recursal/Fanatic-Fandom huggingface dataset:
Obcy

Duchowe istoty, które pochodzą z innego wymiaru rzeczywistości. Z miejsc poza światem śmiertelnych i nieśmiertelnych. Czasem nazywane demonami lub dla niektórych aniołami. Nie mogą objawić się w naszej rzeczywistości bez wykorzystania znacznych ilości energii. Wszyscy Obcy wykazują poniższe cechy:

* **Języki** **świata**: Obcy potrafią mówić w każdym języku, mogą sprawić, że każdy śmiertelnik będzie słyszał je w swojej ojczystej mowie.
* **Kotwica**: Istnienie na naszym planie rzeczywistości pochłania wielkie ilości energii. Obcy potrzebują jakiejś kotwicy, żeby istnieć. Oto kilka przykładów kotwic:
	+ **Ofiara**: Ofiary złożone Obcemu mogą czasowo zatrzymać go na naszym planie egzystencji, te rozwiązanie nie pozwala mu jednak utrzymać się w nieskończoność, a próby Wygnania wyrzucają Obcego z tej sfery egzystencji.
	+ **Opętany**: Obcy może opętać Śmiertelnika. Dzięki temu może ukrywać swą  prawdziwą naturę. Opętany, kiedy jest kontrolowany przez obcego zyskuje wszystkie jego cechy i zdolności, także te wynikające z Manipulacji ciała, kiedy obcy zostanie wygnany, ciało opętanego może być w opłakanym stanie. Opętany korzysta zawsze z wyższych atrybutów i umiejętności demona. Do obliczania Progów Ran wykorzystujemy zawsze rozmiar nosiciela.
	+ **Przedmiot**: Krąg wypisany, na ziemi, świeca z prawdziwym imieniem lub inny przedmiot, do którego przykuty jest Obcy. Póki przedmiot istnieje Obcy jest odporny na Nierzeczywistość, a próby Wygnania, kończą się wrzuceniem go w przedmiot.
	+ **Rytuał**: Obcy może być trzymany na świecie przez rytuał, przerwanie go spowoduje natychmiastowe testy Nierzeczywistości.
* **Manipulacja** **ciała**: Obcy przebywający na świecie tworzą ciała z dostępnych materiałów, zwykle organicznych. Ciała te są groteskowe i nie mają prawa funkcjonować. Ciała obcych nie potrzebują powietrza i strawy, nie krwawią i nie odczuwają bólu. W związku z tym zmniejszają Kary za rany o 2 i ich rany nigdy nie pogarszają się ze względu na Krwawienie, są odporne na głód, zmęczenie i brak powietrza.
* **Nierzeczywisty** X: Rzeczywistość, nie znosi obecności Obcych. Jeśli nie posiadają jakiejś kotwicy ich czas na tym planie egzystencji jest policzony. Po rozbiciu kotwicy, Obcy wykonuje test Szansy z modyfikatorem X oraz dodatkowym modyfikatorem +1 za każdą Rundę od rozbicia Kotwicy.
* **Oblicze** **nie z tego świata**: Formy, które tworzą obcy są niezwykle groteskowe, jednak oglądający je śmiertelnicy odbierają je różnie, zależnie od swoich wierzeń i przekonań. Dla niektórych obcy jawią się jako potworne, groteskowe istoty, dla innych są wspaniałymi anielskimi bytami. Sama obecność Obcego wywołuje potężny Przymus, z którym muszą się zmierzyć Postacie. Niezależnie od sposobu objawiania, oglądanie demonów trzecim okiem jest skrajnie niebezpieczne. Na potrzebę efektów Trzeciego Oka Duch obcych jest podwajany.
* **Oczy duszy**
* **Wbrew** **naturze**: Każdy Obcy wezwany do świata śmiertelników zakłóca naturalny porządek rzeczy. Z tego powodu, dookoła obcych ciągle dzieją się dziwne i niewytłumaczalne rzeczy. Mogą to być anomalie pogodowe, grawitacyjne, dziwne zapachy lub zupełnie nieprawdopodobne zbiegi okoliczności.
Level 4: Undisputed Testimony

## Description

Level 4 is a courthouse hallway. Every 60 inches, a double-door with windows marked with a random number can be seen. Some of these are locked, but the ones that do open lead to a courtroom. There also wooden benches in-between the doors. They vary in size, and exude non-euclidian properties, and do not obey the laws of physics. These courtrooms are considered sub-layers of the main level. No matter how big a particular courtroom is, they never seem to overlap.

The courtrooms themselves contain a surplus of supplies and materials. Throughout the hallway, there are Almond Water dispensers. The further you go down the hallway, the more entities spawn, and the more decrepit it gets. Entities start appearing at around 2 miles, but are still quite rare. At around 6 miles, the roof begins to crumble and entities roam the halls in great number. At 12 miles, it is nearly impossible to traverse further due to the vast amount of entities and the instability of the ground. However, the further you go, the more supplies can be found. The lights also start to break down and get more and more broken the further you go.

It is unknown how long the hallway truly is, but it is theorized that it stretches far beyond 50 miles. However, due to the instability of the ground, the level is theorized eventually decay so much that it breaks out into the Void or the Blue Channel once far enough. However, no one has travelled that far. The record is around 14.6 miles, which was a mission conducted by M.E.G, who had stacks of materials and weapons. The walls on this level never seem to change, as in, you can't destroy or even affect them.

### M.E.G "The Lawyers"

245 members

Friendly

Willing To Trade

Found on the 1st door the left, labelled with the number 432.

### B.N.T.G

123 members

Friendly

Willing To Trade

Found on the 4th door to the right, labelled with the number 083.

### DECEPTION

??? members

Friendly?

Willing to trade?

Found on the 45th door to the right, labelled with the number 328. Not a trap.

### Entrances

Head up a staircase or noclip from Level 3 to be sent here.

Enter a fire-door on Level 0.

Head down a staircase from Level 422 to be sent here.

Noclip through an Almond Water patch to have a chance to be sent here.

### Exits

Head down the same staircase from before to go back to Level 3.

Find an out-of-place wooden door with a wreath to be sent to Level 12.

No-clip to be sent to Level 5.

