recursal/Fanatic-Fandom huggingface dataset:
Dead Ends

## Characters

Ask Aak

Mas Amedda

Padmé Amidala (Mentioned only)

Depa Billaba (Non-canonical appearance)

Roblio Darté (First appearance)

Dooku (Mentioned only)

Adi Gallia

Grebleips

Zo Howler

Obi-Wan Kenobi (Mentioned only)

Agen Kolar

Plo Koon

Sly Moore

Mon Mothma

Ki-Adi-Mundi

Isaru Omin

Bail Prestor Organa

Breha Antilles Organa (Mentioned only)

Palpatine

Yarael Poof (Non-canonical appearance)

Oppo Rancisis

Anakin Skywalker

Orn Free Taa

Coleman Trebor (Non-canonical appearance)

Finis Valorum

Ars Veruna (Mentioned only)

Mace Windu

Yarua

Yoda

## Collected Editions

*Clone Wars Volume 5: The Best Blades* (TPB)

*Star Wars Omnibus: Clone Wars Volume 1: The Republic Goes to War* (Omnibus)

*Epic Collection: The Clone Wars Vol. 2*

## Information Attribution

This page uses material from the "Republic 61" article on the Star Wars wiki at Fandom.
Darth Vader (2015) 7

## Characters

0-0-0

Chelli Lona Aphra

Aiolin Astarte (Indirectly mentioned only; in the opening crawl)

Morit Astarte (Indirectly mentioned only; in the opening crawl)

Beebox (First appearance)

Bossk

BT-1

Cylo (Indirectly mentioned only; in the opening crawl)

Boba Fett (Vision to Darth Vader)

IG-90 (First appearance)

Jabba Desilijic Tiure (Mentioned only)

Karbin (Indirectly mentioned only; in the opening crawl)

Obi-Wan Kenobi (Mentioned only)

Black Krrsantan

Beru Whitesun Lars (Indirect mention only)

Owen Lars (Indirect mention only)

Darth Sidious (Mentioned only; in the opening crawl)

Luke Skywalker (Vision to Darth Vader)

Sutha (First appearance)

Cassio Tagge (Indirect mention only)

Darth Vader

Tulon Voidgazer (Indirectly mentioned only; in the opening crawl)

## Collected Editions

*Darth Vader Vol. 2 Shadows and Secrets* (TPB)

*Darth Vader Vol. 1* (Hardcover)

*Darth Vader* (Omnibus)

## Cover Gallery

Star Wars Darth Vader Vol 1 7.jpgMain Cover by Adi Granov
UPC Code - 75960608124000711Star Wars Darth Vader Vol 1 7 Black and White Variant.jpgPX Previews Exclusive by Adi Granov
UPC Code - 75960608124000721
## Information Attribution

This page uses material from the "Darth Vader (2015) 7" article on the Star Wars wiki at Fandom.
Qrow Branwen

**Qrow Branwen** is the younger twin brother of Raven Branwen, biological uncle of Yang Xiao Long and honorary uncle of Ruby Rose. He is a former member of the Branwen Tribe as well as a former teacher at Signal Academy. In his youth, Qrow attended Beacon Academy with his sister, and together they were on a team with Summer Rose and Taiyang Xiao Long, known as Team STRQ.

Qrow is also involved with a secret brotherhood led by Ozpin, whose purpose is to protect Remnant and is privy to knowledge kept secret from most of the world.
Darth Vader (2017) 16

## Characters

Mas Amedda (HoloNet News image) (In flashback(s))

Ferren Barr (First identified as Ferren)

Daren

Endee

Lee-Char (Mentioned only)

Sly Moore (HoloNet News image) (In flashback(s))

Ninth Sister (First identified as Masana Tide)

Nipaltoo (First identified as Nipaltoo)

Orvek (First identified as Orvek)

Palabee (First appearance) (In flashback(s))

Sheev Palpatine (HoloNet News image) (In flashback(s))

Raddus

Rebb

Sixth Brother (First identified as Bil Valen)

Stell (First identified as Stell)

Wilhuff Tarkin

Tenth Brother

Darth Vader

Verla

## Collected Editions

*Darth Vader: Dark Lord of the Sith Vol. 3 The Burning Seas* (TPB)

*Darth Vader: Dark Lord of the Sith Vol. 2* (Hardcover)

## Cover Gallery

DVDLOTS-16.jpgMain Cover by Guiseppe Camuncoli
UPC Code - 75960608666501611DarthVader16Reis.jpgGalactic Icon Variant by Rod Reis
UPC Code - 75960608666501621
## Information Attribution

This page uses material from the "Darth Vader: Dark Lord of the Sith 16" article on the Star Wars wiki at Fandom.
Level Fun

**Survival Difficulty: Class Fun**
**》Unsafe**
**》Unsecure**
**》Partygoer Infestation****Level Fun** is a very dangerous oddball level of the Backrooms. It's the main habitat of the Partygoers.

      **Level FUN** has a layout similar to level the dark and forgotten however, it looks like a maze of children's birthday partyrooms, having many party-themed decorations. It's possible to find ballons, confetti, colorful tables and toys. Along with that, there are also many poorly drawn fictional characters in the walls. The entire level seems to have been made to trick people to think it is a safe and "fun" place. Many food typicaly found in parties can be found, such as pizza, ice cream and candy. It's adivised not to eat the food, as most of it was actually human flesh that was transformed into seemingly normal food (it's unkown how the partygoers do that). The food has a terrible taste and is generaly unhealthy to humans. Normal food can sometimes be found as well, but it's very hard to distinguish them from the rest.

Another thing to note is that, in the walls of the level, it's possible to find many written messages, often ending with a "=)". **Do not** trust things that are written in the walls, they are likely false information written by partygoers.

