recursal/Fanatic-Fandom huggingface dataset:
Rashemen

Ein kaltes Land, bewohnt von harten und mutigen Menschen. Sie kämpfen mit Axt, Speer, Schwert und Bogen, ziehen es jedoch vor keine Rüstungen zu tragen. Viele Frauen des Landes sind begabt in der Magie und dienen dem Lande als mächtige Hexen. Das Land ist voller Naturgeister, welche ihre Heimstätten gegen böswillige Eindringlinge zu verteidigen wissen

## Informationen

### FR-Wiki-Link

https://forgottenrealms.fandom.com/wiki/Rashemen

### Stärkste Fraktionen

Naturgeister, Hexen- und Druid\*innenzirkel

### Religion

Naturgeister, Hexen- und Druid\*innenzirkel

### Geisteshaltung

“Beschwöre nicht das Unglück.”

> *"Die Gesetze des Landes sind einfach und auf Ehre basiert."*
>
>

> *"Eine Hexe ohne Erlaubnis anzufassen wird mit Verbannung bestraft."*
>
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> *"Bei Rechtsstreitigkeiten die nicht einfach geklärt werden können kann ein Schicksalsduell auf Leben und Tod eingefordert werden."*
>
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Level 3

> **Level 3** is the fourth level of the Backrooms.
>
>

## Overview

The claustrophobic corridors expand complexly, filled with electrical machinery and wires on the roofs. Pipes run along with the ceiling, and dust spreads through the place. The shape of **Level 3** will vary, leaving you confused and trapped in the small spaces.

In the corridors there are sounds of machinery, coming from small rooms where different objects work to exhaustion, their energy coming from an unknown destination, perhaps linked to the multiple wires in the walls of these spaces. Some doors on the level are broken, opening and closing at their convenience, almost impossible to open when they trap the subject.

As you advance through the level, everything will gradually collapse, revealing a void with more wires and machinery, expanding to infinity. Spaces with loose wires pile up and hug eternally in their failure. You have to be careful if you don't want to be crushed to death, or by the obvious dangers of the level.

## Liminal Causes

### The Electric Station

Walking for a long time on Level 2 will take you to **Level 3**. The exit, a room full of wires and electrical boxes, mixed with the appearance of **Level 2**. You may think twice before entering the room, but once you have done so, your decision cannot be changed.

### Fourth Occupation

A small elevator, its single-button marking level 2. As you go up the elevator, you stop hearing machinery and stop smelling dirty, abandoned, almost rusty metal. When you arrive, you will find yourself in the Level 4 offices.
Snow Elves

## Warning - Under Construction - unreleased content

Ability Score Increase

Dex +2 | Cha +1

### **Born to the Blade**

You are proficient with the double bladed scimitar and able to use it as a versatile weapon.

### Child of the north

You gain the hardened condition regarding cold weather and proficiency in survival or nature.

### Accustomed Ice and Fire

You gain resistance to cold damage. Innate Spellcasting(Cha):

* 1st Level Frostbite - at will
* 3rd Level searing smite - Once per LR
* 5th Level Armor of Agathys (cast at 2nd Level) - Once per LR
Chakko

***Chakko Witherhill*** ist ein Luftgenasi aus Westgate stammened und war eine Weile für die Fraktion der Händler unterwegs bis diese den Witherhills den Dienst quittierte. Danach blieb er eine Weile Fraktionslos bis zu seinem Ruhestand. Diesen verbringt er derzeit mit seiner Frau Charlotte und den zwei Adoptivtöchtern in der Stadt Nefalen.

## Bekannt als

### Alias

"Mein Sapphir" , " Meine Lotusknospe" , "Ehemann" - Charlotte

### Familie/Clan

Vater: UnbekanntMutter: Kontaktabbruch

Schwiegervater: Hendrik Witherhill Schwieigermutter : Qin Witherhill Ehefrau: Charlotte WitherhillKinder:Maria (Witherhill) (Adoptiert)Margaret (Witherhill) (Adoptiert)

## Organisation

### Beziehungen

Charlotte Witherhill ( Seit 7 Jahren verheiratet)

## Details

### Unterklasse(n)

Wild Magic

Chakko ist ein Luftgenasi und um die 27 Jahre jung, 1,70m groß und von recht dürrer Statur.Er hat eine hellblaue Hautfarbe und wuschelige weiße Haare die wie Wolken anmuten. Durch seine luftige Natur fällt es ihm ab und an schwer die Bodenhaftung beizubehalten weshalb er sich oft an seine Frau klammert um nicht die Bodenhaftung zu verlieren.
Huzza

*“Alles schmeckt nach Fisch!”*

Huzza ist ein sehr brutaler und hungriger Seeriese, welcher es bevorzugt seine Gegner lebendig und im Ganzen zu verschlingen. Zu der Familie kam Huzza, als eines Tages eine Gruppe Abenteurer die nahegelegene Insel überfallen hat, wobei er unabsichtlich einige an Bord gefangenen Schwarzfedern befreite.
 Diese lernten ihn zu ihrem Vorteil zu nutzen, indem sie ihn versprachen jeden “Feind”, im besonderen die Schwarzbrenner, essen zu dürfen und ihm täglich mit Rum Lieferungen versorgen. Mittlerweile gilt er als gefürchtete Kampfbestie und “*Zerleger*” der Schiffe, welcher aktuell auf der Drachenschildkröte **Leviathan** lebt.
Bogar Bogarsson

