Meg Notes

https://cdn.discordapp.com/attachments/695671793570152448/1437708206918078496/7a11fDE.png?ex=6914399b&is=6912e81b&hm=8a48b51dee7c37ac37687d9eaeefb23d5f93a1342c5fa26f247288b88cf36dc4& settlement threshold links list

The Major Explorer group is currently the biggest 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.

Since 2012, the group has discovered many new levels, entities and objects, as well as studying known ones in detail. The broadness of their mission led them to grow rapidly, as they recruit 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 to exploration and documentation, but also to create and maintain sustainable communities so as to protect as many people as possible. Naturally, this led the group to grow one of the biggest public database available, which composes a big part of the General Public Database.

While their size is 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. This, over time, made the M.E.G. struggle to work cohesively, with the physical distances between settlements gradually creating many sub-cultures depending on their location, members and available material. Nevertheless, while methods and visions can vary, especially outside of major bases, every leading figure fight to achieve the graal of finding an exit, acting as the glimmer of hope many wanderer need to keep going.

While the M.E.G. has no difficulty attracting new members, many veterans left the group over the years, as they become bitter about the naive hope of the faction, or even turn against them due to mistreatment. Despite many splinters and wars created by a lack of a constant direction, the M.E.G. still nonetheless managed to heal everytime, growing stronger than ever as they live and learn about the Backrooms and the many factions living there.

Justin Zimals

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Justin Zimals or "Overseer A" is the individual in the single highest authority within the M.E.G. Growing up and being raised in [blank for now], he noclipped into the Backrooms alongside Katherine and Andrew in 2011. Sometimes out of his depth on certain situations, especially when without the aid of the other two Overseers, Justin is not our primary figurehead for no reason. He is quick thinking, resourceful, and ever the optimist. As the years have gone on, primarily due to better structuring rather than age, Justin has focused his strength on group management than field assignments.

Justin has always been present at just about any point in the timelines of all important events, such as the discovery of Level 19 close to Base Alpha, and being a key figure that later rediscovered the believed to be lost history of the Leaders, in-part thanks to the accidental usage of their servers. Although all Overseers used to work within the same space, an event, and the need to spread leadership among the core bases, led all three to establish offices in different levels. Justin, however, has always remained in Level 1.

Olivia Bellerose

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Olivia Bellerose is a M.E.G. botanist and operative. Present in the group since its creation, she dedicated her life to protect as many wanderers as possible, with a zeal that put her in tough situations many times. Her lack of self-preservation and reckless nature is however balanced out by the caring nature of her partner and childhood friend, Tournesol.

During her time, she conducted many botanical and exploration-based studies, such as the exploration of Level 1.2 and Level 165, as well as the formula of roserum.

She met her unfortunate end at the hands of a hound in 2019, but her spirit still lives in the mind of Justin River, who to this day still tries to revive the person he loved.

TIMELINE

main 12 -> Proposed as a social and systemic theory by Dr. So-and-So towards the late 20th century, the term refers to the unusual phenomenon where an unlikely majority of people seems to travel through the same initial set of twelve levels before diverging, this set starting at the Point of No Return and ending with the Endless City. (thanks to them having a lot of exits from each other, for example lots of L1 exits to L2 and so on)

Beginning of the MEG fluff

  • rewrite of that: http://backrooms-wiki.wikidot.com/the-beginning-of-the-m-e-g
    • initial context until noclipping
    • them discovering L0 on their own then meeting in Manila Room, splitting up, then stops at them entering L1
    • them walking in L1, getting back together, then losing each other after 1 or 2 days
    • bits with them at 3 settlements, then getting back together with other settlement members
  • [in L1, maybe the overseers would get separated after a while there (entity attack for example), each finding a different settlement, then when they found back each other they would realize each settlement was similar and that they could band together? -> added above]

Base Alpha fluff

Founding M.E.G. communities

Community 1:
for the explorers you can basically just check Niku's Olivia tale, they're nomads that usually go in the same few levels to recruit and help people. They're the ones who allow Base Alpha to become the best place to be formed for exploration, and the original members helped mapping L1 when they merged, and progressivelely discovering deeper levels (they know about them, but by "discovering" I would mean exploring them deeper.). Justin would end up there when the three split accidentally.

they explore but never learn and have difficulty managing a stable base/community (possibly due to infighting)

Community 2:
The settlers are- well, sedentary. They're the ones who will majorely help for the creation of Base Alpha. I don't have much for them rn, but Andrew would end up there.