**Level Fun** servers as the main base to the partygoers, it's where they live and where they try to trap people. The level is large, but finite with its exact area being unkown. Partygoers seem to be everywhere in this level, not having a single safe place. (Ps the partygoers program the level to be safe do not trust them.)

Despite the high amount of partygoers, many wanderers have been able to survive for a long enough time to exit. If you entered this level, it's recommended to act like if you were in a stealth game. If one partygoer notices your presence, it will likely alert other partygoers, so it's recommended to kill any one who sees you. If you hear a nursery song, its likely that you have been spotted, so you should try to find an exit as fast as you can and use any weapon to your advantage or put tables as your barricade to defend yourself.

## Entities

The only know entities in this level are Partygoers, and they are basically everywhere in this level.

## Colonies and Outposts

For obvious reasons, making a colony or outpost is considered infeasible.

## Entrances and Exits

### Entrances

* In there are a lot of **Level Fun** entrances in the Backrooms, but they are usually very obvious, but not all of them are. Watch out for places with party decoration, unless you know exactly what it is. It is also recommended to avoid any confetti or "=)" emoticons.
* Go through a door in one of the houses in Level 7001
* No-clipping at all in Level 7001
* No-clipping through the roof of Level 1
* Going through a window door entry way on that apartment level I forgot the name of

### Exits

1. For most entrances, it's possible to return from where you came.
2. Noclipping in certain walls can lead to many other levels, some that have been reported are Level 0, Level 2, and rarely The Hub.
Level 6

**Survival Difficulty: Class Pending**
**》Safe**
**》Secure**
**》Low Entity count**
## Description

**Level 6** is a mysterious and enigmatic realm within the depths of our world. Its interior is composed of cold, metallic walls and floors, with an intricate network of hallways that seem to stretch into the unknown. For the longest time, Level 6 existed in complete darkness, shrouded in secrecy. However, something strange has occurred - illumination has inexplicably found its way into this cryptic domain. Surprisingly, Level 6 does have lighting fixtures, but they remain perpetually switched off. This explains why all previous attempts to capture images resulted in nothing but black screens. Despite these recent developments, Level 6 still harbors countless secrets, particularly within its unilluminated core. To access the newfound illumination, one must venture towards the edge of this colossal level, which spans a staggering 1000 miles. But a word of caution: exploring the unlit regions is not advisable.

## Colonies and Outposts

Within this enigmatic level, there exists a solitary outpost known as **The Explorers of Level 6.** These intrepid individuals are dedicated to uncovering the mysteries concealed within Level 6's depths.

## Entrances and Exits

### Entrances

* To gain entry into Level 6, you must first locate a dark room concealed within Level 5. Once found, simply pass through its wall, and you'll find yourself within the enigmatic Level 6.
* In the parallel realm of Level 6.1, an unusual doorway labeled **"Blindness"** serves as a portal to Level 6. Step through this enigmatic door to embark on your journey.

### Exits

* For those seeking an exit to Level 6.1, keep an eye out for a door that reads **"food place"**. Stepping through it will transport you to the adjacent Level 6.1.
* If you chance upon an attic entrance, leaping through it will take you on an unpredictable journey, possibly leading to either Level 19 or Level 28.
* The discovery of a cave-like opening will guide you to Level 8, another enigmatic realm waiting to be explored.
* Ascending or descending a staircase, when encountered, will lead you to the respective destinations of Level 7 or an unknown path, each with its own set of mysteries to uncover.
Level 7

> *As I gazed into the depths of Level 7, an unsettling feeling washed over me, as if there was an eerie presence lurking deep within the water, fixated on my every move.*
>
>

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
Level 7 is the 8th level of the Backrooms.

## Description

The first known picture of the level.

**Level 7** is unique in that it is a vast expanse of water that appears to stretch on endlessly.
Although not much has been discovered about Level 7, it is known that the level is split up into two areas; The Entrance Room and The Ocean. The first part of Level 7 is known as "The Entrance Room" and is probably the safest part of the level, although it contains no exits from Level 7.

The Entrance Room has been reported to have two chairs, a table, and a nightstand, which anomalously seems to restock with items such as Almond Water. The Entrance Room also contains a bookshelf, as well as a door which opens to show the surface of the water from a top-down perspective. The room is seemingly rotated horizontally, but gravity still works to keep one's feet on the floor in the first room.

However, upon opening the door of the room, gravity switches to pulling whoever opened it towards the water. This force is approximately 3 times stronger than regular gravity. The water has been reported to be very cold, measured in about 52 degrees Fahrenheit. It is generally unadvised to enter it.

The floor of the ocean is made up of carpet, similar to Level 0's, hardened by a thick layer of tar above it. There are several skeletons, submerged in the waters, including several almost-humanoid figures and massive fish. Little else is known about the depths of the waters, aside from the endless expanse of tar and bones.

The level is also split up into multiple areas. The Sunlight Zone, The Twilight Zone, about 5 miles deep, The Midnight Zone, about 10 miles deep, And the Abyss, about 20 miles deep, which supposedly stretches infinitely, because of the nature of The Backrooms.

Because of this level being particularly hard to exit, it poses as a "barrier" for exploration into further levels. Thus, it is not advised to enter the level on purpose, because ones that do will most likely end up being stuck in Level 7 for the rest of their lives.

## Entities

Level 7 has been reported to be inhabited by one entity living in the Midnight and Abyss zones. This entity is The Thing on Level 7, and it has been theorized to have eradicated every other being on the level, due to the many bone structures on the ocean floor.

## Colonies and Outposts

All colonies and outposts have been destroyed by The Thing.

