Backrooms Wiki

New here? Be sure to read the FAQ for useful and commonly asked wiki information.

READ MORE

Backrooms Wiki


"Even during the darkest of nights, stars permeate, and shine bright."

- S.T, first minister of the Backroom Colonists

★ Description ★[]

The Backroom Colonists, formerly known as the "Backroom Pioneers" and sometimes referred to as the "Backroom Explorers," initially comprised of various factions and smaller groups that ultimately unified under an elected minister.

While many groups in the Backrooms have limited liberties or opportunities, the group has always prided itself on each member retaining significant freedom, playing a pivotal role for the growth and expansion of the group. With the group being quite dispersed and its organisations having some autonomy, population and other statistics take a while to record through censuses.

The Backroom Colonists operate from their capital on an undisclosed level, New Almond City.


Two members of The Backroom Colonists exploring Level 10.

★Hierarchy★[]

Structure[]

The current flag representing The Backroom Colonists.

The governmental structure of the Colonists is deeply linked with the roles of the Arche Parliament, the minister and each of the department heads.

The leading authority in the Backroom Colonists is the minister, an elected position taking place every term (2 years). Under the minister is the Colonia National Departments, leaded by an overseer who is usually appointed for these roles. Each of the departments play a role in keeping services and important governmental matters constantly running, with a total of twelve, (previously six, but was altered to split duties and ensure adequate quality services throughout the group).

Outpost leaders are also pivotal in keeping the group running, with an outpost minister and an overseer for each department responsible for a district, outpost or collection of outposts depending on population. In this role, there is a lot of flexibility as outpost leaders are usually trusted and skilled administrators that rose up the ranks in a meritocratic based system.

During elections for the minister, a party is voted for with a minister elected through nominations representing that party. In the Arche Parliament, 363 seats are allocated by proportion of votes to a party, which get to choose a person to represent that seat. The Arche Parliament holds structured debates over decisions, and keeps the minister and his departments in check, overruling decisions by supermajority, and being allowed to impeach the minister with the support of 75% of the Arche Parliament and the approval of at least two of four 'honourable senators' (longest serving parliament senators). No impeachment process has been undertaken except for a televised debate for the potential impeachment of Hollingsworth, which was overridden.

Arche Parliament[]

The current makeup of the Arche Parliament is mixed. The leading parties going into the 2020s has been the Reformation Colonist Party, (S.T's party,) which has most recently been closing in on a supermajority (62%). However, the numerous other parties still have a significant sway in the parliament.

ArcheParliament

★Departments★[]

These national level departments are the backbone of Backroom Colonist society. Other sub-level departments and agencies exist, but these make up those beneath the minister.

The Initial Six[]

The initial six are a group of departments implemented pre-ST second term.

Department of Security[]

Covers military and political affairs, being staffed mostly by security personnel, ambassadors, and tacticians. The current head of this department is Chery Lansoff.

Department of Regulation[]

Covers secretaries, confidants, and small registered groups that control entities, secure and form new outposts, (covering the registration process). The current head of this department is Lee Hollingsworth.

Department of Administration[]

Covers the maintenance and upkeep of sub-departments, as well as administering elections, quotas and explorations if it's deemed important enough. The current head of this department is Davies Auras.

Department of Development[]

Covers the development of the outposts in terms of trade, and sets in place regulations for businesses of the Backroom Colonists. Also, they can grant funds to certain outposts for development. The current head of this department is Mitchel Texter.

Department of Exploration[]

Covers explorer groups who discover new levels and entities. Currently, they are trying to find any lost Backroom Colonists personnel from before the reformation. The current head of this department is Laurel Yew.

Department of Ethics[]

A department that decides upon ethical decisions undertaken, especially with deciding which levels not to colonise to preserve culture or species present, and for experiments the group conducts which involve risks. The current head of this department is Bailee Day.

The New Six[]

Department of Healthcare[]

Covers the research behind new treatment and assists with the production of medicines. Recently, they have been expanded to finding entity cures and how to combat entities. The current head of this department is Mihai Hilperic

Department of Transport[]

Covers the research behind entrance/exit manipulation technology, as well as transportation means inter and intra levels. The current head of this department is Madison Varh

Department of Affairs[]

A department for establishing contact and relations with other societies and groups all across the Backrooms. The current head of this department is Landen Cragson

Department of Public Service[]

A department for all the necessary services, to ensure adequate or appropiate supply of water, electricity, etc across outposts. The current head of this department is June Golda

Department of Justice[]

A department for arbitration and deciding on laws that are present in every day life. The current head of this department is Alice Maloway

Department of Technology[]

A department that concerns itself with development of new technologies in all sectors of Backrooms life. The current head of this department is Davri Musk.

Other smaller 'departments' which aren't directly under the Coloni National Departments include postal service, commerce, leisure and education.

★Population★[]

The most recent census counts our population at 168,252. As seen below, a portion are from the divisional groups or have just associated with the group.

Out of all:

51% -|- Coloni -|- Those native to the Backroom Colonists.

23% -|- Coloni Associated -|- Wanderers from the Frontrooms who joined the Backroom Colonists.

12% -|- Coloni Integrated -|- From other groups that decided to join the Backroom Colonists, also includes those that have dual-citizenship, mostly being M.E.G, Almond Water Inc, Aurielle, Red Cross, Kauer, and from minor level groups.

10% -|- Outer Coloni -|- Part of the Azure Collective, Corrus Union or the P.E.A.

4% -|- Buroom Coloni -|- Coloni that are part of the Buroom-Backroom Colonists.

<1% -|- Voidcluster Coloni -|- Coloni that are part of the Voidcluster Colonists.

★Economy★[]

Exports - Imports[]

In terms of exports, the Colonists have a range of goods they transport all throughout the Backrooms using their intricate logistics network. In terms of produced goods, electronics, machinery, consumer goods and furniture make up their share. With the expansive nature of the Colonists and different level conditions, their resource exports are plentiful, which include but is not limited to agricultural produce, timber, iron, fish and more.

The Colonists also operate numerous companies, with some owned by the Colonist government directly but the vast majority being start ups. All these provide many types of services and greatly boost the Colonist economy.

Divisional groups provide some contribution to the economy, although the P.E.A keeps a separate currency. This includes the Corrus Union, having a GDP based off companies trading rose water and almond water.

Internal trade means imports are minimised, but are present for rare earth materials or Backrooms objects the group does not keep abundant supplies of.

Currency[]

The currency the Colonists use is called the Mina ($1 <-> ⓜ1.61), with the group holding reserves of this currency as well as Nolics, US Dollars, divisional group currencies, and the group's old currency, Colo Dollars.

The currency the P.E.A divisional group use is called the Incepo ($1 <-> ¤3.50).

The Backroom Colonists have a total GDP of ⓜ96,517,381, (59,948,684 USD). This makes them have an extremely large economy, similar to the Aurielle in terms of GDP in respect to population, however, the dispersion of the group makes income inequality inevitable.

Tax[]

Tax is set at a minimum of 20%, with outpost leaders adjusting figures where necessary.

For example, in Level 422, it varies by state, with the National Capital Zone having significantly higher tax rates (compensated by higher salaries, exemption on certain payments, etc).

Tax on certain goods and tariffs are kept to a minimum to promote free trade.

Unemployment[]

Through opportunities in start ups, (including subsidies), and job availability being promoted, unemployment in major bases is kept somewhat low. Unemployment is currently at 2.1% at bases, with outposts recording varying figures.

★Way of Life★[]

For the group, ensuring the illusion of a normal life must be kept. This especially was popular during Pax Colonia, when many were appealed to join the Colonists by how they operated day to day functions. While this system had to be rebuilt post-Bloodbath, it was restored and has become a major tool for recruitment and stability.

Passports[]

Through a simple process, passports are able to be obtained by Coloni or divisional group members. This passport system is a way to keep group movement in check, allow for identification and gives easy entry.

With a passport given by the group, all residential bases and outposts, as well as The Hub and Metro outposts are accessible without other checks. Furthermore, the passport can be used to confirm past group history, or dual citizenship.

Accepted Groups[]

With the passports also showing past group history if entered in, ease of access can be granted to allies of the group. Below confirms which groups have which level of access.

[Level 1] - Free Travel

Access to residential holdings, Hub/Metro holdings and joint installations of the Backroom Colonists. Divisionals will have 'priority' over the groups.

The Backroom Colonists, Azure Collective, Corrus Union, P.E.A, Entus Foundation, Osmi Republic. [DIVISIONALS]

M.E.G, (& Index Group of 112), Republic of Aurielle, Republic of Cascada, Almond Water Inc, Republic of Level 153, Royal Exploration Unit and Backrooms Red Cross [GROUPS]

Those with passports of the former divisional groups of: Canazone Colony, Amber Colony and the Evergreen Federal Republic will also be granted free travel.

[Level 2] - Limited Restrictions

Granted access to residential holdings and The Hub, with some additional checks.

N.A.X.O.S, K.R.O, State of Nautica, O.L.A.B, United Glowfolk Alliance, A.A.E.G, Party Crashers, Tetra Clan, T.A.L, Republic of Artists, B.W.O, Architect Industries, Auto Nexus, Back-Flags, B.I.F, D.E.E.P, E.R.A, E.R.C, The Menagerie, Ncipetheraz, Windless Kitchen, B.A.S, Travelers of Stars, K4, Backrooms Today, B.A.S, Greater Surburbia (711). [GROUPS]

New America, Alaskan Alliance, Hawaii, Californian Republic [594 REPUBLICS]

[Level 3] - Restrictions

Application to join the group is recommended, which could involve revoking existing citizenship. Access to limited holdings upon extensive checks if there is a suitable cause.

Backroom Cryptics, I.R.I.S, Z.E.T.A

All other level-based groups

Education[]

The Backroom Colonists is one of the only groups with a formal educational system in place, modelled of the likes of the International Baccalaureate and other country-standardised systems.

Students progress through three main categories in their educational journey. Primary, (4 to 8) secondary (9 to 13) and upper (14 to 17). While the lower two systems encourage a diverse curriculum and interactive learning style, the upper block focuses on an intensive yet rewarding course that promotes critical thinking and an international (in the Backrooms sense) mindset.

Holidays are granted in late November to early January, and mid June to mid August, with some bank holidays applying alongside the regular Monday to Friday schooldays. This overall creates a similar school environment to home countries of many people, allows for traditions and personal holidays to be abided by and gives sufficient rest.

The upper course mandates seven subjects to be chosen, with one from each block. 3 subjects are pursued at higher level, the rest at standard level, with some flexibility (selecting another higher level, switching arts for a science, etc). While other subjects have been present at times, numbers who enrol and staff present make some subjects on rotation (noting the population and dispersion of the group).

Language Studies Language Acquisition Individual and Societies Science Mathematics Arts Life Skills
Literature Spanish History Chemistry AA Music Metalwork
Language French Geography Biology AI Visual Arts Healthcare
Lit-Performance Italian Economics Physics Film Sports
Aurielleno Psychology Design Tech Theatre
Mandarin Global/Backroom Politics Astronomy Digital Media
English Law Com Sci
German
Afrikaans

Subject options at Ovoro Upper School, New Almond.

These classes are spread out over a two week period, mixed in with core lessons (TOK and CAS) that encourage volunteer work, job experience and other optional courses, and break/lunch time. Core lessons are a pass/fail condition, requiring a produced exhibition and essay for TOK, and 50 hours of Creativity, Activity and Service work for CAS.

The grades are set between 1-7, (U for not receiving a grade), with anything above a 4 being a pass. Standardised exams are usually issued, but each class has a minimum 25% coursework component, with obtaining a 4 usually requiring a 50% overall in a subject. Overall, the highest possible score in the program is 49 points, and an all pass being 28 points.

Sport[]

The group has some professional sport leagues and competitions, being one of the only formal groups to compete in multiple. Most sports grounds, facilities and training has been located on the capital, moving in case of level shifting, although some teams have formed by outposts to boost morale, and if they have enough funds to sponsor the creation of a team.

Football[]

A popular sport both in the Frontrooms, it saw growth in the Backrooms from football players finding their way to the group, or youth prospects developing in the group, wishing to see matches in the Frontrooms.

While there are only few groups that have football clubs, with the Colonists, they are one of the only ones to have a properly established division, which sees some games broadcast.

The only division is the Coloni Premier Division, established in 1998. The clubs play from August to April. There is relegation (and promotion for the lower leagues, with two of each happening), with each club playing each other at home and away. Some clubs also organise playing friendlies with other group clubs in between.

There are B teams, but they can not be in the same tier as the main team.

Coloni Premier Division (24-25)
Team Location
White Star Dalt Almond Town
Cashew-Occulus FC New Almond City (422)
Nexus Rangers Nexustown (422)
Vintage Opa Club Vintage
Devika-153 Vintage
Noclipo Almond Town
Abarth United Abarth
Azure United Almond Town
Reno Eagles New Reno (422)
Union-Backrooms Berlin Neu Berlin (422)
Amber Wolves Novresin (422)
Blaze United Lantera (422)

Coloni Premier Division Records (Pre-422)

Most victories in a season [12, 2004 - White Star Dalt]

Most points in a season [36, 2004 - White Star Dalt]

Most goals scored in a season [Andrew Lotser, 17 goals, 2011, - Cashew FC]


Racing[]

The Backroom Colonists was able to use racing in the Formula One format in order to promote businesses, encourage group interest and joining, as well as employ racing drivers who ended up in the Backrooms. This mostly ran during times where the Colonists were able to field multiple tracks, but nowadays it continues to a smaller extent.

Whilst tracks were created in levels with large, open spaces deemed safe and fitting regulation, creating circuits like in Abarth and Arche, the Colonists began losing numerous holdings in places suitable. That is until the founding of Level 422, with the vast level hosting numerous tracks (with district location name over outpost).

Formula Backrooms Series
Teams WCC (Constructor Wins)
Ferartalia Backrooms Team 5
Novtora FB Team 4
Fretonus Racing 5
Caragroup Motorsports 1
Latifigroup Racing 2
Tecglo FB Team 8

Current Calendar

- Coloni World Circuit - | Abarth

- Corrus Crown Circuit - | Expressway

- Buroom Grand Ring - | Exultown

- Interplexia Circuit - | Interplexia

- Fretonus Autodrome - | Exultown

- Reno Coast Circuit - | Ma District

- Morroheim Circuit - | Morro District

- Apheroring - | National Capital Zone

- Circuit de Majorca - | Majorca District

- Rosberg Memorial Ring - | Rosberg District

Coloni Annual Games[]

Every year in Level 422, starting in the first week of July, there are the Coloni Annual Games, which play out similar to the Olympics of the Frontrooms. Mostly taken up by the divisional groups and Colonists, it sees numerous sports and events, winning medals for podium placers and a trophy for the winner of each event.

Other[]

Other sports that are competitive include basketball, hockey (field and ice) and swimming. These see teams, usually in Level 422 or Level 4, play against one another in their own organised leagues, or in the case for swimming, individuals of the divisional groups and main group. This is both funded by the leisure department of the group and businesses who own certain teams, although attendance and watchtime still remain lower than football or racing.

★Military★[]

The Backroom Colonists, ever since the days of the Bloodbath, have understood the complexities of Backrooms combat, but maintain an army, as well as other military branches, divided into smaller 'legion' units. Most of these legion units have a completely unique identity, having developed history, traditions, superstitions and more based of their unique Backrooms experiences, encounters and more.

Army[]

The army has a total of 9 legions.

Legion I - Cordelia[]

Cordelia's 'Trident' division has a number of subdivisions being the first established unit for the Colonists. They have participated in most conflicts the Colonists have undergone, and have travelled through the most levels of any. With a mix of sons of Deadzone Division members, highly experienced crews and mercenaries, they are the elite force of the group.

Legion II - Alder[]

Gaining the name for managing to achieve victory at a Compact battle named 'Battle of Alder Post', the veteran unit has a lengthy experience of combat, mostly dealing with insurgent groups.

Legion III - Ember[]

This fiery legion, made relatively early on in the group's history, has unique tactics, such as effectively using scorched earth tactics that saved the division during the Compact wars.

Legion IV - Foxtrot[]

A division known for its impressive record in battle, as well as unique initiation and moral boosting tactics involving dancing, the foxtrot legion and its subdivisions have proved useful in combat throughout its history.

Legion V - Gemini[]

Being made of many Aurielle-Coloni, the legion makes use of those who have learnt best and passed on the knowledge of the Aurielle wars, and have partnered well with the Republic of Aurielle in recent training missions.

Legion VI - Luna[]

Stationed throughout the Backrooms during the Flicker, Luna got its name, as well as alternative names like 'Sunrise' for helping relight the Backrooms, and upholding moral principles.

Legion VII - Synapse[]

The rapid response and technological legion of the Colonists, they have a range of devices, equipment and vehicles that assist them in their covert missions and operations which other groups do not have.

