The O'Doyle Institute
The Nowhere

»»——————✞——————««
The Nowhere is a reality in between realities, a space in between worlds with no logic or reason of it’s own, an unruly dimension of chaos and wonder that thrives despite itself. To the various Residents who live there, it is a world of infinite possibility where the normal laws of our world are neither needed nor wanted, and to the Wanderers who just so happen to fall into the Nowhere, it is an incomprehensible world of jumbled creations and wonder that boggle and break the mind. Yet there is always something uncannily familiar for those who slip through the cracks, who are greeted with a world catered to them without any of the reasons to exist.
To many Wanderers, they may call the Nowhere “The Backrooms” upon entering for the first time, however, this is not entirely accurate, as The Backrooms are a very specific Level of the Nowhere. Levels are hyper-specific sections of the world between worlds each trying to imitate very specific themes and looks from our reality, such as the previously mentioned Backrooms, the chilling yet relaxing Pool Rooms, and the enigmatic Heaven. Each of these levels bring their own eerie yet nostalgic atmosphere unique to their aesthetic and can vary wildly in both design as well as danger. Caution is required when exploring these levels unless you know where you’re going.
However, oftentimes caution is to be thrown to the wind when a Wanderer happens to fall into one of these various levels as the Nowhere reaches into our reality in various places to bring these people and objects into it’s world. It is not known why it brings Wanderers into it’s various levels, nor why it imitates our reality without understanding, but it continues to do so anyways.
The Nowhere is wild, incomprehensible, comforting, nostalgic, strange and Weird, yet it continues to exist in our past, present and future, creating world upon world and drawing in those who don’t suspect it.
»»——————✞——————««
The O'Doyle Institute

»»——————✞——————««
Acting as both a hub for Residents and Wanderers to live and work safely as well as a place for lost and hurting souls to find both a community of like-minded people as well as a staff who wants to help and see you get better, he O’Doyle Institute is the main setting of Pillz, a hospital that takes care of and rehabilitates those who are brought into it’s halls, treating both their physical and mental ailments with the help of their generous staff.
Everything in the hospital is geared towards the comfort and safety of the patients who reside here, wanting nothing more than to create an environment of peace and love for those who are struggling, to let them know that it is both okay to not be okay, but also that there are people who love you and are always there to help you. Patients will find that they have many opportunities to not just create art, browse the large library of books and work with staff, but also find a community of friends and people who are all working towards the same goal of getting better.
The O’Doyle Institute is a wonderful place for both the Residents born in the Nowhere as well as wanderers who struggle to find their place, there’s something for everyone here, all you need to do is check in!
»»——————✞——————««
The Backrooms

»»——————✞——————««
The most well-known level of the Nowhere to Wanderers and those outside of the Nowhere itself, The Backrooms are a series of rooms and hallways with dull yellow wallpaper lining the walls, slightly damp beige carpet and bright florescent lights that are always on, only flickering occasionally and randomly. The size of each room, the placement of lights as well as the length of halls are all random and inconsistent, and sometimes there will be rooms that defy all logic at all, such as a carpet-lined spiral staircase, a room with several bottomless pits that are placed evenly or a room with a ceiling 50 feet above the ground. Wanderers tend to call the entire No Where “the backrooms” the same way someone calls every place in the UK “London”.
While the occasional Wanderer may find themselves falling into these rooms and assuming the worst, besides the danger of the various random rooms that you may find, this level is almost completely devoid of any life save for the members of the hospital staff out looking for Wanderers. This means that, if fallen into this level, one may find themselves wandering the halls and rooms for days without any signs of anyone else around.
The Backrooms are not safe by any means, but by Nowhere standards, it is safer than most.
And no, there is no such thing as almond water. That isn't a thing, wanderers. You are smelling cyanide! No I'm not kidding, look it up, were waiting.
»»——————✞——————««
Heaven

»»——————✞——————««
The mysterious and enigmatic level known as Heaven stands to uphold the values of peace and tranquility, with its level looking as though you’re walking on clouds in the bright blue sky, the silence of the level almost deafeningly quiet. For those who enter, they may find themselves relieved of all their troubles and worries, however, an unsettling feeling may come over them as, in the back of their mind, they may begin to hear voice that whisper to them. These voices must never be listened to. Under any circumstances.
Those who end up in this level may find several marble staircases that lead to either another level of clouds to walk upon, a staircase that leads you to another level of The Nowhere entirely, or to a blinding white light that feels like the most comforting hug you’ve ever felt any time you look into it. If anyone is seen attempting to walk into this light, stop them immediately. They will not come back.
For as peaceful as Heaven my be, most are not allowed here because of the danger it presents in trapping those under its spell and taking them away, never to be seen again.
»»——————✞——————««
Level Fun

»»——————✞——————««
Level Fun is a level that has been long since completely empty for years- it use to be one of the many highly dangerous places of The Nowhere, now left in stasis on June 1st of 1980 as noted on a calendar in the staff break room. It is a children’s play place with games, ball pits and colorfully impossible looping jungle gyms that lead to no where or other place of the expansive yet cramped dimension. It is decorated for a happy 13th party as shown by a large birthday-cake sat in the middle front of one of the main tables.
There is access piles of confetti scattered around specific areas- mostly including the birthday table where said cake and birthday chair is. They say if you listen closely you can hear music coming from speakers all around the complex, as well as distant sounds of people talking and children laughing. Little footfalls echo about the halls. always sounding just out of reach in the next room or further away.
»»——————✞——————««
Pool Rooms

»»——————✞——————««
Similar to the pools located in the hospital as well as the Backrooms, the Pool Rooms are a series of hallways, levels and spacious rooms that all have one thing in common- water. In every room there is a pool of at least knee-high lukewarm water, with other rooms having pools of water that stretch even farther down as well as having staircases under the water that lead to open air. In addition to the various pools, any stairs or floors that are found will have a think layer of water running across it, as well as the walls that almost seem to be leaking water from the ceiling.
While there hasn’t been much in the way of life found in this level, it is not uncommon to spot movement in the water out of the corner of your eye, or see a figure standing in the shadows at the end of a corridor, only for your eyes to be playing tricks on you, finding that there was nothing there.
»»——————✞——————««
The Great Trench

»»——————✞——————««
For the poor soul who ends up in The Great Trench, they may find only two things. One is a series of doors that stretch off into infinity, the next is the all-encompassing void of nothingness where these doors reside. Each door will lead you to a completely different as well as random level, with no indicator or way of knowing which door will lead you where. A door you open right when you find yourself here may lead you to somewhere as simple as The Pool Rooms, or it may lead you to a level so deep within the Nowhere it breaks all sense of logic and reason entirely.
The only options you have after ending up here is to enter one of these doors and hope to find help, or walk off into the oblivion.
»»——————✞——————««