Name : The Early Home

group2
(it'll be a reoccuring character guys I swear)

Community 3:
The researchers are an old archivist settlement of the Leaders that survived the war. River could come from it if it doesn't contradict the current lore, and they would be the ones with the remnants of the Leader's Database, trying to get back the lost knowledge (so fusing with the other two settlements helps them on that). They would probably be familiar with the GPD too. Katherine would end up here, hence the growing bond with River.

where River is from, Reed too. cataloguing group do just that but are too small in numbers to risk big expeditions, so they're limited. They know how to manage a community but stagnate because they don't explore a lot

the three groups had the same core mission (helping wanderers) and will be able to be more efficient at it if they banded together. They made a treaty of sorts and they establish a base (base alpha) later on and share information, knowledge, and ressources.

Beginning will take place in late 2011

  • underseer of logistics would be in the MEG since its inception, and becoming underseer in 2014 when the council was created (for logistics, see the block at the end)
  • security against bad people for base alpha? goerman used security checkpoints (in the yellow circle of the image) and fences (note : separate defenses for humans and entities)
  • gatherer/supplier - lowest tier role, they gather food and allat. Usually the newly noclipped people. They collect found messages from wanderer to make their job better
  • as the L1 base developped, it went deeper and deeper into the corridors
  • Olivia, Tournesol and River would be important members in earlt Base Alpha
  • The Ariane Circle bases on L1 would help Base Alpha develop and sustain itself since they are one of the most capable faction of the level at the time (Hippocrates-1 and maybe other if created)
  • in base alpha, your pay is access to a dormitories and food, but the MEG is gonna ASSIGN you a job and you need to do it
  • even the lowest "income" job would have three meals a day and a place to live, it's just that you sleep with other people and the meals aren't the best
  • commodities and better objects (royal rations sometimes…) if you do a better job (if they find out you're skill they'll promote u to something better) = "better pay"
  • the bigger heads/jobs have their own room
  • maybe a famine in the early years/months? food is quite plentyful if you have people looking for it for long enough? Maybe the MEG would struggle making plants in base alpha until Jana is recuited? * Olivia exists so she would probably do some stuff
  • almond water would give you panacea and that can of stuff over time, so you can't rely on it
  • Farming and animals in bases like in L1? Hens for example
  • some articles about entities, objects… are created at this time onto the GPD (no MEG database at the time)

