M.E.G. Rewrite in 2025 trust us bro

Notes

(To remove when posting)


To-do List

  • Add rest of the so-called bases in the tables
  • Add Postal Delivery (reyday)
  • Tweak Melody/Leyland to show their uniqueness more directly + Base Beta blurb (boring)
  • Base Gamma blurb + the last 3 underseers blurbs (nate)
  • Credits + special thanks
  • Removing the placeholders and to-do-list


rating: 0+x


Info

Welcome to the M.E.G. group hub!

This hub aims to be a collection of most of the information an author would need to write about the M.E.G., whether it is their relation with other groups, the people in their ranks, or how the system operates, it is designed for you to be able to get the gist of everything without needing to go through backlinks or CROM search. Nevertheless, you can always (and are encouraged to) search the wiki if you need more information or find anything unclear. Feel free to ask the authors in Wikidot DMs or Discord too! This is a community writing site after all.

Special thanks to BlueSignetBlueSignet, C-GraphC-Graph, DrAkimotoDrAkimoto, Endrew1Endrew1, halo3rodenthalo3rodent, InspectingCrittersInspectingCritters, jan Jejasajan Jejasa, Light_NateLight_Nate, LiminalDoctorLiminalDoctor, MC_Crafter_24_7MC_Crafter_24_7, Nikuchan Nikuchan , scutoid studiosscutoid studios and so many other we couldn't name for helping revamp the M.E.G. lore, answering many questions and making this hub the most complete it could be and proofreading the draft. This is what collaborative writing is all about!

Want more information? Here's what you can do!

  • Check page backlinks for more references of the article somewhere else
  • Use CROM search for mentions of elements that don't have a page
  • Check the tag list for character, setting or class use
  • Ask authors on the discord server, whether the writer of a specific page or the whole community

The following canons are used for the wider M.E.G. lore:

How to sort the M.E.G. Hub:

  • Teams, POIs and relations are sorted alphabetically
  • Links in the history section are sorted in this order: levels/unnumbered levels/entities/unnumbered entities/objects/phenomena/tales/POIs/groups

To appear in the list, a character needs to have enough pages to create a tag. See more information here.

To appear on the list, a team needs to be used in at least three pages. Sub-teams, however, can be added in their respective lists as soon as they get a page.

Groups can be added into the relations section if they have a group hub or a tag so that information can be accessed more easily. Level-specific groups like Slam City can use their level page as the group hub link, however.

Generalities

The Major Explorer Group is currently the most widespread faction in the Backrooms, whose goal since its inception has been to explore and document this reality in order to protect the people living there, and ultimately find an exit.

Missing alt text.

A M.E.G. propaganda poster from Base Alpha.

Since 2012, the group has discovered many new levels, entities and objects, as well as studying known ones in detail. The broadness of their mission led them to grow rapidly, as they recruit most of the newcomers leaving Level 0 thanks to the noble and hopeful nature of their goals. With the presence of many veterans in their ranks, the group trains most of their members to exploration and documentation, but also to create and maintain sustainable communities to protect as many people as possible. Naturally, this led the group to create one of the largest public databases, which comprises the bulk of the General Public Database.

Hegemonic Mess

While their size and generic goals are a benefit for their growth, this also means the M.E.G. has a loose and convoluted structure, with many leading figures having many different visions of the group and their mission. This, over time, made the M.E.G. struggle to work cohesively, with the physical distances between settlements gradually creating many subcultures depending on their location, members, and available material.

Furthermore, the geographical nature of the Backrooms also exemplifies this feature. While main settlements are in or near the Main 121 benefits from close supervision and collaboration with the Oversight Council, settlements with fewer links with the rest of the Backrooms will eventually evolve. Adapting to their environment and their general culture, many of these settlements can adopt widely different philosophies about the group and their goals. For example, an outpost deep inside the Backrooms in an entity-heavy ecosystem can eventually become more military-based, reflected in their vision of duty or even their vocabulary.

