How to sort the M.E.G. Hub:
- Teams, POIs and relations are sorted alphabetically
- Links in the history section are sorted in this order: levels/unnumbered levels/entities/unnumbered entities/objects/phenomena/tales/POIs/groups
The Major Explorer Group is currently the most widespread faction in the Backrooms, whose goal since its inception has been to explore and document this reality in order to protect the people living there, and ultimately find an exit.
A M.E.G. propaganda poster from Base Alpha.
Since 2012, the group has discovered many new levels, entities and objects, and studied known ones in detail. The broadness of their mission led them to grow rapidly, as they recruited most of the newcomers leaving Level 0 thanks to the noble and hopeful nature of their goals. With the presence of many veterans in their ranks, the group trains most of their members in exploration and documentation, but also to create and maintain sustainable communities to protect as many people as possible. Naturally, this led the group to create one of the largest public databases, which comprises the bulk of the Database.
Hegemonic Mess
While their size and generic goals are a benefit for their growth, this also means the M.E.G. has a loose and convoluted structure, with many leading figures having many different visions of the group and their mission. Over time, the M.E.G. struggle to work cohesively, with the physical distances between settlements gradually creating many subcultures depending on their location, members, and available material.
Furthermore, the geographical nature of the Backrooms also exemplifies this feature. While main settlements in or near the Main 12 benefit from close supervision and collaboration with the Oversight Council, settlements with fewer links with the rest of the Backrooms will eventually evolve. Adapting to their environment and their general culture, many of these settlements can adopt widely different philosophies about the group and their goals. For example, an outpost deep inside the Backrooms in an entity-heavy ecosystem can eventually become more military-based, reflected in their vision of duty or even their vocabulary.
This can be seen in the M.E.G.'s bureaucracy, which is a complex yet messy environment reminiscent of their very database. Despite the archivists' best attempts, the group remains a gigantic mess of dozens of settlements scattered around just as many pocket dimensions.
As such, while the M.E.G. has no difficulty attracting new members, many veterans have left the group over the years, as they have become bitter about the naive hope of the faction or even turned against them due to mistreatment. Despite many splinters and wars created by a lack of a constant direction, the M.E.G. has still nonetheless managed to heal every time, growing stronger than ever as they live and learn about the Backrooms and the many factions living there.
Everlasting Hope
Despite all these struggles, the M.E.G. isn't a hegemonic group for nothing. While their size has been a source of issues many times in their history, they remain a group unified by hope. The initial message of the original overseers still holds strong, with the goal of finding an exit sparking zeal and willpower inside the group's ranks.
Many times in the past, the M.E.G. has proven other factions wrong by doing the impossible, from vanquishing ancient powers to elucidating anomalous mysteries. Since its inception, the M.E.G. has been known to push the limits of humanity in the Backrooms. Despite members all having different visions on how their goals can be achieved, they all remain unified by the willpower to help others and work together for the greater good.
The M.E.G.'s history shows their relentless work better than anything else. Despite going through many struggles, losing members and bases, and sometimes even having their motives called into question, the group always managed to learn from their mistakes, focus on their initial mission, and never give up.
Organization
The M.E.G.'s mission has led them to create countless bases and outposts all over the Backrooms, but not all of them are linked together through the group's trade routes. As such, with each level being its own dimension, cut away from everything else, each settlement slowly but surely adapted to their environment by changing their structure.
As such, jobs and the overall chain of command can vary from settlement to settlement, with many of them handling survival and development differently from each other. Despite this, however, the M.E.G. still recognizes some jobs universally in all locations to facilitate order transmissions and exchanges of members when needed.
The Oversight Council
Established in 2014 due to the overseer's work overload, the Oversight Council is the highest power of the M.E.G. Unlike most leadership councils in the Backrooms, its members and positions depend on the current need of the group, meaning the members and their purpose can vary depending on the time.
- Overseers are the oldest leaders in terms of rank. While they have the same effective grip on the group as Supervisors, they have a right to veto any decision of the council, effectively acting as a security council.
- Supervisors are members of high skill who joined the council thanks to their leadership capacities for M.E.G. activities requiring development or management at the time. While consisting of only six members in 2014 it quickly diversified over the years, with more M.E.G. domains requiring a centralized or branched leadership from the three major wings
Base Leaders
While the Oversight Council focuses on the overall M.E.G. activities, Base Leaders oversee the development and well-being of their respective base and outpost.