## Entrances and Exits

### Entrances

* Wandering far enough in Level 6;
* going through the crack in the pool in Level 151;
* Attempting to drown yourself in a bathtub in Level 5.

### Exits

* Finding a cave somewhere in The Midnight Zone will bring one to Level 8.
* Swimming through the water for an unguaranteed distance may promptly transport one to Level 13;
* Certain locations under the water of the area may lead to Level 37.
Level 21

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count** **Level 21** is 22th level of The Backrooms.

### > Description

**Level 21** consists of four apartment-like hallways collided into each other, forming a little lobby room on the conjunction. Each hallway is lined with randomly numbered doors, varying in style, size, colour, and design. Every door is either locked, or leads to the other levels. The center, where the hallways are conjuncting, is a small hotel lobby with a cooler that dipences an Almond Water, and some furniture. Every hallway, however, has the same light-green wallpaper, an old carpet, and luminiscent lights on the ceiling. Every hallway is 5 kilometers long, and the door at the end of it is actually an elevator, which leads to Level 22. The outlets can be occasionally found in the hallways, they can be used to charge up devices.

### > Entities

Entities include Smilers, Deathmoths, Skin Stealers, and Partygoers. These entities only spawn in the hallways, but can come to The Center.

### > Colonies and Outposts

There were several attempts to create an outpost at The Center, but all of them were unsucsessiful.

### > Entrances and Exits

#### >> Entrances

* Several holes in the walls have been reported at Level 130, Level 11, Level 0, and Level 358. Those holes may lead here.
* Elevators in Level 22 may lead here.
* Exit doors right in Level -6's caves may lead here.
* Noclip in Level !-! to enter this place.

#### >> Exits

* Doors labeled 105 lead to Level 0.
* Doors labeled 34 lead to Level -6.
* Doors made out of sandstone lead to Level 46.
* Doors made out of wood lead to Level 27.
* Strange, coloured playground doors lead to Level 283.
* Doors labeled 8-20 lead to levels 8 to 20.
* A tiled noclippable wall sometimes found instead of a door leads to Level 37.
* Doors at the end of the hallways will always lead to Level 22
* ~~*Doors with a smiley face will lead to a party!*~~
* Many other doors can be found, leading to the different levels. The doors listed above are the most stable exits.
Level 1000

## DescriptionDescription

**Level 0** is an expansive non-Euclidean space, resembling the back rooms of a retail outlet. All rooms in **Level 0** share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently-placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical.

The fluorescent lighting present in **Level 0** hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has been inconclusive thus far. Secondly, the substance lightly saturating the carpet cannot be consistently identified; it is not water, nor is it safe to consume.

…But you aren't here to know that, are you? You've heard this same spiel a thousand times.

Entities, descriptions, colonies, over and over again through a thousand different levels. You're looking for a way out. Something, anything, that could lead you home.

Do you remember the first time you found a new level, anything to break up the monotony? It was one level. Then two. Then three.

Then a thousand more.

## EntitiesEntities

There are no entities here.

No colonies, no people, nobody but you.

You are alone.

## Entrances and ExitsEntrances and Exits

### Entrances

You've been searching for the exit for a long time, haven't you? How long has it been since you've seen another human being?

Your group has left you. Most found safer places to spend the rest of their lives, better places. Some died, either by an entity, by the environment, or starving when resources were low. Others simply disappeared, never to be seen again.

The levels decreased in documentation, and increased in difficulty as time went on, each level posing new challenges as you went on. You went deep into the Backrooms, too far to comprehend.

You've gone so far...

And yet you are right back where you started.

### Exits

Don't you see what you're doing to yourself? In the process of trying to escape, you're slowly killing yourself. Your body, your mind, your soul.

Even if you could leave, what would you have to go back to?

Do you still remember your friends? The place you lived in? Do you remember your family's faces? You've likely been presumed dead by now. They have forgotten you, and you have started to forget them as well.

There is nothing left for you.

Lay down on the floor. Look at the buzzing fluorescent lights for the last time, and close your eyes.

Let your fragile life fade away.

...It will all be over soon.

\*From the other backrooms wiki
Maidens

**The Nine Maidens** (often simply called **The Maidens** for shorthand) refers to the hosts of a vast magical power that was created by the Twin Gods. There are nine maidens in total, four of which correspond to the four seasons and the other five corresponding to the elements. As a result the Maidens are often divided into the **Four Seasonal Maidens** and the **Five Elemental Maidens**. The Maidens hold vast power to the point of being considered as Demi-Gods, specifically to their correspondent season or element. Each of the Maidens corresponds to one of the Nine Treasures of the Gods. The Four Seasonal Maidens are the reincarnations of the spirits of the four daughters of Ozma and Salem.
Every Backrooms Level on this wiki

* Level 0
* Level 1 - "The Habitable Zone"
* Level 2 - "Pipe Dreams"
* Level 3 - "Electrical Station"
* Level 4 - "Abandoned Office"
* Level 5
* Level 6
* Level 11 - "The Infinite City"
* Level 21
* Level 25
* Level 37 - "Sublimity"
* Level 69
* Level 94 - "Motion"
* Level 145
* Level 231
* Level 389 - "The Gaming Hall"
* Level 909 - "Lucid Dream"
* Level 1000 - "The Cycle"
* Level 9223372036854775807
* Level 9223372036854775810 - "Memories…?"
* Level ∞
Cashew Water

**Object Benefit: Class Negative**
**》Object Number: 44**
**》Location: Majority, mostly Negative Levels**
**》Common**
**Cashew Water** is a rare liquid found on numerous levels.

