The Room of Mouths
"They took my blood, my ichor.
Now I swim in my tears."
The Room of Mouths is a large room, approximately 800 by 800 meters, filled with extreme fog. Wanderers who have visited this area report that it's impossible to see more than a foot away. The floor here is made of a thick carpet of venus flytraps. The mists swirl, even with no perceptible air flow in the room and the floor beneath appears to be made of the same brick in which the ruins above are constructed from.
The flytraps on the floor are actively carnivorous and will chew through a wanderer's footwear. This can happen rather quickly. As such, it is recommended that wanderers do not stay stationary and move around the room, keeping away from the edges as enormous, carnivorous pitcher plants line the walls of the room. They produce an alluring scent, usually interpreted by the wanderer as their favorite meal. If one foolishly pursues one of these behemoths they will be consumed and proceed to endure a slow death within the body of the plant.
"You will become like me, consumed by the very existence of the room you now stand in."
Fuel for something long forgotten, something lost.
The mouths, they speak…
They beckon…
They cry out in agony as they sit in stony silence…
Cut at the stem, sheared from their essence…"
In the center of the room is a small well, finely constructed of red brick. A small koi swims in its pristine waters perpetually, carving an infinity symbol into the otherwise placid surface. Any attempt to enter the well results in the wanderer being removed from the Room of Mouths, abandoning them in the Pastoral Proper.
"The others, they coveted me too…
I sealed them away, forced them to look on as their memories faded…
But, now, I am weak…"
Staring into the well supposedly conjures fantastic visions for the wanderer. People have reported magical tales of wonderment, wisdom from an omnipotent being, and some have even said that they have achieved enlightenment by gazing into the watery depths of the well. The well hums with a low frequency pitch, and the venus flytraps on the floor appear to ripple away from the object as the sound pulses outward. Many wanderers have reported hearing voices in their heads while exploring the Room of Mouths.
"These fools gaze at Me like some sort of sideshow attraction…
They do not know what I am, nor that they are trespassing upon sacred grounds…
This is my home, stolen from me…
I built this world, yet they trample across it with undying hubris…
They covet memories, as they are things they can no longer recapture…
It is my gift to them, though they force me to watch them squander it…
I weep, yet they squabble over my power…
Jump in, wanderer. Join your brethren. Join them in the murky waters of the abyss…"
Info
The original author of this entry is Aether48.
Rewritten by DivineAtlas (author page).
"And when we find ourselves in the place just right,
'Twill be in the valley of love and delight"
SURVIVAL DIFFICULTY:
Class 0
- {$one}
- {$two}
- {$three}
The Pastoral Proper
A lovely path in Level 112 leading into the forest.
Lost in the vernal thicket of Level 112 is an aging, evergreen world. A cool breeze rustles through the healthy trees and trickling, happy streams twinkle gently between the abundant growth and meandering pathways that make this peaceful world. In this land of infinite spring, the darkness never comes, just an everlasting light that injects the level with life. The smell of fresh rain wafts gently across the dew garnished plants. It brings with it ease, comfort, and waves of refreshing coolness. Wanderers often choose this level for refreshing picnics, dates and other social activities to escape from the never-ending universe beyond its borders.
Level 112 is a place of memories, fleeting, ephemeral. Specters dance amongst the shimmering shadows of leaves that are casted across the level, fading memories of a time once past. They are reflections of those who have come through, fragments of their lives spent before becoming a lost soul in the churning worlds of the Backrooms. One can witness both theirs and the memories of others, and most depict joyous occasions. This leads many wanderers to simply visit to enjoy their own happy recollections and some to partake in that of others. In contrast, some memories depict sad or tragic scenes. One should watch all of them, as they are all an important part of a wanderer's story.
The Aging Ruins
One of the many ruins found throughout the level.
Tucked away deep in the folding greenery are many sets of ruins, buildings lost to time. These crumbling monuments appear to be crumbling structures made of brick, although some feature ornate metalwork and and petrified wood. The purpose of these ruins are unknown; however, some resemble homes. Wanderers often report a feeling of familiarity with them, as if they already know where they are as they venture through them. The ruins are largely empty, simply another memory from a time long past.
In some of the more complete, intact ruins, one may come across gorgeous, handcrafted frescos. While faded, they depict many images ranging from exquisite, ornate koi floating in the sky above green pastures to elegant patterns which wrap lovingly around the walls. Those intrepid enough to wander deep into the level have reported paintings of odd, winged humanoids. They are often depicted surrounding wells or surrounded by venus flytraps, but no entities like them have been encountered throughout the level.
The ruins elicit a sense of melancholy, a feeling one cannot shake off until they exit their structure. As such, many wanderers simply avoid the ruins so they may partake in their happy memories instead. Such is human nature, to flee that which brings discomfort. The absence of people and memories leave the ancient structures with a soft feeling of desolation and emptiness.
Fallen Angels
A bevy of angels found in a distant ruin.
Occasionally within random ruins wanderers may encounter angel statues. Most are crumbling and in disrepair, however finding one intact can prove to be a boon.
Breaking open a complete angel statue will usually yield a bottle of almond water. The stone-like material the angels are comprised of is incredibly brittle, which makes it possible for most wanderers to shatter them by simply knocking them over. The mechanism for these statues appearing is currently unknown, however, new ones appear quite often. The remains of the shattered angels return to dust after the almond water is collected. Incomplete angels will not produce any resources, rather, when destroyed, will simply crumble into dust.
Exploitation
Everything in the Backrooms can be sold. Memories are no different.
The B.N.T.G. has laid claim to several zones of Level 112, requiring valuable trades to access each area. The looping memories there contain strong emotions, and B.N.T.G. vendors have set up theater-like areas so that paying wanderers may enjoy viewing the memories in comfort. While the B.N.T.G. may have monopolized recurring memories around the level, the majority of memories are randomly found around the area and are free to view.
B.N.T.G. vendors have also set up small shops near where wanderers enter the level. These stores sell food products, flowers, and other basic supplies in case one needs something to enjoy their stay. A small cohort of crafty wanderers have also set up a small stall selling handmade quilts perfect for picnics which are sold or rented for almond water.
Entrances
Embracing a tree anywhere in Level 11 will no-clip a wanderer into Level 112.
Exits
Following what looks like headlights through the trees will return wanderers to the streets of Level 11.
A wanderer may spy an even stranger anomaly, a venus flytrap here or there, speckling the floor of the forest. A plant far away from home in the cooler climate of Level 112. A sickly-sweet scent may even permeate the air. Following these plants and smells leads one deep into the forest, bringing them to a rusted, metal trap door.