This can be seen in the M.E.G.'s bureaucracy, which is a complex yet messy environment reminiscent of their very database. Despite the archivists' best attempts, the group remains a gigantic mess of dozens of settlements scattered around just as many pocket dimensions.

As such, while the M.E.G. has no difficulty attracting new members, many veterans have left the group over the years, as they have become bitter about the naive hope of the faction or even turned against them due to mistreatment. Despite many splinters and wars created by a lack of a constant direction, the M.E.G. has still nonetheless managed to heal every time, growing stronger than ever as they live and learn about the Backrooms and the many factions living there.

Everlasting Hope

Despite all these struggles, the M.E.G. isn't a hegemonic group2 for nothing. While their size has been a source of issues many times in their history, they remain a group unified by hope. The initial message of the original overseers still holds strong, with the goal of finding an exit sparking zeal and willpower inside the group's ranks.

Many times in the past, the M.E.G. has proven other factions wrong by doing the impossible, from vanquishing ancient powers to elucidating anomalous mysteries. Since its inception, the M.E.G. has been known to push the limits of humanity in the Backrooms. Despite the fact members all have different visions on how their goals can be reached, they all remain unified by the willpower to help others and work together for the greater good.

The M.E.G.'s history shows their relentless work better than anything else. Despite going through many struggles, losing members and bases, and sometimes even having their motives called into question, the group always managed to learn from their mistakes, focus on their initial mission, and never give up.

Organization

The M.E.G.'s mission has led them to create countless bases and outposts all over the Backrooms, but not all of them are linked together through the group's trade routes. As such, with each level being its own dimension, cut away from everything else, each settlement slowly but surely adapted to their environment by changing their structure.

As such, jobs and the overall chain of command can vary from settlement to settlement, with many of them handling survival and development differently from each other. Despite this, however, the M.E.G. still recognizes some jobs universally in all locations in order to facilitate order transmissions and exchanges of members when needed.

The Oversight Council


Established in 2014 due to the Overseer's work overload, the Oversight Council is the highest power of the M.E.G. Unlike most leadership councils in the Backrooms, its members and positions depend on the current need of the group, meaning the members and their purpose can vary depending on the time.

  • Overseers are the oldest leaders in terms of rank. While they have the same effective grip on the group as underseers, they have a right to veto any decision of the council, effectively acting as a security council.
  • Underseers are members of high skill who joined the council thanks to their leadership capacities for M.E.G. activities requiring development or management at the time. While consisting of only six members in 20143 it quickly diversified over the years, with more M.E.G. domains requiring a centralized or branched leadership from the three major wings4

History

Although still somewhat young when compared to other groups such as the Ariane Circle or the I.M.B.H., the M.E.G.'s existence has already had a lot of ups and downs, juggling between phases of huge development and rough times when agent morale was put to the test.

Despite their unstable history, the M.E.G.'s status as a hegemonic group allowed them to grow without stopping over the years, managing to complete major discoveries even during times of war or doubt.

Most of the M.E.G.'s geopolitical history takes place within the Main 12 and its connected levels, due to most factions and wanderers residing in safer and more populated areas. This doesn't mean deeper areas of the Backrooms never influenced the fate of the group as the anomalous nature of this world created challenges for the group many times in the past.

Despite their struggles, the M.E.G. keeps the glimmer of hope alive. With each struggle, they come out stronger, slowly but surely learning from their mistakes and lack of experience in order to make the Backrooms a better place and eventually find a way out of it.

1997 to 2007: Power Vacuum


This period, often nicknamed the Drought by wanderers, is marked by a large power vacuum following the destruction of the Leaders, leaving wanderers without reliable help. While some minor factions like Camp Amber or the Ariane Circle tried to fill the gap to help wanderers, they lacked the vision and numbers to become their true successor. It is in this situation that these three communities were either created or prospered:

  • Station 01.3: A former research settlement of the Leaders now run by newer researchers trying to refill the wounded database of the destroyed group.
  • The Early Home: A small encampment offering rest and food to needy wanderers, using their logistics skills to save many wanderers by sheltering them temporarely.
  • The Nomadic Coalition: A nomadic faction of explorers regularely coming back to Level 1 to save and recruit newly noclipped wanderers

Relevant Database Entries:


  • None at the moment

Additional Information

Teams


Teams are small batches of operatives with similar skill sets, specializing in a precise type of mission. Unlike other M.E.G. agents, they usually aren’t working for a specific settlement, instead being called in a level when their exploration skills are the most needed, and staying there until they are called elsewhere.