## Description

**Cashew Water** is a substance found commonly throughout The Backrooms It looks, smells, and taste identical to standard Almond Water. However, **Cashew Water** functions identically opposite to Almond Water. Whenever held, it attracts all kinds of Entities, which will typically react hostilely. Whenever **Cashew Water** comes into contact with Entities, it boosts their strength by approximately 50%, and typically makes them act in a more intelligent manner. The only exception to this is Wretches located on Level 178.1. When Cashew Water comes into contact with Wretches on Level 178.1, they will begin to show signs of docile-ness, and will act similarly to Facelings located on Level 11.

If **Cashew Water** comes into contact with any human, they will begin to feel numbness in that general area, followed by immense pain. If ingested by humans, their current mental state will rapidly deteriorate, and they will attract entities to them quickly. This process has a high chance of turning humans into Wretches. The only known way to reverse this process is by immediate ingestion of Almond Water.

## Identification

In order to test whether or not water is **Cashew Water**, a taste test has to be done. Be sure to have Almond Water ready for ingestion just in case. Never attempt to taste any **Cashew Water** without Almond Water. If you collect any **Cashew Water**, be sure to label it as such. Do not let any **Cashew Water** come into contact with Entities.

## Sources

On Level 178.1, hot springs have a chance of containing **Cashew Water** instead of regular water. In order to obtain **Cashew Water**, take a bottle which once held Almond Water and throw it into a hot spring containing **Cashew Water**. Around 5-10 seconds later, it will fall out once more, filled with Almond Water. Be sure to throw the bottle in capped, or else all the **Cashew Water** will spill out once returned. This has been determined to be the easiest method of obtaining **Cashew Water**.

*Most* Negative Levels contain a very high amount of **Cashew Water**, and low amounts of Almond Water. Because of this, trusting liquids on Negative Levels is highly dis-advised.
Shay D. Mann

**Shay D. Mann**, later going by the name of **Shay D. Branwen**, is a bandit from the Branwen Tribe. The "D." in Shay's name doesn't stand for anything, his middle name is just "D." Shay either doesn't recognize that his name is a pun or is just really in denial about it, no one is quite sure which.

Shay was a member of the Branwen Tribe, though he was a relatively low-ranked one. Shay worked as an enforcer and guard at the main Branwen Camp. Shay was well-known amongst the members for being incompetent.

Following the dismantlement of the Branwen Kingdom, Shay took control of one of it's remnants and returned to acting as a leader of a bandit group. Shay changed his last name to Branwen and kept calling his gang the Branwen Tribe in order to bolster his reputation.

In the year 84 A.G.W., Shay would have his bandits raid the town of Shion. The raid was foiled by the appearance of the huntsman team, RNJR, which caused most of the bandits to flee in the middle of the raid, although Shion was still gravely damaged by the attack. One of the members of team RNJR, Jaune Arc, subsequently hunted down Shay's gang and eliminated them. Shay was the last remaining member and was brutally cut down by a vengeful Jaune.
Daze of Hate, Part 1

## Characters

Alok Adasca (Mentioned only)

Arkoh Adasca

Aurora Adasca (First mentioned)

Alek

Zayne Carrick

Demagol (As Rohlan Dyre)

Barrison Draay (Mentioned only)

Lucien Draay

Rohlan Dyre (As Demagol) (Mentioned only)

Jarael

Saul Karath

Mandalore the Ultimate (Appears in hologram)

Dallan Morvis

Carth Onasi

Q'Anilia (Mentioned only)

The Revanchist (Mentioned only)

Eejee Vamm

Gorman Vandrayk

## Collected Editions

*Volume 4: Daze of Hate, Knights of Suffering* (TPB)

*Star Wars Omnibus: Knights of the Old Republic Volume 2*

*Star Wars Legends Epic Collection: The Old Republic Vol. 2*

## Information Attribution

This page uses material from the "Knights of the Old Republic 19" article on the Star Wars wiki at Fandom.
Level 2

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
**Level 2** is the 3rd level of the Backrooms.

The only known image of **Level 2.** Photographer presumed dead.

**Level 2** consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. Doors are rarely found, housing metal shelves, and ventilation ducts. The pipes cause the heat in **Level 2** to reach immense temperatures, reportedly reaching 200 Fahrenheit (93 °C) and higher, boiling any Wanderer alive. It is described as being generally more decayed than the previous levels.

Occasionally, doors can lead to small rooms that may contain machinery that are connected to the pipes present throughout the level. Random items that were left by other explorers can be found in the metal shelves. Due to the insalubrious conditions found in **Level 2**, roaches and mice are found around the hallways.

Some sections of **Level 2** are completely devoid of light, while some others are only lit up by alternate sources of light, such as flashlights and lamps. A notable humid, musty smell can be found in areas where the pipes exist.

**Level 2** is far more dangerous than Level 1, due to the hazards above and sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it is advised that you should run immediately, as they are incredibly hostile and will kill off most victims.

As one walks in this level, after a few days the pipes will start to go farther and farther in until one cannot walk any further without suffering severe burns. If one persists at this point, the tunnel will close up behind them and they will be cooked alive.

## Entities

Known entities that lurk in **Level 2** are Facelings, Hounds, Smilers and Scratchers. Additional entities likely lurk in the level, however.

## Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

## Entrances and Exits

### Entrances

One of the two the only known way to enter **Level 2** is via a stairwell in Level 1. There, one can find an unlocked door that will lead to here.

### Exits

There are 3 known ways of exiting **Level 2**.