Legion VIII - Condor[]

Known for level exploration, this 'New World Bird' legion has been made up of many formal expedition crews, petitioning for army benefits. Being granted such, Condor continues as an entity clearing and expediting force for the group. Initiation is also unique for them as well, involving striking golf balls into seas.

Legion IX - Luobu[]

The most recently created force, (made post-Flicker), Luobu compromises of many training divisions, shuffling around smaller or independent legions, as well as operating as a reinforcement unit for the group.

Navy and Air[]

Navy and air forces of the Colonists are present throughout Solana, as well as the Main Nine, Abarth and Vintage. They serve as protection forces in the seas and skies on Level 422, and other levels with assembly facilities, with quite a number of ships classed as destroyers and cruisers. While the total navy and air forces are small, receiving only a portion of the military funding, they remain essential additions to the Colonists, giving an advantage to the group possessed by only a few others.

★Foreign Relations★[]

The Colonists, through establishing networks of alliances throughout their expansive history, have many great group partnerships across the Backrooms, letting them be the mediator for conflicts. From the M.E.G, discussed usually as a 'brother's alliance', to Backrooms Today, a private news organisation that saw great success and co-operation with the Colonists.

Major Explorer Group[]

The M.E.G would take interest in the group since the early days, signing agreements ever since unification and forming the Liminal Coalition (the predecessor of the Cartographer Alliance) in order to defeat the U.E.C. With the Bloodbath, a gradual decline in relations and active sabotage resulted in a drawn out war between the two nations, with the M.E.G prevailing. Now, the two groups share extremely close relations, having joint holdings, shared quantum technology and frequent trade, especially post-Flicker.

Republic of Aurielle[]

The Republic of Aurielle are close allies of the Colonists, hosting mutual activities, both in terms of research, olympiad competitions and military exercises. During the Korthie-Casiagen War, the Colonists sent aid, and hosted the Geminia Divisional Group. Now, both sides have fast tracked permissions for expeditions and citizens to each others holdings, giving gifts to the joint crews in honour of the alliance.

Duchy of Cascada[]

With close ties to Aurielle, Cascada-Colonist relations are favourable, usually attending joint military sessions, and as well engaging in frequent trade and joint ventures with the Colonists.

Emporium of Agoreas[]

Agoreas is not a formal state, but rather mafia who regularly ship illicit drugs. The Colonists were alerted of their existence through reports of shipments having Agoreas shipments 'disguised' amongst them, potentially including the Colonists. No formal contact or addressal has been made towards Agoreas, with the Colonists actually aware of Agoreas usually holding a negative view, desiring a similar approach to Aurielle to be taken dealing with the mafia group.

Backrooms Investigation Foundation[]

Both groups have some joint ventures, programs to assist wanderers together and have had experience combatting Z.E.T.A.

Almond Water Inc[]

Both groups were allied since the Pioneer days, and the friendship carries on, with joint programs being held by both groups to allow for growth and mutual partnership. Research as well was joint in the almond water department, allowing for the creation of the Almond Water Purifier.

Backrooms Red Cross[]

Both groups have gotten on well and consider each other allies due to their shared goals of assisting wanderers. During The Flicker, both improved relations further and now have joint hospital sites in Blink and S.R.C-4.

A.A.E.G.[]

A.A.E.G-Colonist relations are positive. Focusing on wanderer safety and level research, the two found agreements established between expedition teams, especially with the Guidance Corps.

N.A.X.O.S.[]

Both groups have paramount exploration teams, and similar ideals, so both groups co-operate on some matters, but remain rather distant as they only communicate through Base Khan-Outpost Expressway.

Party Crashers[]

Mostly neutral relations are maintained with the Party Crashers, although relations are best in Level 4, where New Almond and Taggertsbane leaders have allowed for trade.

The Kauer Research Organisation[]

Both groups, despite some differences in goals, have allied and guarantees on one another with the Treaty of Fikes. Both groups consistently do mutual projects with one another, and trade.

D.E.E.P.[]

The Colonists and D.E.E.P have a joint research and diving team, spurred on by Minas Diving Association. Some trade does occur, but both groups are very separated.

State Of Nautica[]

Nautica trades with Colonist members quite often, with Nautica members often assisting Colonists in diving or ocean exploration, something which has brought the two groups close.

The K4[]

K4-Colonist relations remain neutral, with the groups rarely interacting.

Royal Exploration Unit[]

With both the Colonists and R.E.U having British roots, the groups have got on extremely well, establishing trade deals, joint military exercises (along with the M.E.G at times) and have made promises to establish joint outposts.

Auto Nexus[]

Previously having hostile relations, Nexus-Colonist relations have improved to the point of somewhat positive post-Flicker, as Auto-Nexus focuses on opposing other groups. Although, only trade and some agreements occur.

Architect Industries[]

Having very mixed relations with other Colonist allies, Architect-Colonist relations have remained neutral, with the two sometimes trading if it benefits both sides.

Alliance of New Regime[]

Being separatists of the M.E.G, the Colonists do not get along with the Alliance of New Regime, regulating trade between the Colonists and ANR.

Republic of Level 153[]

The Colonists and Republic of Level 153 have extremely positive relations. After the establishment of Vintage, the Republic often traded with the Colonists. During the Flicker, the Colonists members there were able to aid the Republic as much as they could to ward off starvation for the group.

The Resurgence Bureau[]

Both groups have minimal contact, although have suggested before to establish trade agreements when needed.

Confederation of Level 154[]

For allowing the establishment of Expressway, as well as Neon, the Colonists and Confederation relations are somewhat positive, with the group remaining neutral to conflicts the Confederation has.

Atrego[]

Atrego and its remanants are deemed as anarchists, associating any allegiance to the group as being involved in troublemaking activity.

Megacolony of Level 399[]

Both sides uphold neutral relations, with some aid trickling through after the Flicker from the Colonists.

Backroom Cryptics[]

The Colonists and Cryptics are fierce rivals, nearly escalating to conflict on numerous occasions.

New America []

The Colonists and New America (along with other L1-594 groups) keep neutral relations.

Ncipetheraz[]

Ncipetheraz relations towards the Colonists show some tension, but not justifying any military action from the -406 conflict. The Colonists keep neutral relations and prefer to not get involved in M.E.G/Aurielle-Ncipetheraz conflicts. Although some question Ncipetheraz war crimes against the M.E.G, and advocate for cutting any ties.

Backrooms Today[]

The Backrooms Today organisation and Colonists collaborate often, with the BT papers being widely sold across bases and outposts.

I.R.I.S[]

Colonist-I.R.I.S relations remain neutral, leaning negative as the group is unable to learn much of the small organisation and its activities.

They Who Seek[]

The Colonists deem the 'They Who Seek' organisation as a cultist one, holding negative relations to the society as a whole.

Other Level Groups[]

Small, isolated-level groups have mixed relations. Some hold neutral to positive relations due to trade and aid, although there are plenty of exceptions, such as those against the expansionist policies of the Colonists, cults, societies, and more.

★Divisional Groups★[]

Divisional groups, also referred to as Colonial Groups, are parts of the Colonists that are semi-independent republics in the way they have their own set of outposts, some different laws, passports, flag and more. The purpose of these groups was to ensure previously independent groups were able to carry on their missions, whilst refreshing debts, letting both sides gain expertise and restore order.

Currently, the Colonists operate five divisional groups.
  • Azure Collective
  • Corrus Union
  • Osmi Republic
  • Entus Foundation
  • Partygoer Extinction Army

The Azure Collective serves as a wanderer-assistance group in the Main Nine, having their own military, relations and minister. Being incorporated after the Otoratown wars, they were the first post-Bloodbath divisional group.

Led by Randy Robins before the entry as a divisional group, they were an important group for having stocks of Hydricpoxoic Oil, and other traded goods from their days as a constantly moving expedition group.

The Corrus Union is another divisional group gained after the Otoratown wars along with the Azure Collective, and was a small group that had permanent holdings on Level 4 and Level 7.3, focusing on extracting the almond water that is plentiful on these levels.

Having separate relations, they remain mostly neutral or uncontacted with most other groups, even as a divisional, but have extensive contact with Almond Water Inc and D.E.E.P.

Some almond water bottling companies therefore prefer to set up in Corrus holdings, knowing they can make agreements to use the higher yield 7.3-almond water over other sources.

The Osmi Republic is the other divisional group acquired aftre the Otoratown Wars, focusing on Main Nine survival and artifact collecting. The group proves useful for their archives system and collection of outposts, which were incorporated mostly into joint holdings.

A group established in Level 4 and Level 1, they originally were established to exterminate hostile entities. Through the struggles of the Flicker, and a bloody civil war that tore the group on whether to become an open group or more of an elite force.

With this, the group holder, Ben Firia met with Davies Auras, who was nearby overseeing expedition teams to unite. With the exhausted foundation tired of fighting, elections were held and they joined the Colonists as a reformed divisional group. Their expertise in dealing with hostile entities, as well as having detached outposts on Level 1 and Level 4 proved useful to reaching out to others and combatting entity outbreaks.

Being an old group that were allied with the Colonists, they were part of the Big Three but entered decline with the Festivus Wars, with the group being expansionist and highly militarised like the Colonists. After the Vanishing, Inception and S.T met and formed the divisional group to encourage further research into the disease and to allow further Colonist strength to be employed. Hoping to emerge as a powerful group once more, they have a long way to go under the Colonists before restoration.

★Culture★[]

With the melting pot culture the Colonists have, similar to Aurielle, traditions and values are kept and honoured from person to person, although the group does promote Coloni values. These values usually link to philanthropy and hospitality, which has become nearly universal in the group through all the struggles endured by the group.

Some adopted traditions include greeting newcomers with almond tea, picked up from Aurielle where friends, family, and all the way up to leaders who were meeting are offered tea or gifts on special occasions. In different holdings, this has been carried over differently and transformed into unique welcoming practices. One such is at Outpost Periigitís, where an initiation involving a new and an integrated member of either M.E.G or Colonist following both drink a shot of purified cashew water, as a sign of trust towards each other.


For the Colonists, there cuisine is mostly international, with usually sweet dishes or food being associated as personal for the group. Some examples which are more for the sweet palate include the Majorca Almond Cake, famous both in the Frontrooms and Backrooms and served with sweet tea or coffee, the Azete Compote, warmed berries and honey on pancakes or crepes. Others include the Chicken Dalté, a chicken stew with many carrots, and the Butterbeef Sandwich, served as a warm meal with other assorted food stuffs during times of war before MREs.


Group History[]

The Collective Database
Insert Username
Gary
Insert Password
Password Autofilled.

Access has been granted, Gary.

Foreword

Due to how irregularly time flows throughout the backrooms, as the passage of time varies with each level, some even devoid of day-night cycles, the specific time of each occurrence cannot be properly documented (with dates and years provided being given to respective time for that level). The information below covers a rough estimate of the history from what the database has recovered through eyewitness accounts and files offered by the Colonists.

Although the Frontrooms Date Theory presents a unified system, it suffers from inconsistencies and contradictions in the ages of many travelers. Additionally, the different time flows of each level and the absence of new arrivals provide an inaccurate assessment, rendering this theory unreliable. Moreover, it is unlikely that a specific time of no-clipping is set from the baseline reality to the backrooms since each dimension would have a separate space-time. Thus, the database would refrain from using said theory in this document.

Pre-Unity Pact

“Falloway’s eyes glistened whilst stepping into the mono-yellow sprawl of offices. The heat that emanated and orange light that cast warmly on her face from an electric heater felt as comforting as a campfire. This was a Backroom-worthy home."


Before the formation of the Colonists as a sole group, numerous factions in Level 1 existed that were more closely aligned then other follower groups. These factions, made up of mostly new arrival groups at the time, with a few more experienced crews, had made their way to the level from their arrival points, constantly moving through Level 1 before settling down once finding an area with abundant supplies, which were used to create semi-self sufficiency. While simply surviving was a priority for these factions, the proximity and similar liberal ideals of the original faction groups, inspired by groups such as the M.E.G rising to prominence, allowed for a hope to unite. In total, there were 14 of these factions in the now named “Luminos Sector” of the level. While they collectively held similar views on liberal ideals, each had different objectives and approaches to achieve their desired goals.

The Pioneers

This faction led the originally loosely-connected factions. Having operated the biggest trading hub of the factions, and with the faction embracing innovation and technology, the Pioneers gained all the expertise and could be said as ‘absorbing all the other groups under their banner.’ However, S.T won the overall elections, allowing the process to be fair.

The Backroomians

Under Axel Cini, the initial faction before and after its splinter always kept to its self-preservation and militaristic attitude. Having the exploration group ‘The Spielos’, who were known for their extensive knowledge, survival skills and exploration of Level 8, they seemed to be favourites to win elections initially, but that possibility changed with an influx of wanderers joining the other factions.

Noxe Group

Under Cherry Falloway, the faction is the only other significant group, mostly focusing on founding a permanent home for the group, with many of the non-major factions rallying behind the Noxe. For this, Level 1 was deemed unsuitable, with Falloway contacting members of the M.E.G and other groups to find a safer level. This took the Noxe temporarily away from the Unity Pact, with Falloway and her followers content with not partaking in the elections after finding Level 4. After some time, the Noxe and 2 other minor factions united under the Second Unity Pact.

Other Factions

The other 11 factions were mostly groups that ended up in the Backrooms together, often having camps close to the other three. The other faction leaders usually ended up being somewhat significant leaders of departments during the early days, or went to educate themselves more on the Backrooms through exploration.

Establishment of the Pioneers

“The clock struck a new minute. The elections were decided, and the paper that lay before them was signed by each, allowing a feeling of gladness to sweep the entire room. Any animosity from previous contention had dissipated, for now the 11 were 1.”


In a meeting held at Base Blink, the Pioneer holding which was at the time named Monotown, the 11 factions of the Pioneers, Backroomians, Rani, Esfora, New Latvia, Kovton, Survivors Guild, Followers, Treno, Moran and Almond Foragers all met to discuss the terms of union after a “group-preliminary election” resulted in a victory for S.T on the 22nd April, 1934. Under the umbrella of “The Backroom Colonists”, usually referred to as the Pioneers by the majority, the group was formally established.

Group-wide policies slowly rolled out, with most remaining in current sites until a few weeks later with the Second Unity Pact, where the Noxe Group, Office Society and Damon Group also joined, which opened the possibility for the Pioneers to move to Level 4 with the Noxe.

While some stayed upon request and oversaw the change from Monotown to Blink, those who went to Level 4 through the safe passage of The Hub or braving the Level 2 way (establishing Base Lacking in the process) saw the end to temporary camps of their previous factions and the establishment of Base Dalt, declared as the capital of the group.

From there, some factions became crews or private companies for hire, like the Kovton who reached Level 153 as a surveyor and expedition based group and commissioned a site, being the forerunner for Base Vintage.

In the first decade, quality of life had improved, foreign relations established and the group had made its initial steps towards the power it became. Politics and a leadership term was established by the Dalt Assembly as well, ensuring the power of any minister was in check. This led to the founding parties being formed and funded, like the Sysa, Reform and Progress-Demos. However, S.T’s Liberal Party saw a consistent majority during this time, balanced by the other parties and the Backroomians Party.

Birth of the Liminal Coalition

“The M.E.G and Colonist alliance fell into place quickly, and was instrumental in ensuring the U.E.C ideology was destroyed. Despite changes in attitudes later on, many in both consider this the start to an everlasting Brother’s Alliance.”


The M.E.G took interest in the group early on, reaching out days after unification and signing agreements in both Blink and New London of Level 1. Both saw benefits of allying with the other side, and joint M.E.G-Colonist temporary settlements and expeditions began happening.

Colonist volunteers working at Blink’s Contact Station would later be reached out by the M.E.G forces on October 21st, 1937, around a year or so into initial contact, with some military vehicles arriving at Blink explaining the group was actively preventing a coup, which may begin attacking joint sites. Volunteers were soon after called, who were sent away for months at a time during a decade-long span to ensure M.E.G security and fight with the Allied Liminal Coalition in the Great Wake War.

The Great Wake War would prove to be the first Colonist-group war, lasting until 1947, seen as a campaign where victory was achieved against fascism. The perpetrators, the U.E.C would put up an effort to combat the coalition but would fall due to defeats on critical battlefronts.

From this, the Cartographer Alliance was formed and opened to all groups. Although with growing mistrust in the former allies, as well as the Colonists forming and becoming part of ‘The Big Three’, this would lead to growing tensions and an eventual calamity in the future.

Splinters in the Early Days

“S.T knew cracks could show and hoped compromise would solve it. We stood watching out as Axel and his followers shrank down the corridor, flying their flag. A voice from behind suggested ‘We can call the offices in the way they were heading’, holding the rotary, but each word got quieter before fading into nothing.”


