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Entity #T14: The Beachrooms

added by Dislogic A year ago BM S O

Entity #: T14
Codename: The Beachrooms
Purpose: Rapid transit, material harvesting, housing, storage.

Known Abilities: Site T14 is an extradimensionally networked set of buildings, biodomes, unverified locations, liminal spaces, redactions, hypo-actualized reality exfoliation, and a large supply of transformative entities. Site T14 is known to expand over time, additionally refilling or reconstructing in response to events both inside and outside the network. Site T14 connects to this planet primarily through structures with anomalous history and significant gaps in human habitation: ruins, haunted houses, ghost towns, ritual sites, etc. Multiple dungeon core entities have been reported to be subordinate to multiple currently unidentified command entities. The boundary between Site T14 internal space and external reality is known to 'blur', resulting in areas technically outside space distortion being affected by internal phenomena.

Inside Site T14, a large number of 'beach rooms' dominate the architecture, traversed through subterranean tunnels or naturally occurring space distortions. Beach rooms typically consist of a building or group of buildings on an island or series of islands, contained in a cavernous area. This area may be several miles in area and resemble the outside world, perpetual fog, or periodic environmental reconfiguration (often via specialized energy-radiating/absorbing lifeforms on movable tracks). Usually, one of the buildings is long-term habitable for nearbaseline human life, and others are structured to support the effects of any transformative entities housed in the region. Anomalous effects are known to replenish supplies and manage waste disposal in many of these structures, typically reproducing packaged food at daily intervals and disposing of contents in wastebaskets. The aesthetics of buildings and tunnels vary wildly, but the majority map to human history with a bias toward the recent history 'beach house' and 'beach boardwalk' structures. Running potable water and electricity are available reliably, especially in newer-grown sections. Structural modification is generally integrated: attempts to damage or otherwise 'mine through' are repaired over unreliable time unless architectural stents are provided to block regeneration, and have repeatedly revealed varying mixes of stone and water bodies at inconsistent pressurization for their size.

Certain beachrooms possess area-wide persistently active varying-priority transformation effects, or several different effects in different rooms of buildings. These are typically specialized defensive and subjugation structures used by dungeon core construction facilities, and may utilize varying magical foundations. Patrolling capture entities are relatively rare or specialized to the core intelligence's fetishes, but liminal spaces inflicting gradual transformation are common. Societal-scale transformations not normally sustainable in the G.E.T.-controlled surface world are known to be emulated in large beachrooms, spanning several miles and supporting multiple settlements. While guiding intelligence is reported influencing these 'hidden cities', the goal of such influence is currently unknown. Subtle transformations, gradual transformations, and specific transformation-reversals are known to occur while traversing beachroom-to-beachroom bridges. Abnormally positioned doors in beachrooms may provide beachroom-to-beachroom rapid access, but due to space anomalies and differing door sizes provide transformation-based size alteration to scale up, down, or proportionately. Mall-scale or stadium-scale interconnected beachrooms typically provide a transformative entity a place of power and a number of supporting facilities. Apartment-sized beachrooms in rapid succession are usually storage for a high variety of transformative items and minor puzzle-based obstacles (often styled after a point-and-click adventure game) to prevent an unprepared nearbaseline human from breaking through to a dungeon core's private areas without being transformed into exactly what they want.

Containment: T14 is partially colonized by G.E.T. staff at varying depths for resupply, long-distance mobilization 'shortcuts', and controlled environments. The Beachrooms are not fully mapped, and certain sections are occupied by independent magical parties or criminal enterprises. Listing of subsites is documented independently in site-mapping databases. T14 instances are to be covered up as fabricated material by Hollow Earth conspiracy theorists, government nationalized mining facilities, and standard 'no trespassing' properties acquired by eminent domain buyouts then fenced off accordingly. Claims of natural toxic gas leaks may be used in publication, but use of mind control is permitted against direct breaches.

Other: Machinery portals part of T14's space architecture have been constructed by the G.E.T. to breach certain esoteric structures or artificially connect network components. Site T14 or a similar network may be behind various historical and mythological reports of hidden worlds or spatially impossible geography, but this connection is not deemed notable at this time.


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