### Entities

Skinstealers

Facelings

Smilers

Undocumented Entities
Level 20: ɘꙅɿɘvɘЯ

## **noiɈqiɿɔƨɘႧ**

.nwob ɘbiƨqu bɘqqilʇ bnɒ bɘƨɿɘvɘɿ ɘɿɒ ƨϱniwɒɿb ɘƨo⑁ɟ ,nɘ⑁ɟ nɘvɘ bnɒ ,nwɒɿb ɘd oɟ ɘvɒ⑁ lɘvɘl ƨi⑁ɟ ʇo ƨɘϱɒmi γnA .ɘʞɒʇ ɘɿɒ lɘvɘl ƨi⑁ɟ ʇo ƨɘɿuɟɔiq bɘƨoqquƨ γnɒ ,ɘɔnɘH .nɘʞɒɟ ɿɘvɘn ƨɒw ɘɿuɟɔiq ɘ⑁ɟ ʇi ƨɒ ʞɔɒd uoγ ƨɘƨɿɘvɘɿ ɟɒ⑁ɟ nonɘmonɘ⑁q bɿiɘw ɒ ƨi ɘɿɘ⑁ɟ ƨɒ ,lɘvɘl ƨi⑁ɟ ni ƨɘɿuɟɔiq ɘʞɒɟ oɟ ɘldiƨƨoqmi ƨi ɟI .ɿɘɟilillim ɿɘq bnoɔɘƨ 1 ɿoʇ ɟɔɘʇʇɘ ϱniϱɒ ɘ⑁ɟ ƨqoɟƨ ɿɘɟɒW bnomlA ϱniʞniɿb ,γllɒnoiɟibbA .wolloʇ oɟ ɟƨɒʇ ooɟ ɿɒʇ ɘɿɒ γɘ⑁ɟ bnɒ ,ɘɟiniʇni ɘɿɒ ƨʞɔɒɿɟ ɘ⑁ɟ ƨɒ ,oϱ ƨniɒɿɟ ɘ⑁ɟ ɘɿɘ⑁w nwonʞnu ƨi ɟI .γɒw γnɒ ni niɒɿɟ ƨi⑁ɟ ⑁ɟiw ɟɔɒɿɘɟni ɟonnɒɔ uoY .γd ƨɘƨƨɒq ƨɘɿuϱiʇ wobɒ⑁ƨ ⑁ɟiw bɘlliʇ niɒɿɟ ɒ ,γllɒnoiƨɒɔɔO .nɘqqɒ⑁ oɟ 5442783452 ni 1 ɒ ƨɒ⑁ ƨi⑁T .]02 lɘvɘ⅃ ϱniɿɘɟnɘ ɘɿoʇɘd ɘϱɒ ɿuoγ - ɿɒɘγ ɟnɘɿɿuɔ[ γllɒɔiʇiɔɘqƨ ,ɘmiɟ ni ʞɔɒd uoγ ƨɘʞɒɟ ɟi ɟud ,ƨmooɿɟnoɿꟻ ɘ⑁ɟ uoγ bnɘƨ oɟ ɘɔnɒ⑁ɔ ɒ ƨɒ⑁ ƨi⑁ɟ ,ɿɘvɘwoH .γɟilɒɘɿ moɿʇ ɘbɒʇ uoγ ,0 ɘϱɒ ⑁ɔɒɘɿ oɟ ⑁ϱuonɘ ϱnol γɒɟƨ uoγ ʇI .ɿɘϱnuoγ bnoɔɘƨ ɒ uoγ ƨɘʞɒm lɘvɘl ƨi⑁ɟ ni ɟnɘqƨ bnoɔɘƨ γɿɘvƎ .ϱniϱɒ ɘƨɿɘvɘɿ ƨi ⑁ɔi⑁w ʇo ɘldɒɟon ɟƨom ɘ⑁T .ƨɘiɟɿɘqoɿq ƨuoiɿɘɟƨγm ƨɟi ɿoʇ nwonʞ ƨi lɘvɘ⅃ ƨi⑁T .γʞƨ ɘ⑁ɟ oɟni ϱnillɒʇ moɿʇ uoγ ϱniɟnɘvɘɿq ƨllɒw ɘldiƨivni ɘɿɒ ɘɿɘ⑁T .ɘmɒϱ ɘ⑁ɟ ni ɘɟɒlqɘƨɒd ɒ ɘʞil ɟƨomlɒ ,ϱniqqoɟƨ γlnɘbbuƨ ɘɿoʇɘd ɟƨɘw bnɒ ɟƨɒɘ ɘlim 1 ɿoʇ no ƨɘoϱ bnɒ ,ɿɘvɘɿoʇ no ƨɘoϱ bnɒ ʞɔɒɿɟ niɒɿɟ ɘ⑁ɟ ƨbnuoɿɿuƨ ⑁ɔi⑁w ,niɒlq γƨƨɒɿϱ ɒ oɟni qu nɘqo γɘ⑁ɟ ,bnɘ ƨlɘnnuɟ ɘ⑁ɟ ɘɔnO .mɘ⑁ɟ no ɿɘɟɒW bnomlA ɘvɒ⑁ ɟɒ⑁ɟ ƨɘ⑁ɔnɘd nɘboow bnɒ ɘbiƨ ɘ⑁ɟ ϱnolɒ ƨʞlɒwɘbiƨ ɘvɒ⑁ γɘ⑁T .ƨγɒw⑁ɔɿɒ ɘldmɘƨɘɿ ɟɒ⑁ɟ ƨlɘnnuɟ ɘnoɟƨ ɘɿɒ ɘɿɘ⑁ɟ ,γllɒnoiƨɒɔɔO .ɿɘvɘɿoʇ no ƨɘoϱ ɟɒ⑁ɟ ʞɔɒɿɟ niɒɿɟ ɒ ƨi lɘvɘl ɘ⑁T .ƨmooɿʞɔɒᗺ ɘ⑁ɟ ʇo lɘvɘl ɟƨ12 ɘ⑁ɟ ƨi 02 lɘvɘ⅃

## Colonies

### ʞloꟻ 'nɘblO ɘ⑁T

ƨɿɘdmɘm 21

γlbnɘiɿꟻ

ɘbɒɿɟ oɟ ϱnilliwnU

.ɒɿɘ ƨ0291 ɘ⑁ɟ bnuoɿɒ nɿod ɘɿɘw γnoloɔ ƨi⑁ɟ ʇo ƨɿɘdmɘm llɒ ɟɒ⑁ɟ bɘziɿoɘ⑁ɟ ƨi ɟI .ɟɔɘʇʇɘ ϱniϱɒ ɘƨɿɘvɘɿ ɘ⑁ɟ ʇo ɘϱɒɟnɒvbɒ ɘʞɒɟ oɟ ɘɿɘ⑁ɟ γɒɟƨ oɟ bnɘɟni γɘ⑁ɟ ,lɘnnuɟ mobnɒɿ ɒ ni ƨɘɟɒɿɘqO

.ƨɘinoloɔ ɿɘ⑁ɟo γnɒ ɟ'nɘɿɒ ɘɿɘ⑁ɟ ,lɘvɘl ƨi⑁ɟ ʇo ɘɿuɟɒn ɘ⑁ɟ oɟ ɘuᗡ

## ƨɘɔnɒɿɟnƎ

lɘvɘl γnɒ moɿʇ ɿoɿɿim ɒ oɟni qilɔoИ

lɘvɘl γnɒ moɿʇ ƨbɿɒwʞɔɒd qilɔoИ

## ƨɟixƎ

.moɿʇ bɘɿɘɟnɘ uoγ lɘvɘl ɘ⑁ɟ oɟ ʞɔɒd oϱ oɟ ɿoɿɿim ɒ oɟni qilɔoИ

.moɿʇ ɘmɒɔ uoγ lɘvɘl ni qu bnɘ oɟ ƨbɿɒwʞɔɒd qilɔoИ

## ƨɘɟiɟnƎ

* ƨniɒɿT
* ƨwobɒ⑁Ƨ ɘ⑁T
Almond Water

## **Description**

Object 1, also known as Almond Water.