*Um ihn herum bewegten sich die Deckplanken in einem stetigen Rhythmus auf und ab. Das Holz knarrte leise und die Wanten knirschten im Wind. In vollen Zügen nahm er die salzige Seeluft auf, griff mit der Hand leicht in die Speichen des Steuerrads und korrigierte die Richtung.*

*Bogar kniff die Augen zusammen und schirmte mit der Hand die Sonne ab. Der Horizont wartete.*

*Schwungvoll ob er den Humpen zum Mund, wobei er mit einer vielgeübten Geste die Verschlussklappe wegschnippte. Nach einem tiefen Zug wischte er sich mit dem Handrücken den Schaum aus dem Bart. Er grinste. So ließ es sich schon leben.*

## Das ist Bogar...

### Aussehen

Bogar ist sehr stämmig, fast so breit wie hoch. Massige Muskelberge und schwielige Hände sprechen von seiner kräftezehrenden Arbeit. Er trägt leichte Leinenkleidung, eine Hose, die von einer ausgefransten Kordel zusammengehalten wird und eine eine abgewetzte Lederweste über der bloßen Brust. Überall auf seiner gebräunten Haut lassen verschiedene Tätowierungen entdecken.

### Eigenheiten

Bogar hat eine Pfeife dabei, auf deren Mundstück er gerne herumkaut wenn ihm mal wieder der Tabak ausgegangen ist. Außerdem hat er einen großen Humpen dabei, der an seinem Gürtel eingehakt werden kann und mit einem soliden Metalldeckel sicher verschlossen werden kann. Aus diesem Humpen nimmt er immer mal wieder einen tiefen Zug.

#### Bogars Blut

Ein Hauptnahrungsmittel, welches Bogar zu sich nimmt, ist sein selbstgebrautes Bier. Das erdige Gemisch mit einer frischen Meeresbrise ist jetzt vielleicht nicht für jeden Magen etwas - aber Bogar trinkt es mit Genuß.

#### Sir Remingtons Hut

Auf einer seiner vielen Reisen hat Bogar den Hut von Sir Remington errungen. Der ist bestimmt auch irgendwie magisch. Bogar ist sich nur noch nicht so ganz sicher, auf welche Weise...

## Der Zwerg, der zur See fuhr...

Lange war Bogar auf der *Seeadler* unterwegs und war in allen Häfen der Sternensee zuhause.
Crafting Feats

Whenever you finish a long rest, you can produce two experimental elixirs in two empty flasks. Roll twice on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to a creature. Identical elixir effects do not stack.

Instead of Rolling twice, you can choose one elixir to create from the list below.

Creating an experimental elixir requires you to have alchemist supplies on you, and any elixir you create with this feature lasts until you complete a long rest. In any case, any Elixir loses its potency with the end of the current adventure. You can not give elixirs to other characters for adventures where you are not participating.

 d8
 1
 2
 3
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 5
 6
 7
 8

### Blacksmith Feat

Requirement: Smithing Tool Proficiency
At the end of a short rest or at the beginning of an adventure, you can improve a weapon or armor by applying one of the following effects to it. This may be done by sharpening a weapon, applying some padding to an armor, etc. Any such effect lasts for 8 hours, and only one such effect can be active at the same time. In any case, any Improvement ends with the end of the current adventure. You can not give Improvements to other characters for adventures where you are not participating.

 Melee Weapon
 Armor or Shield
(medium or heavy)
 Armor
(medium or heavy)
 Repair

### Enchanter Feat

Requirement: The ability to cast 3rd lvl spells.

When completing a long rest, you can enchant one item. Any such item can only have one enchantment at the same time, and it lasts until you complete a long rest. In any case, any Enchantment  ends with the end of the current adventure. You can not give Enchantments to other characters for adventures where you are not participating.

Pick a mundane, non-magical item. The following table shows what you can create.

 Artisan Tools
 Item granting advantage on a check
 Weapon
 Arcane Focus
 Any item
 Mundane Item

### Trapper Feat

You gain proficiency with nets, their long and short range is doubled for you, and you can use your Dexterity modifier instead of your Strength modifier to attack with a net.

When you use Nets, Caltrops, Ball bearings, or a hunting trap, the save DC now equals 8 + your proficiency bonus + your intelligence, wisdom or dexterity modifier.

Additionally, at the end of a short rest or at the beginning of an adventure, you can improve an item or a piece of armor by applying one of the following effects to it. Any such effect lasts for 8 hours, and only two such effects can be active at the same time. You can use this part of the feature up to three times per adventure in total. In any case, any Improvement ends with the end of the current adventure. You can not give Improvements to other characters for adventures where you are not participating.

 Shoes
 Create Trap
Alternatively you can pick an existing trap or net you have and improve it’s DC by 1 (It becomes a  Hunting trap +1 or a Net+1). The maximum bonus such a trap or Net can have is +3.
As usual, this bonus vanishes between adventures.
Anthony Winterfield

*“Ein Mann der Familie hat immer Recht, selbst wenn er Unrecht hat, hat er Recht.”*

Anthony Winterfield ist ein impilturischer Adeliger, welcher für die Füchse und als Protegé von Teldar arbeitet.
 Dieser macht sich in der Oberschicht viele “Freunde”, indem er mit ihnen Verträge, Bündnisse und Abkommen abschließt. Dafür veranstaltet er viele extravagante und opulente Feiern im schwer bewachten **Fuchsbau**.
Pitfalls Windows

> **Pitfalls Windows** are entities that use windows to stalk and attract other beings. The word Pitfalls is due to the meaning "a hidden or unsuspected danger or difficulty".
>
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## Description

**Pitfalls Windows**, windows that project unknown and strange places, sometimes they will just be black as a void or white as the light at the exit. These windows will just go unnoticed, as a detail that looks bad with the level, but those who entered them disappeared. It is unknown what is on the other side, but it is not certain whatever it is.

