to do it. There are much better ways to build CR.

Character Replacements Edit

Making your character turn into a completely different character completely. As explained above, your character needs to retain some aspect of their identity while in the castle. Becoming a minor trait inside of a completely new character, isn't a loss so much as it is the castle bringing someone out of their own canon to allow your character to be housed within them. We will always ask you to play the character you applied and were approved for, which includes when on a loss. If we see this in game, we will ask you to adjust the loss so that some aspect of your character is returned.


Character Torture Edit

What is it? Edit

“Character torture” is when a mun subjects their character to a particularly cruel/painful loss without any justification other than to cause suffering and/or angst.

What’s the telltale sign? Edit

When characters go through losses, they tend to be unaware of their loss, or they forget it all at the end. “Torture” losses tend to have characters completely aware that something absolutely horrible is happening to them, and they keep all memories of it. It tends to be an experience that is supposed to “scar” them.

Is it against the rules? Edit

Technically, no, but it’s more of a comfort thing. Many people in the RP don’t like seeing characters who really don’t deserve it being put through hell with the only influencing factor being the castle. It’s just really, really unnecessary when there are better (and more interactive) ways of giving your character conflict.

Doesn’t Paradisa feed off of negative emotions? Edit

It does, but its objective is not to cause its residents the most suffering and pain it possibly could at one time. It doesn’t want to break them too fast or hard, because technically, it has to “return” what it has borrowed, eventually.

The castle also has a very hands-off approach. It likes to bring about change and make the RESIDENTS responsible for shaping how good or bad of an experience it is.

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