The group saw cracks in the Unity Pact immediately from the two major players, the Pioneers and Backroomians. While both agreed on growth outwards as necessary, advocating for such expansion policies in a famous coalition battle in the Dalt Assembly, other policies like incentives for enlistment, war drafts, economic matters and wanderer admission were hotly contested. By early June 1940, Axel Cini and Backroomian loyalists took off from Base Dalt, after a demonstration faced no response from the Pioneers and a retaliation by former Noxe members, leading to fights that threatened to spill from the corridors of Crimson Path.

The Backroomians saw numerous holdings established that began to rival trade hubs of the Pioneers. From its capital of Base Malt on Level 4, it became a contender of the Pioneer group alone for a few months, but facing attacks from entities, Pioneer regiments and other groups, its holdings far beyond Malt such as Bunkerways and Shelvepoint collapsed.

The final straws came from the Church of Tiana, a rogue cult which saw the two halves of the Pioneers and Backroomians reunite after a string of kidnappings led back to the Church, as well as the up and coming Petronas War.

Proceeding that, the Backroomians became once more integrated, eventually becoming a divisional group due to The Spielos maintaining its professional presence, and the former group’s useful assets beyond The Main Nine.

Petronas War

“The family was gathered, huddling in a room now starved of comforts and filled to the brim with fear. Then boots would start smashing on the concrete floor. Even with no intention to fight, they can not be seen with this. Grabbing a lighter from the right pocket, she started to desperately flicker the striker, tears trickling as the thuds seemed to crescendo.”


The Petronas War was another of the early tastes of combat for the Pioneers, arising from views on overexpansion by some survivor groups, which saw many smaller factions absorbed or used for experimentation during the mid 1900s.

This was mostly against the past expansive and nationalistic groups like the P.E.A, O7 and the Commercium Foundation, which portrayed themselves as ‘forces of freedom’. While the Colonists attempted to maintain neutrality, it was imminent that they would be dragged into the conflict, with numerous attacks on Dalt, Skylines and Evergreen (some of the major bases at the time) prompting Colonist entry.

The resistance that fought consisted of many small, level-isolated groups which began to see supply sources drain from P.E.A and Colonist activity, and other issues caused by other rising groups which saw forced annexation or usage of these smaller groups in experimentation.

An ‘underground’ network allowed for rifles, ammunition and propaganda to spread (in the form of flyers and posters), rallying those oppressed, as well as lone wanderers, to stand for their own rights, demonstrating groups need to focus on finding a Frontrooms re-entry, ensuring safety or entity removal efforts over conquest.

Dragging on for 3 years, Coloni legions saw the P.E.A and O7 often joining in on their military camp establishment, sharing rations, ammunition and having a tradition to raise all three flags at the same time at a new site. This brought the three close together in time for the future period of Pax Colonia.

However, this conflict shed blood across many levels, with both sides experiencing brutal conditions and the harsh reality of war to win attrition conflicts at times, as Coloni forces saw supplies stretch extensively to fight only a small part of the total resistance, and level groups slowly reached breaking point fighting until their settlements collapsed or the people surrendered.

Some major battles did commence, mostly in levels that have shifted, but as well in Level 1 and Level 4, which usually ended up more favourably for the Colonists unlike the heavily defensive tactics and guerilla warfare the level groups and societies put up.

While the war was backed by the citizens and supported by the Colonist allies, S.T took the decision to offer humanitarian based aid, keeping a very open admittance policy to wanderers, and ensuring groups like the Republic of Level 153 and Camp Amber don’t get attacked. After a few months, this mostly turned to the Colonists only engaging in battles with groups posing a threat to others, leaving the O7 and P.E.A to continue full war. From this, post-war relations and trade hopefully would resume.

Although eventually, the coalition against colonisation put on began fading, with less coordination overtime resulting in the P.E.A and O7 sweeping many groups, adding task forces to their ranks, and the Colonists focusing on integrating those who co-operated, eventually giving rise to some of the divisional groups. This notably included the FHUAP divisional group, one of the larger groups which fought against the Colonists.

The Petronas War had a minimal impact except for wiping out some communities of both sides which focused on using the war as an excuse to fight enemies. From this, attitudes did change, favouring the M.E.G and Colonists over the P.E.A and other participants, although the Colonists maintained an “on the fence” attitude and resumed relations with most communities they did interact with.

Surging to the Stage

“Blink was the focal point of a transformation happening to the Luminos Sector, there was… Queues, endless queues of vehicles passing by, shipping goods for trade and arriving back with more. Our vast warehouse spaces became occupied and bought out… It’s unbelievable. Such a set of changes from when I started.”


With the Petronas War now over, the Colonists could fully focus on being a main power, having now shown ability to perform in conflicts and being seen as an equal with groups like the M.E.G.

This involved numerous reforms, (economic and social), and the implementation of new liberal policies for outpost formation and expedition grants which laid out the groundworks for rapid expansion seen in Pax Colonia. These liberal policies that spurred expeditions and settlement building created exciting discoveries and the founding of new companies and schemes.

Foreign relations also was dealt with after the Petronas War, which took a lot of skill and time, despite S.T’s approach which still saw strained relations with some people for decades after the Petronas Wars. Suppression of movements by some level groups and the Pioneers that aimed to ease relations took place during this time. Overall, this eventually would shape the landscape of modern relations of level groups to the Colonists, with there being a mix: from highly positive to hostility.

Over time as a result of all of this, the Colonists became considered a major player in the Backrooms scene, undergoing ambitious projects with the P.E.A in Level Fun, and O7 in numerous deadzone levels, pathing the way to Pax Colonia.

First Pax Colonia and The Big Three

“When those three took stage, sitting down in conference, all could sense the beginning of a Grand Alliance. Just like Roosevelt, Churchill and Stalin, the three superstates managed to get along. At that moment, not even the sky was the limit.”


An era dawned on the Colonists, justifiably named ‘Pax Colonia’, as the group rose to new heights with its strong alliance and general state of stability, whilst colonising/settlement building efforts reached its peak.

While it is debated how long Pax Colonia truly lasted, most sources agree it began with the Conference of Paran, with the first official meeting of the Big Three between S.T, Inception and Tora, discussing over acts, and the establishment of the ‘Trivo Departments’, allowing joint projects to be funded jointly.

Although feats achieved during Pax Colonia are noteworthy, much interest is placed on the alliance, seen as the strongest group alliance in the Backroom up until that point, and debatably up until now. Furthermore, the alliance was brought close by the Trivo Departments to the point of potential merger, with public polls suggesting 67.2% of surveyed members (of all three groups) were in favour. However, over extension and the differences in culture and laws would bring complications, which would never be realised.

Although, the alliance was not to last. Despite having considerable strength, a chain of events would lead to the other two members of the pact to begin to crumble.

Insurgency and Downfall

“My father endured Petronas, and now I endure Compact. He’s dead, I will be next.”


The Insurgency, also referred to as The Compact, was a major underground organisation that brewed from discontent with actions of groups. While being similar to Petronas, the majority of rebel organisations formed advocated for a complete removal of all other existing groups apart from Compact members.

First activity of the Compact appeared near to the Petronas war, as that time period marked group instability and a time rife for rebellion. However, the Compact movement pestered, even if it was just a few rebels in massive groups like the M.E.G, P.E.A and Colonists. During this time, some rebels not accounted for, as well as plenty of wanderers are assumed to have flocked to The Compact, or having their groups be absorbed into The Compact to maintain survival, while they built defenses.

Major attacks began during the late 60s, letting flames take over a number of holdings of different groups across Cluster I.

The members of the Big Three, as well as other groups quickly caught on that this would not be another Petronas war, as attacks were staged by The Compact on everyone they encountered, rather than the Petronas idealistic ‘robin hood’ scenario of preventing overexpansion. This spurred the reinvigoration of new alliance systems to directly remove the Compact, but as losses grew, fear set in.

Compact control began festering in The Main Nine, Level 232 and countless more. Furthermore, their espionage program took over many groups, and propaganda riled the support of many wanderers.

Through intensive counterinsurgency campaigns, their numbers dwindled. However, it is presumed that with The Compact having been a developed and entirely secret network arising from the Petronas days or even earlier, the defenses they usually ended up retreating to usually seemed impenetrable, being compared to ‘alpine fortresses’.

While level shifting has removed some levels battles took place on, one such which is usually retold was named ‘The Final Level’. Being a capital base of the Insurgency, numerous level invasions were orchestrated by a coalition of groups, which spelled huge numbers of casualties for groups, like the O7.

The worst defeat experienced against the Insurgency was called ‘Battle of Death Valley’, which as the name suggests, resulted in O7 leadership and forces falling, whilst the Insurgency would see only a handful of deaths.

This would not spell the end for the O7, but as the group entered leadership crisis, internal corruption and resistance festered, and a failure of security systems leading to entities overwhelming numerous holdings, the O7 would have to retreat and would eventually fall.

The Insurgency would see defeat with ‘The Storm of the Bunkers’. Where troops flooded into the many defensive installations of The Final Level, ending the coordinated efforts of the Insurgency, which would fade into obscurity as isolated attacks were dealt with.

Tragedies of Festivity

“Behind my hazmat I saw the image of death staring me down. Those carriers… And… And I swear it smiled only at me.”


Projects embarked upon during Pax Colonia that were halted from the Compact included operations in Level Fun. The Partygoer Extinction Army, (P.E.A), made it their life mission under Inception to rid off Sanguine Festivus from the Backrooms, being motivated by witnessing the horrific process during his travels to some of his own friends and family.

The P.E.A revolved around actively combatting partygoers and carriers, as well as spearheading curing projects to the Sanguine Festivus Virus, which the Colonists assisted in to an extent.

It is to be noted that during this time (around the 1960s), carrier populations were somewhat higher and across more levels, and reports of partygoer variants were discussed, but not confirmed, (with all these reports covered by P.E.A-Colonist records).

Because of all this, the Festivus Annihilation campaigns began, with waves of P.E.A researchers and military personnel donning protective or hazmat equipment entering many levels, acting as a rapid response team against carriers and partygoers, distributing modified vaccines to groups.

While vaccinations and elimination campaigns initially went well, managing to remove carriers entirely from 3 levels, it was found out that the vaccinations had little effect, hurting the P.E.A reputation and strength.

From there, the P.E.A attempted an all out removal of Sanguine Festivus from Level Fun, setting up temporary outposts on the level and undergoing a constant fight on the level, cycling troops and quarantining those who showed any symptoms to keep the pressure on.

However, this intensive campaign was a consistent drain on the P.E.A’s resources, which would detonate the entire group if a single case of infection went out of control.

And that it did.

Infections began being reported, although too late as those who lost their way and had communications cut were too injured and undergoing autocannibalism before any help would arrive, and when the infected met back with small P.E.A fighter groups, infection would begin to cascade.

Hundreds, if not thousands were infected before official withdrawal came, significantly adding to the carrier population, and spreading it to those too late to receive orders.

Carrier numbers would not fall to below Festivus Annihilation end levels until the Party Crashers own Euphoric War in Level Fun, where Colonist-P.E.A assistance ensured a repeat would not happen.

Horrors from the Dead Zone

“Get me the drugs of whoever ordered us to patrol here, since they must have been insanely delusional.”


The Colonists took interest in Deadzone levels since its early days, with the Backroomian military outpost of B2-X4 on a former deadzone level. During Pax Colonia, growth into highly dangerous levels commenced, although formation of outposts on deadzone levels was sparse, only being military or unmanned supply points.

It eventually became a matter of prestige, with the M.E.G, other collection of groups and the Backroom Colonists (with its divisional group, the Deadzone Division), having installations on deadzone levels to prove their survivability abilities, and extract potentially rare resources.

This would obviously backfire, with the groups dropping their guard to the threats of some deadzone levels, and deploying permanent military patrols or even research teams in these levels. Being unstable, very prone to level shifting, and obviously having life-threatening conditions to warrant such a classification, it took a matter of convincing, and eventually ordering to ensure the outposts still remained in Colonist hands.

Entity presence grew in regions with outposts, as overtime activity drew entities closer, all until 1970, where numerous entity attacks overwhelmed most outposts, especially Colonists on deadzone levels. The rest were called back, but were never heard from again.

By this point, tensions were at an all time high, with even accusations of sabotage between the M.E.G and Deadzone Division causing the collapse of these outposts. Diplomacy failed, war ruled.

Bloodbath of Cluster I

“All to lose, nothing to gain. Thousands placed this bet, and we watched the roulette that kept on going. What was to end it? Something that... Even if we could create… We never dare to. Kijimi.”


Ever since the breakdown of the Cartographer’s Alliance, a war had been culminating, and by February 1971, it resulted in the Bloodbath of Cluster I, ending Pax Colonia.

Whilst being a conventional war, with the Colonists becoming a major participant of this conflict, strategies differed immensely due to the truly infinite size of the Backrooms. Recruitment efforts seemed outlandish, with mass mobilisation of certain factions transforming them into numerous military ‘clans’ led by generals over political leaders.

Life for groups descended quickly, whether people actually saw any combat or not. Search and destroy missions were constantly happening, forcing neutral groups into army divisions and using their supplies in order to find bases and outposts. Operations that went through different levels saw inexperienced soldiers enduring extreme psychological stress and torture through every turn potentially resulting in an entity encounters, resulting in frequent desertions and PTSD.

Those that entrenched themselves in holdings faced starvation or insanity depending on location. Few saw actual fighting, with many small outposts with no reinforcements or resupply undergoing ‘the call of the void’, walking away from safety, even when being slaughtered by enemies was inevitable.

Communication was the lifeline for the groups that possessed such technology, being credited in the Colonists, M.E.G and some other factions that had some form of maintenance of their governments, which could coordinate missions with genuine goals. The Colonists utilised quantum siphoning in the form of portable devices, with some variations allowing messages, live calls and even fax, transitioning later to holograms and more features in the G-3 Communicator. The M.E.G utilised the G.B.M, a terminal that acted as a central communication system, allowing further reach of radio devices and systems to other levels. Most other factions which did have communication in some capacity were either shared or copied from the M.E.G or Colonists, but even with these versions prone to malfunction, they did see greater success.

Colonist participation in the war truly began after the assassination of founding member Joan Simmon, with an M.E.G operative speculated to be behind this. Other groups engaged in combat soon after the declarations between the Colonists and M.E.G, and later divisional group declarations, due to a range of factors, from food shortage, expansion ideals and misunderstandings.

After a series of quick battles between shared M.E.G-Coloni sites which had been practically splitting from active sabotage beforehand, the Colonists brought fire to multiple sectors of Cluster I, engaging in battles where they could with the Narkmevian Militia, U.B.A and M.E.G. Expansion and progress was ultimately hampered from the many engagements that were ongoing, including in The Main Nine.

The war would not stall however, with a joint force, mostly made up of Narkmevian soldiers, who managed to capture a good portion of Level 4. This would result in the loss of Almond Town, which while was not the capital at the time, would be a severe blow to operations in the Main Nine and first 100 levels. Some forces would flock to exits, although Colonist and Evergreen Divisional forces would hold on to sublevels of Level 4, organising a co-ordinated retreat and reinforcing Generic Concord, an outpost on Level 4.3.

Meanwhile, Colonist successes in other fronts, such as the ‘connected 300’, which would emerge as a Colonist victory as a prolonged struggle over the group of levels in Level 300 that had entrances and exits to each other finally fell to Colonist forces by October, as well as in The Metro would prove useful to keeping Colonists mobile, easily able to respond and in operation.

More engagements were taking place, and groups began falling left and right. A combined counterattack of the Uni Citadel and M.E.G led to the marooning of Coloni on Level 514, which would ‘save’ the units but would strand them on the level. Further counter offensives led to the collapse of the Praetorians, after a massacre on their base by the M.E.G, and the U.B.A by constant engagements now by the M.E.G, Colonist and Seraphim Alliance due to their lack of allegiance and chaotic behaviour.

Amidst the relentless warfare, the reversal of all factions would begin in Level 6, marking the beginning of the end for the war. Numerous search and destroy missions would descend on the level, with each group being told different suspicious activity found on the level, ranging from Backroomian divisional group training in order to prepare to slaughter Level 1, to M.E.G hideouts housing potential methods of encryption. In the darkness, countless screams were heard that day.

After the tragedy on Level 6, all major combatants were weakened, and the Narkmevian Militia collapsed in a roar of unrest. Still, the M.E.G gained the upper hand, as Colonist allies dropped out of the war, collapsed or faded into obscurity. The Colonists ordered a general retreat into holdings like Vintage or Site Factory.

Level 4 also saw more spilled blood after this, with Coloni forces re-entering to dispute the M.E.G’s attempted usurp of Narkmevian control of the level. They were able to contest some holdings, but at the cost of losing some outposts in the Level 200 subcluster.