Their nature and mission can vary depending on the settlement size. A small research outpost will only have a head researcher as the Base Leader, while bases (such as Base Alpha or Gamma) and other major settlements (such as Housekeeping or Hollow Nest) will have a leader coordinating all wings of the settlement.
Base Leaders' choice methods can vary, ranging from election in highly populated bases to selection during a mission creation for smaller outposts. In specific cases, such as when a new settlement aimed to grow and house citizens, the Oversight Council themselves can initially choose the leader. Demotions are far rarer and can only be performed by the Oversight Council after enough complaints and evidence have been collected.
M.E.G. Positions
The most widespread jobs at the M.E.G. are versatile job types tied to the three main purposes of the group, with each specializing depending on the needs of the base:
- Operatives handle exploration, with specialization such as indoor, non-Euclidean, arctic, or forested exploration. Each operative works in a different team depending on said specialization.
- Researchers handle research, with specialization such as anomalous entity biology, technology retro-engineering, or esoteric research.
- Archivists handle archiving, with specialization depending on the information type or format.
Base-specific jobs also exist; some of them are similar to Frontrooms jobs, and are necessary to run a working society (such as cooks, librarians, and teachers…), while others are supporters of the group activities, such as radio operatives or System Engineers.
Civilians
Also called townsfolk, citizens are wanderers who are sheltered by the M.E.G. in major bases, such as Base Alpha, Omega or Beta. In exchange for being fed and protected, they contribute to helping maintain their community through their Frontrooms job experience. Children and teens who sometimes fall into the Backrooms are offered to keep their education going inside a M.E.G. school or with the Cygnus Order, and can eventually become full M.E.G. agents.
Despite a lot of people being temporary residents, eventually leaving to explore the Backrooms, many choose to stay, founding a family and raising backborn children. These people can stay within the Citizen Sectors but can also be sent to other settlements depending on the needs of the group.
History
Although still somewhat young when compared to other groups such as the Ariane Circle or the I.M.B.H., the M.E.G.'s existence has already had a lot of ups and downs, juggling between phases of huge development and rough times when agent morale was put to the test.
Despite their unstable history, the M.E.G.'s status as a hegemonic group allowed them to grow without stopping over the years, managing to complete major discoveries even during times of war or doubt.
Most of the M.E.G.'s geopolitical history takes place within the Main 12 and its connected levels, due to most factions and wanderers residing in safer and more populated areas. This doesn't mean deeper areas of the Backrooms never influenced the fate of the group as the anomalous nature of this world created challenges for the group many times in the past.
Despite their struggles, the M.E.G. keeps the glimmer of hope alive. With each struggle, they come out stronger, slowly but surely learning from their mistakes and lack of experience in order to make the Backrooms a better place and eventually find a way out of it.
1997 to 2011: Power Vacuum
This period, often nicknamed the Drought by wanderers or “The Stagnant Age” by The Lost, is marked by a large power vacuum following the destruction of the Leaders, leaving wanderers without reliable help. While some minor factions like Camp Amber or the Ariane Circle tried to fill the gap to help wanderers, they lacked the vision and numbers to become their true successor. It is in this situation that these three communities were either created or prospered:
- Station 01.3: A former research settlement of a defunct group, now run by newer researchers trying to refill the wounded database of the destroyed group.
- The Early Home: A small encampment offering rest and food to needy wanderers, using their logistics skills to save many wanderers by sheltering them temporarily.
- The Nomadic Coalition: A nomadic faction of explorers regularly coming back to Level 1 to save and recruit newly no-clipped wanderers.
Relevant Database Entries:
2011: Overseers No-Clip
2011 was the year when the three future overseers no-clipped into the Backrooms, losing each other, then ending up in one of the three settlements not long after:
- Justin Rivers joined the Nomadic Coalition at 16, finding his friend Reed there and falling in love with the local botanist Olivia Bellerose.
- Katherine Rivers joined Station 01.3 at 15, befriending both Aelita River and Eden G.
- Andrew Donovan joined the Early Home at 17, where he met Somalia Hanks and started developing his "ends justify the means" mindset further.
During their time split apart, the three of them grew up and learned about the Backrooms, remaining hopeful that the other two were still alive somewhere in the level.
While the Drought was still present, the seeds of what would become the new hegemonic group started to bloom.
Relevant Database Entries:
2011 - 2012: Start and Development of Cross-Settlement Collaboration
Station 01.3 and the Nomadic Coalition started working more closely starting in 2011, following the reunion of Justin and Katherine, with the two factions trading resources and personnel more heavily. The alliance with the Early Home happened later on, in 2012, due to their sedentary nature.