* Finding a fire exit in **Level 2** will transport one to Level 3, despite the dangers and risks.
* Entering an office-styled elevator will lead to Level 4.
* Noclipping through a corner will rarely lead to Level 364.
Darth Vader and the Cry of Shadows 5

## Characters

Kaddak

Reebo Keen (Corpse only)

Hock Malsuum

Lima Starcourt (Corpse only)

Telia (First appearance)

Darth Vader

Phootla Veer (Corpse only)

## Collected Editions

*Star Wars: Darth Vader and the Cry of Shadows* (TPB)

*Star Wars Legends Epic Collection: The Empire Vol. 4*

## Information Attribution

This page uses material from the "Darth Vader and the Cry of Shadows 5" article on the Star Wars wiki at Fandom.
Wilson Moon

**Wilson Moon** (commonly known as **the Shopkeep**) is a business owner in Vale. Moon operates several businesses all across the city, his two most popular being From Dust 'Till Dawn and a Simple Wok. Moon typically doesn't employ others to help him run the businesses so it's very unclear how he manages it. Those who realize who he is assume he has a semblance to allow him to do so, but he is not a registered aura user. It is simply one of life's mysteries that can not be explained, the only people who know are Moon himself and Jinn.
Treasures of the Gods

The **Treasures of the Gods** are sets of items constructed by the gods with divine power. These items are the most sacred items of all of Remnant's history and the most powerful devices to ever exist.

There are nine different treasures and each were made by the Gods. These treasures are locked in vaults all over Remnant and can only be unlocked by the avatars of the Gods (Ozma or Salem) or the nine Maidens.

## List of Treasures

1. Crown of Choice
2. Lamp of Knowledge
3. Staff of Creation
4. Sword of Destruction
5. Spear of Destiny
6. Armor of the Gods
7. Ring of Fortune
8. Holy Grail
9. Lyre
Mae Tsune

**Dr. Mae Tsune** was the head physician of Beacon Academy

## Personality

Mae was a noted sadist and loved inflicting pain on others. While she took her job as a doctor incredibly seriously and kept her fetish away from her students, she did not deny what she liked.

## Appearance

Mae was a Fox faunus woman of East Animan origin with light brown hair, chocolate brown eyes, and pale skin. Mae was somewhat short, but was also full figured and very fit because of her occupation as a Huntress. As a Fox Faunus, Mae had several animal features.

Mae had long and straight light brown hair that was soft and silky and reached down to her waist. While she normally let it down during most times, when performing her duties as a doctor she typically kept her hair in either a ponytail or bun. At the top of her head were two large fox ears that matched her hair color. Mae's eyes were large and almond-shaped and were chocolate brown, as well as being considered incredibly beautiful. Mae's pupils were closer to that of a fox's than those of a human.

Mae had a heart-shaped face that was very smooth and beautiful looking. Mae had a mildly wide forehead, high cheekbones, average size ears with pierced lobes, a small, straight, and sharp nose with small nostrils, soft, full lips that were light pink in color, straight and pearly white teeth, a longer than average tongue, a strong and sharp jawline, and a small, but strong chin that ended in a rounded point. Below and slightly to the left of her lips was a small beauty mark.

Mae was somewhat short, but very fit with strong muscles underneath a layer of feminine softness. Mae had a long and graceful neck, narrow shoulders, somewhat long arms that had toned muscles, small hands with long and slender fingers, an ample bosom, a flat abdomen, a narrow waist that flared out into wide hips, and long and toned legs. Mae's skin was pale and smooth, as well as being quite soft. Mae had a brown fox tail coming from her waist and the tip of the tail was covered in black fur.
Darth Vader and the Ghost Prison 3

## Characters

Dooku (Mentioned only)

Kit Fisto (Appears in hologram)

Gentis

Caul Gentis

Obi-Wan Kenobi (Appears in hologram)

Plo Koon (Appears in hologram)

Ki-Adi-Mundi (Appears in hologram)

Palpatine

Skein (First mentioned)

Wilhuff Tarkin (Appears in hologram)

Laurita Tohm

Trachta

Darth Vader

Mace Windu (Appears in hologram)

Yoda (Appears in hologram)

## Collected Editions

*Star Wars: Darth Vader and the Ghost Prison* (TPB)

*Star Wars: Legends Epic Collection: The Empire Vol. 3*

## Information Attribution

This page uses material from the "Darth Vader and the Ghost Prison 3" article on the Star Wars wiki at Fandom.
Saphron Cotta-Arc

Maternal

* Aurelius Pendragon (Grandfather)
* Elizabeth Pendragon (Grandmother)

**Saphron Cotta-Arc** is a Valean-born school teacher living in Argus. She is the second eldest daughter of the Arc family, however she had no interest in being a huntress or knight. Saphron instead decided to live a simple life with her wife Terra.
Darth Vader (2017) 12

## Characters

Tomas Azoras (First appearance)

Barokki (First identified as Barokki)

Zorta Bingan (First appearance)

Bhada Cha (Indirect mention only)

Chanath Cha (Indirect mention only)

Ramat Cha (Indirect mention only)

Jer Croteau (First mentioned) (In Aurebesh text)

Corin Ferro (First appearance)

Kirak Infil'a (Mentioned only)

Ninth Sister

Jocasta Nu (Mentioned only)

Darth Sidious

Joon Strephi (First appearance)

Cassio Tagge (Mentioned only) (In Aurebesh text)

Wilhuff Tarkin (Mentioned only)

Darth Vader

## Collected Editions

*Darth Vader: Dark Lord of the Sith Vol. 2 Legacy's End* (TPB)

*Darth Vader: Dark Lord of the Sith Vol. 1* (Hardcover)

## Cover Gallery

Darth-Vader-DLotS-12.jpgMain Cover by Giuseppe Camuncoli
UPC Code - 75960608666501211
## Information Attribution

This page uses material from the "Darth Vader: Dark Lord of the Sith 12" article on the Star Wars wiki at Fandom.
Marcus Black

**Marcus Ultor Black** (ne **Vasilias**) was a former Huntsman and soldier turned mercenary and assassin. Once celebrated as one of the greatest huntsman in Mistral as **The God of War**, Marcus' cruelty and sadism would eventually cause him to fake his death and begin operating as the most infamous assassin on Remnant.