By this time, most factions had been tired out, falling to unrest or dissolving temporarily, but the M.E.G (and Index Group), Colonists (and Evergreen/Canazone Groups), Seraphim Alliance, Uni Citadel and some others were still embroiled in fighting. Many knew it was coming to an end soon, but no one expected how it would actually end.

The war would be concluded by 1972. Various espionage sources cited construction of a ‘super-weapon’ on Level 108. All remaining groups mobilised their forces, not knowing espionage sources gave the identity of another group of construction on this weapon.

In what could be made out to be a sick joke, all factions convened at the super weapon at the same time. Many approaching the weapon before actually being there could make out many others coming, likely syncing arrival. So as they made their way, clutching mismatched weaponry and equipment from scavenge missions, alliances discussed what to do.

With this convention, something unexpected happened. Those that were next to the weapon refused to fight, and families from different groups reunited. Forces that were there but a bit further away tried to signal of a potential peace discussion arising.

Signs something was wrong were soon to follow. The superweapon began an activation process, seeing many try to desperately retreat. A wormhole was opened from this, as reports suggest, taking those close to the unknown, with an implosion of energy after killing the rest of Level 108, completely transforming the level.

Even with Colonist and M.E.G technology today, ‘Kijimi’ can not be recreated, with no explanation of its appearance on the level. Further research into the incident after the Bloodbath on Kijimi, as well as the massacre on Level 6, other engagements and the assassination of Joan Simmons revealed a horrifying result. Numerous analogous events occurred, which could have resulted in the potentially negotiable tension between the two nations to explode into the Bloodbath, making the war entirely preventable.

The Narkmevian Militia patrolling Level 4
The only known image of S.T.
The Founding Cabinet
A Backroom Colonist on valuable gear

The Narkmevian Militia patrolling Level 4

The only known image of S.T.

The Founding Cabinet

A Backroom Colonist on valuable gear

The Narkmevian Militia patrolling Level 4
The only known image of S.T.
The Founding Cabinet
A Backroom Colonist on valuable gear


The Preservation War

“Andis sat quivering behind sandbags with his metal flask, half filled with cold tea, clutching his Catofor Rifle. All were out to kill him.”


After Kijimi, groups like the Colonists descended into chaos. Fighting would still occur, not between person on person, but for survival.

Immediately after Kijimi, reports suggested S.T and some other members went missing during this time. Heightened entity attacks and disappearing were generally reported, panicking any semi-organised groups left. Some post-Kijimi fights under the Bloodbath did occur, but usually they would be isolated, bogged down with no resupply. This is supported by battle logs that were bothered to be written and saved, usually claiming battles as ‘inconclusive’.

For a few months in the aftermath, the Cabinet ruled the remaining organised Colonist presence alive, likely only a few thousand located in the destroyed settlement of Almond Town, as well as outposts that had G-2 receivers and a terminal. Many scattered survivors at this time would found their own groups, or change between groups, not surviving long due to minimal supplies and infighting.

This time period would be the test for many groups, seeing those who would restore themselves or crumble. For the Colonists, this would be decided by the next snap election, called by The Cabinet in hopes of restoring confidence.

Our Great Reformation

“Do not fear change, do not fear reformations. For it is done for the better of all, for the better of our future. Do not shy away from mistakes from the past, analyze it, and come back even stronger.”

The snap election was held, with Colonist members in New Almond and some in other levels that reported verified results voting. Candidates such as Minas Lukas, Anna Kovalenko, Kenny Smith and Jecka Westmore appeared on ballots, campaigning amongst smouldering rubble, still alight by Greek Fire.

Minas Lukas won by a few hundred, just reaching between a third and half of votes for minister, although each candidate still would prove useful during the Great Reformation, which was to come during Lukas’s term.

M.E.G-Colonist negotiations began in New London, with Minas promising to ‘prioritize positive relations, and well-being of both our citizens over expansion.’ With some level of peace achieved with the M.E.G, the focus during the Great Reformation was to rebuild and improve what they have, abiding by the desired terms of the peace.

This coupled with the Great Migration, with many moving back to Level 5 or Level 1, even if risky, to stay with the group. Hundreds of holdings and outposts were abandoned, reclaimed by other survivors, wrecked by entities or overtaken by the environment they stood on. This was included in Level 4, which was never formally retaken due to the damage sustained from lengthy M.E.G occupation.

Divisional groups that still remained were absorbed or dissolved, although with the amount of crews and companies that operated semi-independently, their status was quite ambiguous for the Colonists.

Those that were trapped chose to stay, such as in Level 13, beyond Cluster I or Level 514. Unfortunately, many who were not to find a way out would succumb to level shifting, or re-appeared in presumably Level 0.

During this time, the bases held by the group since the days of the Unity Pact saw true appreciation, becoming hubs once more after a lengthy and intensive reconstruction process. Further diplomatic agreements in this time saw the group regain assets from the M.E.G that let the group keep prestigious or historic artifacts.

Hope from Izumo

“Arche became the testament to Izumo’s hope for a better tomorrow. Grand works that accompanied the scenic nature encompassed the level.”


After an extensive reconstruction period, seeing sparse conflict, but rather the rebuilding of the foundations and what would lie beyond for the Colonists.

An election cycle came where Minas Lukas saw defeat. His Great Reformation was beginning to stagnate, but there was still widespread support and appreciation behind his cause. Lukas took it gracefully, saying in a later interview that he was “glad” that the process of democracy still continued and was demonstrated, wanting to “take up my passions once more”.

This new minister would be Izumo Kodona, a visionary figure who served in the later years of the Bloodbath and the sparse conflicts the group did experience. Unlike other candidates, these ideas of expansion would reignite in a population now longing to grow, with a structured plan that didn’t expend too many resources, with an actual final destination in mind. Arche.

Being elected in office, she enacted this expansion plan, plus a series of trade agreements which would be able to raise funds for projects whilst maintaining support.

Her expedition to find Arche was seen as a dedicated mission, which she exerted as much effort in the project as any other member. On the way to the level, she would help set up temporary campsites, sorting out logistics and enjoying food with the rest of the expedition-goers rather than go back with the resupply haulers to safety.

With the discovery of Level -599, the amount of effort dedicated to founding the new home was indeed worthwhile. Swathes of land, and trees galore formed the forest city of Arche. Izumo’s contributions there, as well as generally in government and military, saw her become one of the greatest leaders the Colonists have had, and finishing off the “Great Three Ministers”.

Izumo’s life would be cut short however, as she would also resume military duties, and faced a tragic end from entities in an attempt to restore military assets in Level 2. During the procession, the Arche residents wept a tear for the person that founded their home.

Kelly’s Redemption

“Being in the Colonists, and often visiting other groups due to my skills as a cardiologist, you never really expect to see the minister or an important figure just chatting to your patient, both eating some chicken noodle soup.”


The next election cycle in 1988, the elections saw only a selection of candidates step forward who could be considered for the minister role. With such a set of strong ministers transforming the group under their rule for the past, and the elections having to be run during a time of remembrance and grief for Izumo, not many had the drive and ambition to hold office. Kelly did.

Kelly had political experience before, but shady deals in the Frontrooms and his belief that the Backrooms was a punishment from an omniscient God made Kelly shy away from running at first. Venting at a bar to some friends of his ordeal, his perspective changed when he was told ‘then make things right.’

After a few weeks going down the path of going into politics from administration, having debates and swearing allegiance to the Reform party, he quickly ascended to the final battle, the elections.

Despite smooth sailing so far for Kelly, all the candidates that were there had split the vote nearly evenly, causing a minister to emerge which didn’t see heavy support for the first time.

With a new outlook which desired change from his past, he ensured alterations to the nation will be for all the people, rather than those that benefitted strictly Reform. Furthermore, he would reach out to groups like the Backrooms Red Cross, giving a hand out to those that went out their way to serve the entire Backrooms community, not those who joined their group.

Works like any other minister began, such as outpost building. He helped commission an outpost, Hotelia, which would be frequently mentioned for being a safe haven for wanderers and group members alike.

Over time though, his health deteriorated. Kelly though would not stop working to redeem himself until he would pass, earning him the admiration of many for commitment to his selflessness.

Otoratown Wars

“I can see why Almond Town is compared to Roma. So much history, with goods and trophies imported from around the world… It truly is the eternal city.”


Level 4’s destruction from the Bloodbath days was still ever present, with Almond Town still mostly rubble or empty spaces, filled with abundant supplies only wanderers bothered to scavenge. Colonists had ambitions before to reclaim this prized possession and clear the rubble, but progress was minimal.

For the next election, Dakota Sioux entered the ministry, and an issue raised was the re-establishment of Almond Town. With Arche being the long-standing capital now, unlike before where it saw frequent changes, this project would be more of a novelty. However, Dakota saw more potential in this, and constantly wondered what still lurked in the ruins of the former great city, even campaigning on the grand reconquest of the former capital in a similar vein to taking back Rome as the Byzantines once did.

Therefore, Dakota soon after entering began unveiling his plans to establish a new site where Almond Town once stood. Through sorting out supply in sublevels of Level 4, he would then hire companies and personally work with them to remove any hostile presences occupying the area, start building up some less destroyed lands and re-establish the city.

When this was announced, support for the plan was at a high, and many saw it as their duty to help out. Reaching Level 4 was a quick matter, but clearing the now present encampments and those that would scavenge the ruins would be tricky, whether that be through integration or removal.

Negotiations would fall, as a lot of the wanderers did not see too kindly to being taken into a group or having their supplies taken. The Otoratown wars would therefore begin, with minor sets of confrontations over Almond Town to decide its fate, while all the meanwhile Otoratown close by saw construction.

This war would end tragically, as a confrontation on Otoratown saw Dakota Sioux assassinated, before nearly all wanderers fled from Level 4. His project wouldn’t die with him however, as continued works on Otoratown after the wars led to Otora being complete, the city rebuilt and Otoratown becoming one of the modern districts of the bustling city to this day.

Divisional Club

“Only the star shone in the middle of a field of empty flag poles. It had been that way all my life until now, where the three groups joined the Colonists.”


Divisional groups played a huge part in the group’s history beforehand. Although, ever since the Bloodbath, many were to be disestablished. Not only divisional groups, but many Pax Colonia features went under, such as closely associated companies and crews to the Colonists and hired mercenaries and expedition teams which eventually integrated as much as the divisional groups.

With the hints of growth by the group once more, as suggested by their ventures into Level 4 and the Main Nine once more, the group went from a preferred semi-isolation back to well-connected.

Opportunities for divisional groups flooded the Colonists with the eventual completion of the full Level 4 project, seeing Almond Town and Cali restored, and a new program to establish supply depots and small outposts throughout to carry out trade. Many wanderer groups and societies were faltering under the harshness of the Backrooms all the time, going into Level 4 to regroup, just to find out half their membership were gone.

Three such were the Azure Collective, Corrus Union, and Osmi Republic. These were some small groups in the Main Nine with scattered outposts throughout that focused on expedition and survival. Their situations meant agreements were happily made to join the Colonists, regaining the Colonists some divisional groups once more.

Acquisition of Aurielle

“I don’t know why I lingered in that specific corridor after vacuuming, maybe curiosity for what this set of leaders or businessmen would discuss. It seemed to be mostly in a latin-based language? All I could tell was the negotiation went well.


With the acquisition of the Azure Collective, Corrus Union and Osmi Republic, further divisional groups took interest in joining the Colonists for support or survival. Although, only a select few could be to allow for adequate distribution of resources, and save on administration costs.

One such was the Republic of Aurielle, a now faithful ally of the Colonists. In the aftermath of the Lustruger-Crescen war, Aurielle territory underwent occupation as remnants of their government went to the Colonists. For around 9 years, the Special Administrative Colony of Geminia was a divisional group that operated out of safehouses and joint sites.

Wayward to Multiculturalism

“We’ve been tolerant of anyone else ending up in this Backrooms hellhole, but the Colonists have become a real melting pot after Fleming was in charge, probably for the better.”


Closing in to the turn of the millenia, the populist and unique figure of Fleming entered in the elections, and managed to achieve victory. Wanting to achieve multiculturalism, tolerance of German peoples in the Colonists, as well as benefits for the everyday citizen, the monarchist figure took his role of ‘serving the people’ as a priority.

For the Colonists, they were already quite open and tolerant, with liberal policies, however, with conflicts like Petronas, Bloodbath, and furthered by minor conflicts outposts may receive, some outpost leaders have closed borders or enforced segregation at times.

Having Fleming as a minister, the group’s outpost leaders began having conferences and debates to understand the necessity for multiculturalism, which managed to spread.

His rule has resulted in the implementation of acts which now outlaw segregation, and promote inclusion of all in services, which can be attributed for the positive relations the group now has to many others throughout the Backrooms.

Automaton Era

“ONE looked like that LuxAI built robot. No one really complained, with it practically inspiring robot integration everywhere. Honestly, everyone knew Arova was the real leader, and it was cute when ONE went into different places to greet people.”


Under the next election cycle, Arova, a computer programmer and cyborg who entered the elections, presented to the group a need to technologically advance. Under ONE, who was a gimmick for gaining the support of the people, Arova won the election, capturing the imagination of members towards a sci-fi Colonist era.

Automation became practice nearly everywhere it wasn’t for the group, and it seemed a resurgence of the Colonists was imminent. ONE, being actually in physical form, toured the group in Arche whilst Arova worked on policies and ensuring the values of the Colonists remained while entering this new age.

Overall, the further embrace of technology, along with numerous economic factors and the trade network of the Backroom Colonists led to a second Pax Colonia, and a series of expansions once more seen by the group on an unprecedented level.

Second Pax Colonia

“A new technological age is upon all of us. Those early pioneers that used their minds to raise new technology now pass us the baton in the relay to carry on their work.”


The Second Pax Colonia, also known as the ‘Phoenix Era’ was a time lasting most of Arova’s term until The Flicker. It saw the rebirth of old Colonist culture, expansionism, art and spirit.

At this time, the automation era, with rapid expansionism to more safe levels, led to a resurgence of literary and artistic works only seen during Pax Colonia, as well as an appreciation gained by members towards old Colonist life and artifacts.

This prosperity created forms of leisure since every day work and survival would, to an extent, be handled by robots. The Formula Backroom Series, started by racing drivers and sponsored by businesses, and the Coloni Premier Division of football was promoted and saw the entry of most of the current teams truly showed the changes the group underwent during the Second Pax Colonia.

Outpost growth also occurred, although not to the same scale as the first, mostly seeing some scattered throughout Cluster I, and improvements to sublevel and negative level holdings.

Stagnation of the economy would occur after a few years of general growth, as the Pax Colonia mentality would cool down. Taylor took up the duties of the minister as Arova moved on after extensive rule, continuing similar policies. However, no one would expect the abrupt end coming only months later.

And Lights Out…

“Time froze. We were all expecting the emergency lights, that sea of red I’ve become familiar with through helping run the tests but it never came. Everyone was dismissed.”


On February the 1st, 2016, darkness would reign the Backrooms. All levels experienced a sudden and abrupt cut to electricity and light, including natural sources of light and those experiencing temporal anomalies. Many expedition teams running at the time were completely cut off, small holdings established just recently were found without communication or resupply, and groups began holding their breath, hoping to outlast this calamity.

A complete reversal of Pax Colonia happened, as ONE shut down, and Nunu and Taylor, out touring new installations, fell unfortunately to entity attacks. As the Colonist government and people received news of casualties slowly through word of mouth, worry spread on if everywhere was experiencing this, or if anyone was even left.

Beacons in the Void

“Hello? This is Adam Watterson of Base Blink. Our backup generators, they… uhhhh… Won’t last too long. If anyone can reach us, please respond asap. Thanks.”


The Colonists were the first known group to restore electricity in the entire Backrooms, with reforms of Minas Lukas ensuring emergency generators were at Base Blink, which served vital importance before due to Level 1’s unstable electricity grid. Radio stations in the Blink area, as well as communication centres broadcasted into the unknown, seeing if any other presence was left.

Some took it upon themselves to expedition out, including members of the Terra Expedition Company, part of the Colonists. They reached from Blink to Deimos-Phobos, confirming the same happened through receivers, before heading to Veryovkina to resupply the holding there.

Contact was eventually established between the only other known community with electricity, the S.R.C base on Level 4 before the Terra Company got back, allowing both groups to understand the effects and scale of the Flicker.

Both groups kept broadcasting out, trying to connect with anyone else in what felt like another infinite abyss.

Contingencies Follow, We Endure

“We received reports of Valais of the Aurielle restoring permanent power. New London? Uhh.. No signs. Seems to have fallen.”


Slowly overtime, the relighting process would occur in Colonist and allied holdings. Further contact would link the Colonist main bases, Aurielle, M.E.G, S.R.C and some proximate groups, like the Republic of Level 153.

In communication centres, people and reports were sent and moved back and forward, marking which places have re-established contact. Some surprises came up quite quickly to holdings that presumably had fallen, including New London of the M.E.G.