Almond Water is the most essential resource in the Backrooms. Almond Waters is known to keep the drinker sane, which is essential in the harsh environments in the Backrooms. It is also one of the only drinks that can satiate your thirst, as many other liquids found in the Backrooms are harmful.

Almond Water is also shown to ward off certain entities, although which ones in specific hasn't been documented. Though, it's good to keep a few bottles on hand.

Almond Water instances can be found in dispensers, coolers, pipes, and any place where you'd normally find regular water. It is also possible to find bottles of it scattered throughout random Levels.
Entity 15 - "Santa"

## Description

Santa is a humanoid creature that resembles Santa Claus and can occasionally be encountered in other levels with snow, however it is most frequently found on Level 12. This being hunts its prey by waiting for them to fall asleep on one of the numerous residences it has on Level 12 and then murdering them by leaping through the chimney when they are dozing off. Santa can occasionally become stranded within a chimney and make loud noises that can warn the survivors. Santa won't be prevented from entering the residence, though. It can shrink its body to fit within the chimney, but it will take a few seconds to do so, that means there is still time for the surviving to flee from Santa. Before he attacks, Santa gives forth some warning signs. If you hear any bells ringing, you need to hastily flee the home and find a place to hide. It is possible to eliminate this creature, but a considerable time will pass before it is replaced. When the new "Santa" takes its position, the old "Santa" will magically vanish.
Upiory

* **Bez tchu, bez serc**: Upiory ignorują efekty krwawienia, większości trucizn, chorób, strachu, morale i dodatkowo zmniejszą Kary spowodowane Ranami o 2.
* **Oczy Duszy**: Wszystkie upiory ignorują kary spowodowane słabą widocznością.
* **Reanimacja**: Gdy upiór zostanie zabity, Mistrz Gry może zużyć 1 Zguby, żeby reanimować jego i może jakiś jego towarzyszy. Jedyny sposób, żeby powstrzymać ten efekt, to odrąbać głowę upiora i przybić go do ziemi, najlepiej przez serce, z głową poza zasięgiem jego rąk lub spalić ciało na popiół. Wykorzystując reanimację Mistrz Gry rzuca kostką zależną od rodzaju upiora.
* **Śmierciożercy**: Każdy przeciwnik zmuszony do ucieczki lub zabity przez upiory generuje 1 Zguby.

#### Morhołty

Najsłabsze z upiorów, zwłoki animowane przez złe duchy bez żadnych zmian fizycznych towarzyszących potężniejszym upiorom.

#### Draugi

Ciała martwych wojowników reanimowane przez duchy gniewu, szału i zemsty. Pamiętają wszystkie urazy z danego życia i chcą zabijać, żeby zaspokoić swoją żądzę krwi.

#### Ur-draug

Kiedyś przywódcy, teraz opętani przez duchy mordu watażkowie, prowadzący oddziały draugów i morhołtów. Pieszo lub na upiornych wierzchowcach.

#### Ghule

Trupożercy i kanibale, ciała opętane przez duchy głodu, z potężnymi pazurami i nadludzką zwinnością polują także na śmiertelnych, po to żeby ugasić swój nienasycony apetyt.

#### Ur-ghule

Stare, potężne ghule, przewodzą całym watahom, które polują na bezdrożach i polach bitew na wszystkie żywe i myślące istoty, żywiąc się cierpieniem i przerażeniem, które roznoszą.

#### Utopce

Ciał topielców, opętane przez zwodnicze wodne duchy. Potrafią omamić cel i sprowadzić go na niebezpieczne bagna, żeby z zaskoczenia wciągnąć go do wody i tam utopić.

#### Topielce

Stare utopce, często niegdyś kobiety, potrafią mamić ofiary zarówno głosem jak i iluzjami, udając osoby w potrzebie.
Kapenzom

Ana “Kapenzom” Ana is an important member of The Cult, having created multiple pieces of Important Media, such as their “Shit The Church Of Cobbler Says Out Of Context” Objection.lol video.

Ana is also twice divorced, manipulating her former spouses Phoenix and Sh4rk, into marriage, and proceeding to take half of everything they own. "And remember to kill your spouse afterward for some juicy life insurance money!"
Level 9: Field of Fiends

## Description

**Level 9** is the 10th level in the backrooms, it is an area separated into three zones; The Fields, The Forest, and The Safe Zone.

### ZONE A

Zone A, The Fields is a 3km long and 3km wide area that is incased by a fence that only has 1 entrance. People usually spawn near or at the entrance but there have been cases where people spawn on the other side and have to walk to the entrance. The Fields is filled with food, water and supplies but the place is infested with entities called Fiends, that can only be found on this level. The Fields has a unique property that the other zones don't have which is that entities don't appear during day time and only appear during night time, M.E.G has tried to figure out why this occurs but all tests have failed and this property remains mysterious. Because of this people avoid the Fields during night time because of the Fiends and would rather skip out on the valuable supplies than run into one.

### ZONE B

Zone A, The Forest is a never-ending endlessly-expanding area that is very dangerous and filled with entities like the Skin-Stealers, Smilers, Hounds, Deathmoths (Male and Female), and Wretches.
Jerry

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." H.P Lovecraft

## **Description**

Jerry is a cosmic deity capable of causing mass destruction of universes however, he can not set foot into ours. Therefore, he employed an avatar to step foot into ours. Through out histories, he has been weaving a web of deception and manipulation to make some humans do his bidding and find out a way for him to step foot onto our universe, using his mind manipulation and shape shifting abilities, he even gave some of them supernatural abilities to kill anyone that try to oppose him. His avatar becomes even more powerful each sacrifice they give him.

## **Appearance**

### **Avatar**

Jerry is characterized as a middle-aged man with black skin, dark brown eyes, and a very pale face in his avatar. Additionally, he is said to lack a nose and have dark brown hair, and is 6 to 5 feet tall, according to descriptions.

