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The Commune of People
»⠀Safe
»⠀Sustained Communities
»⠀Minimal Entity Count, Devoid of Harmful Entities
Entering the place, you have open a window somewhere in the backrooms. Only to lead to a grassy plain, scent of ocean and humidity fills you. Sense of peacefulness fills your soul. Distant chatter of birds, music from a nearby camp place and colorful autumn trees flow in the winds, the orbs of lights and many beautiful flowers glow in the endless purple skies.
Many shore lines, lot of hill tops, sometimes rains for 2 days, sometimes it is about 20 hours of night time which usually combined in a beautiful twilight with wanderings of lights, shadow entities and facelings, but none of them been harmful, as they keep distance, we do to. Day is almost like frontrooms. It always have a cozy 20 to 25 Celsius, warm and cool breezes. No birds seen flying around, but a beautiful vary songs of birds can be heard although this level.
Plenty of beaches, stone hills and other grassy hills around, sea water have mild relaxing properties. Bases and Camps are usually set up at the stone hills as they do not spawn in the garden foods that grassy hills provides randomly.
Gardens growth of food, sea food, small animals (rats, mouse, cats, dogs, chicken-like birds etc) water and almond water been found randomly every 5 days. Sometimes have to take a boat over to another island. Since bridges been glitched out everytime.
Blue gardens are a unusual bamboo, that is spawned randomly at the outer grassy field hills. Blue bamboo gardens are always fully supplied at every month. Almond water been found in blue bamboo gardens. Usually produce about a gallon each time. Within the garden's there's always filled with chicken-like birds and stray cats. Other food sources been cherry tomatoes and green beans.
Pink gardens have always been fruit trees and berry bushes, many stray dogs, rats, mouse and rabbits as well. Usually comes with a pink doll house and indoor garden. Fairy lights in hues of pink that also have a joyful feeling around it.
Green gardens possesses small orchards(usually just 4 trees) unusually there's been exotic foods and medical herbs and spices as well. cat-sized Stick bugs and mantises. Strange green poles of chain-lights in green as well, these usually excites people who stay close to them, in various ways.
Yellow gardens usually have small wheat, rye or barley fields, as well corn, peanuts and cabbage. Rarely other sorts of foods. There's a mill and hay barn at the back if the hill is big enough. Might be a tank or two full of almond water, milk or ale of some sort. Yellow and orange light pole are found and feelings of focus will be strong around them.
The Forested Chain, The Autumn Islet, The Garden Islet, The Misty Peninsula.. Just to name a few, have communities and refuges for those who have ended fortunately here. Found about 10 islands in a 15 meters distance from each other. Some of the sub-levels are accessible from this main area.
Only strange anomaly is a clock tower can be seen in the distance every 22 hour for 1 hour and it is not reachable, there's a muffled distance noise of it as it strikes at 12th hour.
Entrance - Any cave levels, follow the sound of beach waves. Find a blue glowing glass window in a small crawl space in Level 8. Uncommonly and Occasionally it is reachable from negative levels.
Exit - On top of highest hills, no-clipping to Any of Pool rooms, wanderers can use the shallow coral reef entrance to get to Level 178, 179, 180 by non-clipping into the strange shipwreck parts.
Sub lvl 1.
- The Colossal Isthmus
»⠀Safe
»⠀Stable
»⠀Devoid of Entities
100 miles of vast Oceans that have sand banks on them with random items and light towers. The sandbanks sometimes glitch out of existence and reappear as something else. None can pick these items up, but it is somehow can use them. Wanderer(s) can traverse a marked path of light poles to the next sub level.
Huge seaweed forests can be found under the water, can be harvested as food. minnows and goldfishes manifests in pools of fresh water, that commonly seen in strange fountains around.
There is a strange mirage of ships in the horizon, every week when the low tide sets.
Entrance - na
Exit - na
Sub level 2.
- Barren Lake Waters
»⠀Unsafe, Mysterious Properties, Varying Safety
»⠀Stable
»⠀Low Entity Count
Strange islets of black obsidian like stones, It is 6 kilometers away from the center of this level, surrounded by windy and cloudy weather, always below 12 Celsius, 30 - 50 meter high water, many small rocky islands. The day vary from 10 to just 5 hours, At night, it have foggy pools of liquid pain, that bubbles and glow at night, which gives the whole area a mysterious light at night. Feels very lonely and can be detrimental if one stay here for more than 2 days, highly advised. Volpes, Shades, Deathmoths, Growlers and Swindlebirds may be around here. Strangely enough, no-clipping here is not a thing.