Contingency measures were put in place, such as limiting expeditions, halting research and leisure programs, and conserving fuel. Economies screeched to a halt, with only a few nations having any formal trade or affording aid during this time.

By now, elections have called up Lee Hollingsworth. While he was a promising candidate, Hollingsworth had ascended some new department members after the initial deaths who seemed to have malignant intentions in mind.

Wars of Decay

“Many groups are crumbling under the tension of the Flicker. All of us have been placed in a pressure tank ready to blow.”


The War of Decay followed as The Flicker drained groups of their ability to survive. Reaching Colonist holdings, wanderers of many groups were begging to enter, or fighting near Colonist grounds for a chance of intervention. For certain outpost leaders, they sent out forces to break up conflicts, some watched on as countless scuffles broke out in desperation.

Some problems began immediately arising as those that were permitted to venture beyond in abandoned sites like New London saw chaos erupt. Battles broke out against entities, against each other, with most of the Colonist government choosing to stick out, except for those outpost leaders with no choice.

Dirt on Our Record

“We have priorities. Cut the power.”


With Hollingworth’s cabinet, he chose a team which were prepped for disaster recovery, and had a mind focused on preservation. This decision would cost him, and the group, massively.

Some groups which reached the brink of survival located near the Colonists actively relied on power sharing, whether through a grid system the Colonists said was in progress, or by sharing fuel sources.

Not only did some outpost leaders refuse to export any fuel out, but in some major bases, fuel and power was prioritised on unnecessary expenses for the time, such as powering more lights or using equipment, rather than give anything what was needed to neighbouring groups.

In one case, a member of Hollingworth’s cabinet ordered an existing power line to be cut to a group that faced entity attacks in order to help out on Colonist efforts. This was met with outrage by the populace, with an investigation finding this to be purposeful, and resulting in 83 direct deaths to the neighbouring settlement in what was deemed as one of the biggest crimes the Colonists perpetrated for their gain.

Main Nine Shines

“Rocking back and forward on an egg chair, I stare without focus, so glad to see the Sun.”


After this incident, Hollingsworth prioritised trialling those responsible, and restoring reputation through relighting The Main Nine.

This was a lengthy procedure, requiring a repeal to the expedition cap, instead promoting a quota to establish contact with holdings and provide generators.

Overall, the project served well in relighting the Main Nine, and as well had another purpose, documenting new levels discovered from the Flicker. By 2017, all the Main Nine, and approximately half the levels regained electricity that lost it.

Hollingworth, at the end of his term, would resign. Citing the incident as a cause for concern in the future, he hoped the group would take caution to uphold ethics and morals in a post-Flicker Backrooms.

Back in Style

“WE’RE GOING TO WIN SO MUCH… YOU MAY EVEN GET TIRED OF WINNING! AND YOU’LL SAY.. PLEASE… IT’S TOO MUCH WINNING! WE CAN’T TAKE IT ANYMORE! AND I’LL SAY ‘NO IT ISN’T, WE HAVE TO KEEP WINNING!!’”


As more and more levels were relit, normalcy was brought back. Michael Ma and his comedic demeanor brought about reforms to Abarth, raising it to relevancy and promoting the increasingly growing outpost to a base. From there, the Colonists, with Ma and a figure from the Outlandish Outlasters, Chase X would begin to investigate new reports suggesting S.T was alive.

Searching through many levels the Colonists previously had holdings on, Ma and Chase X would broadcast messages throughout the Backrooms, finally reaching S.T as he linked up to Base Vintage, and would be making his way home after decades of what he referred to as a time of ‘vacationing the Backrooms.’

With S.T’s arrival once more, he took his time in the second term to look over changes, and personally be there in Arche for a while before moving on to visit Almond Town once more. When he looked back on Izumo’s accomplishments, he smiled, unaware of this being the last time he would be at this level.

The Vanishing - Our Latest Trial

“A ringing disturbed my excitement for reaching my dream job, staring at an unknown number, I went against my intuition, and I picked up the call…”

‘Everyone's gone.’

‘What?’

‘Everyone in Outpost Cali just vanished. Just popped out of reality like a balloon.’

“That was the only call I got as I walked the desolate offices.”'


While the group was experiencing New Years celebrations in 2025, a rapid number of disappearances were reported. The frequency of disappearances, combined with the level shifting of Arche resulted in the phenomenon being dubbed ‘The Vanishing’, and the Colonists underwent another trial for survival.

Many believed this to be a rapture, or those that disappeared had something all in common, but apart from all those in Arche disappearing, as well as others, no factor or similarity was determined.

Those that were left waited in the now empty corridors, wondering if their loved ones were alive.

Consolidation and Crisis

“We listened attentively for trumpets. There was none.”


A period of consolidation began, with all those remaining and able being ordered to go to Almond Town core, as military dispatches and the final expeditions for the month of January were ordered to retrieve those that could or wanted to go.

An illusion of normality was attempted to be maintained, but the entire population went into crisis mode, locked in Almond Town. Production focused on communicators, trying to ensure adequate supply to communicate properly with others beyond and assess outpost conditions, but capabilities once again halted.

For weeks, Colonist officials requested to call and have meetings with allies, with some helping in terms of aid and keeping an eye out for re-appearances. Everyone waited nervously.

The Long March

“All scattered once more like this was our first entry. Before we made it through though, we got told to embark and survive at all costs. Reach home. And we did.”


Home. So far, yet so close.

The Colonists who ended up stranded recounted their experiences as phasing through to another layer, which has been called the Burooms, an extension of the Backrooms of unknown stability.

Being a near replica of the original levels, Colonists of the Burooms managed to quickly reconnect in different Main Nine levels, establishing a society and group similar to their own, all searching for ways to find home.

When reports suggested a way back, a long march commenced, led by S.T who was voted to take charge of operations through numerous levels and then The Hub, allowing a way to Level 3999 to finally reach the Backrooms once more.

The trickle of people managing to reach Level 4 suddenly turned to a flood, as the group restored pre-Vanishing order and retaking what holdings they could.

To Today

“Like a phoenix rising from the ashes, our group will emerge once more. All those out there will remember us, so let us take back the glory days!”


The Colonists hold an extensive history, and with their two glory days washed down with countless conflicts, they continue their lives, disconnected from others, whether that be by level, Backrooms layer or to the world they once lived on, hopeful for a better life.


History of Ministers

Below are the ministers who ruled the group and the years of ruling.

  • [S.T.] - [1934ish - 1972] - Temporary Disappearance [Bloodbath]
  • [Mina Lukas] - [1972 - 1984] - Resigned
  • [Izumo Kodona] - [2 terms] [1984 - 1988] - Killed in skirmish
  • [Kelly Cameroon] - [1/2 term] [1988 - 1989] - Sepsis
  • [Devika Desai] - [1/2 term] [1989 - 1990] - Stepped Down [After Serving Kelly Cameroon's Remaining Term]
  • [Dakota Sioux] - [2 terms] [1990 - 1994] - Killed in skirmish
  • [Navajo Kai] - [2 terms] [1994 - 1998] - Stepped Down
  • [Prince Fleming] - [2 terms] [1998 - 2002] - Stepped Down
  • [Duncan Fikes] - [1 term] [2002 - 2004] - Stepped Down
  • [Nunu Arova / ONE] - [4 terms] [2004 - 2012] - Stepped Down
  • [Michelle Taylor] - [2 terms] [2012 - 2016] - Stepped Down
  • [Lee Hollingsworth] - [1 term] [2016 - 2018] - Stepped Down
  • [Michael Ma] - [1 term] [2018 - 2020] - Stepped Down
  • [S.T.] - [2 1/2 terms] [2020-2025] - Vanishing
  • [Darren Nakamura] - [2025] - Resigned, forming own group
  • [S.T.] - [Ongoing] - [2025]

S.T - First Term

S.T held the minister title for a debated amount of time due to his ownership of the group before the major groups uniting to form The Pioneers. According to S.T, his arrival into the Backrooms and recollections are quite hazy, but he entered Level 0, and he had experienced a number of close encounters with entities before embarking to Level 4 with a small group. From there, he established Dalt Town on the current site of Base New Almond, which began attracting others like him to the relatively small community. After general growth and expansion, he took on many missions to exploring the Main Nine, as well as delegating leadership roles to others to enjoy what he had left in life, believing he would never return to the real world.

His passionate interest in the inner scientific mechanisms of the Backrooms lead to the eventual development of their prized accomplishment, quantum messaging, only replicated by groups like the M.E.G. His open-minded and lassez-faire attitude for members to establish holdings to help them with missions lead to S.T's popularity to grow, leading to the establishment of the group proper.

While the Backrooms always seemed to be an inhospitable and nightmarish place to many, S.T's mindset upon gaining the resources and manpower to truly expand was to provide a welcoming environment to many all over. This allowed for the group to settle and colonise a plethora of levels, with the group even having to create departments and function like a national government to maintain everything they possessed. The stability during this period became a Golden Age for the group, and allowed for prosperity in Pax Colonia. But to a future observer, this soon came crashing down.

S.T, in later interviews admitted how overwhelmingly stressed he became during The Bloodbath of Cluster I. Frequently, he paced around offices and meeting rooms, and went on trips by himself in a solemn mood, looking over his empire for the last time. Talks between Strive, (leader of the P.E.A), Desmond, (leader of the old Evergreen Division) and S.T also showed their tendency to reflect upon their now crumbling federations and groups from a meeting baloney in Outpost Junglia.

His last meeting during this first term, seen in the archive, showed his desperation and frustration. His walking out marked the last the group saw of him for a lengthy period of time as he went to pack up belongings, but had to flee to Vintage Sect after being pursued by a small M.E.G squad.

Minas Lukas

Minas Lukas held the minister title during the vacancy of S.T with the Bloodbath of Cluster I and post ceding election cycle, running The Great Reformation.

His mindset was similar to S.T, but he promoted the election cycle process of the group, as the position was unanimously held by S.T beforehand. His improvements in operations and consolidation of departments and outposts ultimately gave a lot of attention to those outposts that still remained loyal to the main group, as well as prevented overextension.

While the group backtracked substantially with the problems Minas faced during the conflict, there was still progress in development, such as with messaging, to which he managed to save Grade 3 receiver prototypes. As well as that, his promotion of improving facilities in outposts like Site Factory and Blink made them thrive during The Flicker, as their emergency generators and equipment made them one of the first communities to restore power during the incident.

Minas Lukas, being the overseer for the Department of Development always focused on economical matters, but he always was interested in botany and diving, permitting expeditions despite limited resources to research fauna on different levels and to mount diving expeditions. Due to this, 'The Minas Diving Association' was founded in his honour on Level 602 when it was under colonist control.

Due to the election system in place at the time, relying on just electorate going to an outpost centre to approve of the current minister rather than having a new one, he resigned upon losing to Izumo, who he always regarded highly of due to her undying loyalty and infatuation with the group.

Since the election season, he's gained ownership of a few properties and been an active part of the group to this very day, mostly going between different outposts like Osiris and Abarth, giving speeches and helping out with projects and dives despite his growing age,

Izumo Kodona

Izumo Kodona held the minister title for 2 terms, being the first to gain it from a proper election, and being acclaimed as one of the Great Three Ministers, along with S.T. and Minas.

Her policy and speeches fueled revanchism, being very military-lead and even orchestrating operations against attacks by entities, something not many leaders of major groups dared to do. She as well reformed the army and established academies, something left unchanged since The Bloodbath, but as well opened pathways in education.

Despite this, her limited amount of time in office meant that she was reserved in the projects she could undertake, but the greatest was the march to discover Level -599, in which Captain Navajo and an ever increasing following went around many levels to discover a new home for the group just how Base Almond had served, with her joining in the search every so often, as at this point, the group was just a collectively of holdings. This ambitious undertaking was broadcasted to the group, but challenged by entities and perilous conditions, in which the group saw blows like losing a few members and a few nights hunkering down in desolate or less than ideal rooms. Eventually, this lead to the founding of Level -599 and the establishment of Base Arche, the former capital of the group and the most massive holding by far, allowing swathes of land to be designed however the group saw fit, allowing a modern society to be reconstructed in the trees.

In her last days of rule, she confessed to the Cabinet and future ministers and overseers of her fear for the next attack, which would be a series of incursions to restore military possessions on Level 2, as well as get depot supplies to establish a new base. She decided to go ahead with the plan, showcasing her courage by leading the charge. Unfortunately, she fell victim to the counter entities, managing to take down multiple that swarmed her before she laid on the cold floor, having flashbacks of her glorious battles before giving out a final, resistive breath.

After the raids, her body was taken, but without actual forms from her nor an ethics department like today, it was decided for her to have a procession and to be buried in Base Arche. A small museum area in one of the rooms of Base Hydrani also showcases photographs of the raid, as well as the sidearm she always carried into battle.

Kelly Cameroon

Kelly Cameroon held the ministry for half a term, barely winning the election despite being the only major candidate due to the withdrawing of Izumo from being minister.

His involvement being minister mostly was unremarkable on the surface, with the most notable event during his presidency being the re-linking of Outpost Hotelia with the group proper. What was evident however was his upbringing before The Backrooms.

Kelly Cameroon was a politician, seen for his willingness for corruption but encountered a strange phenomenon on his way back home. Drawing closer to it, he ended up phasing through the world, pleading for someone to save him. From ending up in Level 0, he was driven mad, believing to see hallucinations of the people he wronged. This was his punishment for never being accountable and fair to all. During this endless torment he experienced, it's estimated that he ended up in The Manila Room before ending up in Level 1 shortly after. Despite his deterioration during this period, he vowed upon all else to do at least one redeeming deed before his death, which he feared to be soon.

After a while, his roaming and level travelling through different means lead him to the Backroom Colonists group, and his ambition to be redeemed lead him to pursue a department head position using his political and charismatic skills. His dramatic promotions all the way to overseer of the Department of Administration during the middle Kodona's rule was through his modern know how, having noclipped only fairly recently and introducing new ideas that hadn't been developed in the Backrooms yet, which sparked Kodona's interest.

With his new role in the group, and the apparent power vacuum in place, he decided to put forward his minister campaign, which was barely challenged. Despite this, the vote was split between many smaller candidates from different positions, and there was no really strong leader this time, which the group accepted. This made him barely win unlike the previous landslide positions.

After learning the inner workings of the group and their current alliances, he reached out to the Backrooms Red Cross to see what they could do to others stranded in the Backrooms. He learnt how other ministers in the group were out there, roaming around the dangers of the Backrooms rather than posted up, like the politicians that hid from all the conflicts they caused, so despite the risks, he went out to dangerous levels, assisting wanderer groups through provisions, as well as made Hotelia into a giant safe haven for lost wanderers.

His waning condition was evident by the time he entered the minister position. Frequent illness made his condition deteriorate, and by a few months of assisting people throughout the Backrooms, he was broken, but made his mission to do all he could. On his last day, he was seen giving provisions to a group of people wanting to enter the group after they got attacked by entities. Once he was lying on a hospital bed, diagnosed with sepsis, he remarked to doctors around him, "There's no use saving me. Do all you can for the next guy instead." making his last chuckle before giving out a weak yet positive smile, knowing he had been seen in a positive way by others.

Devika Desai

Devika Desai held the minister role for half a term, serving the rest of Kelly Cameroon's rule.

Devika Desai, born in Outpost Osiris, was a growing, prominent figure in foreign relations who also had a significant position in the Canazone Trading Operations, a separate group focusing on trade and obtaining exotic resources which saw eventual integration by agreement to the Backroom Pioneers as the 'Canazone Colony'. She later transferred to working in affairs for the departments, as well as serving as foreign secretary for the group.

During Kelly Cameroon's time as minister, she guided him on reaching out to charity and beneficial groups to allow for goodwill missions, and adopted a similar policy to promoting a safe Backrooms. Her attentiveness of Cameroon lead to relations developing between them, which was unfortunately cut short by Cameroon's death by sepsis.

During the next power vacuum created, the Cabinet decided to reassure the minds of the populace and have a snap election, giving people the knowledge that during these unstable times, there will always be democracy and peace. Being one of the only major sponsored candidates, she won with a significant portion of the vote, especially in the outposts that helped wanderer or level communities which relied on the group.

Her rule was short, but managed to steer the group away from any reintroduction of conflict with the M.E.G and B.I.F, as well as pursue her learning of Frontrooms and Backrooms history, linguistics, (becoming the minister with the most foreign languages learnt, being English, Spanish, Polish, Coloni and some Korean). and playing the viola. After her stint in a major role, she voluntarily stepped down after a grand speech in Base Arche, urging the principles Minas Lukas and Kelly Cameroon spread of democracy and liberties, allowing proper elections to restart.

Dakota Sioux

Dakota Sioux held the minister role for two terms, entering the group from its early stages, overseeing its peaks and downfalls and serving alongside all the previous ministers.