Initially very plentiful and disjointed, the overhaul of the group in 2014 led to drastic structural change. Nowadays, most small teams with similar missions now work together in one of the 6 main teams6, with each of these sub-teams working with their specializations.

Nowaways, few teams have purposes that are unique enough to work outside of the complex bureaucratic structures that are major teams. Called minor teams, their work is nonetheless important enough for the group to have warranted their creation, but also their maintaining and liberty of action over the years.

New teams are constantly being created and disbanded depending on the needs, such as to handle a particular group or entity, an environment type that is becoming more and more frequent, or to respond to a geopolitical change in the wider Backrooms, such as during the Veiled Conflict. Teams can also sometimes be assigned to specific levels or settlements to carry their duty, whether temporarely or parmanently if they have been created for this purpose.

Major Teams

Major Teams are six in numbers, and present all over the Backrooms. They are gatherings of dozens of smaller sub-teams operating with the same mission in mind, with each of these sub-teams specializing in a more specific part of the wider major team's purpose.

Team "Compass Point" - The Explorers

When the M.E.G. was founded, its priority was to refill the information gaps in the remnants of the Leaders Database, the most important ones being maps of levels of the Main 12. These duties have been conducted by many small exploration teams with different terrain specialties, which eventually merged into Team Compass Point after 2014.

Nowadays, Compass Point acts as the heart of M.E.G. operations, scouting newly discovered levels to note down the thresholds, dangers, and safe zones for wanderers. Due to its nature, Base Alpha acts both as their center of operation and living quarters for them, with missions and training being supervised there before the operatives are sent to various locations through the M.E.G. trade routes.

Compass Point is without a doubt the biggest team of the M.E.G. and the most popular one among new operatives, who wish to maintain the glimmer of hope and eventually find an exit. The reality can sometimes be disappointing, however, as exploration of unknown levels can prove dangerous or fatal in many cases. Still, the terrain specialization of the Compass Point sub-teams, as well as their motivation to understand the Backrooms, has led the M.E.G. to eventually grow the biggest level database since the destruction of the Leaders' Archway OS.


Team "Life Line" - The Saviors

Life Line is a mobile medical corps responsible for emergency treatment and humanitarian aid, being deployed alongside other teams to rescue wanderers and provide medical help for injured operatives.

Due to the nature of their mission, Life Line is often working alongside other teams during missions, whether from the M.E.G. or other allied groups, but can also work alongside field research teams in some situations. Similarely to Quick Match, their operatives are trained to act quickly and improvize with the available material, which make the two teams working together often during support or extraction missions.


Team "Quick Match" - The Improvizers

Quick Match is the M.E.G.'s first-response and tactical support team, and the result of a fusion between Team "First Response" and "Quick Match". Together, they handle emergency rescues, rapid reconnaissance, and critical data retrieval. Members of this unit are trained to assess and respond to threats with minimal backup and often under extreme time constraints during small windows of opportunity.

Sub-teams of Quick Match can be found in all major bases and outposts, allowing for fast deployment in as many places as possible. Members of the team not only benefit from extensive training to maximize their improvisation skills in every situation but also work with emergency M.E.G. equipment, composed of rare Backrooms items, weapons, or tools to be used only in dire situations.


Team "Track Mappers" - The Gatherers

Unlike most teams, which travel from settlement to settlement depending on the missing, Track Mappers are assigned to a level of interest as soon as a Type A settlement (whether a base or an outpost) or trade route is being set up, with the task of mapping the surroundings, set up routes and note down threats and ressources.