some base alpha stuff can work for other bases in phase 2, so to keep in mind

Phase 2 fluff

  • levels discovered from 1 to 7 starting in 2012 (but more efficient from 2014), then dead end to 7 until then find a road from 6 to 8 (the passage from 7 to 8 will be discovered later after fall of the CotV in 2016)
  • Small settlements from those levels merge with them, growing the group very fast
  • they start doing their database seriously (they create their database out of necessity (since GPD is open to everyone), but still co-publish on GPD)
  • he 9th Road would merely be failed attempts at most in 2014. Depending on the date the M.E.G. page for Level 9 is written, its state could change. A little bit of fun asynchronicity could be written should it be created in the middle of the Road's creation, From the reader's perspective, it would be the following: failed attempts at creation -> finished product after the fact -> in the middle of being "constructed", this order of course being L7 -> L8 -> L9. This would firmly place L9 being written in-universe before 2019 and after 2016!
  • the numbers they give is in order of exploration, but they do know about other levels, they just didn't get there (for example they don't go to 11 until 2017 or later)
  • they throw out level numbers by discovery after 2016
  • MEG uses Pending Aproval system -> "it was invented by the early MEG to give a name to Level 946, as the experience the Overseers had at the time was that every level was indoor. outdoor levels they'd heard about, but them discovering this level was the first time it touched them and they gave it a temp number for a while" -> L46 is PA1, but other outdoors levels took the other smaller numbers before it got in these because they thrown up the numbers by discovery date
  • PA3, PA4, and PA6 are Level 9, 10, and 28 respectively (I remember somewhere that Level 11 wasn't discovered until later)
  • level 3 base uses reality refresheners to defend against entities?
  • overseers tend to stay in specific bases usually (not in one place to make sure if a base fall the entire hydra doesn't die, especially seeing how abnormal and unstable L4 is)
  • Cotv problem and war = our version of 13.1 which will make the MEG grow and amalgamate groups
  • CotV are going to be in control of Levels 6-9, and they are a major enemy of many GOIs, so the M.E.G. allowing them to finally be defeated will spark collaboration and trust to it thanks to their major involvment
  • CotV ruled levels 6 to 9 (or at least were there and had big influence) (CotV only controlled L9 thanks to their arcane magic, probably same with L6. IN L7 they would control an island a particular area of Styx, which is the name of the L7 ocean)
  • Ariane Circle would 100% help against CotV
  • after CotV, MEG explores more, but for example doesn't manage to establish an outpost in L9

Oversight Council


changing the name overseer? very SCP-like, but it's used everywhere on the wiki

  • the council was created (and expanded) bc the MEG needed more clever heads
  • would the oversight council basically use zoom for meetings? (should we call the app Rooms™️?)
  • Jana could be finding ways to grow stuff (reliable food) in indoor levels (for example making L10 being able to be cultivated)
  • An underseer for a department that conceptualize M.E.G. clothing, from uniforms of outpost jobs like archivists to outfits for operatives to be efficient in any level (specific clothing for each environment type). Department in L3? Since it has access to the most ressources to both conceptalize and mass produce these

Trading Routes


  • Using Level 248 from 2017, more limited levels earlier than this
  • Caravans using maybe 5-7 people, and they will either use Dunks with carts or carriage or maybe some sort of transport too (bigger or smaller depending on the ammount of resources?)
  • ^these missions will have no mobility, people can't just leave all carts and run, unlike 1-3 couriers with backpacks, so this group must be able to fight back -> choose safe trading routes, and have some fighters/guard if needed
  • frequent ambushes by bandits?
  • job of courrier, participating in this?

M.E.G. uniforms and badges


Uniforms

  • Base Alpha in the early years used the yarn from crates to make rough jackets (probably at the start of 2012, when they started actively wandering around L1 to do specific stuff
    • Lime yellow (see M.E.G. theme header color) to be recognizable from afar (for newcomers to easily see them + to not mix up other meggies from afar with other people that might be dangerous)
    • secondary color for different jobs, scout, collector, retrievers (the people who look for newcomers to escort them to Alpha)…
  • http://backrooms-wiki.wikidot.com/level-179 might be useful (clothing shop)

Operatives uniforms

  • uniform prompt that is adapted depending on: outpost culture (and their available materials in the level), level nature (danger level (SD classes can be used as a context), weather condition…)
    • having the same uniform prompt allows for everyone to know they're a meggie even with the variations)
    • Prompt and most uniforms were conceptualized in L3 in the clothing department or whatever we call it
    • uniform prompt = orbit cosplay?
  • Armor protection quantity depending on the level danger
  • L4/6.1/11, something casual and easy to run/walk in; L1/5 something with light armor; L3 heavy armor

Archivists

  • not a uniform, but a dress code

Other

  • "Townsfolks" (people who maintain the base with the jobs: nurses, cooks, barbers…) would have normal frontrooms clothing
    • Too expensive to make uniforms for everyone there (especially in big bases that are work like cities, like on L1 or L11)
  • Leaders would have to suit fancy/serious, but no clear uniform enforced ("fancy" to look respetable during group meetings or cross-group meetings)
    • Except Andrew being the League of Legends player he is and walking around in a hoodie and sweatpants all the time and refuses to follow any dress code rules
    • Kat dresses the best because she's kind of the diplomat
  • BackOS page mentions that in 2019 there was a public scandal about the MEG hiding info from the public (seems to align with L174 and the wall mask experiment which occur in 2019, with the MM forming a year later)