Dakota Sioux was an American-born male who noclipped into The Backrooms early in his life. Through sheer luck, he recounts having ended up in a labyrinth of pipes, most likely in Level 2 upon his entry, and nearly immediately crossing a hallway that opened up to Level 4. Being quite young, around 15 years old, he was brought in by a group of wanderers that eventually joined the Backroom Colonists. Upon attempting to recollect his Frontrooms life, all he remembered was his birthplace, likely due to a memory defect upon entering the Backrooms, being from the state of South Dakota. Through his experiences in the Backrooms, which mostly was exploration and learning to adapt with his new family, he decided to forge himself a new name 'Dakota Sioux', and continue with his life, although yearning to meet his real family once more.

He was given the opportunity of schooling in Base Almond, before pursuing a governmental job and gaining it in Base Arche for a few months after serving in a small unit and becoming a corporal during The Bloodbath of Cluster I, (although getting minor injuries in the process). With his high amount of experience in Backrooms life at this point and military experience, he wanted to see genuine reform to the previously glorious group he envisioned and saw in his younger years, and attempted to establish a small community relatively close to the ruins of Base Almond, called Otoratown. Due to improving yet still troubled relations between certain groups and the Colonists at this point from the war, Otoratown never saw a permanent population, and was abandoned soon after. Although, under Kelly Cameroon's rule, he was nominated as an Outpost Holder and invited to meetings in an attempt to spearhead reclamation efforts, in order to establish a new base there.

During the latter years of Kelly Cameroon's rule, and going into Devika Desai's time as minister, he became one of the most significant figures not to be associated with a department or owned outpost, due to his expansionist views and attempts to restart the Otoratown project. After being told that his spectacular and almost fiery speeches to the group was deserving of a future minister, he did just that, presenting himself as the candidate to reclaim Base Almond, the previous gem of the empire, and as an everyday candidate, from being in The Backrooms for years at this point throughout his teenage years up until now.

The election season soon came with Devika Desai's resignation, and he polled the majority of votes after plenty of campaigning, especially from those who thought the Great Reformation had abandoned those who saw the Colonists as a formidable group, both literally and figuratively.

His rule marked quite a bit of expansion as promised, as well as reforms, such as standardising safety in outpost equipment as well as some form of payment for work. Expansion included setting up Outpost New Concord, allowing further supplies to reach the new Level 4 settlement, and what he dreamt of all his life, Otoratown. This town began development and seemed to be prospering, as the ruins were being transformed into a further citadel of safety on the level, with being located already on Level 4 nearly guaranteeing safety for all.

Tragically, during the development of the settlement with Dakota Sioux's oversighting the construction of a new set of meeting rooms and storage areas for rose water supply, he was faced by a mercenary group, bitter about their attempts to reclaim a region they were scavenging off every week from for months since the settlement's abandonment. Attempting to reason, as no personnel was with him due to the apparent safety of the level, all he was instead responded by was a click of a gun. He managed to flee to a somewhat established armoury and contacted for help as the mercenaries were attempting to breach through some walls, limping with every aching movement he made. In the absence of anyone, and locked in his own grand design with death looming, he went out, guns blazing. When he finally limped to the floor, most the invaders were injured or had ran away, thinking he was already dead.

With the death of Dakota Sioux, a procession in Otoratown was held when it was deemed secure, and he was embalmed upon disclosing to The Cabinet as part of procedures when he became minister. Currently, he is displayed at Dalt-Almond Museum as one of the only figures to hold a position of leader over the historic town, and for revitalising hope for a permanent presence of the group on Level 4 after the war.

Navajo Kai

Navajo Kai held the minister role for two terms, being one of the figures helping establish Base Arche along with renowned minister Izumo Kodona.

Navajo Kai was one of the only ministers who has given an extensive interview on his Frontrooms and Backrooms life. Being a Japanese-American, and born as Kai Navajo Asakura, he frequented between his home town of Naha and San Francisco to visit his family. He frequented in a number of activities, from swimming, to exercising, and was always intrigued by astronomy and military. Upon attending 8th grade, he began noticing some of his classmates and even family members disappearing. The small community near his school likely discovered a region that took people out of reality's bounds, and one day, after attending swimming practice, began morphing into the pavement, before waking up in what is presumed to be Level 0.

His exploration of the very isolating level eventually lead him to Level 1, where he managed to fortunately link up with some family after a day and make his way to numerous different levels after entity attacks. After spending his teenage years between levels such as Level 311, Level 4 and Level -560, he managed to hear about and make contact with groups of people through a mobile device he scavenged for. One of those were the Backroom Colonists group, which he met in Base Almond after a while of travelling. One notable but strange thing he did was file his name as 'Navajo Kai', which he said was just out of personal choice.

Once entering the group, he was joint by his family and gained admittance to all outposts. Now having a vast experience of the workings of the hellscape he was stuck in, and glad to have made contact with a group, he set up a company dedicated to reconnaissance and expeditions, and developed prototypes of technologies from improved heat vision systems, to different flavours of almond water. After minimal success and receiving a draft, he participated in The Bloodbath and narrowly avoided the Level 108 destruction by being deployed else where.

After ascending a few ranks during his military participation, and becoming deeply interested in the security measures and war planning by the group, he was selected by the academy to train and worked his way up to the Overseer of Military Preparations and later General Security. This lead him to being part of the recon group selected by Izumo, leading the march to Level -599. Due to his help discovering the now important Base Arche, he became famous overnight when it was deemed to be the new capital of the group.

During the election cycle of Dakota Sioux, he was selected to assist scouting operations for the Otoratown project, as well as hired to design new weapons and attempt to recreate the old technologies of S.T relating to weaponry, although he played only a minor role due to him wanting to relax and take rest after his participation in the brutal war and full march to discover Level -599.

By the assassination of Dakota Sioux, security measures were heavily prioritised, and the general populace wanted the founder of their great city as well as a war planner to head into office. Despite some modesty by Navajo, he stepped up for the role, running as election candidate against veterans like Anna Lohar or Reformation figures like Ethan Braaf. He won a significant portion of Base Arche, guaranteeing his minister rule.

From there, he clamped down on mercenary groups that ravaged outposts by using some military forces, promising liberation from these attacks to many, and installing security measures like CCTV systems in order to protect. There is some debate whether his rule was potentially influencing future authoritarian rulers to announce candidacy for minister, however, his relatively medium length ministry helped secure the group from its frequent entity and small group attacks that constantly caused supply issues, and saw some changes in department leaders. At the end of the two terms, he decided to step down after the election cycle, showing his good intentions.

Now a days, he helps with the military academy, and operations dealing with entities appropiately, after extensive research on entities like Facelings.

Prince Fleming

Prince Fleming held title of minister for two terms, introducing a new figurehead who interestingly is the only minister born in the 19th century.

Prince Fleming was a celebrity of sorts and novelty figure in the group, with extensive interviews of his Frontrooms life revealing he was a German aristocrat, born sometime around the closing years of the 1800s as Frederick Fleming, saying he was born during a time that he recounts as an 'emboldening time for people of the German nation'. Through these interviews, he mentioned living near the city of Königsberg, and he spent much of his teenage years moving across the German coast and mostly keeping his family-held 'Prince' title for his minor ownership of a small region in Prussia.

Due to only being around 35 after taking the minister role, whilst mentioning he met Kaiser Wilhelm the II and saw 'The Great War', it is theorised he experienced a time jump upon entering The Backrooms due to the nature of his entry. He recounts that during his travels in Hamburg, and being permitted to tour a dreadnought as a 'royal inspection' he noticed a 'void' in the water, that began growing larger, consuming the ship around him until he began to fall, being suspended in space for what felt like eons.

Upon hitting the damp carpet of Level 0, it is believed he was knocked out and eventually woke up to entities surrounding him. This is believed to be through the insanity infiltrating the prince's mind, but still the entities felt real, and made him desperately run away to the rooms started fade into Level 1.

Through the months that he spent wandering different levels, he managed to learn the ins and outs through a German speaking community he found in Level 1, who became interestingly intrigued in his outfit and attire. They adopted him as their new leader, desperately needing one due to crises the small group was having. The group became known as 'The Kaiser's Backrooms Army', but referred to themselves as 'Die Kaiserarmee'. Through Fleming's showcasing of their travels, it has been documented they went through different levels, acting as a small brigade, fighting against entities before finding a permanent home in Level 145, which they thought was suitable for settlement. Around this time, Fleming also gained his Pickelhaube, which is currently displayed in Fleming's Life Museum.

The prince became a unique and legitimate figure for his affiliations with the German nation, who always enjoyed having discussions about the state of affairs and was remarked for being pleasant. His own group grew drastically as a major force on the level, but a combination of factors lead him to joining the Colonists, mostly from dwindling supplies, the levels decay property and the Colonists expedition into the level which Fleming always showed interest in.

He eventually joined the group and became an Outpost Holder and was a popular figure for his attributes and personality, which especially appealed to people of Germanic heritage in the group. A combination of factors ultimately lead him to becoming minister, mostly sheer luck, a stagnant election, (only including an unwilling Navajo and a few other outpost holders), want for another strong figure and the growing German community in Base Arche. This lead him to gaining out a majority, but his popularity immensely grew once the minister showed stability in his rule.

During his rule, he petitioned for the establishment of a monarchy, allowed for the union of Die Kaiserarmee and The Colonists, made improvements to different bases and had been oversighting the development of entrance and exit manipulation in its infancy, but being such a novelty candidate, he often consulted the Cabinet. Although true to his monarchist nature, he did allow for improvements to rooms in the ministry, which still today have elements of Germanic architecture integrated.

For being a grandiose candidate, he didn't get up too an extreme amount, but allowed for the groups workings to continue and allowed for massive growth in unityship, with such a flamboyant and different identity minister winning. To this day, he often can be found conversing with passers by in Base Arche, or looking upon levels landscapes, glad to have spread German belief into the Colonists.

Duncan Fikes

Duncan Fikes served 1 term as minister before resigning with the developing power of [ONE].

Duncan Fikes was one of the candidates who often shied away from doing much, agreeing to the terms set by The Bloodbath, where promotion of human rights should be over expansion. Being also born in the Backroom Colonists in Outpost Junglia, he resonated a chord with the many workers in the outpost and soared to be an outpost holder, recognised for his contributions and for being one of those that endured the hardships unlike the full members, which eventually got him credited as a full member as a reward.

He served as part of a few union groups as well, being somewhat left-wing in view and wanting to expand the basis of rights for those in the working classes of the group, which had mixed reactions and caused him to pass neutral legislation when he came into power.

After Prince Fleming's rule and voluntarily step down to pursue life with his German community, he became a major voice and ran against those wanting to see major expansion projects or war unrolling. His tendency to negotiate rather than advocate for war directly saw him gaining support from those objecting to war, not wanting to relive the horrors they endured years before, meaning due to the favourability of the election cycle, Duncan was able to secure power.

His rule did mark some reform to working, including limits on hour work days, and legislation for companies, but expansion and change in an attempt to gather more resources for projects had to be done. He began laying out the future for the group, notably with the linking up of Outpost Azure and commissioning plans for a Hub outpost, which would be vitally important for the future, but he became rather unpopular due to a small recession and many seeing little improvements in their lives, being removed by next election cycle.

He currently lives in Base New Almond, tending to visit the large Outpost Junglia and Outpost Ikana as well, being a secondary Outpost Holder over his birthtown, and pursuing painting of Backrooms entities and levels.

Nunu Arova

Nunu Arova served 4 terms as minister, before stepping out the race for Michelle Taylor. Even then, Arova would help out Taylor and keep the vital [ONE] program running.

The election cycle was noted as intriguing to many, with Arova gaining support, being a cyborg and advocating for advancements in technology, research and education improvements, as well as improving robot rights. Using [ONE] as a running partner and gimmick, she achieved a victory, although close against other candidates.

Public perception after this would be extremely mixed, but over time, people accepted Arova and greatly appreciated the improvements made that would lead to the Second Pax Colonia era.

[ONE] was able to enhance aspects of life, from stock systems in the outposts, which it was extremely trained on, to military procedures. Under [ONE]'s rule, the group finally escaped a small recession from the year before, able to make big steps in research with entrance and exit manipulation to fully work by now, as well as made the group extremely unique by having a robot in leadership positions.

After a lengthy four years, growth began stagnating, and Arova formerly dropped out the race, rather keeping an influential position in government through sponsoring the next minister.

During her time before and as minister, she would enjoy tinkering with machines, joining research programs as part of her education and would ultimately opt to become a cyborg as part of a life extension initiative. Having been in the Backrooms her entire life as a Colonist, Arova was well-versed in survival and what was needed to thrive.

Michelle Taylor

Michelle served 2 terms before stepping down with the Flicker. Being a leader continuing with Arova's policies, she would work on Arche projects, including museums and public facilities, establish new expedition teams and companies, and try to revitalise the Colonists to prevent the stagnation happening in the Second Pax Colonia.

Being a Backrooms native, both Taylor and Arova had similar lives, and were friends at Ovoro Upper, focusing more on history and literature. After graduating, she took a few years going in between jobs and expeditions before going into politics, where she would enter as a minor candidate until Arova's 3rd term, where she gained a significant level of support through policy and promotion work, usually appealing to the youth of the group.

In her time, stagnation was preventing true continued success of Pax Colonia, but Taylor oversaw many late-colonia works of art, literature and more developed in Arche and other bases.

Approaching 2016, warning signs of the Flicker began showing themselves, with Arche having growing blackouts. However, this was not a cause of concern until the official Flicker blackout, which caught Taylor and Arova by surprise, who at the time were in open territory.

This would tragically lead to both ministers dying near to the next election cycle, an all too common fate for wanderers but further deeply troubling by the Flicker being the cause.

Lee Hollingsworth

Lee served 1 term before stepping down. He commanded the recovery efforts and was seen as an emergency minister rather than an official one, albeit he technically was voted in.

Lee Hollingsworth, amateur electrician and geek worked by trade and on computer programs during his Frontrooms life. His eventual noclipping was in a similar vain to others, as through travelling a rural area after being called to fix communications lines started noclipping upon attempting to step out of his car.

While most people would be filled with confusion, paranoia and insanity with being in Level 0 and staying, he was able to gather his wits and make his way to Level 1, and learn an extraordinary amount about Backrooms electricity, power generation and more. While he was not able to fully crack the code of the Level 1 power grid, he was able to link up with others after some time, travel to different levels, and set up his own community after gathering supplies, named 'Lee's Tech and Elec', based around a set of maintenance halls that he was able to transform into an internet cafe, residential area and more.

One of his main works was the development of stock organising systems, entity databases and drone manufacturing from both his town and other small communities with specialists. His eventual joining of The Colonists and establishment as a high figure relating to technology and research was due to a set of partnership projects, allowing them to develop the [ONE] program, making Lee one of the Cabinet members that looked after the program.

When The Flicker arrived to the Backrooms, he linked up Base Blink with his own small community, which was quite abandoned by this point, but using a mixture of backup generators, as well as permanent power sources at both bases,0 they both were linked and Base Blink became one of the first communities to establish light and communications in the entire Backrooms due to his efforts.

His other contributions was assistance maintaining power at Base Arche and the set up of electrician groups meant to restore power on safe and Main Nine levels, called 'Power Reintroduction Groups' (PRGs).

With the end of the first election cycle since the Backrooms plunged into darkness, most major Backroom Colonist bases had restored power, and he willingly dropped out the election.

Michael Ma

Michael Ma served 1 term as minister, still during a critical moment with constant conflict and The Flicker, but remained as a stabilising figure, known for his humour and gameshows.

Michael Ma was a long-serving outpost holder of Abarth. His prominence in being a good ally with S.T during the initial uniting of the group gave him popularity, along with his growing gameshows. While many wanted to escape The Backrooms or simply provide the best they can, Michael Ma wanted to exhibit his base and the group as the most grandiose work ever seen through expansion.

During his rule, his flamboyance and undertakings to make Abarth into a paradise "glowing like Vegas in the next 20 years" can be seen with all the renovations he focused on the base, and his tendency to be humorous and have an outfit and mannerisms "that make the Capitol seem sensible." During his ministry, he also was broadcast on television and radio often, hosting his own gameshow similar to the Price is Right, but with extravagant Backrooms items.

Due to not serving as long as some figures, only having 1 term, the first year marked a time of great preparation, scouting and rescuing. Those deemed lost before would be saved as he set up subdivisions in departments to allow the search, rescuing and reintegration of those still holding outposts from The Bloodbath days. The surveyor crews he created went into the most dark, treacherous levels seen, especially with The Flicker on going.

While he finally finished some projects on Abarth, setting it down the path for S.T's developments, he managed to finally set up Base Eterna, giving many members privilege to travel to many other levels and outposts with ease. This also marked a growing time in the group's relevancy once more.