As a result, Track Mappers operatives often reside in the same level for far longer than agents from other teams, either setting up encampments as they map a future trade route or residing in and assisting a new settlement by providing invaluable information about the level. After their mission is done, the members can sometimes permanently enter the new settlement, or be sent to another level to, depending on the situation.recovering Object 6 (The Mirror).


Team "Trial Testers" - The Researchers

Trial Testers is a team tasked with assisting researchers during missions through their knowledge in field experimentation. They specialize in first-hand testing of anomalous objects, phenomena, and level behaviors outside of settlement safety, often placing themselves in danger to obtain results.

Trial Testers either count operative-researchers in their ranks or are deployed alongside base researchers, following discoveries made by exploration teams such as Compass Point or Quick Match. Thanks to this, team members are often much more careful and controlled, relying on the established theories and research in order to act accordingly, preparing for each possible scenaria before starting the field tests.


Team "Wild Warriors" - The Protectors

Team Wild Warriors is the offensive wing of the M.E.G., usually involved in fights against aggressive groups or entities. Mostly made up of people with Frontrooms or Backrooms military knowledge, the team is known for their violent tactics, as well as their zeal to confront, which has been frequently criticized by other teams due to the possible collateral damage.

Although their involvement in missions has peaked during the Veiled Conflict, they still act as a major tool of the M.E.G. when the time demands it. While they possess the highest casualty rate out of all teams, they are still a popular one to join, with many people entering to protect their loved ones by any means necessary.


Minor Teams

Minor Teams are smaller, more specialized operative teams whose mission is unique enough for them to not be part of a main team. They are charged with more specific yet still vital missions, often created when the situation demands it. Although their skills are more narrow than members of major teams, they still play a vital role in M.E.G. devlopment, by expanding the M.E.G.'s Backrooms knowledge in many ways.

Team "Overseer" - The Leaders

The term "Team Overseer" is a vestige of the early days of the M.E.G., when the triumvirate was leading the diplomacy between the three different settlements that merged into the coalition within the newly created Base Alpha. However, having only three people acting as the cement between three different sub-factions with different mindsets proved to be a difficult task.

With the creation of the Oversight Council in 2014, the concept of a leadership team similar in structure to the operative teams faded away. Despite this, the term is still sometimes used nowadays to describe the inner circle of the council made out of the three original leaders, who brought the three original settlements together.


Team "Epiphany"

Created by Dr. Rhinehart in 2016, Team Epiphany is one of the smallest teams, the two other members being Anne Dune and Amy Cochrane. Their work revolves around experimental science and metaphysical fieldwork. The research methods of Team Epiphany are as esoteric as the phenomena they work on.

Despite the cryptic nature of their research, the information gathered has been of colossal help for the M.E.G., allowing the group to adapt to the ever-changing anomalous reality they live in.


Team "The Fist Discovery"

Formed by Justin Zimals in 2009, The First Discovery was originally an exploration team for the Nomadic Coalition. In 2012, they were made the first official team of the newly formed Major Explorer Group. During the merge, Justin left them to take on an Overseer position in the M.E.G.

The First Discovery is known for being the main team that proficiently mapped out the Main 12, and for taking only the highest risk assignments. In 2022, they were selected by the Oversight Council to work with them directly, and only follow their orders.


Team "New Horizons"

Team New Horizons started life as a dedicated exploration team, focused on exploring the deep reaches of the Backrooms. Their current flagship assignment revolves around the Cygnus Archive, being responsible for database entries pertaining to it, its keeper, Lady Blanche, and her protégés Tom and Dolly, as well as the establishment of the Blanche.net chatroom.

The team is composed of four members: Dawn Marchesa, Axel Lowe, Faith Silversong and Killian Teles. Despite its small size, New Horizons still performs expeditions, provides support for other M.E.G. teams, has played an important role in the cataloguing of Level 811’s relics, and has seen some involvements with the Masked Maidens.



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