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Phase 1
In the beginning there is a primordial being in the Frontrooms. It has existed for a very long time and will exist for a very long time.
It has the unique ability of creating things by thinking them into existence.
It looks around itself and sees stars.
It creates some stars, and some planets too.
It creates a lot of things, most notably the Axeman and Cindy, a kind of life, and a microbe.
It gets overconfident and tries warping in a random place in spacetime, accidentally warping in a part of an unknown Level and linking its real with the Backrooms.
It gets very overconfident and wishes for itself to
<will continue later>
Entity Number: 130
Habitat(s): [Levels 4, 5, 8 and occasionally 10
Description:
Growlers are vaguely humanoid entities that stand from one to four meters tall. Whilst mostly found on Level 4, they have been recorded spreading to several other Levels in recent years.
Behaviors:
Growlers lumber around their home Levels aimlessly until locating a source of food. Upon finding a source of food, they employ an odd hunting tactic of telepathically projecting white noise to disorient its prey and attempting to bludgeon it to death. The pipe cleaners in their torso can open like a cage to absorb prey when found.
Growlers are generally very unintelligent, very slow and seem to lack any kind of eyes, making them easy to avoid, especially in open areas.
Growlers possess the unique ability to merge with others and become larger, stronger, and more intelligent than the sum of its parts. Such instances are incredibly dangerous, mostly because their intelligence can begin to rival more common entities such as humans.
Biology:
Growlers are humanoid Entities entirely constructed from pipe cleaners of various colors, lengths, and thicknesses. Their internal biology is entirely unknown as every attempted dissection of a Growler has resulted in yet more pipe cleaners, all the way through.
Growlers possess short legs and long arms, both of which end in trailing tendrils up to six meters long. They have no discernible head or sensory features. The torso of a Growler can open and extend into hundreds of riblike structures used to absorb prey after death.
Interestingly, particularly small Growlers have been recorded emitting extremely strong wifi signals under the name "d3con-fortytwo21-callistiu" with no password. Devices connected to the network are capable of communication with other devices on the network, yet have a tendency to spontaneously stop running1. The smaller the size of the Growler, the stronger the signal is, and very small ones can project a signal over 5 kilometers in every direction.
Additionally, the strength of their white noise hunting tactic increases as their wifi emissions decrease.
Discovery:
It's unknown who first discovered Growlers as they have been in records dating back over one hundred years. Their wifi-emitting properties have only been recorded after the year 2016.
Do's and Don'ts:
Do:
Avoid when possible
Don't:
Attempt hand-to-hand or short-range combat
« Entity 129 | Entity 130 | Entity 121 »
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Level n is the n+1th Level of the Backrooms.
Description
Level N, more commonly known as Mount Charon, is a non-Euclidean, flat plain surrounding a large mound of dirt in its exact middle. The plain is covered in relatively short, grey-blue grass atop very dark, almost black soil. The Level is under a square kilometer in size, and its edges are walls reminiscent of those in a cave. They appear to ascend infinitely, but sunlight still shines on the plain, discrediting the idea.
Mount Charon
Mount Charon itself is a roughly twenty-meter-high mound of black dirt centered on Level N's plain. Wile the mound itself is perfectly normal outwardly, scaling the mound results in apparent transport to another area as the mound becomes functionally infinite on the way down. The sun of this alternate area is perpetually setting in the west, so it's useful to get bearings immediately. The top of the mound in this alternate area is also comprised of loose black dirt, but after travelling about one kilometer down, strange and alien vegetation can be sighted. These include, but are not limited to: Bright pink grass, trees reminiscent of a human spinal column, trees reminiscent of a dog's spinal column, trees with extremely thick and heavy leaves, flowers shaped like teeth, and several reports of a human heart located within a peach from one of the more normal-looking trees.
At around four kilometers, the foliage begins resembling that of other Levels more closely, and several streams surface.
After about four and a half kilometers, the foliage changes to a violent orange color and the soil begins to turn bright violet. The foliage shrinks to nothing and a heavy grey smog oppresses the air for an additional eight kilometers before bordering a large, circular chasm. Several bridges have been established by Hope's Peak that cross the chasm on its westernmost side.