Over time, the three settlements gradually worked closer together until late 2012, when the M.E.G. coalition project was initiated. First aimed at being a more official bond between the three groups, it quickly evolved into a complete fusion of all three settlements into an entire faction, aiming to finally have enough people and resources to become the eminent human-led Backrooms group.
Relevant Database Entries:
2012: Group Creation
The official creation of the M.E.G. as a group takes place in 2012 with the inauguration of Base Alpha. While explorers and researchers worked on understanding the Habitable Zone's geography and phenomena better, Base Alpha started gathering newly no-clipped wanderers very quickly due to the open and optimistic nature of the group. Thanks to their organization and the skill level of most of the initial members, it wasn't long until they started documenting what existed beyond the Habitable Zone.
Relevant Database Entries:
2013: Limited Growth
This growth, albeit allowing for quicker development, also started creating organizational issues. As the M.E.G. started exploring the Backrooms more, setting bases in the 0-11 chain, outposts in research locations, and amalgamating smaller settlements to their coalition, the lack of clear hierarchy and protocols severely lowered their efficiency. Most bases had different visions and motives, which made cohesion tougher.
The influence of the Church of the Veiled also became a growing issue for the M.E.G., making the securing of the entire 0-11 chain far harder due to the heavy presence of the cult in Levels 6 to 9. Fearing the M.E.G.’s potential future influence, this ancient group multiplied their attacks on many settlements of the group, attempting to break the roots of their coalition to keep their power in check.
Relevant Database Entries:
2014: Restructuring
The growth of the M.E.G. led it to operate a huge restructuring in 2014, leading to the creation of the Oversight council, the Supervisors, as well as a clearer internal structure and management. It is also around that time that collaboration with other groups, such as the Eyes or Argos, the Ariane Circle or the I.M.B.H., became more common, as they started being seen as more worthy and capable by these much older groups. Key members such as Eden G., A. River and Olivia Bellerose join during this time.
Relevant Database Entries:
2015: Conflict
In the first year following the M.E.G.'s restructurating, the group faced a much more cunning Church of the Veiled as they multiplied terrorist attacks on the group settlements. One of them in particular, in the Crimson Forest on November 3rd, paralyzes the higher chain of command, who cannot agree on what to do against the Church.
Despite these challenges, the M.E.G. keeps on developing its exploration and research, led by the new underdeers. This allowed the group to make many discoveries, some of which even benefited the war efforts against the Church of the Veiled, although the council already starts showing signs of collaboration difficulties.
Relevant Database Entries:
2016: Pyrrhic Victory
Following the group mismanagement that led to the catastrophe in the Crimson Forest, the B.N.T.G. is created on Feb 23rd. This marks the first true schism of the M.E.G.
Despite this, the M.E.G. managed to forge unlikely alliances with the Eyes of Argos to fight against the Church of the Veiled. Other prominent groups, such as the Ariane Circle and the I.M.B.H., also joined the cause, giving the M.E.G. a newfound acknowledgment from older groups.
Relevant Database Entries:
2017-2018: Golden Age
Progressively getting back closer to the B.N.T.G., the M.E.G. initiated further collaboration such as the setting up of The Office Market. The group also diversified its activity, establishing many new research outposts or sheltering bases, as well as trading routes between said settlements
However, it is also around this date that the M.E.G. started to gradually lean towards more secretive or ethics-breaking experiments, such as risking the lives of operatives, or hiding information they deemed as "too sensitive".
Relevant Database Entries:
2019-2020: Doubt
This period is a continuation of the internal doubt that started at the end of 2018, now widespread in the entire Backrooms. While the M.E.G. still worked on helping wanderers, lots of shady projects and hidden secrets started getting leaked, rattling people's trust in the group. Internally, the Oversight Council gets torn as overseer C's questionable actions start creating further disagreements. Justin Rivers himself starts doubting their purpose inside the M.E.G., as they grew tired of their responsibilities and the anxiety they created.
The M.E.G secured a major victory against the Church of The Veil in December of 2019 with Operation Shattered Eclipse, heavily crippling the cult.
2020 was the theatre of the tragic loss of the archivist Aelita River, who discovered and later fused with Nostalgi Gaius, one of the most powerful reality warpers the M.E.G. ever encountered. Hir close personal ties with most of the oversight council heavily impacted the morale of the group, eventually leading the group to more heavily research powerful beings in order to avoid a similar catastrophe in the future. This eventually leads to the discovery of Level 51 and various gods in The Lost’s Pantheon.
