The Hub

Survival Difficulty: Class 0 -Safe -Stable -Devoid of Entities

## Description

**The Hub** presents itself as a vast subterranean complex, composed of an infinite interconnected network of tunnel systems. The tunnels are lined with evenly-spaced doors, the design of each one representing the respective level that it leads to. There is only one door for each level, marked by a unique runic symbol. A door can only be unlocked with its respective Level Key, which is engraved with the same symbol corresponding to that on the level door. However, all doors to have previously been manually unlocked always become locked once again for any subsequent entrants into **The Hub**. Only levels 1 and 11 remain permanently unlocked.

In the center of this tunnel network is a much more ancient structure, known as **The Temple**. It is constructed from a form of architecture akin to those of ancient civilizations, but is not attributed to any known culture in The Frontrooms. The Temple seems to serve as The Keymaster's place of residency, with an imposing marble statue erected in his likeness standing in the main hall. Wanderers congregate in this place to bring offerings to The Keymaster. Many do so in the hopes of receiving a level key to one of The Hub's doors, while others hope to be "unlocked" by him, receiving blessings and boons which grant them immense power. The Temple houses yet more level doors in its inner sanctum, which are grand and ornate in design. However, where they lead is unknown, as The Keymaster has prohibited any entry through them by wanderers.

## Entities

The only native entity in The Hub is The Keymaster. He serves as the overseer and guardian of the level, protecting it from hostile influences -- though he himself is not seen often. It is from The Hub that The Keymaster travels to every other level of The Backrooms.

Other entities have been documented in The Hub, but they are only benign ones that are merely passing through the level in their travels. All hostile entities immediately disappear upon entering. The level seems to be able to detect the intent of all who enter, including even wanderers, and thus the permanent safety of The Hub is ensured.

## Colonies and Outposts

### The United Backrooms School System

* 20 teachers and 80 students.
* Use doors and The Metro to teach students about entities and The Backrooms in general.
* Give breakfasts and lunches to students and teacher in exchange for schools supplies.
* Open to new members in exchange for school supplies.

## Entrances and Exits

### Entrances

* From the entrance of Level 1, head straight down the corridor, and stop at the door. Go through the door, then continue until the end of that corridor. Then, double back to the entrance of the level. There should now be a diverging path that goes left or right. Take the left. There will be another divergence. Take the right. Then, at the next one, take a left, and at the next one, take a right. As soon as the right path is taken, the path will lead to two doors, labelled A and B. Take the B door. Upon going through that door, the new room will look identical to the last one. Now, take the A door. This is the door that leads to The Hub. If any of these steps are completed incorrectly, like taking the wrong turn or not doubling back, one may end up somewhere completely random.
* Trying to dig yourself into the ground in The Barrier will take you to The Hub.

### Exits

* Unlocking and entering any level door in The Hub will bring you to its respective level. It should be noted that the level doors are one-way and you cannot return to The Hub from the other side, as the doorway will disappear after being crossed.