Past the chasm, the ground is covered in black dirt in a four- to five-centimeter layer over green grass.
At the nine-kilometer mark, pillars of granite up to one kilometer tall and five meters wide begin to litter the ground and the dirt itself branches into several fractaloid structures at regular intervals.
At twenty-four kilometers, a blue haze begins to set in and the ground plateaus. Bright red, translucent branching structures can be seen in the distance but will never come closer no matter how much you approach them.
Warning!
The information below this line is unconfirmed! This means it is likely but not definite! Proceed with caution!
After almost twenty kilometers, the landscape appears to peel away to reveal a ground made of hundreds of small, metallic octagons. They are immoveable and extremely hard, seemingly fused to the ground.
After about thirty-three kilometers, the plates begin fusing together and the ground begins morphing into gallium. The plateau begins dropping once again.
After sixty kilometers, fragmented pillars of light appear and disappear rapidly and extreme hallucinations can occur. The ground begins moving to a more liquid state.
Anything beyond about seventy kilometers has yet to be explored as the sea of gallium has proven impenetrable.
Bases, Outposts and Communities
Hope's Peak
Hope's Peak is a community of sixty-three people founded by Hope Lahaye in 2029. Hope Lahaye tragically died in a fire in 2034, but the community she founded lives on, helping guide wanderers from Mount Charon to the bottom using specialized gliders. The journey from the top to the bottom of the mountain takes around twelve hours.
Hope's Peak is located due west of the mountaintop .
Entrances And Exits
Entrances
Level N can be entered through Level 80, Level 556, and Level 831.
Exits
Level N can be exited through its entrances at the base of the mountain.
Description
Bloodboxes are small, silver cuboid containers that are found exclusively within drawers on Level 4. They have a black base with intricate silver decoration on the outside. The interior of a bloodbox is solid sterling silver.
Bloodboxes have small hinges allowing the box to freely open and close, as well as a small lock to keep it in place.
Properties
Bloodboxes are entirely non-anomalous until touching the bare skin of a human. Upon the moment of contact, the box will immediately fill with one cubic centimeter of the human's blood, which will not congeal nor lose heat. From this point onward, the box and human are considered "bonded". A bonded pair will suffer any damage done to the other (e.g., removing the box's lid will decapitate the human). The human will be granted near-immunity to all viral or bacterial infections, as well as a total immunity to the Wretched Cycle. The human will be restricted to a roughly
Uses
Entity Number: N
Habitat(s): Level 11
Description:
Entity N, more commonly known as Endoskeletons, are two-meter-tall, abiotic mechanical beings inhabiting Level 11. Their place of inhabitation is located at the coordinates 1974.38742, 2974.8237, a sixty-three story skyscraper. In total they number under 200.
Behaviors:
Endoskeletons are largely friendly, though glitches render them unpredictable. It's advised that large gatherings are avoided as there is sufficient proof suggesting their crowd behavior is destructive.
Entity N are self-replicating, meaning they can and will tear down large buildings for resources to create more of themselves, a phenomenon obvious by the large patch of empty ground surrounding their home building.
Endoskeletons are intelligent yet do not match the intelligence of other common humanoid entities, including humans themselves. They are considered sentient though their sapience is contested. The majority belived that since they are a hive-mind, sapience as a measurement is inapplicable.
Their programming makes it outright impossible to harm humans and humanoids, though other sapients are at risk and they have often led to indirect disasters2.
Biology:
Endoskeletons are almost exactly two meters tall and very reminiscent of a humanoid skeleton. Internally, their "ribcages" protect a mass of wiring and sometimes faulty electronic systems, a rudimentary Grotratian core. Their heads are outfitted with several kinds of sensory processors, notably cameras, audio equipment, electromagnetic detectors, resonators, and more.
Entity N themselves are made of several alloys, including steel harvested from surrounding buildings.