Relevant Database Entries:
2021-2026: Forward
Not without difficulties, the M.E.G. starts to gradually redeem themselves from the public's and GOIs' eyes by showing their good faith, such as through the 2021 Transparency Agreements.
Despite their attempts at returning to their hopeful roots, the fight against the Amor Incrementum becomes more and more present, with most of their major bases being regularly attacked or infiltrated.
The deaths of researchers Tournesol and Olivia Bellerose in 2022, due to M.E.G. negligence, marked the loss of yet another long-term member shook the M.E.G.'s foundations again, making a lot of operatives question the leadership's capacities.
One particularly egregious case of negligence came in 2024 when a man named Chimay Aarush joins the ranks of the Supervisors, whom Overseer Justin blindly trusted due to supporting his plan of sending an expedition into Level 611. This was in fact Chinmay’s plan, as he was a Church of The Veiled cultist infiltrating the M.E.G., and he intended for the expedition team to be sacrificed to Asterion. Following this incident, Overseer Justin was heavily reprimanded, and the M.E.G. now focuses on improving security protocols.
Relevant Database Entries:
Additional Information
Teams
Teams are small batches of operatives with similar skill sets, specializing in a precise type of mission. Unlike other M.E.G. agents, they usually aren’t working for a specific settlement, instead being called in a level when their exploration skills are the most needed, and staying there until they are called elsewhere.
Initially very plentiful and disjointed, the overhaul of the group in 2014 led to drastic structural change. Nowadays, most small teams with similar missions now work together in one of the 6 main teams, with each of these sub-teams working with their specializations.
Nowadays, few teams have purposes that are unique enough to work outside of the complex bureaucratic structures that are major teams. Called minor teams, their work is nonetheless important enough for the group to have warranted their creation, but also their maintaining and liberty of action over the years.
New teams are constantly being created and disbanded depending on the needs, such as to handle a particular group or entity, an environment type that is becoming more and more frequent, or to respond to a geopolitical change in the wider Backrooms, such as during the Veiled Conflict. Teams can also sometimes be assigned to specific levels or settlements to carry out their duty, whether temporarily or permanently if they have been created for this purpose.
Major Teams
Major Teams are six in number, and present all over the Backrooms. They are gatherings of dozens of smaller sub-teams operating with the same mission in mind, with each of these sub-teams specializing in a more specific part of the wider major team's purpose.
Team "Compass Point" - The Explorers
When the M.E.G. was founded, its priority was to refill the information gaps in the remnants of the legacy Database, the most important ones being maps of levels 0-11. These duties have been conducted by many small exploration teams with different terrain specialties, which eventually merged into Team Compass Point after 2014.
Nowadays, Compass Point acts as the heart of M.E.G. operations, scouting newly discovered levels to note down the thresholds, dangers, and safe zones for wanderers. Due to its nature, Base Alpha acts both as their center of operation and living quarters for them, with missions and training being supervised there before the operatives are sent to various locations through the M.E.G. trade routes.
Compass Point is without a doubt the biggest team of the M.E.G. and the most popular one among new operatives, who wish to maintain the glimmer of hope and eventually find an exit. The reality can sometimes be disappointing, however, as exploration of unknown levels can prove dangerous or fatal in many cases. Still, the terrain specialization of the Compass Point sub-teams, as well as their motivation to understand the Backrooms, has led the M.E.G. to eventually grow the biggest database compiled by a single group.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Elise" |
N/A |
Forest exploration |
Active |
| Team "Looking Glass" |
N/A |
Level 365 exploration |
Active |
| team "Mari" |
N/A |
Furtive exploration |
Active |
| Team "The Misfits" |
Team "Megan" |
Early level exploration |
Disbanded |
| Team "Owl-Eyes" |
N/A |
Indoor level exploration |
Active |
| Team "Peak" |
Team "09-3" |
Steep environments |
KIA |
| Team "Psychic Storm" |
Fusion between "Psi-11" and “Cytokine Storm” |
Deadzone exploration |
MIA |
| Team "Sacrosanct Searchers" |
N/A |
Wilderness exploration |
Active |
| Team "Thorns" |
N/A |
Artic level exploration |
| Team "Understudies" |
N/A |
Inhabited level exploration, whether by entities or humans |
Active |
Related Documents:
Team "Life Line" - The Saviors
Life Line is a mobile medical corps responsible for emergency treatment and humanitarian aid, being deployed alongside other teams to rescue wanderers and provide medical help for injured operatives.