Entrance - Any Unsafe Pool rooms
Exit - cannot do that.
Sub lvl 3.
- Vortex Isle Storms
»⠀Unsafe
»⠀Unstable
»⠀Mild entity and Non-Entity Hazards
This level expanse 640 mile radius. Huge water vortexes, only traversed with rope bridges made by the communities. Winds can be from light rainy breeze to hurricane rates. These vortexes CAN help get to other levels and channels of in-between. However, the vortexes have a strong suctions grasp they can easily grasp anyone who is too close to the water itself. Plenty of edible larger fish, like tuna and mackerel. But also entities of backroom fish and water related ones. One island that is about 50 ft radius, only two oak trees, here with huge elevator (5x5ft), which can lead to level 1, level 2 and level 3.
Island discovered little further out, 500 mile out, it have a tree-house on it. Only accessible through a rope-line. -in progress-
Entrance - Elevator. ( 3 buttons )
Exit - Elevator. ( 3 buttons )
Sub lvl 4.
- The Silver Isthmus Bridges
»⠀Unsafe
»⠀Unstable
»⠀High Entity Count
Expanse of a concrete bridge that splits into many bridges, always clear skies and just 2hrs of black out night. Many strange floating cubes and clouds one can walk on. It have a mysterious properties that is not of the frontrooms world. Sometimes the bridges that is not by center, where they enter this level have moved and shifted. Usually it happens every second day. Wanderer(s) can no-clipping into other worlds from here but it only leads to Unsafe levels, up and down the order. Skinstealers, Skingivers, Hounds, Faceling Children can be found hanging around at the small towers and stairs in hollowed-out bridge-poles. There's no base or camps set up here, but adventurers can enter the Cluttering City by traversing the bridges and finding a staircase that leads to Silvery sea harbor and Purpleish Blue Brick entrance that say ' Welcome '. It might take a week to get to. The only thing is this brickwall absorbs sound an they cant hear anything. There's a fisherman hut nearby, an usually spawn of Old Man Faceling sits and watches everything.
Entrance - Window on levels with apartments/houses/bridges. An elevator on some Negative Levels that carries to Vortex Isle Storms.
Exit - There no exit points known yet.
Sub lvl 5.
- Cluttering City
»⠀Unsafe, Mysterious Properties, Varying Safety
»⠀Stable
»⠀Low Entity Count
Funky looking apartment buildings, least 5 kilometers out it looks normal, but it does expanse for miles on end, the further they go out, more twisted and strange it becomes. Bed rooms in these buildings are safest place, commonly found at any building, may have partypoopers hanging around. Kitchen, Offices, Living Rooms and Bath rooms may manifest strange paranoia and feelings of fear. There's always a sunset in this level, makes it in a cool colored vibe.
Kitchens and Bathrooms are rare among the buildings, but have safe frontroom foods in them, they spawn mostly at an entire floor of a building. Commonly the floors are glass and slippery. Step carefully.
There's about 6 apartment buildings in center radius. It is not safe to go to cellars, beacuse of the mysterious black out and fear feelings it will make travelers feel. Small rooms might have light bulb and usually safe. Wretches, Facelings, Hounds, Shades and Deathmoths around in the cellars.
Entrances - no-clipping through, level 1, 2, 3, 4, 5, 6, 7. Strange broken bathroom door-knob on negative levels.
Exit - Cellar rooms with a shiny light bulb in them, travelers enter a safe level.
'' dont go too far, dont stay out too long, please keep flash lights on, please be safe… ''
Sublevel, 0.1
Flooded woods
These parts can be found through strange open door frames at all levels and sub-levels of this backroom.
The forest is gloomy and primal feeling, overshadows positive feelings. Its canopy is reigned by mysterious black leaves in oak shaped woods, wispy pale-green asp, and yellow fir, and ample openings let enough dancing beams of light through for a diversity of herbs to monopolize the moss covered grounds below. Do not touch the herbs even if they smell good or look good. There's mannikins waist up in the water which is dispersed and sparingly, clashed with the otherwise unvarying view of the dark black-light shiny water and strange skeletal fish swimming about.