Glitches in their software are not only common, but rampant. This shortens their expected lifespans from infinite to around one year. Their self-replication approximately matches their rate of death, and their population has never been recorded above 200 or below 150.
Entity N do require certain biomechanical processes to function, though they are largely abiotic. [[Entity 88]] neural matter, cultivated in their home building, are harvested as a vital part of their processing systems as it's significantly denser than standard computer equipment. Additionally, some (though not all) Endoskeletons possess the ability to use "blank" DNA strands as a form of data storage.
Discovery:
Endoskeletons were created by the B.N.T.G as their first semi-successful attempt at a gyroscopically-refreshed omniscient technological replicating autonomous tactical e-worker, or G.R.O.T.R.A.T.E. Whilst considered a failure, they did pave the way for the later invention of the modern Grotrate and, by extension, their sentience technology.
Do's and Don'ts:
Do:
You can put:
- Details
- Details
- More Details
Don't:
or:
Short description illustrating the dont's
[info on the production of the article and/or the authors behind it]
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[Please also place your image source links here!]
[[>]]
[[>]]
Description:
The Server Room is a secluded set of halls and other enclosed spaces within a large two-story building. It is primarily accessed through Level 532, as the doorway on Level 8 has been destroyed.
The Server Room has an approximate area of X square meters, without including whatever is viewable on the outside. The internal walls are a combination of terrazzo and brick, which appears well-maintained despite the Server Room's apparent lack of staff for several years.
The Room has been divided into eleven sectors. They can be seen easily in the provided map. The main entrance of the building faces east, and the branches go northeast and southeast from there. Eight maps of the building are located on the walls in the four near sectors. A total of around one hundred rooms are on the maps, though there are minor inconsistencies with the actual building, such as occasional missing rooms or misplaced doors. The maps have been observed shifting slightly over time, mostly adding doors that were previously absent.
The largest sectors are the Lower Northeast Far sector and the Lower Southeast Far sector, which contain the largest server depots in the entire structure. The safest sectors are the Entrance and Lower Central sectors. It is recommended that, upon finding yourself in the Server room, you do not venture beyond the Entrance or Lower Central sectors without being accompanied by someone with significant experience doing so. It is always best to go in a group of five or more, and should never be attempted without at least one experienced person.
A system of orange luminescent markers have been set up by the B.N.T.G., though they are makeshift and often go out. Upon a power outage, locate the nearest marker and proceed toward the Entrance or Lower Central sectors.
Power outages are uncommon but not unheard of. During a power outage, several green "exit" signs on the ceiling will begin to glow. These are unreliable, usually leading further into the structure instead of toward the Entrance. The orange markers are more reliable. Do not follow the green exit signs.
The Entrance
The Entrance is, by any measure, the safest sector. It consists of only seven rooms, including an industrial entrance hall and six small, empty rooms. The two rooms farthest to the north have locked steel doors, opposed to the other five, which are unlocked and wooden. The lights are bright but can vary in luminosity during the day. It's been outfitted with a makeshift generator, courtesy of Backrooms Remodeling Co. Backrooms Remodeling Co. has been noted making several attempts to refurnish the sector, though ceased activity for an unknown reason in July 2018.
Lower Central
The Lower Central sector is located past the Entrance. It is composed solely of a large room containing a single staircase in its center, locked doors lining its edges. The ceiling of the Lower Central sector is painted to resemble the common sky3, complete with one very bright light that illuminates the majority of the room. A large glass window is situated at the back of the room, thought it is usually obscured by fog.
Lower Southeast Near
The Lower Southeast Near sector is well-lit and
Something wakes up, feeling cold stone bricks beneath it.
The room is dark, it can't see. But there's a sliver of light from a crack in a door.
Light.
The entire room is bathed in light.
It looks behind itself, that small stone-brick room is invisible among the sunbeams. It's all bright.
In a second, the light fades. It's back in a stone room. It can see more clearly now, both the door behind it and the three doors in front.
It enters the one on the right.
It finds itself in an immense cavern, surely a hundred meters high. The ground gives way beneath it, and it plunges into the abyss. A small cloud of dust rises on impact. All is still once more, this miniscule sign of life once again missing.