## **Supernatural Abilities**

### **Real Form**

Telekinesis

Mind Manipulation

Cosmic Awareness

Reality Manipulation

Shape Shifting

Cosmic Manipulation

Size Manipulation

Immortality

Ability Manipulation

Ability Creation

Teleportation

### **Avatar**

Immortality

Mind Manipulation

Ability Manipulation

Spatial Awareness

Ability Creation

Limited Teleportation
Level 2: The Sewer

## **Description**

Level 2 is the 3rd level of the backrooms. It is a somewhat-big sewage system that you would typically see in cities. This place has quite a few entities, and is the most dangerous level out of the first 3. The sewage water is a mix of Almond Water, liquid pain, bacteria, and minerals. It is not recommended to drink it. Wanderers often hear whispering, and even screams that emanate from the sewage water. The sewage water runs across the middle of the floor.

Sometimes, you may come across doors. Some are locked, and can be unlocked by random keys scattered across the floor and the water. Some are always open, and have supplies, such as Almond Water, food, and low battery cellular devices. The walls in this level are made of a brick-like substance that seem to be indestructible.

The floor seems to be made of concrete, although it isnt stable and has a chance of breaking. There are pipes running across the wall and roof, that seemingly go on forever. It is recommend to not go near these pipes, as sometimes they have leaks and may spray liquid pain, or sewage water at you.

Many people go here despite the high risk, due to the amount of resources inside those unlocked rooms. There are occasional pitch dark rooms and halls where smilers hang out.

## **Colonies**

### M.E.G BASE "THE CLEANERS"

468 members

Friendly

Willing to Trade

### B.N.T.G

376 members

Friendly

Willing To Trade

## **Entrances**

Entering the fire exit door in Level 0 has a chance to end up here.

Noclipping in Level 1 gives you a chance to end up here

Enter a manhole in Level 12

## **Exits**

Heading down a staircase leads back to Level 1

Unlocking one of those doors then noclipping inside the room you unlock [they are mostly empty] will lead you to Level -2. or Level 3.

No-clipping anywhere else will lead to Level 3 or 4.

## **Entities**

Skinstealers

Hounds

Deathmoths

Smilers
List Of Levels

## Levels 0 - 99

* Level 0 - The Lobby
* Level 1 - The Warehouse
* Level 2 - The Sewer
* Level 3 - The Infinite Pharmacies
* Level 4 - Undisputed Testimony
* Level 5 - 9-5 Office Building
* Level 6 - Emancipation
* Level 7 - The Prison
* Level 8 - Road To Finale
* Level 9 - Field Of Fiends
* Level 10 - Infinite Library
* Level 11 - You Can't Run
* Level 12 - Santa's Village
* Level 13 - Redacted's Jewelry Shop
* Level 14 - Back to the Future
* Level 15 - The Supermarket
* Level 16 - Isolation
* Level 17 - Muddy Waters
* Level 18 - Code Red
* Level 19 - Uneasy Apartments
* ɘꙅɿɘvɘЯ - 0 |ɘvɘ⅃
Level 14: Back to the Future

## **Description**

This level is a futuristic spaceship inside the VOID. This level has a good internet connection and has advanced technology. You can see the frontrooms in this level but they can not see you. Any attempts in breaking the windows will lead to the person being sucked into the VOID. There were those who claimed that a certain "Entity" was operating this Level, however there has been no information provided on this "Entity". Though it seems weird all the people who have said it has mysteriously gone missing.. Anyways, this Level has a lot of colonies due to its internet connection and cutting-edge technology.

With a low entity count, this level is largely secure. There are rumors that someone has before fled into the frontrooms on this level. People are actively dying in an attempt to escape by smashing windows, walls, and other barriers as a result of this myth. The people on this level have access to several exits to other levels, yet they chose to stay. The inhabitants of this Level are tasked with maintaining the life of the spaceship. There were several instances where the temperature of the spacecraft shifted, causing it to freeze or explode. It has been 508 years since there has been a mishap.

The Level will mysteriously get repaired. Residents have theorized that the "Entity" the missing residents were talking about might be related to what's repairing the Level. There is a micro-country in this level, they call the micro-country Techlochztenia-14".

### **Cafeterias - Area A**

This is where most of the residents rest in, this is the safest area in this level due to residents having weapons protecting the Cafeteria
Level 9,223,372,036,854,775,807: "Almost There"

## Description

Level 9,223,372,036,854,775,807 is the 9,223,372,036,854,775,808th level of the Backrooms. The level resembles your house from real life, but with a few things off. The outside is a jumbled mess of other Backrooms levels stitched together. Going into one of these levels sends you to its respective level. The house itself is empty, except for the furniture. The electricity does not work in this level.

There are writings on the wall. These writings are in black spray paint. They often have cryptic messages, like "Hide" and "You'll never see them again". Reading these messages are said to reduce your sanity.

Any mirrors or glass on this level seem to be shattered by an unknown entity, evident by scratch marks near the glass. There are footsteps on the ground that are engraved onto the floor. The lights always seem to be on, despite the electricity not working. Past the mess of jumbled levels, you'll see a plain of grass, which is typical for most levels. You can't get there, as there are invisible barriers obstructing your path.

You can see shadow entities walking around in the plain. It is best to ignore them. Occasionally, you'll see a shadow being with yellow glaring eyes staring at you from the corner of your eye. However, upon directly observing it, it disappears.

You cannot meet other wanderers here, obviously. Few people have even reached this level, as it is extremely hard to get to. Some theorize that this level is the last level of the Backrooms, however, that has been proven to be false. Some say there is an exit to the Frontrooms here, however, that has not been confirmed.

## Colonies

Due to the nature of this level, forming a colony is impossible.

## Entrances

These entrances are only theorized, and have not been confirmed.

Entering a gray door on Level 0 MIGHT send you here.

No-clipping into a gray tile on Level 1 MIGHT send you here.

Swimming for 923 inches then no-clipping in Level 2,345,271,729,281 might send you here.

There are also other theorized exits that have not been confirmed yet.

## Exits

Sleeping on the bed on this level will send you to your bed in the Frontrooms upon waking up. This has not been confirmed.

Jump into the mess of jumbled levels to be sent to another level.

No-clipping on this level has a chance to send you to any random level in the Backrooms, even negative levels or sub-levels.
Level 3: The Infinite Pharmacies

## Description

Level 3 is the 4th level of the Backrooms. It is an infinite complex of pharmacies. The center of each wall contains a door that leads to a different pharmacy. The contents of the shelves vary, as some pharmacies' shelves could be completely empty, while others could be filled with a surplus of supplies. It seems like the amount of supplies in a pharmacy randomize/change every 5 minutes someone isn't inside said pharmacy. Some pharmacies resemble ones from real life, while others are completely made up. The supplies on the shelves range from regular pharmacy items, to Almond Water, to even Royal Rations on rare occasion.