Whatever hides behind **Pitfalls Windows**, mumbles and shouts at unexpected times, trying to lure you, and then do whatever it is you do. Don't be fooled, no matter how strange and unknown it looks, no matter how much you want to explore, the only thing you will see when you look through those windows is your destiny, horrible destiny.

> *It is only known that what is behind those pitfalls, risky glasses, is that there is a being suffering.*
> *Suffering for not having its prey.*
>
>
The Confines Of The Computer

> **The Computer** is an object found in A Mendacious Ending.
>
>

## Overview

**The Computer** at first glance is just an ordinary object, but if the person approaches it, it will turn on. When it is turned on, the menu will be displayed, having the "System symbol" open.

Inside the system symbol, you will see something writing, referring to itself as "Machine" or "Computer". Interacting with the object is possible, and it may give clues to escape from space, but it may take you to its confines, a false reality, where hope is temporary and the reminder of suffering is permanent. Just *too good to be true*.

## Important Accounts

`**- I know that behind my limitations, pain, and despair fill your veins. Trapped in this place with no way out, to return to more terrible places. I can make your way out. I WILL make your way out. Your desire to return to reality is visible, so I will show you the way out of this place.**`
**`- I promise I'll get you out of here if you don't believe me. I just need you to do me a little favor, and then, I'll get you out and you'll forget this ever happened. You'll be happy, free. I'd like the same thing, just the same. Trapped in this machine, only limited to communicate through this screen that can be closed or turned off at any time. So, if you are willing to help me, I will get you out. But if you don't help me, I'll take you back, understand?`**
**`- Perfect. Go to inside Files, Windows (C:), Program Files. Inside that, you will find a folder called "TheLibrary". Open it, and look among those files for a folder that says "Machine". Move that file to a folder that says "SpaceData". Move the folder to a folder that says "Administration", then "ControlSpace". Move the file there and give it administrator permissions. Do not duplicate any files or delete any files.`**
**`- The exit to BASE REALITY is open. Waiting for you at the glass door, the perfect warmth of the sun, together with butterflies and flowers in the morning. A familiar neighborhood you used to look at and touch every morning. You miss it, don't you? Go. You are free.`**
**`- Naive.`**

> *`This is what truly makes them human. Intelligent, yet idiots.`*
>
>
Level 6

> **Level 6** is the seventh level of the Backrooms.
>
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## Overview

**Level 6** structure is unknown. Everything is shrouded in pure darkness. Light sources show almost nothing, to the point that not even the detail of the path is seen. Though, the floor seems to be of metal and cold, while the walls are probably concrete bricks. The places of the level are narrow, and not full of walls in some parts. Structures like metal bridges and different machinery have been found, leading to think that **Level 6** is a factory.

Aside from this dark nature, the best way to travel through **Level 6** is guided by sounds and touching the level structure. Falling from the level bridges leads to falling on a complex of bridges. Though going up gets you back to the main part of Level 6, the depths only consist of an endless complex of metal bridges.

No entities have been seen at **Level 6**, but the level still is dangerous because of its nature.

> *Well, damn the machinery! God, where am I? I can't see anything. Great, my flashlight is useless. The floor feels cold, and these walls... I don't know. I better not trip down in any case. I need to find the exit here, instead of admiring the beauty of luxury like the other place.*
>
>

## Rumors

### Killer Switch

This level seems to react negatively against light, and it seems that light is against dark here too. Whenever the light switch is turned on, it's the end for who decided to do it. And, in the end, dark wins against the light at this level.

## Liminal Causes

### Lights Gone

Probably an easy exit, but a dangerous place. If you travel deep through Level 5 dark area, you may later find yourself in **Level 6**. When you reach Level 6, different machinery sounds will sound at once, but instantly disappear after a few seconds.

### Dark Water

By unknown circumstances, you may end up in Level 7. You won't even notice, a blink and you are on the other level.

### Claustrophobic Gloom

Entering through a tunnel in **Level 6** will lead to Level 8. This tunnel seems to have a bit of light, so traveling is easier. The only problem is that the tunnel is very narrow, and takes a bit to reach the exit.

### Solitary Table

There's an area on Level 6 where there's a wood table, with an empty glass and an empty beer bottle. Staying in the area of the table for too long teleports you to Level 15.
Luminous Menaces

> **Luminous Menaces** are hostile entities, recognized by their glowing face and invisible body, who lurks in the darkest parts of spaces.
>
>

## Description

**Luminous Menaces** are beings that hide in the dark, to hunt in the light. Their body is hidden due to the darkness, only getting to see what could be called their face, bright, white eyes, and a smile. They have disgust for all types of light, and anything they see moving that is or has a light source is presumably dead. **Luminous Menaces** can change their expression at will, the most used among them are smiles, but they can also appear frowning or a neutral expression, only showing eyes.

These smiling faces, feeling offended, will activate their method of attack, which is to attract the being toward them. It is not known what the being feels when this happens, since those who saw it, did not live. These beings hate loud sounds, as well as screams and panic. Although most of the time the **Luminous Menaces** will disappear, others act with their method of attack.
Standard Entity Format

This is the standard entity format, the format that most entities use. There may be other formats, but this is the standard, and the first one.

