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[[File:TheCityBackHalls.png|thumb|A map of the City's claim, which strangely breaks up the BackHalls in a unique and inimitable way]] |
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'''The City''' was the name of a loose organization of ultra-powerful "winners" of [[The BackHalls]] who came together to protect creatures in the halls that were innocent or truly lost, typically in the form of any children who found themselves in the halls due to magical malpractice. |
'''The City''' was the name of a loose organization of ultra-powerful "winners" of [[The BackHalls]] who came together to protect creatures in the halls that were innocent or truly lost, typically in the form of any children who found themselves in the halls due to magical malpractice. [[File:Thecitylogo.png|thumb|Logo of "The City" found plastered on exterior doors|left]] |
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== [[Guidance Counselors]] == |
== [[Guidance Counselors]] == |
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The guards and warriors of the city who dedicated their eternal trapped lives to protecting the city and the creatures within called themselves '''Guidance Counselors.''' Only a Guidance Counselor could deem another creature worthy of entering or living in the city. |
The guards and warriors of the city who dedicated their eternal trapped lives to protecting the city and the creatures within called themselves '''Guidance Counselors.''' Only a Guidance Counselor could deem another creature worthy of entering or living in the city. |
Revision as of 00:04, 17 February 2024
The City was the name of a loose organization of ultra-powerful "winners" of The BackHalls who came together to protect creatures in the halls that were innocent or truly lost, typically in the form of any children who found themselves in the halls due to magical malpractice.
Guidance Counselors
The guards and warriors of the city who dedicated their eternal trapped lives to protecting the city and the creatures within called themselves Guidance Counselors. Only a Guidance Counselor could deem another creature worthy of entering or living in the city.
Typically to become a Guidance Counselor, one needs to have defeated and absorbed every "Master" of the halls, effectively having "beat the game".
Pistoleros
The lower guards of the city, which may have slain a master or two, but did not have the full power of the Counselors, were known as Pistoleros. The City would outfit these guards with powerful pistol guns that could be used to quickly exterminate any intruders, but the Pistoleros typically did not spend time inside the city. Their job was the scout out the BackHalls and locate known enemies of the city, killing them as quickly and precisely as possible.
The Library
The City was located adjacent to one of the hall's many anomalous "Shops" which offered seemingly infinite goods to those willing to sell trinkets. As a result, the City fostered a close relationship with the shop, which took the form of a strange library run by a bear.
Entrance
It seems inevitable that every creature that walks the halls will one day come across one of the heavily barricaded walls or doors of the city. Made up of an impermeable structure immune to both magic and might, creatures travel, one-by-one, eventually landing at an entrance to the city. Over the infinite and nothingness of the Hall's history, the City came to meet everyone inside, keeping detailed records of the creatures, and slowly gathering intel on them as they continue to spawn and respawn in the halls. As a result, the city kept a library of Entity Dossiers which contained all the information needed to know about a creature, including why they were or were not allowed to enter the city.
Chambers inside the City
The city was multifaceted with lots of hallways and rooms of strange sizes and shapes, here's a list of some of those rooms.
- Movie Chamber
- Meditation Chamber
- 2nd Meditation Chamber
- Meeting Room Chamber
- The Main Hallway
- Holding Cells Chamber
- Empty Chamber
- Sports Chamber
- Records Chamber
- Sunlight Chamber
- Mirror Chamber
- Dispensary Chamber
- Trapped Levers Chamber (Kills anyone inside, meant to trick intruders)
- They had at least 2 or 3 of these chambers.
- Inescapable Chamber