Due to the nature of their mission, Life Line is often working alongside other teams during missions, whether from the M.E.G. or other allied groups, but can also work alongside field research teams in some situations. Similarly to Quick Match, their operatives are trained to act quickly and improvise with the available material, which makes the two teams working together often during support or extraction missions.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Searchlight" |
N/A |
Operative support |
Active |
| Team "Mossy Medics" |
Team "Venessa" |
Wanderer safety |
Active |
Related Documents:
Team "Quick Match" - The Improvizers
Quick Match is the M.E.G.'s first-response and tactical support team, and the result of a fusion between Team "First Response" and "Quick Match". Together, they handle emergency rescues, rapid reconnaissance, and critical data retrieval. Members of this unit are trained to assess and respond to threats with minimal backup and often under extreme time constraints during small windows of opportunity.
Sub-teams of Quick Match can be found in all major bases and outposts, allowing for fast deployment in as many places as possible. Members of the team not only benefit from extensive training to maximize their improvisation skills in every situation but also work with emergency M.E.G. equipment, composed of rare Backrooms items, weapons, or tools to be used only in dire situations.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Genesis" |
N/A |
General extraction |
Active |
| Team "Leapfrogs" |
Team "Harry", formerly a part of "First response" |
M.E.G. settlement support |
Active |
| Team "Fireflies" |
Team "Michael" |
Raids |
Active |
| Team "Moles" |
N/A |
Cave extraction |
Active |
| Team "Wonderland" |
N/A |
Deadzone extraction |
Active |
Related Documents:
Team "Track Mappers" - The Gatherers
Unlike most teams, which travel from settlement to settlement depending on the missing, Track Mappers are assigned to a level of interest as soon as a Type A settlement (whether a base or an outpost) or trade route is being set up, with the task of mapping the surroundings, set up routes and note down threats and resources.
As a result, Track Mappers operatives often reside in the same level for far longer than agents from other teams, either setting up encampments as they map a future trade route or residing in and assisting a new settlement by providing invaluable information about the level. After their mission is done, the members can sometimes permanently enter the new settlement, or be sent on another level to, depending on the situation.recovering Object 6 (The Mirror).
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Troglodyte" |
Team "Cave Raiders" |
Cave mapping |
Currently assigned to Level 8 |
Related Documents:
Team "Trial Testers" - The Researchers
Trial Testers is a team tasked with assisting researchers during missions through their knowledge in field experimentation. They specialize in first-hand testing of anomalous objects, phenomena, and level behaviors outside of settlement safety, often placing themselves in danger to obtain results.
Trial Testers either count operative-researchers in their ranks or are deployed alongside base researchers, following discoveries made by exploration teams such as Compass Point or Quick Match. Thanks to this, team members are often much more careful and controlled, relying on the established theories and research in order to act accordingly, preparing for each possible scenario before starting the field tests.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Coolguy" |
N/A |
Terror Hotel Research |
Permanently assigned in Housekeeping |
| Team "Veracity Visionaries" |
Team "Petrovic" |
Object research |
Assigned to Base Gamma |
| Team "Ricochet" |
N/A |
Entity and phenomenon research |
Active |
Related Documents:
Team "Wild Warriors" - The Protectors
Team Wild Warriors is the offensive wing of the M.E.G., usually involved in fights against aggressive groups or entities. Mostly made up of people with Frontrooms or Backrooms military knowledge, the team is known for their violent tactics, as well as their zeal to confront, which has been frequently criticized by other teams due to the possible collateral damage.
Although their involvement in missions has peaked during the Veiled Conflict, they still act as a major tool of the M.E.G. when the time demands it. While they possess the highest casualty rate out of all teams, they are still a popular one to join, with many people entering to protect their loved ones by any means necessary.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Saber Tooth" |
Team "Karl" |
Entity extermination |
Active |
| Team "Blooming Blossoms" |
Team "Nari" |
Level 3 defense |
Permanently assigned to Base Gamma |
| Team "Party Over" |
N/A |
Partygoer study and extermination |
Disbanded |
| Team "Secure Security" |
N/A |
Outpost defense |
Permanently assigned to Level 6.1 |
| Team "Volunteer Squad" |
N/A |
Group neutralization |
Active |
Related Documents:
Minor Teams
Minor Teams are smaller, more specialized operative teams whose mission is unique enough for them to not be part of a main team. They are charged with more specific yet still vital missions, often created when the situation demands it. Although their skills are more narrow than members of major teams, they still play a vital role in M.E.G. envelopment, by expanding the M.E.G.'s Backrooms knowledge in many ways.