By now, the election season was approaching, with reports suggesting of S.T's existence and desire to re-enter the group. Partnering with Chase X, former Outlandish Outlasters leader, they located S.T and brought him back, placing him in the election for the next minister.

S.T - Second Term

S.T, upon arriving back at Base Arche was introduced as the new leader once more, although elections still took place. S.T gained a landslide victory never seen since Izumo, and began laying out his plans for a continued rule over the group.

With one of the greatest resurgences ever seen by a group, with S.T ordering the restart of industries, divisional groups, foreign relations and infrastructure projects.

When reaching such a second high, you can only go down once more.

The loss of the critical communication centre, residential district and the Backroom Colonists great capital dream recreated from the glory days due to level shifting, the outposts, especially on harder to reach levels have gone dark. S.T, on his way with surveying crews to reconnect with these outposts has likely went due to The Vanishing.

Darren Nakamura

Previously being the overseer for security, his step up to minister with emergency powers has become quite remarkable, with him organising truces and maintaining relations during this vanishing, as well as building up deter forces, organising economic protections and insurance guarantees, and starting the recovery process for the economy.

After the consolidation process, he made numerous reforms and propped up the divisional groups, allowing sectors of Almond Town to be co-operative grounds between the main and divisional group.

Once people started coming back, Nakamura took a big interest and mounted expeditions to find a supposed source that took the people early on, as well as started the process of reintegrating bases and outposts on other levels through surveyor teams.

With the arrival of S.T and everyone else from The Vanishing, he resigned to make his own group, wanting to investigate personally this phenomenon and maybe see if they could lead to The Frontrooms in any form.

S.T - Third Term

S.T now has many paths he could take once more. Having just re-entered from the Vanishing, and with lots of experience, many hope S.T can restore the glory days once more.




Colonist members playing the anthem by guitar.

Anthem[]

After losing the great war, Minister Izumo Kodona issued an anthem to be composed, signaling a new beginning for the colony. Composed by the great Vincent Maxfield Frank (fondly nicknamed Vini by the Colonists), the song was named The Children of Reality, as it reminds the wanderers that despite all the hardships they went through, uniting together and building for a brighter future is what truly matters. A Phoenix rising from the ashes, working towards a better tomorrow.

> OPEN MUSIC FILE
> CLOSE MUSIC FILE


Accomplishments[]

Greek Classification System[]

As the Casper-Bray Numbering System for levels was being rolled out, the Backroom Colonists found that several levels had not been classified yet. Due to fears that if they were assigned a number, and the lack of communication between the Backroom Colonists and the M.E.G. would mean that another level had already been assigned to that spot, they were given Greek letters. This naming system was later made permanent.

Quantum messaging[]

A image of a grade 2 receiver

Quantum messaging was a highly confidential technology pivotal to the development and expansion of the colonists. Reversed engineered on level 15, the colonists managed to learn of quantum tunneling and create a device that enables inter-dimensional communication. The date of creation is unknown, as there is no definitive way of tracking time in the backrooms. However, it is reasonable to say that the device was created before the bloodbath of Cluster 1 since the colonists were widely employing the usage of it at the time.

There are numerous types of quantum messaging, mostly falling into a few categories. They rely on terminals and a series of replicators throughout bases for constant and secure calls between Colonist expeditions and holdings, but still work sufficiently in the majority of levels.

  • Grade 1 receiver: A device given to lower positions, and can only receive messages from the base and send SOS signals. The build is rather simple and cannot be reverse-engineered since the core aspect is from the central transmitter.
  • Grade 2 receiver: A device for high commands or members on special missions. This receiver can receive messages at a faster pace and also reply to them via text or real-time voice connection. There are intricate workings inside a grade 2 receiver can the colonists are wary of employing it due to its high value and technological information.
  • Grade 3 receiver: A device known for its capabilities with projecting hologram, allowing live calls, having a much stronger signal, and its portability. Scaled up development has allowed more people to access this type of receiver, but it is expensive to buy. It has been used on a wide scale to allow for communication with Outpost Morpheus.

Innovations[]

With research programs, many businesses and ample investment, the Backroom Colonists have pioneered many technologies which are sometimes traded but kept for internal use. Below are some examples, which see usage by the group in expedition groups on a day to day basis.

Adaptor Goggles[]

The adaptor goggles, used for exploration and military service, are a combination of heat and night vision goggles with many attachments and features. Through mass production, adaptor goggles are widely available and help with detecting entity or human presence from afar, or increasing visibility levels without setting up bulky equipment.

Backwide-GPS[]

Similar to the Major Navigation System, this device maps out levels, either being used to explore new levels or assisting exploring already mapped levels. Having a vast database, and for certain levels, giving approximate readings of level conditions and shifting, it has proved essential for expedition teams with navigation and finding their way back.

Entity Radar[]

The entity radar, coming in a tripod stand form or computer box form, allows for the detection of movement in a far range (a few kilometres if alone and non-open area), and links to other entity radars to allow communication similar to a Grade 2 receiver. Furthermore, by movement patterns, it can guess which entities and how many are present (with exponentially decreasing accuracy by distance). Despite being bulky, it has allowed for safer missions overall.

Creation Globe[]

The creation globe, similar to a snow globe, is a portable device able to imitate conditions in temperature, pressure and other factors to allow the synthesis of compounds. Being useful for creating organic fuels, almond water and more substances in decently sized quantities, it has been used to stretch missions in levels with minimal water but extractable hydrogen and oxygen, as well as creating other compounds for use in fertilizers.

Almond Purifier[]

The almond purifier is a unique device working on only almond water compared to Object 19, produced for consumers by companies. This object is a bottle device that has filters to purify almond water and some other water types. It can also modify flavours, giving almond water either a more raspberry, apple or cherry flavour.

Unique Systems[]

Alephor Level System[]

A unique level system that was adopted internally to an extent after the Vanishing. With expeditions being mounted to this beyond, this system may see more or total use internally, with the Casper Bray used for external communication.

Examples

[(L1)-004] - Level 4

The L1, stands for Layer 1, with the L showing it is part of the Backrooms, and the number showing the Cluster. The numbers after are the level according to the CBNS.

[(L0)-HUB] - The Hub

L0 would mean a level that is anomalous in terms of locations, some examples being The Hub and The Metro.

[B-004] - Level 4 [external]

The B stands for the Burooms, a separate layer of the Backrooms that was documented in The Vanishing. There are no further clusters within the Burooms.

[V-000] - Level 0 [external]

The V stands for Voidcluster, another separate layer embarked upon before the Vanishing which has received little coverage or discussion. There are no further clusters within the Voidcluster.

System of Holdings[]

Each settlement or holding falls under categories, giving distinction between small supply depots and the larger settlements the group owns. While a holding only requires registry in the capital with the Department of Regulation, a more tedious process of inspection and requirements allows a holding to truly deserve the rank of settlement, which is often celebrated in an old tradition with the newly appointed outpost leader organising a feast.


Capital[]

The group has had many capital switches, most recently settling on Arche and then Dalt City-Exultown in a duo capital system before arriving to an 'undisclosed level'. While sources say the level is Level 422, it could be on a different level, with the numbering based on the 4/22 creation of the group.

Whilst access is more limited compared to other bases and outposts, a lot of information is present and out there on the capital. Located on a full planet called 'Solana' is controlled by the Colonists, and acts as a replica Frontrooms. This is where a great number of the Coloni live an everyday existence within the level's boundaries. However, many transportation links allow those wanting to to travel across the Backrooms to do so.

There are 38 states in Solana, all being provinces of the Backroom Colonists. The capital is New Almond City, located in the National Capital Zone district.

Level422map

Map of the level, featuring the states.

National Capital Zone[]

The National Capital Zone, also referred to as the NCZ, or the Almond District hosts the majority of Level 422's population, as well as the major cities of New Almond City, Crossroads City, Seleni, Olivine and Amphira.

The region is very well connected, with seaports and airports, and the roads of The Dalt Road, The Oscuro Highway, The Novresin Road and Crystal Highway, passing through Crossroads and New Almond City.

Past the highly urban areas in the Almond Ringroad and along the coast, a mix of agricultural lands, attractions and forests provide a scenic and serene retreat, home to a few who prefer the getaway from city life.

The National Capital Zone also has the Apheroring, one of the most famous racing tracks of the Formula Backrooms series.

NCZZone

Continent of Origina[]

In the rest of Origina lies a mostly flat continent, with dense forests in the centre and regions of temperate or cold climate.

Many coastal states, such as Ma or Karenia have become highly populated for differing reasons, hosting the populated settlements of New Reno and Port Calesby.

Those that are close to the Capital Zone have unique functions as well. The Internauto District for example, home to Hubhavo, has become a centre for secondary embassies, as well as housing many dual-citizenship members and diplomats of the group

Origina

Continent of Haven[]

The other major continent of Haven is significantly less populated, hosting many terrains and biomes, from rainforests to steppes to deserts, which carve the many districts of the island.

Some of the more populated settlements include Nipon, of the Nosford District, remarked for being a Japanese centre of the group, Hope Bay, of the Izumo District, designed similarly to Arche's old works, and Opalsville, surrounded by opal mines.

HavenDistrict

Thysosia Island[]

Thysosia is the extreme island of the level, dominated by mountains reaching 7,429m high at peak, (compared to the other two continents, having their tallest mountain being Thyme Peak at 2,406m).

It has been marked as a protected territory, only having the settlement of Site Arco, with all visitors and expeditionists having to not litter, endanger wildlife or bring certain goods onto the island.

Thysosia

Majorca Island[]

Majorca, located next to Haven and connected by tunnel resembles the island of Majorca in the Frontrooms, with a warmer climate compared to most of Haven.

This has attracted the few Catalans of the group to this island, as well as tourists and members wanting to vacate.

The largest settlement on the island is New Palma.

MajorcaDistrict

Mintoa Islands[]

The Mintoa Islands are an island chain reaching the farthest north (albeit being tiny islands, with the major ones being below Morro in terms of lattitude.

The islands endure cold conditions, and experience frequent snow.

The largest settlement on the island chains is Karkovohafen.

MintoaDistrict

Bases[]

During the Backroom Colonists history, bases took on different forms. Having granted the outpost leader more power and status, it was scaled down to the Main Nine major holdings (appointed by minster) and other bases known for longevity. This was from a combination of level shifting and arguments over if an outpost deserved to be a base.

New Almond[]

The group's eternal city. New Almond, also referred to as Dalt City by group members, is one of the major centres of the group. It is located on Level 4/(L1)-004. Being one of the first established community made by the Pioneers after the union, it stood, calamity after calamity, thriving to this very day.

With its location on Level 4, supplies were plentiful, and level links allowed for luxuries and Backroom commodities to be brought here, encouraging trade and kickstarting the Colonists economy and industry. Attracting people throughout the Backrooms, the community ballooned in population and importance, but faced numerous attacks that called for security features and outward expansion, establishing small towns to guard New Almond itself.

All the factors would lead to numerous towns, later referred to as districts to form. From there, the result of many mergers, wars and allocation to divisional groups leaves the districts of today, Dalt [The Original Town], Antelli, [Merger of the old Ambety-Office Space districts], Otora, [Established to revive the town post-bloodbath], Winforia [Trading and Commerical Area], Tranten [Merger of Totali and Tencity], Atlant [Merger of New Atlanta and Foresia], and Novobro [Divisional group district]. Satellite towns surround the city, making the greater New Almond area one of the largest on the level.

During both Pax Colonias and the subsequent Great Reformation, industries, leisures and the arts flourished here, but not as much compared to the other capitals of the time. This led to the creation of companies like Armadees, a supermarket chain, Tecglo, which specialised in computer parts (to name a few). Museums were also created here as well, having exhibits of Backrooms and group artifacts.

While New Almond has served significant importance being the first capital of the federation, numerous other holdings inherited the capital status soon after, such as but not limited to Arche, Azoria City, Lonesdal, Trivano, Skylines, and now New Almond City, named after this base.


Level-4-new

Exultown[]

Exultown was established during The Vanishing, a major group incident that stranded the majority of the group in the Burooms. Now, it is the capital of the Buroom-Backroom Colonists, and it is located on Level 4/B-004.

During The Vanishing, a lot of members found their way to B-004 through travelling the Main Nine. The plentiful almond water stocks on the level, as well as expeditions bringing back construction equipment and materials led to the sprawling city being founded, dubbed Exultown by the exile the group was forced into.

The project to establish this holding was a giant undertaking, requiring the group to co-ordinate scavenging missions for food and amenities, whilst combatting entities that showed themselves on this level. After establishing communications, as well as further outpost links to gain resources, Exultown became self-sufficient at the cost of some lives and an immense effort.

From there, Exultown became the headquarters that spearheaded operations to find a way home, rebuilding from the hastily built holding to an impressive base. With some choosing to stay and build up Exultown, linked to the group by Level 4 noclipping through specific floors in Almond Town, it replicates life in the old Base Dalt and beginnings of Almond Town well, with abundant supplies, plenty of residential space, and a developing manufacturing and research industries.

Exultown is divided into three districts, Centre (the governmental area), Slope (mostly residential, with expedition mounting areas and commerce), and Divi (industrial areas). In the outskirts of the settlement, numerous large, open spaces akin to Level 1's multistory warehouse rooms were found, being converted to two Formula Backroom tracks.

While not having the history of other holdings, or grandness of New Almond, it has importance for saving the group during The Vanishing, and for exploring the unchartered Burooms.


Crossroads[]

Base Crossroads is a transportation hub, often used by the Colonists and its divisional groups to shuttle between holdings. It is located on The Hub/(L0)-HUB

Being a safe level with ease of access to countless other Backrooms levels, they operate a few small holdings on this level, with the main one being Base Crossroads.

Having a surplus in supplies and equipment, it is meant to prepare wanderers and group members for expeditions into levels, as well as having recruitment and logistics purposes.


Anterior[]

Base Anterior serves as an alternative transportation hub, as well as a joint M.E.G-Coloni training ground. It is located on The Metro/(L0)-MRO

Being a hub established pre-bloodbath days, it served as a logistics centre and trading spot before taking a train to a home level.

With The Hub and Level 154 being more frequented, the base serves as a military and expedition stop off, allowing missions to take place that don't inconvenience people and easily make their way back to either The Hub or Level 4.

A small commercial district, a remnant of Anterior Plaza remains, frequented by those interested in its 80s aesthetic and converted trains.


Blink[]

Base Blink served as one of our first expansions, serving as the ideal ground for the automobile and technological industries. Since then, it became the shining star in the Backrooms-wide void during The Flicker and continues thriving. It is located on Level 1/(L1)-001

With the group in its early days making it a priority to establish bases in the Main Nine, this base served a vital importance to making this and other levels a home as well.

From the somewhat reliable power, to the unlimited number of cars, scattered supplies and electrical boxes, Blink became a machine with a focus on car part and technology production, especially before and after The Bloodbath.

Having access to the Hub as well, this has become a well-known site for its business start ups that frequently go across level and for recruitment to wanderers who just escaped Level 0.


Level 2

Hydrani[]

Formerly known as Lacking, it is one of the Main Nine bases which see little use post-Bloodbath. Having been expanded with explosives, it consists of numerous rooms stocked with equipment, allowing expeditions and wanderers to take supplies and carry on with their journey, making the base a place to breathe in the infinite halls. It is located on Level 2/(L1)-002.

The Colonists initially founded Hydrani, as Base Lacking, in order to help wanderers throughout the Main Nine, and for prestige reasons.

After years of stagnation, renovations began after Lacking was found raided, with no Colonists assigned to the post permanently. Under the Revamping Project of Main Nine, Lacking was expanded, with the Colonists acquiring some adjacent rooms, and establishing a corridor security point. This allowed for the creation of a supply room, armoury and housing.

Ultimately, Lacking fell with the Bloodbath, and once again was eventually refounded and expanded upon by explosives, forming some new rooms.

To this day, Hydrani remains a very small holding, consisting of three corridors, cornered by security fences, with most projects dedicated to Level 2 now being to form small splinter outposts from Hydrani, allowing for wanderers to get supplies, reach Hydrani and escape the level.


Level 3 5

Voltown[]

Voltown is a base that is similar overall to Hydrani, established for prestige and becoming one of the longest lasting communities on the level. While the level is relatively safe compared to some the Colonists have been through, the high disappearance rate means certain procedures are put into place, and expedition teams have to undergo a lengthy process to gain permission to explore, and never alone. It is located on Level 3/(L1)-003.

Voltown was founded early on into the group, for the exact same reason as Hydrani.

Being located in a corridor complex, the group ensures security and minimises level shifting through a camera system, operated from an electrical room.

This base offers some supplies as well, and is home to Layo Home Security Co, one of the biggest businesses offering CCTV, and home security services.


Deimos-Phobos[]

Base Deimos-Phobos, a merger base being Outpost Martia and Camp Amber's holding of Outpost Hotelia has brought plenty of history to the group. From lasting the Bloodbath and the Flicker in times of uncertainty even for the Main Nine, all the way to flying the flag of the historic, long gone Camp Amber. It is located on Level 5/(L1)-005.