Base and Outposts


  • Base: nexus of trade, leadership and safe points; "capitals". Send the people in the outposts
  • Outposts: can be bigger than bases, but far more specialized

No base in L2:

  • hallways are too thin and the resources aren't that plentiful. they kinda figured it'd be a better venture to have places on Level 3 and so on instead of basically having a Base Alpha 2. since they'd basically serve the same purpose, and thanks to their alliance with the group called the Aiding Stragglers (later the Survivors), they would get newbies who clipped from Level 2 shipped to them. so they don't need actual personnel on-hand to pick people up
    • the Aiding Stragglers/the Survivors is basically their third party base (the survivors are the spiritual successors of the aiding stragglers after the destruction of the place)

List (copied from the CURRENT meg article)

Badges


  • Probably came at around the same time as unforms, when they started being a little more organized (but still not as much as 2014+)
  • teams from bases usually use different badges (dog tags) (maybe with logos?) (like team quick math, wild warriors…) to distinguish the teams (job color still applies tho)
    • generic logo + a secondary logo for each team
    • same as uniforms, some bases/outposts might not have that or not the same system
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Overseers


Locations

  • Justin: resides in L1, sometimes L4
  • Kat: in L1, shared an office with Justin until the Asher incident
  • Andrew: in L3 because logistics (he was in the Early Home) and L3 is the resources Level
  • All 3 usually in L11 when off-duty (kinda like how Somalia lives in L11 but work in L4)

They're not actively traversing between these levels every day. They spend like multiple months on their level and then like a long time off on 11 barring any emergencies (because travelling between pocket dimensions is hard, long, and can be dangerous, even using trading routes)

Roles

  • Justin: Explorer
  • Kat: Diplomat
  • Andrew: Logistics

Personalities

  • Justin: Optimistic and confident, but can lack professionalism, as well as skill outside of his explorer niche
  • Kat: Professional and skilled, but struggles with feelings (cold-hearted, doesn't show her emotions, which doesn't really impact her job but a lot of her personnal life)
  • Andrew: Means best (or so he claims) but is insane and has the "end justifies the means" mindset

(no research guy, Kat would technically be since she was in Station 01.3 but we don't have to)

Logistics is a supply chain management at its core, yet here I want to expand it even further
Backrooms is not a linear space with a set in stone borders and traditional traveling routs, which leads to many problems in terms of organization:
- Every major settlement or base either has to be able to make their own food and resource supply on their nearest levels and sublevels or they are depending on the supply from other levels and bases
- Every single time one needs to travel from one level to another is a huge risk for everyone participating in the travelling group as a whole ===> major actors of every GOI or settlement should remain mostly stationary, which also raises the need in people, whose jobs will deal with movement around the backrooms

Therefore there are 3 main categories of "jobs":
- stationary — overseeers, blacksmiths/mechanics, scientists, cooks, carpenters, archivists, farmers, etc.
- non-stationary — couriers, exploration squads, wanders/hunters/gatherers, cartographers, etc.
- hybrid — researchers, traders, underseers, etc.

===> Department of logistics or whatever it will be called will deal with crating maps akin to those on Graph's rewrite of the Level 8, so people know current safe routs from one level to another globally, as well as routs within the level itself.
It will also be responsible for the supply management via couriers and also for the couriers' management, like providing them with all the necessary stuff, like good old bicycle which is OP in the backrooms

Therefore there are many cases that can be written about, like creating said maps with exploration groups and cartographers, managing which bases need stuff like almond water in dangerous levels, where they can't go and investigate safely, and where do people need something like firesalt for basic needs, therefore sending couriers with firesalt from levels 1-11 to the destination via the map that was created prior


The Department of Logistics isn't anomalous per se, but its circumstances are. Its history can be traced back to the foundation of Base Omega in Level 4. At that point, the Base was deemed as the safest one for on-site operations. It's there that most operations regarding the logistics of the MEG would occur, allowing the group to better handle communications between its different antennas or allocate its researchers and investigators to different projects from a safe location. From a out-of-universe perspective, this is the place where I'd believe survivors who are not physically fit for exploration and patrols would likely end up.