Team "Overseer" - The Leaders
The term "Team Overseer" is a vestige of the early days of the M.E.G., when the triumvirate was leading the diplomacy between the three different settlements that merged into the coalition within the newly created Base Alpha. However, having only three people acting as the cement between three different sub-factions with different mindsets proved to be a difficult task.
With the creation of the Oversight Council in 2014, the concept of a leadership team similar in structure to the operative teams faded away. Despite this, the term is still sometimes used nowadays to describe the inner circle of the council made up of the three original leaders, who brought the three original settlements together.
Team "The First Discovery"
Formed by Justin Rivers in 2011, The First Discovery was originally an exploration team for the Nomadic Coalition. In 2012, they were made the first official team of the newly formed Major Explorer Group. During the merge, Justin left them to take on an overseer position in the M.E.G.
The First Discovery is known for being the main team that proficiently mapped out the Main 12, and for taking only the highest risk-assignments. In 2022, they were selected by the Oversight Council to work with them directly, and only follow their orders.
Team "New Horizons"
Team New Horizons started life as a dedicated exploration team, focused on exploring the deep reaches of the Backrooms. Their current flagship assignment revolves around the Cygnus Archive, being responsible for database entries pertaining to it, its keeper, Lady Blanche, and her protégé Tom.
The team is composed of four members: Dawn Marchesa, Axel Lowe, Faith Silversong and Killian Teles. Despite its small size, New Horizons still performs expeditions and provides support for other M.E.G. teams.
Team "Postal Delivery"
Founded in 2017 due to popular demand, the M.E.G. Postal Delivery Service delivers letters to wanderers all over the Backrooms. Composed of five members, each makes sure they can be trusted with the wanderers' mails, making it there and back safely.
Letters and packages are dropped in M.E.G. mailboxes that are periodically visited by individual team members going on their specific postal path, following a specific trail by collecting and handling over what has been assigned to them.
Settlements
With the huge growth of the group since its creation, many settlements have been created to fulfill the M.E.G.'s mission efficiently, with the goal of having one close to as many levels as possible.
Bases are the main settlements of the M.E.G., often present in densely populated levels or near common no-clipping points. They are bigger than outposts, and usually have multiple duties.
Outposts are settlements primarily focused on research, almost entirely made out of researchers and operatives trained to study the terrain, wildlife, or resources of their respective levels.
Both bases and outposts can be sorted into two types:
- Major settlements (also named type A settlements) are densely populated bases or outposts, usually located in or near the 0-11 chain. Most of them were founded early in the group's history and are vital to the group's functioning. Examples include Base Alpha, which trains operatives, and Housekeeping, an outpost which researches the reaches of Liminality in non-shifting environments.
- Minor settlements (also named type B settlements) aren't as vital for the group. They are often smaller and more recent but benefit from a bigger autonomy due to being further from the Main 12 or the M.E.G. trade routes. Most of them are dependant on one or multiple Type A bases for personnel training, resource packages and mission briefings.
| Simplified Definition Table |
Base |
Outpost |
| Type A |
The first few bases which oversee everything |
Big outposts whose personnel count can rival with Type B Bases, but whose missions are too specific to be classified as such |
| Type B |
Other bases housing people and working in multiple fields at once |
The smallest M.E.G. settlements, small and hyperspecialized depending on the level it's on |
Major M.E.G. Bases
The M.E.G. Type A bases are as follow:
Base Alpha is the second biggest major base of the M.E.G., acting as a safe haven for any newly no-clipped wanderer looking for a place to start a new life. Since its inception in 2012, the settlement has focused on two major missions; the training of newly recruited operatives in the fiend of exploration, but also the protection of newly no-clipped wanderers.
Exploration
Although all M.E.G. settlements initially undergo a deep exploration process before permanently settling, only a few outposts conduct regular exploration missions, usually due to the level's size or shifting nature.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 1.1 |
M.E.G. Outpost 1 to 4 (Team Corridor) |
~20 |
Explore and research Level 1.1 |
| Level 8 |
M.E.G. Outpost "Hollow Nest", formerly "Cave Raiders" |
44 |
Formerly a base of operation for the Veiled Conflict, now explores the level and guide wanderers alongside the Ninth Road |
| Level 49 |
M.E.G. Outpost "Gutter Bunkers" |
9 |
Sheltering operatives during exploration misions. |
| Level 128 |
M.E.G. Outpost Bravo |
N/A |
Hosts Team "Trailblazers" and "Lazarus" |
Rescue and Temporary Wanderer Sheltering
Base Alpha partially or completely monitors all outposts focusing on exploration or wanderer rescue. Although all outposts can offer help to wanderers, only a selected few were originally designed to do so, usually on levels where wanderers often no-clip onto.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 8 |
M.E.G. Outpost "Hollow Nest", formerly "Cave Raiders" |
44 |
Formerly a base of operation for the Veiled Conflict, now explores the level and guide wanderers alongside the Ninth Road |
Base Gamma is the largest settlement of Level 3 and one of the most important assets of the group.