Something wakes up, feeling cold stone bricks beneath it.
The room is dark, it can't see. But there's a sliver of light from a crack in a door.
Ah, Blue.
I knew him once.
Not personally, or as a friend, no. But I knew what he was like, I knew his mannerisms and his policies.
Blue was very different then.
Only the old remember when Blue was young and kind, and he cared for his work. I remember the real him. But now every line on his face radiates with some insidious, unknowable anger. It's a tragedy, really. So promising, and hardened by a century of war and man's own inhospitality.
What made him so special?
Oh, you should have heard his speeches. He could convince anyone of anything. And most of all, he was a master of the art of deception. His little lies were for the greater good, they were excusable. But some caught on.
Can you describe that more?
Yes. His only rival, that Hyperion lad. He started a whole movement. Blue must go, he said. we were all following blindly like a lamb to the slaughter. Hyperion Lahaye, grand adversary of Mister Blue. God, his following was horrendous. They were hellbent on breaking him.
Did they succeed?
Very much they succeeded. Every day that passed, the effects of that following grew. Draugr, they called themselves. God, his speeches evolved into ramblings. His words went from hollow reassurances to hollow threats. Draugr will fall, he said. He'll vanquish the dragon. But he never did.
Those damn people destroyed him.
Jeremy Finnigan Blue (Born 4 June 2374) is a 144-year-old B.N.T.G. operator, C.E.O. and lawyer. His rise to power came with his promotion to C.E.O from grand manager, a position he held for 54 years. His position of C.E.O. has been ongoing for 29 years.
Blue's rise to C.E.O has been marked as the start of the Middle Anthropocene Age, highlighting the technological advancements made in the 2445 scientific boom. He has worked with Grotrates on several occasions, including in 2447 to organize a supercomputer designed specifically to eliminate Draugr.
Blue's
We welcome C.E.O. Jeremy Blue to the stage.
I need not introduce myself, you know who I am.
I don't know who you are. I don't need to. What you need to know, however, is not me or anything about me. It's the facts about what is going to happen in the next few years.
With my promotion I absolutely intend to revolutionize things for the better. Thanks to the recent technological advancements, a massive amount of new things are possible.
The Holocene has ended, we are living in a new era and have a brand-new set of infinite possibilities before us. We have been given a new chance at life, be you human or houndling, organic or machine, young or old. We blessed with the gift of sapience have been bending the world to our will for millennia. In fact, research pieced together from those lucky few that have travelled from the other world to ours suggests that we are significantly more advanced than those in the other world. As far as we know, their entire universe lacks any sort of exploitable anomaly. They have no blackfire, no glitches, no slipways. They are forced to abide by the laws of nature but we are not. We are given this gift of universal imperfection that can catapult us further than ordinary science ever could. We have extended lives to 200 years, they have not. We have built a perfect machine, they have not. We have discovered perpetual motion, they have not.
So I urge you, all those wanting to see the other world- seek it no longer. Even if an escape is possible, it is pointless. Everything they have done is something we have already done better, every advancement they have made in history is something we have done sooner. Perhaps their world is safer, perhaps. But will your life have more meaning among twelve billion just like you, or among one billion from which you are special?
To the nonhuman sapients listening, your very existence is at risk in the other world. They hate anomalies, they think anomalies are some kind of plague, and in that world anything sapient that isn't a human is anomalous. They steal organic anomalies, they deconstruct mechanic ones, and they destroy gods. They cannot even maintain the very planet they inhabit.
Now compare that to what we do. We build, not destroy. We don't war or kill, we collaborate and we communicate. This is what life is, not that.
Our technology is a blessing. We are approaching milestones never thought possible before. Our discoveries about Level 11 revolutionized how we think of things and opened the door to the Wellerman orbiter, and the travel networks.
It's allowed us to uncover the truth about the Undercity, and what's happening there. It's allowed us to commence a cleanup. It's allowed us to create the very building that I'm speaking in. All of these things are because of the advancements we have made in the last few years.