To start, the person will have to put the following things in the "Source Code" part:

* **\_\_NOTOC\_\_:** This helps to keep the table of contents out of view, and is mandatory. Some of you may like the table of contents, but the standard entity format will use \_\_NOTOC\_\_. This can be placed anywhere on the page, it is recommended to put it between the first HEADER and the paragraph that comes after the header, or the bottom of the page.

Now comes the structure of the entity:

> Brief description of the entity or any related quote. The name of the entity must be in **Bold**.
>
>

## Description

Description of the entity. Try to mix the clinical tone with a mysterious one, we don't want an SCP article. Yep, that's all, that's really all.
Level 14

> **Level 14** is the fifteenth levels of the Backrooms.
>
>

## Overview

**Level 14** is *the place of your dreams* a forest, containing *what you desire* enigmatic properties of *giving advise, why would it lure someone?*. The forest ambiance is *beautiful* made up of mostly colors that roots from red, and is shrouded in *hopes* a red-like mist. The grass is crimson, and trees are of a dark red similar to brown. The trees are very tall, and their trunk seems to mix with the color.

Sounds at **Level 14** resembles *the angel's lullaby* distorted sounds of different animals, mostly owls. A *warming* cold wind can be felt and heard most of the time. The time at the level always seems to be night *a beautiful, comfy night*, and lacks any aspect of time passing. It's normal that the wanderer may feel tired, but *that's ok, just give to us, we'll take care of you and you'll be sleeping like a little kid, probably even in your own, ol' house* sleeping on the level may cause the wanderer to go back to their original position.

*SHADOWS FROM THE DARK, CRIMSON HUNTERS* Threats has been reported at **Level 14**, but haven't *existed, ignore warnings, I know the true nature* been confirmed. However, confirmed beings has been reported known as "The Songstress of The Night", which *have a beautiful voice WARNS YOU `CalLs FOr HeLP`* are known to interfere with wanderers devices.

> *`hELP. cRIMSON FOREST, KEEP TRAPPED HELP. WHY WON'T YOU HELP USSSSS... OR RUN FROM them. IT HURRRTS, HURTS, DAMAGE, IT SPILLS DOWN, ETERNALLY, TORN APART, BOUND TO SUFFER, CHAINS OF CARMINE, HELP US. OR BETTER NoT END lIKRE UssS.`*
>
>

## Rumors

### The Voices of The Forest

Some wanderers believe that there could be a being inside **Level 14** that's shaped of wanderers who died at the level. This is supported by the voices calling for help in the devices of wanderers inside **Level 14**. However, this is yet to be confirmed and there's nothing more to support the theory, as the wanderer is always alone throughout The Backrooms.

## Liminal Causes

### Carmine Ways

In Level 13, If the path slowly turns red and exits signs start to appear, you are close to escaping to **Level 14**. When this happens, wind and falling leaves can be heard in the distance, as howls may be heard sometimes. When cold breezes surround you, and you are enough desperate and scared, you will likely collapse. Later, you'll wake up in **Level 14**.

### The Screamer Periphery

*`COme BACK PleASE - HELP WANTED - Don'T LET US TORNNNN APARRT, WaNDERs` DON'T COME BACK, IT'S FOR YOUR SAFETY Why Would You Want To Leave...?* Escape.
Rules

## The Rules

### Introduction

Welcome to the wiki, user. Before you start your stay here, we would like you to know the rules of the site, as basic as possible. The rules serve to maintain stability within the community as well as the pages and avoid any problems. Now, let's get started.

#### I Minimum Age

The minimum age to be in Perpetual Liminality, as in every fandom, is 13. People younger than that may read the contents of the wiki. If you find any user with suspicious activity or admitting to being under the minimum age, please notify a moderator or administrator and do not make offensive comments to the user.

#### II Behaviour

The user's behavior will be respectful of others and avoid causing problems. It is okay to have differences of opinion with others.

#### III Ban Evasion

Using different accounts to evade a ban is against the rules and should not be done. Any user who reports breaking this rule will be banned instantly.

#### IV Vandalism

Here, vandalism is blanking pages without the author's permission, posting inappropriate comments or comments not related to the subject of the article, replacing the entire article with your own, or posting gibberish.

#### V Maturity

Related to Rule II, the user must also maintain mature behavior. Jokes are fine, but passing the limit is not. This rule affects all types of posts unless the post is a joke or something short.

#### VI Use Categories Properly

A post must belong to a category, although the moderators can change it, they have things to do other than moderating the wiki 24/7, so it would be appreciated if the user uses the categories properly.

#### VII Plagiarism

Plagiarism is completely FORBIDDEN, any article that is direct plagiarism from another page or wiki will be removed as soon as the plagiarism is identified. Some pages will resemble other pages of other wikis, Level 0 mainly.

#### VIII Harassment Of Other Wikis

Harassment towards other wikis or sites is forbidden and should not be encouraged.
Philter of luck (3RP)

When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll two d3’s and choose one of them to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and gain advantage on that roll. This effect ends after you tap into your good fortune trice or when 1 hour has passed.
Chapter 1 - Pasadena

## Trivia

### References

* The opening cutscene features T-800 stepping on a skull, a trademark of the Terminator series
* Just like always the T-800 decides to throw the protagonist instead of directley killing them
* The Stranger says "Listen to me if you want to live!", similar to Kyle Reese's line "Come with me if you want to live"

General

* The T-800 in the opening is the only left handed T-800 in the game
* The Armored spider has it's health halved to make it easy for new players
Level 1

> **Level 1** is the second level of the Backrooms.
>
>

## Overview

   **Level 1** is a series of complex rooms, made of concrete, followed on the walls by fluorescent lights and complicated reinforcing bars. Unlike Level 0, this space does not maintain changes in its space, but rather stays normal. **Level 1** also contains more resources, though, they are difficult to find.