Ironically, its presence in the one of the most dangerous early levels made it one of the most secure places of the M.E.G., using the Electrical Station's rich supply of resources to protect and develop itself.
Level 3's dangerous yet regarding quickly made Base Gamma the primary research facility of the group, with its focus on entities and objects allowing it to conduct many biological and technological breakthroughs over the years. As such, a huge part of the recent development of Backrooms understanding can be attributed to it.
Additionally, Base Gamma's access to such a high amount of resources made it a crucial exporter of food and technology. This led the base to slowly become the most important logistical asset of the group, justifying its high ressource, personnel and maintenance cost.
Research
Base Gamma is the main mission provider for M.E.G. research, deciding the creation of research outpost and their focus depending on the level, the available personnel as well as the current needs of the group.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 5 |
M.E.G. Outpost "Housekeeping" |
100 |
Research evolution of non-shifting spaces |
| Level 6.1 |
M.E.G. Level 6 Access Outpost |
9 (4 guards + 5 members of Secure Security?) |
research and exploration purposes |
Resource Gathering
Base Gamma trains workers for many outposts producing or uncovering resources for the M.E.G. They, however, do not cover the process of dispatching said resources to other M.E.G. settlements, as Base beta handles such logistics.
Base Omega is the third largest major base of the M.E.G. While dedicated to article creation and archiving, the base is most well-known for its anomalous nature.
Indeed, the weird nature of Level 4 is also present within the settlement, which led to many reality-altering events such as contradicting records, time dilation, an everlasting anomalous department, and even the complete destruction of the base once in its infancy.
Despite these anomalies, Base Omega remains one of the most peaceful and sad settlements, accomplishing a vital work for the M.E.G., allowing for their exploration and research to be written down for the public to read.
Archiving
While all M.E.G. bases have areas dedicated to archiving, Base Omega is the main location for the paper archives of the group. To help in its mission, the settlement also oversees outposts serving as secondary archiving sites in levels allowing it, such as settlements operating within server rooms that are being used by the M.E.G., or with conditions allowing for optimal document safekeeping.
Diplomacy
Although diplomacy is often carried upon by bases in the Main 12, due to their proximity with other factions, the presence of micronations or smaller groups deeper in the Backrooms has led the M.E.G. to create diplomatic settlements near them, in attempt to forge friendly relations with them. Base Omega, due to its placement in a safe level and its relatively medium population count, has been granted the mission to oversee said diplomatic relations, while other bigger major bases focus on resource collection and wanderer sheltering.
Base Beta is the largest and most multifaceted M.E.G. settlement within the Main 12. Founded in 2016, its size allows itself to deal with all 3 main domains of the group. As such, it hosts and send scouts across the main Level 11 exits, hosts the group's backup paper archive, and conduct level-based research thanks to its access to so many thresholds.
While Base Alpha houses the most Frontrooms-native wanderers, Base Beta is the biggest settlement for backborn people within the main 12, housing and employing them so heavily it is considered one of the biggest recruiter in Level 11.
Thanks to its proximity to several inter-level trade routes and group headquarters, Base Beta also majorly deals with diplomacy, using the group's hegemonic status to forge business relationships and political alliances.
Permanent Wanderer Sheltering
Few outposts permanently shelter wanderers, as their small nature usually doesn't allow for it. This mission is usually given to Type B bases, who are built with the required infrastructure from the start. Despite this, a few M.E.G. outpost offer permanent housing to wanderers in levels where settlement growth is possible.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 186 |
M.E.G. "Valley Embassy" |
6 |
Manage diplomatic relations with The Republic of the Valley and shelter M.E.G. members in the level |
Logistics
Base Beta leads logistical operations through small outposts scattered around the M.E.G trading routes. Each act as a relay where resources are collected, traded, sorted and sent to the settlements in need.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| The Hub |
M.E.G. Outpost "Doorstep Carpet" |
N/A |
Store and dispatch Level Keys |
Minor M.E.G. Bases
The M.E.G. Type B bases are as follow:
Base Omicron is one of the biggest bases of the M.E.G., with 2,200 residents, most of them being citizen sheltered by the group. The settlement's main purpose revolves around the culture of the level-specific glapreseed, which harvest is then dispatched to other M.E.G. settlements through the M.E.G. trade routes, where they are used as the base of many of the group's dishes.