Being another holding in the Main Nine, and having many residential features to take advantage of, any sort of settlement on Level 5 was a priority.

Martia was set up as a recruitment and residential platform by the Colonists during Pax Colonia, allowing many to settle in safety and in more luxury than some other holdings at the time.

With the acquisition of Camp Amber from a P.E.A consolidation effort of some level groups, the outpost was administered under the Amber Colony, and later merged into Deimos-Phobos, named after the two Martian moons.

This base now holds a double use, security and residence, with the historic outpost being a home to many.


Veryovkina[]

Base Veryovkina, previously named Cavesitu was a string of holdings that were entity research stations and cave camp spots that were all consolidated. One of the smallest classed bases of the group, their location on the quite desolate level allows expeditions, research and spelunking practice to commence undisturbed. It is located on Level 8/(L1)-008.

Being established in order to document resource and entity presence, it became a holding with a more significant purpose as levels and simulation tools of spelunking were rendered not worth rededicating resources to during the Bloodbath and Flicker.

Veryovkina still remains as a string of camp sites, located in an expansive section, with some supply depots in other passages.

Water purification methods have proved successful, but not on mass, only allowing sufficient quantities for permanent staff and expedition teams in the outpost.

Veryovkina shows promise of being a useful outpost, but with little transport links, is only taken advantage of by those seeing regular travelling.


Vintage[]

Base Vintage, a large residential holding established during Pax Colonia, echoes the fortunes of New Almond. Having good relations with other groups present, and abundant supplies, they remain a notable holding for establishing cordial relations with the Republic of 153, and for being where S.T was for a while during the Bloodbath exile. It is located on Level 153/(L1)-153

Vintage, being an expansive base, contains many normalities of every day life, with the office rooms repurposed into a building that serves all modern day requirements.

With a self-established power network, lack of entities on the level, and the groups control over numerous break rooms (remade into supermarkets and shops), the base sees one of the largest member presence out of any holding.

Vintage also encourages business start ups, agriculture in greenhouse set ups, and takes advantage of numerous break rooms outside its base boundaries to use as exports, making the base a large food and enterprise behemoth in the group, with a manufacturing district and numerous "satellite towns" to trade with the other groups being a contributor to the economic boom with the Vanishing's recovery.


Abarth[]

Base Abarth, flourishing under Michael Ma, is another residential and trading holding that grew, becoming a paradise on the island. With both amenities and recreational activities, there is no doubt why this base is populated. It is located on Level 427/(L1)-427.

Originally being a small residential development to trade with the M.E.G, it began undergoing reforms under the ambitions of Michael Ma, who made the base his life work.

It contains numerous residential blocks, some permanent, some temporary, which are decorated to different themes, either by families and communities that stay, or the companies/co-ordinators that establish the hotels.

Having many recreational facilities, it has attracted a 'tourist-following', being one of the only groups to experience such an effect from the base.

But not only that, the many resources on the island, the climate, and good relations with nearly every presence has allowed it to be a business hub as well.


Outposts[]

Outposts are series of holdings that vary in size and importance massively. From small supply and expedition depots, to large towns, outposts are meant to be a permanently established presence that links the group with the level in a meaningful way. However, many outposts have succumbed to raids, level shifting and more, making those who become Outpost Leaders dedicated in upholding whatever they administer over.

With level shifting, and the quantity of outposts the group owns, do not take this as the full comprehensive list (but as a pretty close one).


Neon City3
Glowcity[]

Being next to the M.E.G centre, it is an embassy to the U.G.A, with plans of expansion to form a residential area in the future if granted permission by the alliance. It is located on Level -151/(L-1)-151. Being a small holding, the groups have had plans to take parts of the habitable level outside Glowfolk control but deemed it too resource intensive. Due to the Flicker attacks by the A.E.G, the level has been barred of most human presence apart from the M.E.G and Colonists, who attempt to keep relations positive with the Glowfolk alliance.


MOSHED-2023-3-19-13-33-16

Descent[]

Descent was an outpost that long served as the frontier of the group in terms of negative levels, being suitable to settle as long as the Monotone Madness anomaly was kept at bay with almond water. It is located on Level -80/(L-1)-008

With good transport links with Level 0, as well as other levels with M.E.G presence, trade between the Colonists and M.E.G was frequent, ensuring survival for both outposts and improving relations.

The outpost promotes heavy research into the Monotone Madness anomaly, and holds good stockpiles of almond water and other experimental sanity consumables. However, only a few researchers and a rotating expedition team are kept here, with little residence offered.


Officething

[MAIN NINE OUTPOSTS][]

Along with New Almond, Blink and the other Main Nine bases, the group still holds many minor possessions across the first levels. While there are too many to count, some major ones held were pre-Bloodbath settlements, former joint territories like the P.E.A-Colonist holdings or divisional group holdings, listed below:

[Romeo][]

A P.E.A-Colonist holding on Level 1 that was maintained by the divisional group members. It has become a supply stop and military training centre for the P.E.A divisions.


[Aat][]

A former Backroomians holding on Level 1, established a few weeks after the initial split off. It was re-incorporated to the Colonists and nearly fell during The Flicker. After minor restoration work, it serves as a small community that trades electronics and almond water.

[Lurkar][]

A second outpost located near New London, serving the Fora Foundation and Colonists on Level 1 that fell quickly with the Bloodbath. With the collapse of the M.E.G capital city, Lurkar now serves as a hub for former M.E.G members, with expeditions occasionally sent to assess the conditions of the former great city.

[Photon][]

Being home to Photon enterprises, the Level 1 outpost specialises in computers, server storage, car repair and other services. The company headquarters on the level is quite detached from Blink, with some company members living there full time. Having manufacturing and service industries, some wanderers come by for repairs to their vehicles, justifying their distance and separate outpost.

[Unofo][]

A small outpost operated by all the divisional groups on Level 1, it sees some collaborative expedition groups and agencies operate station there. Being located a few miles from Blink, it is close enough to have rely on imports.

[Drovo][]

An outpost owned by the Colonists in Level 2, it was an independently led outpost initiative by a small level group dubbed "New Trea Republic" that was unable to run and was absorbed by the Colonists. It only sees 3 permanent members, with a rotating shift of anyone travelling through Level 2 to further ensure supplies are restocked and no security installations are broken.

[Cali][]

Having at one point grew to being the second biggest settlement of the group, Cali on Level 4 saw a peak population of 2,100 compared to formerly Dalt's 3,500. Cali served as the communication and research centre of the group, with many other purposes from Backrooms botany research to candles, before reformation shifted all of this towards the capitals of the time and then to New Almond. Nowadays, Cali still has purpose in being the stockpile centre for base construction, having a lot of makeshift warehouses and construction companies, whilst holding some importance in technological development through being the centre of the Coloni Annual STEM Conference.

[Malt][]

Malt has served as the capital of the Backroomians group ever since their creation, located on Level 4, and it has been the designated outpost for the divisional group's activities since. The outpost is located somewhat near New Almond, allowing logistics to be organised as if it was a part of Greater New Almond, however walking takes a few days, requiring stay at smaller camps. It is now used by the former Backroomians, although they are part of the Colonists proper now.

[OS][]

OS, standing for Office Space is a satellite town of Malt on Level 4, which used to be an emergency outpost used by the Backroomians during their independence. With it seeing little use, it had been given to the former Guidance Corps after they and the Backroomians were made into divisional groups. This was to allow Malt to be protected, and allow for Level 4 wanderers to join the divisional groups, and after training and some stay in OS, be sent across the Backrooms serving the Guidance Corps. It is now used by the Azure Collective and former Backroomians at times.

[Lavender][]

Lavender, located on Level 4, is an outpost used by the Osmi Republic divisional group, and acts as a Main Nine hub for the divisional group specifically. It has stocks of almond water, and is able to generate its own food through aquaponics, only having occasional imports or deliveries from other bases.

In total, 181 outposts across the Main Nine are owned by the Colonists, (and 15 by divisional groups) with only the ones mentioned above having any sort of permanent population. Mostly, they are in Level 1 or Level 4, and are extensions of Flickers and New Almond, or are small holdings used to trade with level-based communities.


CubiclePath

New Concord[]

Being an outpost established to link Level 1 and Level 4, the outpost has always been a supply hub for the capital and beyond. It is located on Level 4.3/(L1)-004.3.

Previously referred to as 'Generic Concord', this sublevel and the outpost located on it has always been important for supporting New Almond with supplies, as well as being a level with many thriving communities that trade.

From computers, to rose water, the level has a lot to offer and has become home to many not wanting to be directly in the bustling bases on Level 4, and ambassadors to the T.A.L, helping with aid and uncovering documents.



YellowLightArea

Passage[]

An outpost located in the alleyways, the traffic light system in place makes the outpost small in size and population, but proves useful to document the level, and move between the 11 sublevels. It is located on Level 11.6/(L1)-011.6.

Being a collection of small outposts with some vendors and residences, the outpost operates in quiet, making movements to different close together sites to negate the traffic light system.

Some things sold in the vendors include almond water, commodities, Backroom Today papers and other usual items.



Level 20 -2

Ikana[]

An outpost with an abundance of supplies, many workers here scavenge for tools and supply crates to be shipped where they need. It is located on Level 20/(L1)-020.

Being recently established, the outpost has seen multiple companies take hold that allow for quick delivery to many outposts of a variety of supplies.

While other level-based groups have formed, the infinite scale makes contact between Ikana and other settlements to a minimum, and the lack of entities allows for permanent inhabitation and shipping of goods.





Scatters[]

Scatters is a collective outpost name for the two holdings on the level, 'Inescapable Paradise Entry' and 'Scatter Route'. Not only does the outpost do trading and giving information, they often hold snooker tournaments, as well as operate bars. It is located on Level 87/(L1)-087.

With the outposts located at entrances, they often help wanderers and co-operate with the main level group, The Billiards. However, with some recent expansions, some bars have opened up, as well as residential space and a section for Colonists to hold tournaments of their own.


Level130-3

Vintage-Apart[]

A sanctuary for old members, the outpost was established as Deluxity, before constant level shifting formed the level and outpost as it is today. It is located on Level 130/(L1)-130.

Being connected to Level 4, and having a trading section with the M.E.G, the level has been able to be resupplied when needed, bringing home comforts which the level no longer provides back to the holding.

Recently, it has grown to the point of being considered a base, however, it mostly has a residential significance, and there have been no moves made to change Vintage-Apart's status.


Level154Hub

Expressway[]

Another outpost with a similar purpose to The Hub and Metro, it has served as a meeting ground and a way to move to certain levels that are frequently operated, like Level 1, Level 4 and Level 399. It is located on Level 154/(L1)-154.

Having networks of subways, bullet trains, tunnels, and open spaces like the Snack Zone, a lot of space is designated for residential and leisure needs, while some trains are exclusively used for cargo or people movement by the Colonists, allowing the group to have extralevel delivery, as is needed from outpost to outpost.

The Colonists as well have good relations with the groups present on the level, like N.A.X.O.S and the M.E.G, also forming joint expedition teams that link up on this level to supply before missions.


Starlit

Arrowpoint[]

An outpost that holds numerous level keys, the members of this are often seen trading near the entrance with wanderers and the M.E.G. It is located on Level 156/(L1)-156.

The outpost, consisting of makeshift tents located near the entrance, is often used to trade with the M.E.G, who own the nearby Outpost Lambda. While the outpost is quite small, the smallest out of the two on the level, it often only is used by expedition teams and the residents.



New level 157 photo

Bravo[]

Another M.E.G-Colonist co-operation outpost, it consists of five permanent researchers and expedition teams like other outposts, that scavenge for rare supplies and document anomalies on the level. It is located on Level 157/(L1)-157.

While the M.E.G mission focuses on level preservation, the Colonist researchers focus on Chatterers. Although, both do joint projects with their missions if any problem arises.

Expedition teams usually look for go-kart tracks for supplies, and rooms with vending machines.




Chairrooms1

Chalier[]

A permanent settlement established in the 70s, it became a research and wanderer guidance centre, being home to the Guidance Corps for a while before their movement to Level 4 and eventual disestablishment. It is located on Level 179/(L1)-179.

Another level containing Colonist and M.E.G presence, they conduct research missions and use the level as a recruitment platform due to the level's entrance property of sending wanderers to this level by noclipping in the Frontrooms.


Level246-5

Luna[]

An outpost that is located next to Town 246 on the coast, it has become a researching holding that also has many ambassadors for the Republic of Artists, M.E.G, B.I.F and ERC on the level. It is located on Level 246/(L1)-246.

While this level is overall peaceful, and has become a spot some choose to visit, it has proved dangerous at times with The Flicker and The August 6th Incident.



Level 370

Naturia[]

An outpost used mostly for accepting new wanderers, the group has shown further interest as of recently to use the compact jungle for further resource extraction. It is located on Level 370/(L1)-370.

Being another holding the Colonists had owned for a while, it was used for accepting wanderers and other groups deeper into the Backrooms Cluster, whilst also trading with the M.E.G.

As of recently, lumber extraction moved to the bountiful forests of Level 422, however, ANR holdings make the outpost hold some hope for expansion.


Level 385 In 1975

Cloudline[]

Cloudline is a recently established outpost, having quite a large population strung among a safe section of the Rooftops. Used to gather supplies and interact with the more than 1000 other communities and outposts on this level, Cloudline has seen itself become a hub. It is located on Level 385/(L1)-385.

Due to the abundance in supplies and interesting properties of this level, the Colonists eventually decided to send a formal expedition and establish a city in the rooftop zone, where sustainable food sources were set up, supplying a significant portion of the group and outer communities.

Furthermore, scavenge teams and divisional groups set up in Cloudline, giving assistance to communities, trading and gathering supplies which overall help the group prosper on this level.


The Main Lobby

Circa[]

An outpost originally established during The Flicker to reverse the blackouts, the Colonists gained an interest due to the luxurious facilities and M.E.G presence. Overtime, more areas were established to allow Colonists to use dnt types of rooms found on the level, without making significant alterations. It is located on Level 477/(L1)-477.

A small holding that grew with the group being able to discover the level's pools, establishing spas, and as well arcade and movie theatre complexes. Now, the level sees many come over the weekends and holidays to relax, with some having second homes to stay for a few days.



Vaporwave mansion Level 514

Morpheus[]

While the level seems futuristic and perfect, all with a vaporwave covering, the level's lack of exits makes the holding one of a luxurious exile. It is located on Level 514/(L1)-514.

Being a holding that saw many flock to the level, Morpheus would be described as a paradise. However, communications and the Bloodbath meant the inhabitants would find no way home, or even reaching out. After the Grade 3 receivers usage by the Colonists, the group was able to re-establish contact with Morpheus.

Nowadays, the level has become a holding where people go to in order to forget about the Backrooms, taking advantage of the level's nightclubs, pools, gardens and libraries.



711MyBeloved

Council[]

In the northwest section, the outpost here is a recently established one, used to often trade for elusive resources and interact with the Backrooms Today holding. It is located on Level 711/(L1)-711.

This outpost is located in the town hall, with 342 permanent residents. Due to the Backrooms Today outpost, papers usually are processed in Council before making their way throughout the group.


Pastel 799 main

Vioyi[]

Being a small yet organised holding on the level, the Colonists here collect skylight fruit and almond water, often traded between the groups present on this level. Being supported externally, other goods are received for skylight fruit, a hot commodity. It is located on Level 798/(L1)-798.

This outpost has only 30 or so members, all having the intent to stay, collect the level's resources and document anomalies. With M.E.G and Colonist internal trade, the holding here is serene, with some office spaces the group controls being made into blooming gardens, pool or residential areas for the extra few members that do rotate or stay overnight here.


Palengke 2

Vioyi[]

Similar to Outpost Passage, this holding encompasses both a wet and dry market area, operated by the group and those that are not associated but hold temporary work here. It is located on Level 859/(L1)-859.

While the level does have many natural events and entities, the Colonist presence is permanent, with markets operated constantly which sees heavy wanderer trading and purchasing.

The Palengke market theme of the level sees a mix of people here, which has interested many companies (even if they don't directly sell goods, just services) to the level.

The Colonists permanently stationed here or live here usually operate with other groups, sharing some facilities to survive the levels chaotic events.


Level 913-1

Periigitís[]

Another M.E.G co-operation outpost, Periigitís is located adjacent to Trahentium, with the level promoting trading and missions to scavenge for train parts and the unrusting carbon steel this level contains. It is located on Level 913/(L1)-913.

Being established after the Bloodbath, it was a complete surprise that the group managed to locate very close to an M.E.G holding, so they now moved adjacent to each other, being a great example of how the two former hegemonies can get along.


> Open Author & Licensing Information
> Close Author & Licensing Information