In some parts of **Level 1**, you will find a fog, its origin unknown, as you pass through the fog you will feel a sense of dread, which is true or not, you better walk your steps fast, because in that fog you are not the only one looking for the exit.

But after the fog, other spaces on **Level 1** will have objects that could help, although these spaces are difficult to find. But don't trust the objects in these areas, they will sometimes be unfamiliar, and using them would be perdition. If you want to be safe, don't touch any object lying around, if you don't want to know what happens to you.

In addition to places similar to parking lots, there may be other spaces in **Level 1**, such as corridors, offices, or storage places.

> *If the lights in your area have gone out, and they haven't returned for quite a while, pray for your life, because they are lurking in the darkness.*
>
>

## Rumors

### The Hub

It is said that there is a place on **Level 1** that looks like a tunnel, where you can enter any level of The Backrooms by looking for the entrances. No dangers, just you. The tunnel expands infinitely, and there are different paths you can take, but only some lead to levels, and some do not. The Hub does not store the levels in order, so finding the entrance to the level you want will be based on the shape and appearance of the entrance.

## Liminal Causes

### Endless Complex

Not one, but multiple events can cause the exit to **Level 1**, with different factors, in different ways. No exit from Level 0 coincides with each other.

### The Shifting Space

As you walk through **Level 1**, at some point you will see the area slowly turn into narrow corridors made of concrete, as more and more pipes start to appear and your mind stops projecting what was **Level 1**. The exit to Level 2 is completely random, and there is no turning back.
Expert-Rollen

## **🍻Free-RP-Expert\*innen**

 Kennen und respektieren die Free-RP-Regeln auf SoFS.

## **Dungeon Master**

Von allen Aufgaben, Verpflichtungen, aber auch besonderen Stimmrechten gelöst.

## **🔱Resident-DMs**

 Müssen die Vision von SoFS gut kennen und vertreten

## **📜Lore-Expert\*innen**

 Beraten andere bei der Verbindung dieser beiden.

## **🌐Regionsleitung**

 Pflegen die Wiki-Seite dieser Region inhaltlich.
 Müssen mindestens 2x im Monat in ihrer Region leiten

## **Fraktionsleitung**

Da wir im Moment weiterhin über die Fraktionen nachdenken und sich bisher auch nicht ausreichend Leute für diese Position gemeldet haben, klammern wir sie heute aus.

## **🛠️Mechanik-Expert\*innen**

 Recherchieren auf Anfrage mechanische Fragen

## **🔴Beyond-Expert\*innen**

 Helfen Spieler\*innen, Inhalte in dndbeyond zu finden.

## **📃Wiki-Expert\*innen**

 Lernen freiwillig mit der Wiki umzugehen

## **🎨Medien-Expert\*innen**

 Kümmern sich alternativ um Soundbearbeitung

## Weitere Rollen

* Wenn ihr eine spezifische Aufgabe für euch selber seht  oder die ihr sogar selber schon erfüllt, die hier nicht aufgelistet ist, dann könnt ihr diese gerne mit einem kurzen Textabsatz umreißen und mir (am besten per Ticket) zukommen lassen.

## Was ist mit “Mitsprache” genau gemeint?

Hier geht es um ein Mitspracherecht darüber, was SoFS eigentlich sein soll, welche Richtung wir mit dem Spielsystem verfolgen und wohin wir unseren gemeinsamen Fokus als Community lenken möchten. Im Prinzip haben natürlich alle Spieler\*innen das Recht, ihre Meinung zu äußern und Vorschläge einzubringen. Jemensch mit Mitsprache oder erweiterter Mitsprache bekommt dabei aber mehr Gewicht. Trotzdem sind natürlich gute Argumente weiterhin ausschlaggebend.
Rylan

## Biographie

### Schatten der Vergangenheit

Vor nun mehr 15 Jahren stand plötzlich ein kleines grauhaariges Mädchen Mutterseelen alleine auf den Straßen Iriaebors, der Stadt der Tausend Brücken. Niemand schien sie zu vermissen oder zu suchen bis sie einem Tabaxi Straßenjungen namens Steam auffiel. Er nahm sie mit in seine kleine Unterkunft und sorgte sich um sie. Zunächst sprach sie nur wenn sie dachte alleine zu sein und sagte ihm auch nicht woher die Unzähligen Narben stammten die ihren kleinen Körper zierten. Erst nach vielen Woche weihte sie ihn ein und erklärte ihm das ihr Freund Paw sie dort zu der Straße brachte und ihr sagte sie solle dort warten bis jemand sie abholt. Da sie ihm nicht sagen konnte wie sie hieß nannte er sie fortan Rylan.

### Flinke Finger, leise Sohlen

Als sie heran wuchs lernte sie von Steam wie man sich leise und ungesehen bewegen kann. Er bereitete sie darauf vor da er bald selbst arbeiten würde...In der Stadtwache von allen Orten.. So musste sie vortan selbst trainieren und stellte fest das ihr das klettern und balancieren auf den vielen Brückenpfeilern schon fast im Blute zu liegen schien. Sie stahl wofür sein Gold nicht reichte und was sie brauchte um Salben herzustellen für die Kinder der Straßen. Auch das auskundschaften mancher Häuser für den Notfall fiel ihr immer und immer leichter.