This level is filled with entities, but not in the traditional sense as you'd imagine. This level also exhibits a strange property known as "Level Effects", and is the first level to do so. The aforementioned Level Effects will be listed as follows.

### The Worker Effect

The Worker Effect is an effect that causes entities to emulate acting human. For example, on Level 3, Facelings occasionally man the counters, as if they were cashiers. You don't actually have to pay to take the supplies, but if you choose to, they seemingly accept anything as payment. For example, you can pay them grass and they'll still take it as sufficient payment.

This effect can also be seen in other levels, such as: [LIST LEVELS HERE SOON]

### The Lights Out Effect

The Lights Out Effect is an effect that causes the lights to periodically turn off. During the Lights Out event, entities spawn in great number. The cooldown for each Lights Out event varies between each level. In Level 3's case, the Lights Out event happens every 2 hours, and lasts for 20 minutes.

This effect can also be seen in other levels, such as: 13, [LIST OTHERS SOON]

### The Pharmacy Effect

The Pharmacy Effect is an effect that causes the Wanderer to [FILL IN LATER]

## Colonies

### M.E.G Base "The Pharmacists"

287 members

Friendly

Willing to trade

### B.N.T.G

257 members

Friendly

Willing to trade

### The Peccatumed

32 members

Hostiled

Unwilling to trade

## Entrances

Entering a fire door from Level 0 has a chance to send you here.

Enter an unlocked door in Level 2.

Noclip from Level 2.

Head down a set of stairs from Level 33.

## Exits

No-clip into the floor to be sent to Level 4.

Head up a set of stairs to be sent to Level 4.

Travel for long enough to be teleported to Level 6.
Level 12: Santa's Village

## **Description**

An unsettling snowy town with a seemingly infinite path that most likely won't lead to the exit. Santa's Village is designated with a sign that reads "Santa's Village" and provides the village's name. There is supposedly a wifi-equipped home in Santa's Village. You can take refuge inside one of the houses, but exercise caution if any odd noises come from the chimney. M.E.G bases are not present here, but colonies do exist in this Level.

## **Colonies**

### The Gift Givers

16 Members

Friendly

Willing To Trade

### The Gift Takers

7 Members

Hostile

Unwilling to trade

### L.I.T.O

4 Members

Hostile

Willng to trade

## **Entrances**

Noclip from Level 11

Go into a room with christmas lights in Level 19

Noclip in a Christmas tree inside of a Farmer's house in Level 9

## **Exits**

Enter a Manhole to go to Level 2

Enter a Farmer's house to go to Level 9

Noclip into a darker pile of snow to go to Level 13

## **Entities**

* Smilers
* Child Facelings
* "Santa"
The Precursor Of Jerry

## **Description**

Jerry, a cosmic being, serves as the leader of TPOJ, which stands for The Precursor Of Jerry. The group will work hard to discover a means for Jerry to enter our reality because he can't do it without an avatar. They won't think twice about capturing you and offering you as Jerry's avatar sacrifice. They are frequently seen in dim levels, and levels with huge bodies of water. Due to their supernatural abilities, the higher ranked members are far more powerful than the other members.

## **Member's Abilities**

### **Shlawgity Jeremy**

* Pyrokinesis
* Telekinesis
* Healing Factor
* Teleportation

### **Jayden Danny**

* Cryokinesis
* Shapeshifting
* Telekinesis
* Aether Manipulation
L.I.T.O

The logo of L.I.T.O

## Description

L.I.T.O stands for Lemons In The Oven. They are hostile, but sometimes willing to trade. It is recommended to not try to take their lemons as they will hunt you down until death.

The Members of L.I.T.O have dog masks that look like a Shih Tzu. It is unknown how they got them. They eat 1 meal every 12 hours, Which means they eat 2 meals per 24 hours.

They will sometimes act nice to trick Wanderers into eating sleeping pills hidden in drinks or food. So they can feed the Wanderers to "**it"**.
Level 5: "9-5 Office Building"

### Note:

A̷o̸p̸z̴ ̸s̷l̵c̵l̴s̴ ̶p̸z̷ ̸b̵u̵z̵a̶h̴i̶s̶l̷.̴ ̸H̷ ̸u̶l̵d̶ ̷u̸v̸a̷p̷j̵l̵ ̷d̴p̷s̷s̵ ̶i̵l̶ ̷n̵p̵c̷l̸u̷ ̵a̶v̶ ̸a̵o̵l̷ ̶n̸l̴u̸l̸y̷h̷s̷ ̴w̴b̴i̵s̷p̷j̸.̷ ̴M̶v̴y̴ ̵u̶v̶d̵,̷ ̵r̷l̷l̴w̸ ̶a̷o̴p̶z̸ ̵t̷l̴l̷a̴p̴u̸n̴ ̴h̸ ̵z̶l̵j̵y̴l̶a̷.̵ ̷D̷l̴ ̷k̴v̸u̴'̷a̷ ̴d̸h̶u̵a̴ ̵w̷l̷v̸w̷s̸l̸ ̸m̴y̴l̶h̵r̸p̴u̵n̵ ̸v̸b̵a̵.̸ ̵T̶h̴r̵l̴ ̴z̸b̸y̷l̷ ̴f̴v̷b̶ ̸n̷p̵c̷l̵ ̷t̷l̸ ̷a̷o̵h̵a̴ ̶y̵l̷w̶v̵y̷a̸ ̸z̸v̵v̴u̶.̵ ̶D̵l̶ ̸k̴v̶u̸'̵a̶ ̵d̷h̴u̸a̶ ̶'̸p̴a̴'̶ ̸n̵l̶a̶a̸p̴u̷n̶ ̶a̴v̸ ̷a̷o̸l̵ ̸s̴l̸c̴l̴s̶ ̶i̴l̴m̸v̵y̵l̷ ̷b̵z̵.̴

## Description

Level 5 is the 6th level of the Backrooms. Level 5 resembles a giant office building. Some floors are fully-furnished, while some are completely empty. The ones that are furnished have filing cabinets, chairs, tables, and other typical office building furniture. The filing cabinets are often filled with Almond Water and other supplies. The windows reveal a modern city devoid of people. *K̴v̷u̸'̷a̵ ̵a̴y̸b̴z̸a̶ ̷a̶o̸l̶t̵.̸ ̷A̷o̶l̶f̸ ̴h̷y̵l̸ ̸s̸f̵p̸u̵n̵ ̶a̴v̶ ̶f̷v̶b̴.̷ ̴W̷e̸.̸ ̸A̶r̵e̴.̸ ̸A̴l̷i̴v̶e̵.̴*