However, Base Omicron is best known for one of the biggest administrative messes of the group, where both the base on Level 11.2 and Level 813 took the name of the destroyed Base Omicron on Level 235 at roughly the same time after it was made available again. Due to both of them being fully self-functional, it took weeks for Base Omega to find out about this double-name case and deemed the time too late to change either. Although both bases now officially use the same name, most M.E.G. archivists and Level 813 inhabitants refer to this one as "Base Omacron", due to its unusually large size for a M.E.G. settlement.
Relations
As the largest group in the Backrooms, the M.E.G. has been led to interact with countless other parties. While some of these interactions bore fruit, gaining valuable allies for the M.E.G., others were disastrous and resulted in strained relations. The levels of trust towards each group are as follows:
- ● — The group is friendly and is affiliated with the M.E.G. Often, missions are held with the group, and certain members of the group have free access to M.E.G. bases.
- ● — The group has relations with the M.E.G., but these remain distant and strictly professional. Most members of the group require permits to be allowed access to M.E.G. bases and vice versa.
- ● — While the group does have a few ties with the M.E.G., they are mostly seen as a potential risk. Any meetings should be done sparingly in order to avoid any conflict.
- ● — The group is in open conflict with the M.E.G. for one reason or another. Any members of the group found are to be detained if possible.
- ● — The has not come into official contact with the M.E.G. Any interactions must immediately be escalated to higher authorities.
Due to overlapping goals and objectives, the M.E.G. has close ties with the Ariane Circle, allowing access of its database and limited access of equipment for the Circle, in exchange for the Circle's expertise or support in missions. Such examples most notably include the cases of Phenomenon 25 and the logging of Level 248.
While the Backrooms Robotics claims to have noble intentions, producing several products that have proven useful in multiple situations, their end goals are far too suspicious for them to have close ties with the M.E.G. This, along with several of their products malfunctioning, have resulted in the M.E.G. approaching them with caution.
The The Backrooms Nonaligned Trade Group, abbreviated as B.N.T.G., was a faction initially part of the M.E.G. that later split off from the main group. While initial relations between the two were strained, later incidents have made them one of the M.E.G.'s closest allies. Through cooperation with the B.N.T.G., multiple settlements were constructed with resources from their inventory.
The most divisive out of all the groups regarding relations, The Eyes hold a unique relationship with the M.E.G. For one, the Eyes made significant contributions in expulsing the Church of the Veiled from Levels 6, 7 and 8. On the other hand, their omission of information during the Spiderposting and Phenomenon 25 cases have earned them some ire from certain members in the M.E.G. Their extreme fanaticism has also been a significant deterrent from further cooperation by many.
The fanaticism and hostility of members in the Followers towards other wanderers instantly marks them as enemies towards the M.E.G. Terrorist attacks by the group in M.E.G. bases have also worsened relations significantly.
The Interdimensional Museum of Backrooms History, abbreviated as "I.M.B.H.", are close allies with the M.E.G. They have provided the M.E.G. with great knowledge and information, particularly during the research of Firesalt as well as Phenomenon 27.
The Lost, being one of the oldest groups in all of the Backrooms, have a rather divisive relationship with the M.E.G. While providing useful assistance during the research of Firesalt, the group's somewhat isolationist nature makes it difficult to establish proper relations.
The Unbound Explorers Coalition, abbreviated as U.E.C., are a militia standing for outspoken ideals and values which they claim the M.E.G. has failed to uphold. The development of weapons which violate the safety of wanderers has further cemented hostile intent. Soon, the M.E.G. gave authorization to neutralize Coalition bases all across the Backrooms.
Database
Levels discovered
Entities discovered
Objects discovered
Phenomena discovered
Persons of Interest
Archives
Other Pages
Cite this page as:
"The M.E.G." originally created by Greggita Mahayfaio, Natethegreat, Orb1t41, Poliacci, Positive123, Praetor3005, Robert Goerman, Snomwriting and Squibblezombie, from the Backrooms Wiki. Source: https://backrooms-wiki.wikidot.com/the-m-e-g. Ported to the Backrooms Pantheon Wiki, with all additional revisions made by Mctoran. Licensed under CC-BY-SA-3.0.
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