However, it now seems that the DoL is afflicted by a curse. No matter what the MEG does, they are unable of getting rid of it. No amount of renaming, relocating, destroying Base Omega or firing its entire personnel is enough to put an end to the Department. It always is, and it always will be. For a Department responsible of the MEG's infrastructure, it is the one that is the most often disrupted by phenomena. Members that never existed yet randomly appear in the database, its Base expanding upon itself — sometimes wildly violating the Euclidian principles, time dilation, and many more events endlessly plague the Department of Logistics.

PA List


  • PA1: Level 46, 2014
  • PA2: Level !, 2014
  • PA3: Level 9, 2014
  • PA4: Level 10, 2014 (before May 18 2014 as in http://backrooms-wiki.wikidot.com/level-10-2)
  • PA6: Level 28, 2014
  • PA13: Level 448, ????
  • PA17: Level 448, again ????
  • PA19: Level 19, 2014
  • PA21: Level 9.1, 2015
  • PA22: Crimson Forest, 2015
  • PA43: Level 25, 2017
  • PA53: ????
  • PA??: The Frontrooms: 2018
  • PA60: Level 94, ????
  • PA98: PA98, 2024
  • PA116: Level 206, 2025
  • PA117: ????, 2026
  • PA341: Level 320, 2037

Alpha, Beta, Gamma, Omega settlements, each tied to one major base for their purpose
Alpha - Exploration and Habitation
Gamma - Research and Supply collection
Omega - Archiving and Administration
Beta - Logistics, Habitation and Diplomacy

Bases

Level Base Name Inhabitants Purpose
Level 1 M.E.G. Base Alpha 1,500 training operatives and house wanderers
Level 3 M.E.G. Base Gamma N/A collect ressources and study entities
Level 4 M.E.G. Base Omega N/A Archiving
Level 11 M.E.G. Base Beta N/A housing operatives and wanderers, ressource collection and logistics (trade routes), diplomacy
Level 11.2 M.E.G. Base Omicron 250 research leaders data
Level 23 M.E.G. Base Seedling 35 exploration, anthropology, and research of what?
Level 42 M.E.G. Base-42 37 Used by research teams trial testers ?
Level 46 M.E.G. Base "Desert Rose" 20 Explore the level + research the Ancient Ones
Level 115 M.E.G. Archival Base "small" overseeing the M.E.G. archives in L115
Level 162 M.E.G. Base "Concrete Cavaliers" 20 explore the level and keep wanderers there safe
Level 204 M.E.G. Base Alif 20 Researches Level 204 and house wanderers in need
Level 230 M.E.G. Base Delta 100 Protecting the Free State of Portage by repairing infrastructure and exterminate entities
Level 283 M.E.G. Base Epsilon 200 litterally no fucking clue
Level 807 M.E.G Base Cedar 100 Metal extraction and forging
Level 813 M.E.G. Base Omicron 2,200 yeah there's some BIG settlements on 813 Agricultural production, housing wanderers "headcanon", the name Base Omicron was made available after the destruction of the original one in 2014 except two bases got created at roughly the same time and claimed the name (back when they were only doing greek letters) and nobody realized until it was too late (I mean does it really sounds irrealistic for the M.E.G.
Level 859 M.E.G. Base Soda N/A Research the level and entities
Level 901 M.E.G. Mining Base 901 2,949 Ressource gathering for other M.E.G. settlements
Level 967 M.E.G. Base Echo 40 formerly level exploration, now archiving events of the level
The Crypt Reality M.E.G. Base Robotic fully automated sustain Core 2 from exploding collabing with BKR?