That technology is what allows me to announce something today. A way to crush Draugr once and for all. We are unveiling our collaboration with the Grotrates to design a new machine. This machine will be one of a series designed as a central intelligence, and a way to analyze their patterns an assess situations. Once we have their location, we can take them into custody forever. Draugr will fall as we enter a new age, I swear it.
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Rules of the Cosmium:
- Nutrients are required but needed less often.
- The backrooms and Frontrooms are only two of several "domains."
- Aging is normal speed outside of 997 and inside 997, usually stops around age 30 and allows humans to live to almost 200. Medicine can extend this to 300.
Ideas:
- Deumorphs - Highly evolved humans from the Frontrooms who use a Level known as the Infraspace as a slipway between planets
- Domains - The Backrooms and Frontrooms are only two of several "domains", of which there are 21. Four have been discovered, which include he Frontrooms, Backrooms, Plateworld, and the Somnium.
- Mr. Jeremy Blue - CEO of the BNTG in the far-future. Has made it his life goal to track down and destroy Draugr.
- Draugr - Underground organization composed of MEG fragments after its disbanding. Directly opposes the BNTG through questionable means.
- UEC has become a major faction and significantly less "evil" than before.
- ULT- faction similar to the BNTG yet not the same thing. Happens to have the same leadership under Mr. Blue and his subsidiaries.
- Masked Maidens and the MEG have essentially been disbanded
- The Lost and the Eyes of Argos have evolved into major nations over the years, establishing themselves almost as equals to the BNTG.
- Kalag has randomly and suddenly vanished (revealed to be because of the impending war).
- The Lost, Backrooms Robotics, Backrooms Remodeling Co. and the FOJ have become minor nations.
- Other new nations include the FUF, or Federation of United Filtonians, Ido (the Houndling authority), and the Quintity Sovereign.
- the Dorsates are a group of intelligent lifeforms from Plateworld.
Ownership:
Level 0 is a no-man's land.
Levels 1 and 4 are owned by the BNTG.
Level 11 is split between every faction, with the BNTG having the largest presence.
Level 997 is split between Grotrates and the FUF.
The rest of the Backrooms is owned nebulously for the most part with smaller factions intermingled within.
Frontrooms:
Mongolia, Japan, Brazil and Australia are the main world powers. There are significantly less nations, but most of them are interplanetary. All but five are companies as well as governments.
Interplanetary (Most to least successful):
- Mongolia (Not company)
- Brazil
- Australia (Not company)
- Japan
—-
- New Zealand
- China
- North America Federation
- South Africa (Not company)
- United Belarus Empire
- Honduran Empire
- Panama (Not company)
- Roman-Italian Empire
- Aegis
- Kazakhstan
- Czech Republic
- Lesotho
- Andorra
- India
- Switzerland
- Serbia (Not company)
- England
- Alrana
- Terra
Only on Earth:
- Burundi
- Taiwan
- Thailand
- Sweden
- The Greenland Empire
Only on Venus:
- Venusian Authority
Lahaye Family:
E. Isle (technically, was the caretaker of Isabella for around a year)
Isabella Robinson (temporarily under care of Isle) - Part of the original 997 research team
Callisto Lahaye (great-great-grandchild of Isabella) - Rescues the Backrooms from Harbinger
Adrianne Lahaye (Daughter of Callisto) - Discovers and befriends the Axeman
Ganymede Lahaye (Son of Callisto) - Becomes a major researcher
Hope Lahaye (Callisto's great-grand aunt) - Founds Hope's Point
Hyperion Lahaye (Son of Adrianne) - Founds Draugr
Celeste Lahaye (Son of Ganymede) -
Phoebe Lahaye (Daughter of Celeste) -
Atlas Lahaye (Son of Celeste) -
Calypso Lahaye (Child of Celeste) -
Simon Lahaye (Son of Celeste) -
Order of articles:
Level 997 -> Awakenings -> Reconstruction -> Finality -> The Holocene Has Ended -> Wellerman -> Jeremy Blue -> Discovery ->