There are Almond Water vending machines, dispensers, and even briefcases filled with them scattered throughout the level. The floors without furniture sometimes have entities. It is recommended to avoid these floors. You spawn on the very first floor. The front door is locked, and cannot be opened through any means. To get up to the other floors, you can take the stairs or the elevator. The stairs also occasionally have entities, so it is recommended to take the elevator. *A̵o̵l̸ ̴z̴a̶h̶p̴y̴z̴ ̵h̷y̷l̷ ̸z̸h̶m̴l̵.̷ ̷A̶o̴l̴ ̸z̴a̷h̶p̶y̸z̴ ̸h̸y̷l̵ ̶z̶h̷m̴l̵.̸ ̴A̷o̵l̵ ̴z̸a̵h̵p̶y̶z̷ ̸z̸h̴m̴l̴.̴ ̸:̸)̵*

There are 20 floors on this level. The stairs leading to the roof are blocked by a metal gate that cannot be destroyed. The first floor is the lobby. Floors 2, 3, 4, 6, 7, 9, 11, 13, 15, 17, 19, and 20 are fully furnished. Floors 5, 8, 12, 14, 16, and 18 are those empty floors mentioned before. The lights on the empty floors often flicker and some are even off. Floor 10 is unique from the other floors in that the walls, furniture, and lights are red. This floor is infested with entities and is extremely unsafe. However, there is a surplus of supplies on this floor, such as Almond Water, Firesalt, and more.

## Colonies

### M.E.G Base "The Employees"

126 members

Friendly

Willing to trade

Found on floor 3.

### B.N.T.G

87 members

Friendly

Willing to trade

Found on floor 4.

### The Overworked

Hostile

Unwilling to trade

Found on floor 14.

### Q̸b̸z̷a̷ ̸B̴z̵ ̵:̴)̸

Friendly?

Willing to trade?

K̶v̷u̸'̷a̴ ̴a̴y̶b̶z̷a̴ ̷a̸o̶l̵ ̴v̷u̶l̷z̷ ̴d̶o̴v̸ ̸s̶b̷y̷r̴.̶

## Entrances

Entering a fire door on Level 0 has a chance to send you here.

No-clipping in Level 4 has a chance to send you here.

Heading into a modern white door marked with neon lights on Level 22 sends you here.

## Exits

No-clip to be sent to Level 6.

No-clip into the floor on floor 14 to be sent to Level 14.

Head into a wooden door to be sent to Level 15.
Trollkin Beasts

Occaisonally Greenskins will attempt to mate with wild beasts. Often Trollkin clans will use these beasts for war. These two are the most commonly bred beasts.

## Barghest

Whether in the wild or as a war beast, the Barghest is unnatural and horrific with a hunger for flesh that competed with a Bull Orc.

### Genetics

Due to some unholy union between a Trollkin and a Bear, the Barghest was created. It is believed the result of either a Lesser Troll or a Bull Orc. Barghest often Breed in the wild and in Trollkin camps. They retain a dangerous amount of regenerative ability.

### Appearance

A Barghest represents a grizzly alternative to a Dire Bear, with massive claws and an exoskeleton of bonelike fur. It's jaw hairless and green, showing the tough skin beneath its fur and it's needle like, carnivorous teeth.

### Nature

In nature, a Barghest will seek out a lair with a nearby source of food. This often will be a clan of goblins who will worship the Barghest and ride it into battle. Inside an army, a Barghest can be found as a war mount for Trolls or Orcs.

## Warg

An ill-tempered and green variation of the Dire Wolf. Muscular, big and violent.

### Genetics

Some desperate Trollkin is to thank for these monsters. A more muscular Dire Wolf with regenerative abilities and anger issues.

### Appearance

Similar in size and appearance to a Dire Wolf, with the exception of a vastly more muscular torso and a wider snout and jaw. The Warg is commonly seen adorned with war armor.

### Nature

While they can be found roaming in packs in the wild, Wargs are more commonly seen as Orc mounts and are frequently seen in Trollkin camps.
Goblins

Any species of Humanoid Trollkin with Less than 1/2 Troll blood.

## Hobgoblin

Less than an Orc, more than a Goblin. The vanguard of greater Trollkin armies usually consist of Hobgoblins.

### Genetics

The results of a Pure Orc and a Humanoid breeding.

### Appearance

Hobgoblins are vastly different to the Elder Troll, with the resemblance of green skin and a hairless triangular head. With pointed ears and athletic builds usually standing no more than 5 feet tall. While nowhere as strong as their greater kin, Hobgoblins are quite formiddable. Often Hobgoblins wear armour made from metal scaps and cloth.

### Nature

More cunning than most of their species, the race of Hobgoblins prefer to plan traps and use tactics to out number and flank enemies. Not as cowardly as Goblins, but they dont share the rage and courage of an Orc.

## Goblin

Goblins are bright green, ugly and weak creatres that plague Yaerin.

### Genetics

Born of a Hobgoblin and a humanoid or of Goblins. Anything with less than 1/4 Troll blood is considered a goblin. Birth is usually within three months of being conceived.

### Appearance

Bright green, pointy ears on a small hairless head and big beady eyes. Goblin stand 3.5 feet tall with barely any body fat. Often wearing liyyle clothing and whatever weapons they can get their hands on, be it a wooden club or butchers knife.

### Nature

Cowardly, weak and numerous. Goblins will swarm enemies, backstabbing and eye gouging. They fight and die without honor, often attempting to flee upon the tide turning. They will often build lairs in abandoned mines or towns which they quickly populate through breeding like rabbits.
Goblins commonly will belead by whatever has the greater percentage of Troll Blood. This can often be a Bull Orc
Yaerin Wiki

**Welcome to the Yaerin Wiki!**
A fictional fantasy world created for tabletop and videogames.

We're a collaborative community website about Yaerin that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderFactionsEventsMagicLocationsRacesBestiary

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Locations

## Regions

The Red SeaSinging rivers.pngSinging RiversThe White ForestKorvag's RetreatSkjorden valley.pngSkjorden ValleyThe erduhn.pngThe ErduhnStone pass.pngThe Stone PassSouthern plains.pngSouthern PlainsWestern wastes.pngThe Western Wastes
## Key Locations

Oritians lake.pngOritian's LakeSkjyrd tree.pngSkjyrd TreeGreyforge.pngThe GreyforgeFrozen valley.pngFrozen ValleyRed pillar.pngThe Red PillarNorthern pass.pngNorthern Pass
The Haberdasher

**The Haberdasher** is the father of The Glover, and currently a minor character in The Cobblore.

The Haberdasher was proposed by Nell (her father, to be exact) on May 21st. Not much is known about The Haberdasher, as they have not joined The Cult or engaged in conversation with many people. The Haberdasher is rumored to be Amelia; however, only Ana supposedly knows the true identity of this character.
Level 6: "Emancipation"

## Description

Level 6 is the 7th level of the Backrooms. It is a city-scape with dark-blue/dark-purple colored buildings. The windows are neon-green. Most of the buildings are locked, but the ones that aren't are completely empty, except for the stairs and a few entities, of course. Occasionally, you'll find a train station, and even bus stops. The trains and buses are fully operational and can take you around the level. They don't have any drivers, and seemingly operate through an unknown telepathic force. The trains and buses automatically stop at certain designated areas that are mapped out via a n infographic/map usually found inside the train/bus.