Marcus would enter into a relationship with a woman named Nerio Black, taking her surname, and fathered Mercury Black. After Nerio's death, Marcus began ruthlessly training Mercury into the ultimate assassin, eventually being killed by his own son's hand. Marcus would later be resurrected by Salem's Cabal as a type of undead Grimm known as a Revenant, later being once again put down by Mercury for good.

## Personality

Marcus was a cruel and monstrous man with no sense of empathy and no care for anyone other than himself.

## Appearance

### General Appearance

Marcus was a Graecean man with silver hair, crimson eyes, and pale skin. At 6'4" Marcus was a tall and muscular man, let still has a relatively lean build that allowed him to function both in frontline combat as well as stealth. Although his aura kept his body younger than it actually was, Marcus' rough lifestyle and alcoholism caused him to appear his actual age.

Marcus had somewhat thin and straight silver hair that he wore at a medium length.

## Trivia

* Marcus is based off of Mars from Roman mythology.
* Marcus is also partially based off of Anton Chigurh.
Dark Lords of the Sith 2: The Quest for the Sith

## Characters

Amanoa (Mentioned only)

Vodo-Siosk Baas (Mentioned only)

Tott Doneeta

Arca Jeth

Keto (Indirect mention only)

Aleema Keto

Magda Keto (Indirect mention only)

Satal Keto

Exar Kun

Freedon Nadd (Appears as a ghost or spirit) (Mummified corpse)

Nebo (First appearance)

Ommin (Mentioned only)

Cay Qel-Droma

Ulic Qel-Droma

Rask (First appearance)

Nomi Sunrider

Orley Vanicus (First appearance)

## Collected Editions

*Star Wars: Tales of the Jedi - Dark Lords of the Sith* (TPB)

*Star Wars Omnibus: Tales of the Jedi, Volume 2*

## Information Attribution

This page uses material from the "Tales of the Jedi - Dark Lords of the Sith 2" article on the Star Wars wiki at Fandom.
Arc Family

The **Arc Family** are a famous lineage of knights, soldiers, hunters, and warriors that is closely tied to the history of Vale. The first Arc was Artorius Arc who led the Arc clan and joined forces with Valois clan to unite Eastern Sanus after the fall of the Sanus Empire, forming the Kingdom of Vale. Subsequent Arcs would go on to have many heroic adventures.

In the 1400s, an event known as the Great Purge would occur which led to the deaths of all Arcs with the only survivor being Trevor Arc. Trevor would clear the Arc name and the lineage would continue. The Arcs were also the primary reason for the Valean revolution that led to the Pendragon clan overthrowing the Valois and becoming the new royal family.

While their reputation and status have been in constant flux going from beloved to despised and noblemen to commoners depending on the era, the spirit of heroism lives in the Arc family and many Arcs have gone on to do great things.

## Members

* Sebile of Avalon + Unknown Male
	+ Rune of Avalon
* Rune of Avalon + Medilia
	+ Lincoln of Avalon
* Lincoln of Avalon + Griselda Ashari + Aurora
	+ Several Generations
* David Ashari + Abigail
	+ Salem Ashari
* Salem Ashari + Ozma of Tippetarius
	+ Winter Ashari
	+ Spring Ashari
	+ Summer Ashari
	+ Autumn Ashari
* Autumn Ashari + Unknown Male
	+ Several Generations
* Artorius Arc + Helene Valois
	+ Several Generations
* Percival Arc + Blanchefleur Arc
	+ Michael Arc
	+ Gabriel Arc
* Michael Arc + Unknown Woman
	+ Several Generations
* Richard Arc + Berengaria Arc
	+ Leon Arc
* Leon Arc + Illyana Riktor-Arc
	+ Several Generations
* Jeanne Arc + Denis Belmont
	+ Trevor Arc
* Trevor Arc + Sypha Belnades-Arc
	+ Ann Arc
	+ Frediric Arc
	+ Marry Arc
* Frediric Arc + Janis Arc
	+ Two Generations

* Christopher Arc + Cyncia Arc
	+ Soleil Arc
	+ Amanda Arc
	+ Gerhart Arc
* Soleil Arc + Unknown Woman
	+ Two Generations
* Simon Arc + Unknown Woman
	+ One Generation
* Juste Arc + Lydie Erlanger-Arc
	+ Richter Arc
* Richter Arc + Annette Arc
	+ Several Generations
* Julius Arc + Cornelia Arc
	+ Tristan Arc
* Tristan Arc + Isolde Blanchmains*-Arc*
	+ Charles Arc
* Charles Arc + Elaine Arc
	+ Sylver Arc
	+ Nicholas Arc
	+ Roland Arc
	+ Constantine Arc
	+ Vivienne Adel
	+ Marie Rais
* Nicholas Arc + Genevieve Pendragon-Arc
	+ Rouge Arc
	+ Saphron Arc
	+ Jaune Arc
	+ Olivia Arc
	+ Aqua Arc
	+ Lapis Arc
	+ Lazuli Arc
	+ Lavender Arc
* Jaune Arc + Ruby Rose + Weiss Schnee
	+ Argent Arc
	+ Aurum Arc
	+ Pyrrha Arc
	+ Penny Arc
	+ Whitney Schnee
	+ Walter Schnee
	+ Rook Arc
	+ Summer Arc
	+ Taiyang Arc
	+ Juniper Arc
	+ Wallace Schnee
	+ Siegfried Schnee
	+ Silver Schnee
	+ Coeur Arc
	+ Poppy Arc

## Related Families

* Adel
* Pendragon
* Rais
* Rose
* Schnee
Emerald Sustrai

**Emerald Sustrai** was a Vacoan huntress and former thief, terrorist, and member of Cinder's faction before she defected.