There is masks (WALL MASK: Arlecchino, Volto,Bauta Oni ones) are most common hanging on the branches of the trees that blossoms pink and blue glittery flowers. The occasional tree have a mishmash of flowers that usually flower on the ground.
A mixture wind-chimes and music notes brightened up the forest, resonated through the air, and were strangely synchronized with the trickling sounds of a gentle river stream. Which is non existing.
It have bridges and ropes across the water below, atleast 10 to 30 cm above the water.
There's a sense of peacefulness among the trees the deeper the travelers go, it stretches for days. Wanderers can find almond water, energy bars, fresh water that is stored in hallows of the biggest trees. Sometimes there's beds, hammocks or a couch in the tree. These objects are safe, only anomaly is occasionally a sense of unease if the skies become rainy or dark.
In a rare occasion but, few places there's a huge stump of a tree, these are not good, but not bad either. Just emit radio waves from the front room, real time. But any wanderer stand on them will be in best way, no-clipped somewhere. Worst way, electrocuted. They always shift to a new place each dark time.
- entrance: green doors at Suburban places. Green window frames in lonely places.
- exit. n/a. not found yet.
People ?
(not real humans)
Marika Shernwoods - 23 years, Living person in the backrooms, grown up here, tan skin, black-brown hair, amber eyes, black clothing's, white shoes, red hair band with sheep tag on it.
Kelly Cullingwoods - 16 years, living person in backrooms, grown up here. Very acrobatic, helpful, kind-hearted. Knows mostly about the things around. Dreams about the front-rooms. Brown pig-tails, stripes of black. Green eyes, freckles. Yellow overalls, blue jeans-jacket, pink shoes, unicorn prints on stockings and a necklace of a unicorn.
Kelly escaped to the flooded woods
Willow Damtarhan - 30 years, Living person in the backroom, came here 20 years ago, white skin, blond hair, purple dress, tan leather jacket, rain boots, gardening skills. Almost got killed by their husband, who turned into a wretcher.
Lou Ato Beckrods - 28 years, living person in the backrooms, From Canada. 2010s. came here 1 year ago. Was part of a exploration team. Saved by Marika. Found the last person missing on the sub level. Black fluffy hair, protection suit, very skilled in weaponry.
Amanda Cullingwoods - 70 years, Elderly, does not know how they got here or if they live here, terminally ill. Grown up here, first one to arrive with 10 other people only 4 survived before M.A.G and Cult of Jerry showed up.
Aria Viola Durakva, The Louisianan - 20 years, escaped to the flooded woods, gets help from partypoopers, beach-blond hair, long hair, braids on left-side, hazel-eyes, dirty green pants, purple shirt with black-bird motive, hiker-boots and tool-belt. Say they are from Louisiana, US. 1992. Came here as a 18 year old, January 16. At midnight from a action park. Now helps Kelly around and teaching them methods of staying alive.
Sheron Hitching Juya 50 years old, lived in backrooms for about 33 years. Lives in the clutter city, outback like camp, with 5 other people. Known to get around pretty easily, but recently lost their foot. Graying hair in pony-tail, grey eyes, Afro-American. From Sweden, The early 2000s. jeans jacket, multi-colored skirt and tank-top.
- Small leather book
DONT TRUST THESE PEOPLE
Only Kelly is the real person, the others are something else, their eyes glow yellow at night**
It is been a 'year' since we manage to get here…
Not sure, but food is safe, only part is the people living here, only one can trust is the little girl
Anyone else seem to avoid questions about origins, they seem to stalk everyone new here
Am hiding this book just in case someone besides them find it
Not sure how much i can handle it, feels SO CREEPY
Oh no, it might be my last chapter of this notes, i need to hide
NEED TO GET AWAY FROM HERE
PLEASE, ANYONE THIS PLACE IS NOT SAFE !!!
Pages are ripped out
They called by wanderers: Vultures
A humanoid who do slow-mentality altering entity, that takes forms of the people they ate (could be anyone) they are not fast eating, but like a hannibal type. they also have 'relationship' with other of their type, but they dont multiply…unless they have humans partners, sophisticated and plan out the change to the partner whenever they created enough 'offsprings' of humans.
these 'human partner' entity just keep to themselves, they might be 'humanoid' but not really
the children of them turns into one after they age 20 years old
interestingly enough, some children may just have either psychical or powers, but never develop into these entities and remain a human with powers. Does not always mean they may or may not hunger for the 'flesh' of another human or avoid certain people.
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