The level is seemingly infinite, and the roads and train tracks go on forever. The sky is encased in an orange mist, and is permanently dawn. This level is infested with entities, but is rich in supplies. You'll occasionally find loot crates or chests on the ground with a ton of supplies. There are even weapons that you can use to fight off the entities.

On the roofs of the buildings, the Shadow entity can be seen watching from afar. However, upon closer observation, they disappear. This level is known to quickly deplete one's sanity, so make sure to stock up on Almond Water. Occasionally, there are random greenhouses with red plants that are filled with entities. It is unknown why these greenhouses exist, or why the plants are red, but it is recommended to avoid them at all costs.

## Colonies

### M.E.G Base "The Urbans"

56 members

Friendly

Willing to trade

### B.N.T.G

65 members

Friendly

Willing to trade

### The Train Riders

9 members

Hostile

Unwilling to trade

Lives permanently on one of the train

## Entrances

No-clipping in Level 5 has a chance to send you here.

Entering a fire-door in Level 0 has a chance to send you here.

No-clipping beneath the train while it passes in Level 20 has a chance to send you here.

## Exits

No-clipping into the floor has a chance to send you to Level 7.

Heading into one of those empty buildings has a chance to send you to Level 7, Level 0 or Level 5.

Boarding a train has a small chance to teleport you to Level 20.

Boarding a bus and crashing it has a chance to send you to Level 8, 10, or 11.
Bestiary Mountains

## Beasts

A list of beasts found in Mountainous areas.

# Prey

The most common creatures populating this region. They often act as food for creatures further up the food chain.

BisonDeerGoats
Additionally, the mountains are home to many birds such as Eagles, Ravens, Buzzards and Starlings.

# Predators

These beasts hunt the more common found creatures found in the above 'prey' section. They are not commonly found but pose a threat when paths cross.

BearsRocsGriffinsWolves
# Apex

Rarely discovered, mythic beasts. Few stumbles across these creatures and fewer live to tell the tale.

GoliathIronside
Mints

**Mints** are a very important food item in The Cobbler Cult. Every member must have mints, or they will be dubbed mintless.

To be mintless is one of two Great Sins in Cobblerism. As of now, at least one user has committed this sin. The only way to repent is to consume a mint, and apologize in prayer to the Cobbler.
Kilometersedgeworth

Kilometersedgeworth is a member of The Cult. They are most known for their threats and also their cool and fun and lovely personality. Xe has a habit of threatening Sebby and Sunny for calling it mintless. This behavior can be considered homophobic, as Sunny and Sebby are a married gay couple. It is also out of spite regarding Sunny and Ana divorcing them and taking his money, Kam’s (12) Lamborghinis (stolen), and his burger, to which they stated “you can’t take my burger after we already divorced n shit I just made that shit.” Its burger was taken regardless of this statement.

**Pronouns:** he/they/xe/it

**Name/aliases:** Phoenix, mintless, Xin Eoph, water horse, Girlboss

**Status:** divorced (see Kapenzom), married (see Klavier Gavin).

**Gender:** silly little fella.

**Crimes:** being mintless, being maidenless (even though xe is in a committed relationship), stealing Kam’s Lamborghinis, threats, Weezer fan, finds Apollo Justice hot, wanting to hear Apollo Justice moan

## Lore

### Into The Cult

Phoenix joined the cult on May 21st, 2022, in the middle of the Darren (D) arc.

### Threats

Xe has made many (playful) threats in The Cult group chat, almost more so than any other member. These include:

-ana I will destroy you

-how can I kill people without them liking it

-smoke from the fire I started in your house

And more!

## Mintless Behavior

Not having knowledge of what the Mint meme was, Phoenix was almost immediately branded as mintless. This is perpetuated by mainly Sunny and Sebby, and also Amelia.

Xe continues to exhibit constant behaviors of Mintlessness. These include:

* Threatening Sebastian
* Threatening Ana
* Threatening Sunny
* Threatening Amelia
* Disrespecting blorbos
* Trying to convince the Cultists that “strawberry mints” are considered mints
* Disrespecting other Cultists for their taste in fictional men and women

Regardless of what is said to them by other Cultists, it continues to lash out with threats when called mintless. These threats are affectionate, but they are still an exhibition of the consistent mintless nature shown off by Phoenix.

## Mintful Behavior

**[NOTE: This entry is based, and contains very true information.]**

Despite being the poster child for mintlessness, Phoenix has shown signs of having mintful potential. This includes being incredibly kind to Zephyr, saying "fuck all of you, zephyr is my best friend". Zephyr is known for being mintful, helpful, and faithful to The Cobbler (and also super handsome and swag). Phoenix is nearly mintful by association, and it is very cool and has good opinions about fictional characters.
The Cobbler

our god

**The Cobbler** is the main deity of the Cobblerism religion. He is also the main character in what is referred to as The Cobblore.

### History

The Cobbler was introduced to the world on May 17th, sending messages to those who follow turnab.outofcontext on Instagram. Each message read “Spare a penny for a cute cobbler like me? 🥺”

The first person to respond to his message was dilfgordonbrown. Gordon sent the Cobbler pictures of Ace Attorney characters to him, to which he would ask for the Cobbler’s opinions of them. The results were mixed, and he clearly favored some characters over others (See The Cobbler’s Ratings). Gordon sent these ratings to franziska.von.karma.enjoyer at her request, to which she decided to initiate The Cult. After founding the Cult, the Cobbler married Kristoph Gavin.

The Cult’s following grew steadily in a short amount of time, and the Cobbler soon amassed 100 followers. When he hit this goal, the Cobbler revealed two things. One, his plan to make death illegal, and two, his true identity. This event would be known as The Great Nosking.
Honey.gumshoe

honey.gumshoe is a member of The Cult, known for keeping track of The Cobblore.

**Pronouns:** he/they/it

**Status:** slightly mintless and extremely maidenless

**Hobbies:** Lying, art, writing down Cobblore

### The Historian

He was given the title of The Historian on May 27. This is a reference to the amount of time it spends collecting screenshots and writing down The Cobblore.