She was born into poverty to a single mother and her father had no idea that she even existed. Emerald's mother died when she was very young and so Emerald became an orphan and lived on the streets of Vacuo City. When Emerald was about 7 years old, she was kidnapped by a criminal syndicate and was trafficked to Vale as a slave. Emerald managed to escape and continued to live on the streets until she was about 17 at which point she was taken in by Cinder Fall to aid in her goals to acquire both the Maiden Powers and the Relics, as well as destroy Beacon Academy. While she personally did not care about Cinder's goals, she felt indebted to her for being the first person to show her any kind of affection (even if it was fake) and had fallen in love with her for the same reasons, so Emerald gave Cinder her utmost loyalty. Eventually Emerald began to realize that the actions that she was forced to take under Cinder and Salem's command were too evil to ignore, and also realized that Cinder never cared about her. As such Emerald abandoned her alongside Mercury.
Liquid Pain

## Description

A sample of Liquid Pain undergoing testing.

Liquid Pain is a viscous fluid bearing a deep crimson color, and similarly to Almond Water, it may be found in nondescript canisters. The origin of these containers are unknown, seemingly being placed inconspicuously throughout The Backrooms as if with the objective to deceive wanderers into consuming the substance.
When exposed to air for a prolonged period of time, Liquid Pain will undergo a transformation in properties. It will coagulate and thicken, becoming gradually darker in color before eventually drying completely. The resulting resin presents no immediate danger, but it is extremely volatile, with a tendency to spontaneously rupture and combust. As such, some have weaponized crystalized Liquid Pain by throwing them at targets.

## Symptoms and Effects

Exposure to Liquid Pain results in a series of successively worsening symptoms, varying in severity and rapidity depending on the amount one is exposed to. The symptoms are as follows:

* Burning/tingling sensation at point of contact
* Intense irritation and itchiness of the epidermis
* Gradual rise in internal body temperature
* Intense stabbing pain within the stomach, resulting from acidic corrosion of stomach lining and intestines
* Further stabbing pain spread throughout the entire body,
* Boiling of blood
* Rupture of veins/arteries, internal bleeding
* On rare occasions, spontaneous combustion
* Death

If one is treated with enough Almond Water before the appearance of the fifth symptom, their likelihood of survival will significantly increase, with most to all symptoms of Liquid Pain being cured in a matter of hours. If successful, all damage will gradually heal and reverse itself. However, if one does not receive treatment before the fifth symptom occurs, they are to be considered past the point of no return and quarantined for the safety of others.

## Locations

Liquid Pain is present in numerous levels of The Backrooms. It has been found to naturally occur in small natural bodies, such as puddles and pools typically smaller than five feet in diameter. Otherwise, it may be found in containers, most commonly metal thermoses.

## Origins

The origins of Liquid Pain are nigh-unknown, but its existence dates back to the earliest known accounts of The Backrooms. All attempts to synthesize, replicate and reproduce the substance have failed, and it may only be collected wherever it is found occurring.

\*From the other backrooms wiki
Cinder Fall

**Cinder Fall**, originally known as **Cinder Basile** and later known as **Cinder Unicorn**, was a member of Salem's Inner Circle and was the leader of her own faction. She was also a Fall Maiden.

Cinder was born in a small village in Mistral. Her family were the Basile's a Valean noble family that lost everything after the Great War. The Basile family relocated to Mistral, however tragedy struck the family after she was born. Cinder's mother died soon after her birth and the rest of her family had either died as well or become too distant. As such she was left with nothing but her father to care for her. Cinder's father, Richard, was a loving and good natured man who did everything he could to keep his daughter happy.

This changed when Richard married a woman named Tremaine Unicorn. Tremaine poisoned Richard to death and then began making use of his fortune. Cinder knew what her step-mother had done and tried to inform the authorities but they did not believe her. Cinder was subsequently abused by her step-mother and step-sisters.
Aura

**Aura** is a type of energy that stems from an individual's soul. It is the manifestation of a person's life energy in a way that can be used for a wide variety of different effects.

## Description

Aura is the energy that comes from the soul, as such anything with a soul is able to use it. Aura's shape and form is dependent on the user. While everyone has Aura, not everyone is capable of using it. In order to use Aura, it has to be unlocked either through an Aura user unlocking it for the prospective new user, meditation and training, or through extreme situations and intense feeling.

## Auric Arts

The Auric Arts are the various abilities that one can use with Aura.

* Reinforcement: The ability to use Aura to reinforce or otherwise empower one’s abilities.
	+ Superhuman Strength:
	+ Superhuman Speed
	+ Superhuman Stamina
	+ Superhuman Durability
	+ Superhuman Agility
	+ Superman Reflexes
	+ Superhuman Senses
		- Superhuman Hearing
		- Superhuman Sight
		- Superhuman Smell
		- Superhuman Touch
		- Superhuman Taste
* Shielding: The ability to call upon a defensive shield that surrounds a person. This shield acts like a force field and works to take the damage a person would normally be dealt. While the person using it would still feel pain, the pain would be muted and a person would not take an injury.
* Healing Factor: The ability to use Aura to heal one’s injuries.
	+ Enhanced Immune System
	+ Contaminant Resistance
	+ Fatigue Resistance
	+ Decelerated Aging
* Dust Usage: While Aura is not needed to use dust, it does increase its functionality and abilities.
* Extrasensory Perception
* Climate Protection
* Sensing/Identifying Aura
* Aura Constructs
Lancelot Arc

Maternal

* Galahad Benwick (Great Grandfather)

Maternal

* Lancelot Benwick (Grandfather)

**Sir Lancelot Galahad Nicholas Dulac Arc d'Valois** was a Valean huntsmen and knight, most notable for being the youngest person to ever graduate at Beacon and the youngest man to be knighted. Lancelot was the Marshal of Arcadia, having a high ranking in the kingdom militarily. Lancelot was a member of the Knights of the Round Table and the 12 Paladins. Lancelot is considered one of the greatest huntsmen and knights in history.

