Backrooms Wiki
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Please do not add a page without asking me(SoulWithSorrowLaiden aka pastacat) first.

Description

All hope of escape from the empty hell of the Backrooms is a distant dream, a dying ember, a burning memory. Since their formation, the M.E.G was characterized by its mission to expand and prosper, bringing wanderer after wanderer into their fold and traversing the endless hallowed halls of the Backrooms, establishing order wherever they went. Those days have long passed however, and they are now spread incredibly thin, and on the brink of collapse.

Outposts are raided or destroyed by entities and rival factions on a regular basis as supplies, manpower and equipment are spread few and far between. Colonies fair little better, as although they possess better defenses and supply chains, they are also constantly under threat from siege, starvation or water shortage. The Committee has somehow kept everything ticking over, with the brink of disaster barely being pushed back just a few more days constantly. Powerful things stir in the darkness, roused by a thousand woes and sorrows echoing through the empty halls. Hope is a distant dream, a dying ember, a burning memory and many have come to believe that all who wander are lost.

The M.E.G

In this timeline, the M.E.G have grown significantly in size and scope, an act which has also led to their downfall as they struggle to maintain control of their large territory in the face of constant siege by entities and enemy factions. Technological advancements have been few and far between, with exploration teams being between two to ten people at their largest, equipped simple weapons such as fire axes, crowbars, or a firearm if they are lucky. Electrical equipment is highly sought after, with tape recorders, flashlights and other such technology being highly valued among Wanderers.

Outposts exist on most levels to guide wanderers to safer locations and colonies, with an average of fifty personnel stationed per outpost. Outposts also monitor the more unstable levels for any kind of changes and conduct rudimentary studies. Outposts are expected to be semi self-sufficient when it comes to gathering resources and recruiting lost wanderers. Relief personnel and supplies often do not come to the harder to reach levels for months. This can lead to outposts being discovered to be completely destroyed or abandoned when personnel finally arrive. All outposts are linked to a colony in a safe level from which the outposts originally spread out from into other levels or further into the same level.

The Hub is the biggest M.E.G colony and acts as their primary center of operations.

M.E.G Hierarchy

  1. The Committee - The seven leaders of the M.E.G, referred to as Alpha, Beta, Gamma, Delta, Epsilon, Zeta and Eta.
  2. Colony Warden - The leader of a colony that makes all final decisions, advised by their Head explorer, Head guard and Head scientist. - Reports to The Committee
  3. Outpost Warden - The leader of an outpost that makes all final decisions, advised by their Head explorer, Head guard and Head scientist. - Reports to the Colony Warden of the colony that set up the outpost.
  4. Head Eliminator - Oversees all Eliminators where they are stationed. - Reports to Outpost or Colony Warden.
  5. Head guard - Oversees about five to fifty guards depending on where they are stationed. - Reports to Outpost or Colony Warden.
  6. Head explorer - Oversees all exploration teams in their outpost or colony. - Reports to Outpost or Colony Warden.
  7. Eliminator - Elite guards that make up variable size Elimination Squads, which have all the responsibilities of guards but are called for when a powerful entity or person needs killing. - Reports to Head eliminator.
  8. Guard - Responsible for the protection of outposts, colonies, and personnel of higher clearance. - Reports to Head Guard.
  9. Explorer - Members of exploration teams. - Reports to Head Explorer.
  10. Head scientist - Oversees all projects currently being worked on in their outpost or colony. Although they do not have much direct authority, it is strongly recommended that all decisions made by a colony or outpost warden should take the Head scientist's advice into account. - Reports to their Outpost or Colony Warden.
  11. Scientist - Researches the properties of both levels and entities and are tasked with the ultimate goal of finding a way out of The Backrooms. - Reports to Head scientist.
  12. Citizen - Members of the M.E.G that make up the general population of colonies.

Hoppers

Hoppers are small M.E.G devices used in the transport of supplies and mid to high ranking personnel between levels.

Soulverse pages

In chronological order of creation.

  • The Backgardens Semi-related level to set out base lore (you can skip this).
  • Wall Worms Semi-related entity to set out base lore (you can skip this).
  • Hoppers Semi-related item to set out base lore (you can skip this).
  • "Probably Nothing" Tale establishing a lore and adding a few characters,
  • The Fun Wars Brief overview of a part of the timeline.
  • Interview Continuation of "Probably Nothing" that introduces more characters.
  • Level 227 Level with attached tale to introduce lore and characters.
  • Level 56 (formerly 999) Level with attached log, tale and poem to establish major lore.
  • M.E.G operations Insight into the running of the M.E.G and more lore explanation.
  • M.E.G Directives Insight into the running of the M.E.G and more lore explanation.
  • Personnel Deepening the lore for already established characters.
  • The Committee Deepening the lore for characters and the M.E.G.
  • Level 41 Level with the introduction of a new character.
  • Memory Farms (By RayneNormal) Needed to understand some future lore (Vermis).
  • Jester Character for lore and Crimsonverse/Impressiaro crossover.
  • The Anguish Thesis Explanation for the creation and mechanics of the Backrooms.
  • A Brief Guide to Noclipping Slightly humorous explanation of noclipping.
  • Vermis Expanding on Memory Farms lore and introducing a new character.
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