## Trivia

* they are literally the sweetest person ever ily /p - koi
* it is indeed one of the sweetest ever - sebby
What's the Best Wrecker

What's the Best Wrecker is a video where Perspective tries to find the best Wrecker figure (that he owns).

### Continuity Notes:

* This is the first time stuff was revealed after Perspective made a Reveals video

### Quotes:

* "THEY"RE A RADICAL ELITE UNIT OF LOOSE CANNONS WHO BREAK ALL THE RULES AND RUN INTO BATTLE SHOUTING CATCHPHRASES LIKE WRECK AND RULE! AND THEY HAVE A CRAZY HIGH MORTALITY RATE, SO AWESOME"-pretty spot on there my man

### Controversial Opinions

* The Wreckers are a bad group of charachters
* Prime Wheeljack is a bad charachter

### Figures Featured

* Titans Return Topspin
* Titans Return Kup
* Titans Return Broadside
* Thrilling 30 Whirl
* Siege Springer
* Thrilling 30 Springer
* Thrilling 30 Sandstorm
The Cobbler’s Followers

**The Cobbler's followers** are people who worship/appreciate The Cobbler.

## List of followers

- Amelialesser

- Bloodforthekoi

- Dadsayshi

- Dilfgordonbrown

- Franziska.von.karma.enjoyer

- Honey.gumshoe

- Kilometersedgeworth

- Losersarcana

- Mellowends.Frontyard

- Mem0.ca

- Nitz.na.31

- Nellisnotok

- Pablo.go.to.hell

- Sh4rk.friend

- Sunnysunnysunshine

- The.weed.goblin

- Turtislordgodhelpme

- Wiltshire

And others (no links)
Dadsayshi

Ian is a member of The Cult.

**Pronouns:** he/thems

### Red Dead Redemption 2/Online

They have a character in RDR2 called "Mother". Mother is a wanted criminal, and his horse is named ballr.

### Fatherhood

Kian has six German children, whom may or may not have been kidnapped. One was eaten by the others. He supports his children cannibalizing each other, which makes them a questionable father. They started off with nine kids in total.

### Horse Balls

Kian shot a man in RDR2 in the balls, and also commented on the balls of his horse. This led to the "horse balls" meme, and also the "kristoph horse feet balls. no horse Balls?" meme.
The Peddler

### Relatives

The Cobbler (brother)The Gayyler (father) The Glover (ex-lover)The Meddler (sister-in-law)Kristoph Gavin (sister-in-law)

## Physical description

### Gender

she

**The Peddler** is the sister of **The Cobbler**, and an important figure in **the Cobblore**.

**Crimes:** The Among Us Incident

## Lore

### Beginning

The Peddler was created on May 19th, 2022, inspired by a suggestion by a member of The Cult. The Peddler goes by the username poo\_pee\_insane\_ on Instagram, with a Pepsi profile picture, to contrast the Cobbler's account. The Peddler began messaging members of The Cult, asking them to "spare a dime for a pretty Peddler like me?". The Peddler was later added to The Cult. It was revealed that The Cobbler and The Peddler were estranged from one another, since the Cobbler believed that The Peddler had killed their father, The Gayyler. The Peddler, on the other hand, insisted that The Cobbler was betraying the family's peddling ways, spreading chaos and tearing the family apart.

### Realization

After a conversation in which the two siblings began to reconcile, a stunning truth was revealed: The Peddler was not the murderer of The Gayyler. Rather, The Glover, the ex-girlfriend of The Peddler, was blamed; this was further proven by The Glover's fingerprints on the gun used to kill The Gayyler. Having been absolved of all guilt, The Peddler accepted her brother back into her life.

### The Glover's Return

When the Glover returned, the Peddler had mixed feelings. The Glover refused to admit to the murder of The Gayyler, instead claiming innocence. *(Editor's note: people who know more about The Glover, The Gayyler, and The Peddler can and should add more here. I missed the Glover/Gayyler arc.)* The Peddler considered getting back with The Glover, as The Glover pleaded for a second chance. The Cult disagreed, telling The Peddler to abandon The Glover, since The Glover allegedly killed her father. The real murderer, however, was actually The Meddler.
Mintless

To be mintless is one of the Great Sins of the Cobbler religion. Mints are a preferred food of The Cult, and not having any is a serious crime. To repent, the mintless person must consume a mint and pray to The Cobbler. It is possibly to willingly ‘go mintless’, and even The Cobbler is guilty of doing this on multiple occasions (However, these instances were for valid reasons, such as the mention of murder and chimney sweeps.)

### Famous Mintless Members

Phoenix is the most infamous mintless person in The Cult.
Darren

**Darren** (also known as **D**) is a character in The Cobblore.

**Pronouns:** he/him *(?)*

**Sexuality:** questioning

## Lore

### Turnabout Gay Sex

D was introduced to The Cult after he texted The Cobbler, insulting The Cobbler's headcanon for a certain character. Gordon responded by flirting with D and calling him gay. D responded to this accusations aggressively, appearing to be homophobic. In response, Gordon sent pictures of Wrightworth/Narumitsu to Darren, claiming that they came from "Turnabout Gay Sex", much to Darren's disbelief.

### Joining the Cult

Darren was added to the group chat shortly afterwards on May 22nd, as a joke. The members of the group poked fun at D and his seemingly anti-gay behavior.

### Gay?

Darren later said that he missed his friend Miles, in a way that many interpreted as romantic. When questioned, he admitted that maybe he was questioning his sexuality, and that he had kissed Miles before, "as a joke".

### The Reveal

Darren was actually Nosk the entire time, much to everyone's chagrin.

## Quotes

-"I'm deadass jus tryna live my life and u bitches makin me question shi. I been goin through weird ass times and wonderin about my sexuality and u bitches ain't helping. Quit tellin me Im gay when I'm deadass jus tryna figure myself out fr. Real disrespectful"

-"Closest I ever got 2 bein gay was when my homie kissed me but it was for a joke. So quit putting words in my mouth I'm tryna keep it gangster and u ruinin my mood fr"

-"Franziska Lebanese but I ain't judge no no💯"

-"Man my gay homie painted his nail once and his hands looked mad cute but that shi won't work on me fr"

-"Nahh bro a real G is never cold 💯 we stay fire"

-"the d stands for dInternalized Homophobia"

-"Yeah bro i ain't care if them think I'm gay. I'm still out here fr 💯 Fighting till the end 🔥 we undefeted"

-"Bro tf is camp. We ain't on school trip Fr"

-"Aight then I kin cold hard cash 💯💸"

-"Sorry 4 usin a long ass word like complimenting I know thas fruity"