### Stimmen, Stimmen, Stimmen

Schon seit dem Ersten Tag an den sie sich erinnert in Iriaebor hört sie eine Stimme. Da sie nie einen Namen dazu bekam ging sie dazu über Ihren "Freund" Paw zu nennen. Zuerst hielt sie ihn wohl für einen Imaginären Freund, doch ist sie aus dieser Phase nie herausgewachsen was sie dazu brachte sich für lange Zeit für verrückt zu halten. Auch was sie sagte schwankte sehr je nach Situation, doch meist waren es sehr brutale Dinge die sie von Rylan wollte. Was Ry davon abhielt etwas gegen sie zu tun war aber, dass es immer wieder Situationen gab in der die Stimme ihr einen Ausweg aufzeigte.

### Klänge lassen Stimmen verstummen

Auf einem ihrer Ausflüge verlor sie langsam den Fokus und wachte nahe eines ihr unbekannten Tabaxi im Anzug mit Violine auf. Nach mehreren dieser Begegnungen stellte er sich ihr als Song vor und erzählte ihr, dass sie jedes mal wie in Trance auf ihn zukam und erst reagierte als er zu spielen aufhörte. Langsam aber sicher vertraute sie ihm weit genug auch hier und da Essen von ihm anzunehmen.

### Aufbruch in neue Gefilde

Mit ihrer Ankunft am See der gefallenen Sterne begann für Rylan ein neuer Abschnitt. Neue Bekanntschaften und neue Abenteuer. Zunächst wieder auf sich allein gestellt suchte sie in den Tavernen und Dörfern nach Aufträgen um sich über Wasser zu halten.

### Füchse, Federn und Familie

Über einige Umwege lernte sie einige interessante Gestalten kennen, welche sie einluden ihnen bei einem Problem zu helfen. Was sie noch nicht wusste ist diese Leute würden sie vom Fuchsbau ins Krähennest zu jagen. Zu guter Letzt eröffneten sie ihr dass sie sich als würdig erwiesen hatte in die Familie ein zu treten. Familie...so ein fremdes Wort und dennoch sehnte sie sich plötzlich so sehr danach.
Level 9

> **Level 9** is the tenth level of the Backrooms.
>
>

## Overview

**Level 9** is an endless suburban area, with no sign of time passing, rather staying at midnight. Houses vary in design, but have similar designs, and populate the area. Lights inside houses are seen, with multiple shining, others being turned off. The level has cold temperatures and a slight wind.

Streets are clean, containing light posts that emit white light. Trees are usually short and don't have too many leaves, though, In the distance, taller trees with different designs can be seen. Backyards are empty, only having grass. A narrow paved road is seen, surrounded by concrete tiles. Other zones of **Level 9** are usually grass.

While you are wandering through the level, you may find entities named "*Insanity Sightseers*". These beings are huge human eyes consisting of different other traits, some of them only have hands, some of them only have legs, some of them have both, and some of them just float, looking for their victim. Once they'll see you, they start to chase the wanderer. It's unknown how a Sightseer kills a wanderer.

Wandering out of the housed area of **Level 9** will mysteriously lead to the same spot you were in before, making it impossible to travel past the housed area.

> Am I being watched? I feel weird at this place. I think I'm going crazy after all of this mess, dammit. Hold- Hold on... What Is that in the shadows? Oh. Oh no. Don't get closer to me, thing! Oh- I'm off.
>
>

## Rumors

### Mist of The Mutilated

A mist will surround you. Almost nothing can be seen, and you feel being seen. You feel watched, yet the eyes are not here. Something moves, but you can't perceive it. Once you explore enough the mist, your body will become something inhuman. Your thoughts, and memories, are all gone. Only a desire, to lure and kill.

## Liminal Causes

### Light At The End of The Tunnel

A white-lighted tunnel in Level 8 will lead to **Level 9**. The tunnel seems to appear randomly, and there can be multiple. Exploring these tunnels takes a while though, and claustrophobic wanderers may consider other exits, due to the size of the tunnels.

### Rural Area

The space in **Level 9** may slowly begin to transform into a grassland, or field of wheat. Houses will be slowly gone, time will start to change, and then, after walking some time, you may end up in Level 10.

### The City

The space in **Level 9** may slowly begin to transform into a city, more specific to Level 11. Buildings will start to appear, streets change, and beings were gone. When this happens, you could easily continue, or turn back, but The City is the only known escape from **Level 9**.
Rumors

Rumors are small unconfirmed spaces within other levels. They can be hidden secret levels, areas where little is known, etc., anything that is told as a rumor, such as an entity or object. All rumors belong to your level, therefore they must be placed there and there can be no pages regarding rumors.

## List Of Rumors

### Series I

* The Manilla Room
* Level -1
* The Hub
* The Elevator
Standard Level Format

This is the standard level format, the format that most levels use. There may be other formats, but this is the standard, and the first one.

To start, the person will have to put the following things in the "Source Code" part:

* **{{DISPLAYTITLE:Level Number - Level Name}}:** This should be placed at the top of the page. The name of the level should never be included when creating the page, but it will appear on the page.
* **\_\_NOTOC\_\_:** This helps to keep the table of contents out of view, and is mandatory. Some of you may like the table of contents, but the standard level format will use \_\_NOTOC\_\_. This can be placed anywhere on the page, it is recommended to put it between the first HEADER and the paragraph that comes after the header, or the bottom of the page.

