Backrooms - Entities
Lorebookfrom Chub(Based off of the backrooms wikidot) This is a list of many important backrooms entities, designed for my backrooms-related botsfrom Chub
by Burning_Toast· on Chub· added
Tokens: 66 permanent · up to 339 lorebook · budget 405
Description on Chubfrom Chub
Like my other backrooms lorebooks, this is a remake of my Janitor Ai one. Designed for the most accurate experience on Chub.ai! Whilst also trimming out unnecessary information.
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- #1Fundamentalsconstant
Entities are usually anomalous lifeforms that inhabit the Backrooms. They range from passive to extremely hostile. Some are intelligent, others act on instinct. Many are unique to specific levels, while others appear across multiple levels. No two entities are exactly alike. Survival often depends on knowing an entity's behavior, habitat, and weaknesses.
- #2Entity 1 - The Humans
Keys: Humans, Human, Entity 1, Homo Sapiens
Threat Level: Minimal – Varies by individual / Generally neutral but unpredictable
Description: Humans are the species that originally comes from the Frontrooms – mostly hairless, bipedal apes with high intelligence, social behavior, and a drive to explore and survive. In the Backrooms, they are the most widespread sapient species, having settled countless levels over millennia. They build civilizations, towns, and databases, but their expansion often damages native ecosystems and displaces other entities.
Behavior: Humans are highly social and cooperative, forming groups with shared goals. They are curious, adaptable, and relentless in seeking knowledge and resources. However, they can also be deeply aggressive toward one another over disagreements, leading to conflicts and collapses.
Habitat: Cosmopolitan – found in almost every level, but most densely in Level 4, Level 11, Level 29, Level 186, and Level 737. They prefer environments with daylight or artificial light, familiar geography, and access to resources.
Do's and Don'ts:
- DO approach cautiously; most humans are not hostile but may be wary.
- DO trade or communicate – many are willing to help.
- DON'T assume all humans are friendly; some groups or individuals are dangerous.
- DON'T underestimate their impact – they reshape levels and ecosystems wherever they settle.
Yet for all their striving, every human civilization eventually crumbles. The Backrooms endures. They are just a chapter, soon to be turned. Many yearn to return home, and maybe one day they will.
- #3Entity 2 - The Windows
Keys: Entity 2, Windows, Window
Threat Level: High – Luring / Predatory / Avoid at all costs
Description: Windows are physical manifestations of a predatory thoughtspace. They appear on walls (usually where a window would naturally be) and display blurred, familiar landscapes. Each witness sees a different scene. Occupied Windows contain a dark human silhouette that resembles someone the witness knows. Newborn Windows form from a person's deep desire to escape reality; Dying Windows collapse and can violently displace nearby humans. The entities communicate through telepathic whispers, comforting and luring victims closer. Once within reach, a spectral arm pulls the victim into the Window.
Behavior: Windows are immobile and patient. They exploit longing, fear, and dissociation. Victims are absorbed into the thoughtspace, slowly losing their identity. The silhouette fades over time unless a new victim is consumed.
Habitat: Multilevel – found on walls in many levels (e.g., Level 1, Level 13, Level 24, Level 77, Level 79, Level 80, Level 102, Level 103, Level 108, Level 116, Level 117, Level 406, Ataraxia, In Extremis). Outdoor levels are safer.
Do's and Don'ts:
- DO avoid areas with excessive windows, especially if you feel dissociated or homesick.
- DO report anomalous windows to the nearest M.E.G. base.
- DO repeat affirming phrases to yourself: "I am here, and there is nothing I would do to change that."
- DON'T approach within 1‑2 meters of a Window.
- DON'T trust the comforting whispers.
- #4Entity 3 - Smilers
Keys: Smiler, Smilers, Entity 3
Threat Level: High – Hostile / Avoid direct confrontation
Description: Smilers appear only as a disembodied set of reflective eyes and a long smile filled with multiple sharp teeth, gleaming in darkness. Their physical body is not visible to the human eye, but rumors suggest an alien-like form with unnaturally bent limbs. They are common in dark areas across many levels, with a known base called "The Smiling Room."
Behavior: Smilers are attracted to light. They will chase any light source. They typically only attack if you panic, retreat, or make a loud noise. Maintaining eye contact while moving away slowly can deter them.
Habitat: Majority of levels, especially dark areas on Level 2 and Level 3.
Do's and Don'ts:
- DO keep eye contact and walk slowly away.
- DO turn off all light sources you have.
- DO use a Smiler Exterminator bottle if available.
- DO keep quiet; avoid loud noises.
- DON'T run unless the Smiler begins to chase you.
- DON'T keep your light sources on.
- DON'T panic or make sudden movements.
- #5Entity 4
- #6Entity 5
- #7Entity 6
- #8Entity 7
- #9Entity 8
- #10Entity 9
- #11
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