Outposts:

Exploration and/or Rescue and Temporary Wanderer Housing

Exploration

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

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 56 M.E.G. Glacial Outpost A and B No permanent resident Settlements temporary used by Quick Match sub-teams during missions.
Level 56 M.E.G. Glacial Outpost B No permanent resident Settlements temporary used by Quick Match sub-teams during missions.
Level 64 M.E.G. Outpost "Darkness Rangers" 23 Help people in the level
Level 84 M.E.G. Outpost "Wanderer Resting Areas" N/A Temporary resting points for wanderers
Level 92 M.E.G. Outpost "Nuke Warriors" 20 mark any radiation zones and provide refuge to wanderers in the level, along with collecting items for other M.E.G outposts in dangerous areas.
Level 148 M.E.G. "Team Hellscape" 10 Research Level 148 and regularely check up on other settlements in the level
Level 153 M.E.G. Outpost "Bookworms" 8 stop wanderers from going deeper in the level
Level 207 M.E.G. Outpost Wreck 4 Helping wanderers who pass by
Level 234 M.E.G. Outpost "Sanctuary" 9 Providing lost wanderers with help
||Level 280||The Café|| 10 || Provide assistance to wanderers ||
Level 308 M.E.G. Outpost "Oasis Protecter" N/A Study the level and help wanderers leave
Level 422 M.E.G. Outpost Hale Kapu 150 Rescuing wanderers
Level 979 M.E.G Outpost D 7 Monitor dangerous areas and provide help for wanderers in need

Research and/or Ressource Gathering

Research

Level 1.1 M.E.G. Outpost 1 to 4 (Team Corridor) ~20 Explore and research Level 1.1
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
Level 128 M.E.G. Outpost Bravo N/A Hosts Team "Trailblazers" and "Lazarus"
Level 130 M.E.G. Research Station Black Waters 6 Study the level phenomena
Level 148 M.E.G. "Team Hellscape" 10 Research Level 148 and regularely check up on other settlements in the level
Level 158 Aries Outpost "Aries" N/A Training and research hostile entities
Level 158 Aries Outpost "Pisces" N/A M.E.G. communication and level research
Level 195 M.E.G. Site "Forge Novus" 164 Study the level's ecosystem
Level 308 M.E.G. Outpost "Oasis Protecter" N/A Study the level and help wanderers leave
Level 374 M.E.G. Outpost Floral 30 Study the plant life
Level 993 M.E.G. Outpost Paradigm 5 Research Zone 3

Ressource Gathering

Level 3.1 M.E.G. Base Gamma-B 31## Base only by name, as it is an outpost acting as an extension of Base Gamma
Level 184 M.E.G. Grain Harvesting Outpost 7 Food production
Level 184 M.E.G. Canola Harvesting Outpost 8 Food production
Level 197 M.E.G. Outpost "Good Feels" 53 Mining turquoise crystals for other M.E.G. settlements
Level 817 M.E.G. Outpost "Junkyard Dogs" 6 Repair machines of potential use to the M.E.G.

Permanent Wanderer Sheltering and/or Logistics

Permanent Wanderer Sheltering

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

Level 159 M.E.G. Outpost "Frozen City" ~10 Food managment
Level 84 M.E.G. Outpost "Green Market Hub N/A Trading hubs for wanderers
Level 84 M.E.G. Outpost "Outer Market Hub" N/A Trading hubs for wanderers
Level 327 M.E.G Outpost: "Breakfast Club" 20 Supply depot
The Hub M.E.G. Outpost "Doorstep Carpet" N/A Store and dispatch Level Keys

Archiving and Diplomacy

Archiving

PLACEHOLDER

Diplomacy

Level 121 M.E.G. Fuchsia Embassy 5 Manage diplomatic relations between instances of Entity 147 and humans
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
IDK???
Level 44 M.E.G. Outpost "De-aciders 20 Reduce level corrosion and exterminate entities
Level 212 M.E.G. Outpost Ruins Currently unused Maintaining the level ruins
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