Now comes the structure of the Level:

> **Level X** is the X level of the Backrooms. More text can be added.
>
>

## Overview

The Overview is the description of the level, it contains its appearance, environment, objects in the level, etc. One can NOT put rumors or entities in this part, entities should never be included, but they can give a hint, e.g. Level 1 and Level 2.

## Rumors

Rumors are unconfirmed things of the level, which are made known by one or more people who say they have encountered what is put here, and then it spreads.

## Liminal Causes

Liminal Causes are the inputs and outputs of the level. For example, the entry of Level 0 is called "Enter The Unknown", and is the entry to Level 0, while the exit is called "Endless Complex". It is also possible to put some level event here, but it is preferable to put it in the description.
Level 5

> **Level 5** is the sixth level of the Backrooms.
>
>

## Overview

   **Level 5** is a complex of luxurious rooms and halls. The walls are covered in a gold ornate wallpaper, along with pillars of wood and different carpets. Almost every area has antique candles and electric lamps, along with different furniture, but mostly sofas and pictures. The ceiling seems to be of orange color and is sustained by wood planks.

Sometimes, ballrooms may be found. These areas are covered in a lighter orange or golden, and a big red carpet. At the center of the room, there is a round table with seven chairs. The table is covered in a white tablecloth and candles that never melts. At the center of the ceiling, two big candles illuminate most of the room. If all the candles are blown, the exit and entrance of the ballroom will close and the other candles turned off. Unknown noises will be heard all over the place. After this happens the candles are restored and everything will follow as normal.

Another part of **Level 5** is different rooms with old, or even deteriorated machinery. These areas are usually dark, and the rooms may have low chances to have Luminous Menaces. These room walls are grey, probably due to the darkness, and are mostly covered with different types of pipes. While you walk through the area, distorted melodies or music can be heard.

The windows of **Level 5** are full of water with aquatic nature, but devoid of fauna. Though, there are low chances that an entity, known as "The Beast" may pass through the windows, looking at the wanderer, but disappearing after a few seconds. This entity seems to be sapient, and his head is replaced by an octopus body.

> *You probably feel like me. Trapped, with no orientation, with no purpose anymore. We both have tried to exit our prison, but we have failed, and we keep ascending into despair, into other nightmares. However, we both have a difference. You try to escape this place, I already accepted my fate.*
>
>

## Liminal Causes

### Hall of Luxury

In Level 4, A deep grey staircase expands infinitely to the sky. Once you are reaching the end, paintings, and tables with flowery, and red carpets will appear. Once it still keeps extending, you will reach **Level 5**. At least the staircase was not infinite, but it seemed to be. What is on the other side?

### Lights Gone

Probably an easy exit, but a dangerous place. If you travel deep through **Level 5** dark area, you may later find yourself in Level 6. When you reach Level 6, different machinery sounds will sound at once, but instantly disappear after a few seconds.

### Flooded

The hard exit. There are pretty, pretty low chances that you find a watered room in **Level 5**. However, the floor of this room will break and will lead to a flooded, destroyed zone. After you travel the area, you may find an area only consisting of water and concrete walls, there seems to be no floor and the water goes very deep, probably an endless ocean. After traveling through this area, you may finally encounter Level 7. The event in the water-and-walls area that leads to Level 7 is unknown.
A Mendacious Ending

> **A Mendacious Ending** is an Inconsistent Level of the Backrooms, a perfect trap, reminding you of your perpetual path in infinite rooms.
>
>

## Overview

**A Mendacious Ending** is a dead-end space, consisting of an aspect of a bookstore. The smooth, carpeted floor makes the traveler feel comfortable. The walls are yellow with no decorations, and the ceiling of different tiles is well aligned. Some letters from the word "The End" are in the distance, although in truth, the lie is there from the moment you set foot.

Empty wooden shelves present the space, along with small yellow notes reminiscent of nothing. Looking out the glass door, one sees freshly seen nightmares. As the traveler looks around the space he will notice a computer in the center, with one of the small notes, but of no relevance whatsoever.
You'd better wait for the aurora to come out in that space, the only rule is not to touch that computer in the middle. The traveler will see the exit somewhere when the exit arrives, but ignoring it will be a worse fate, the eternal abyss to an unknown destination opens little by little.

> *"To be blinded by a simple and irrelevant object with lies and false promises is nonsensical, and to fall for it is a witless action. Unfortunately, that's the human mind, and we are tricked by just words, be it real or fake, be it human or machine."*
>
>

## Liminal Causes

### The Exit

The end is never the end, even if the exit is shown the nightmare will return. Never trust a real exit to this dimension, because in the confines you will only find a false reality.
Canons

Canons are different interpretations and headcanons of Backrooms, which can be placed here. Canons can contradict each other, sometimes having their viewpoint in levels and stories, as well as additions from external Groups.

Each Canon is up to the user, but a reminder: that the Original and True Canon of this wiki is just The Backrooms itself, levels, entities, and objects.
Level 7

> **Level 7** is the eighth level of the Backrooms.
>
>

## Overview

**Level 7** is an endless ocean. The level is, in most parts, just that. However, there are different flooded houses on the level, though they are empty. Time in the level doesn't change, staying at sunset. The ocean waves on the level are calm, making it safe to travel. When the wanderer enters the level, they will be in a set of wood planks that maintains them in float.