Lancelot was born in the village of Domremy to Charles Arc and Elaine Arc. Lancelot was the eldest son the pair had and was raised as the heir of the Arc family, a noble family that helped found the Kingdom of Vale. From a young age, Lancelot wished to be a knight. As such, Lancelot began training himself as a warrior the moment he could. By the time that Lancelot was 12 years old, he had enrolled into Beacon and was one of the top students there.
Ambrosius

**Ambrosius** is a spirit that resides in the Relic of Creation. He can be summoned by the user, at which point he can create anything they desire.

## Appearance

Ambrosius manifests as an extremely large male spirit with cyan hair, dark blue sclera with light blue irises, and he had light blue skin. Ambrosius was extremely tall at 13 feet, though as a spirit he had no weight. Ambrosius took the form of a very muscular and attractive man.

Ambrosius had thick and wavy light blue hair that was a very striking color. Ambrosius hair was very long, though he tied it into a ponytail that reached his thighs. The hair that was not in a ponytail was somewhat spiky and brushed back, staying out of his face. Ambrosius had three bangs on the right side of his face that stuck out and drooped downwards.

Ambrosius had somewhat small and downturned, hooded eyes. Ambrosius' sclera were a dark blue that was closer to black, though his irises were a much lighter blue. Ambrosius' nature as a spirit meant his eyes were simultaneously haunting yet beautiful. Ambrosius was a very playful person and his eyes reflected that. Ambrosius had somewhat thick eyebrows that arched heavily in the middle, as well as thick and long eyelashes.

Ambrosius had an oblong face shape that was perfectly symmetrical. Ambrosius had high cheekbones, large and pointed ears with pierced earlobes for his earrings, a somewhat wide nose with small nostrils, a thin upper lip with a plumper lower one that were dark blue, blindingly white teeth, a strong and sharp jawline, and a strong chin. Ambrosius was completely clean shaven.

Ambrosius's body was perfectly proportioned and he had long arms, a long torso, and long legs. Ambrosius had a long and muscular neck, broad shoulders, a vast and muscular back, very well-muscled arms, large hands with long and thick fingers, a chiseled chest, a flat stomach with 12-pack abdominal muscles and sculpted obliques, a narrow waist with a V-shape, sculpted buttocks, muscular legs with thick thighs and strong calves, and large feet. Ambrosius did not have any body fat and as a spirit took on a form that most would consider to be the ideal form of humanity. Ambrosius lacked nipples, genitalia, and an anus as he had no need for those.
Zoroaster Ozpin

## Professor Ozpin

**Sir Zoroaster Henkel Ozpin** was a Huntsman, Knight, Headmaster of Beacon Academy (being the second youngest and longest serving Headmaster in the Academy's history), a member of Vale's Council, a member of the Knights of the Round Table, and leader of the Protectors of Remnant. Ozpin was a originally a Valean boy who wanted to be a Huntsman, when he learned that he was the latest incarnation of the ancient warrior Ozma, the avatar of the God of Light. Under Ozma's guidance, Ozpin became a prodigy huntsman and led his team (OPAL) to great success. Ozpin would become a professor at Beacon and eventually became the headmaster of the academy. Ozpin would also take over leadership of the Protectors of Remnant, an organization founded and led by Ozma's incarnations to protect Remnant from evil forces, most notably the witch Salem, the rebellious avatar of the God of Darkness.

## Attributes

### Aura

#### Semblance

Ozpin does not posses a Semblance as most people would recognize it. Semblances are people using their Aura as a way to gain the ability to use a single magical effect or range of effects. As Ozpin is an incarnation of Ozma, he already has magic. Ozpin states that if he had or has a semblance, then he would not know what it was or would it could be because to him it would just be one of many abilities that he already had.

### Magic

As an incarnation of Ozma, Ozpin has the ability to use magic. As Ozma is the chosen avatar of the God of Light (and has another benefactor in the form form of the weakened God of Darkness), Ozma's magic is greater than the average magus. While not on the level of the Gods themselves, Ozpin's magic is far beyond what anyone else could hope to achieve. The only people who could rival or exceed Ozpin's power are Salem (who was the Avatar of the God of Darkness, and used her position to steal much of the God's powers) or the maidens (who the Gods created to serve as guardians for their treasures and as retainers).

Using his magic at full power, Ozpin is like a god in human form. Despite his skill, knowledge, and aptitude of magic, Ozpin is careful not to become too reliant on it. Ozpin's list of magical abilities and spells are as follows:

* **Healing**:
	+ **Regeneration**:
* **Reinforcement**:
* **Mana Burst**:
* **Magic Resistance**:
* **Inventory**:
* **Enchantments**
* **Runes**
* **Animal Transformation**:
* **Elemental Manipulation**
* **Time Manipulation**
* **Barriers**
* **Summoning**
* **Item Construction**
* **Energy Beams**
* **Clairvoyance**
* **Revelation**
* **Mana Drain**