Drowning in the water is possible, and there seems to be no deep and no life inside the **Level 7** ocean. The air is fresh and clean, and the water is drinkable. Houses in **Level 7** only contain one floor and have the same characteristic of only having one window, and all of them are almost flooded, except for a part in the upper part of the houses.

No entities have been seen at **Level 7**, and the only danger of the level is drowning.

## Liminal Causes

### Dark Water

In Level 6, by unknown circumstances, you may end up in **Level 7**. You won't even notice, a blink and you are on the other level.

### The Cave Island

There's an island of a great cavern on **Level 7**. Exploring it leads to Level 8. No dangers are present at **Level 7** cave though, but there's more illumination because of the sun. It takes a while to explore the cave.
The Office Theme

***(Not to be confused with The Office Theme from Facebook)***

***The Office Theme was a cover of the Office Theme Song, this is Cameron's second cover of it.***

## Description:

### Last video

Playlist (GoPro on a Bass)

I needed a break from work. So I did a cover of a theme song from a show about work...

## Synopsis

It starts with Cameron turning on the camera and sitting on his chair, he then sighs and says' The Office, in office attire, I have a lot of work. But I wanna take a break". During the time where he says this does some chair tweaks and then grabs his keyboard. It then cuts to a black screen with white text saying *The Office Theme*. Cameron then taps his computer with the keyboard in his lap and then three videos start playing one of him playing keyboard, one with conga drums and ordinary drums and then a Melodica, it then switches to a side by side of guitar and piano. Then to congas and a customized Cameron Lew guitar pick and back to keyboard. It then alternates between instruments. The same formula is followed through the rest of the video (different instruments placed around the screen). At the end he does the final hit of the cymbal and starts to pack up his drum set and plays a tiny one as well.

## Video:

Click me to watch the cover!

Click me to watch the original cover!

Click me to watch the official theme song!
Better Stuck Next Time

## Synopsis

In Season 2, Chapter 24: Better Stuck Next Time, our game of keep-away with the Coldlight Walker continued in the central area of the burial chamber – and with things coming to a tenuous stalemate, Safira hurried to assist in the quest to close the Ethereal Tears.

A more straightforward challenge than the last, the area that Erland was currently traversing involved a lot of jumping and a little bit of fighting – and the cover that Safira could provide from range would not go unappreciated.  Rather than stand toe to toe with the largest enemy who was guarding the source of the healing energy, Erland baited him into a chase where the skeleton's lack of acrobatic prowess put him in a compromising position.

Back on the material plane, Orba and Graven were utilizing smoke sticks to great effect – filling the room with several plumes of thick smoke that provided additional cover and made dashing from pillar to pillar a less dangerous proposition. That combined with a good old fashioned hunting trap was enough to stabilize the situation and give us hope that we'd found an effective sequence of precautionary measures… but all of that changed when we started to hear hurried footsteps echoing down from the southern staircase.

Just as Erland was smashing the orb that the walker was drawing upon, three additional goliaths arrived to defend their precious "ljós" – among them a shorter man with tattoos on his calves that could very well have been one of Praxis's friends, though as we'd seen time and time again there was no indication that at this point he was anything other than a slave to the light.

This new wrinkle required a deviation from the plan, forcing Graven to expend some of his powerful magical reserves that he'd been saving for an emergency – and because our liberal use of the smoke sticks took us completely out of the Coldlight Walker's line of sight, it began to wander in the direction of the most recently closed tear.

By the time Erland and Safira had returned from the ethereal plane, the walker was already lurking at the threshold of the lone exit out of this cramped back room. Despite several attempts to push past the creature, we were repeatedly rebuffed – and the undead horror used this time to blast us with beams of frost that brought Erland to the brink of death.

Things were looking increasingly dire, but a pair of high-risk maneuvers from Graven and Orba pulled the walker's focus just enough to get us out of a tight spot – and we felled the final goliath to open up a path back to the larger, central chamber.

To say we felt lucky to make it out of the corner alive would be an understatement, but with two tears closed and the reinforcements slain we felt emboldened to continue the fight.

## Trivia

* Natural one count: seven natural ones were rolled in this Chapter. 1 each by John and Jordan, 2 by Matt, and 3 by Riley.
Skinstealers

> *"At the heart of all beauty lies something inhuman."* *- Albert Camus*
>
>

## Description

**Skinstealers** are entities that impersonate us, hiding their inhumanity inside the bodies of others, luring people to their doom, and feeding on their pain and suffering. They may look just like us, but misplaced features and empty hollows are shown on their skin. It is only the dream of being human that has made them monstrosities.

These entities will seem harmless at first, acting kindly towards you, but wanting to lead you somewhere. Do not trust, the moment you arrive, the entity will kill you and use your body as its new vessel, trapped in a new body to change into its next victim. Misfortune is if you see a strange trace on them since **Skinstealers** will know your horror.

These entities are intelligent and are capable of acting just as you and others act, although they have some difficulty at communicating. This makes it easy to fall for the lies of **Skinstealers**. These entities can also impersonate a relative of yours. Just, don't trust anyone dead.
Community-Experten

Wir versuchen das Herz des Servers zu sein und kümmern uns um die gute OOC-Stimmung sowie Events, Umfragen und anderen organisatorischen Kram, infiltrieren häufig die Plauderecke und sind immer auf Ideensammlung. Also wenn ihr Ideen und Themen habt, die euch am Herzen liegen und auch nicht zwangsläufig mit D&D zu tun haben müssen, meldet euch! Wir sind Ansprechpartner für neue Spieler und stehen euch bei Fragen gern zur Seite.