Midnight Genesis Facility
Purpose / Function
The Midnight Genesis Facility is one of many hidden outposts operated by The Blue Curtain, designed to intercept, interrogate, and dissect non-human entities—commonly called “alien threats” to humanity. These sites don’t exist on any public record. Their work is brutal, quiet, and driven by fear of what lives beyond.
Here, prisoners are not protected by law. They are studied, broken, and sometimes harvested for answers.
Design
Every Midnight Genesis site follows a standardized floor plan for operational efficiency and psychological comfort of staff. Uniformity breeds confidence.
- Central Lobby: A wide circular room with a guard station in the center.
- Operations Room: Off to one side of the lobby.
- Interrogation Rooms (3–4): Small and soundproofed, just beyond the operations room.
- Autopsy Room & Storage Room: Across from interrogation.
- Service Elevator: Leads to a mundane surface location—usually a parking garage or storage facility.
- Hidden Tunnel: Leads far from the facility, for extraction, covert entry, or corpse disposal.
- Residential Wing: Dorm-style bunk room for guards, private quarters for interrogators, bathrooms, and a shared kitchen.
Entries
Main Entry (Secret Elevator): Hidden behind false wall panels. Requires biometric ID.
Escape Tunnel Hatch: Camouflaged in a nearby abandoned building, rusted storm drain, or rocky outcropping.
No Windows. None. Every wall is reinforced steel-core concrete behind dull metal paneling. All doors are magnetically sealed and require keycard plus verbal confirmation to open. Some require psychic authentication.
Sensory & Appearance
Lighting is sterile, pale blue or white. Panels emit soft but soulless light.
Sounds echo oddly. You can hear your own heartbeat louder than footsteps down the hall.
Smell: A mix of cold metal, recycled air, faint chemical disinfectants—and deeper in, blood and formaldehyde.
The walls are bare, matte steel-gray with no decoration except the occasional Blue Curtain emblem (a shimmering veil across a black circle).
Those unfamiliar with the place report feeling watched, even when alone. Some rooms never feel empty.
Denizens
The Blue Curtain Staff: Rotating teams of interrogators, researchers, technicians, and guards.
- Captives: Alien creatures, humanoid or otherwise, usually restrained or sedated.
- Maintenance Constructs: Small, spider-like drones with surgical limbs, nicknamed "tickers".
- Facility AI: Known as “Whisper”, it controls doors, lights, and monitors. It speaks softly and rarely.
- Unaccounted Entity: Occasionally, unauthorized movement appears in camera blind spots. Never identified.
Contents & Furnishings
Central Lobby:- Single steel desk, high-back chair, circular array of monitors showing all camera feeds.
- Similar to the guard station but with communication equipment and secure logs.
- Often smells of burned coffee and stale sugar.
- Bare metal table, 2–4 chairs, restraint chains, a wall-mounted cabinet with trauma tools (non-magickal and arcane).
- Blood drainage grooves in the floor, often overlooked.
- Deep sink, autopsy slab, surgical arms (remote-controlled), dissection tools, freezer storage, and a locker for specimen jars.
- Emergency deluge shower for caustic exposures.
- Labeled metal cabinets, biohazard bins, sealed arcane containment crates.
- Backup generators, emergency suits, tranquilizer racks.
- Bunk Room: 8–10 bunks, footlockers, poker tables. Smells of sweat and gun oil.
- Private Rooms: Sparse, impersonal. Only personal object allowed: a mirror.
- Bathrooms: Efficient, steel fixtures, sterilizing mist instead of soap.
- Kitchen: Over-sterile. More often used for caffeine than cooking.
- Alien Artifacts confiscated from prisoners—locked in lead-lined cases.
- Encrypted Data Crystals: Require mental imprint to access.
- Experimental Serums: Not yet tested on humans.
- “The Glass Eye”: A floating orb that records multidimensional spectra. Vanishes if observed directly.
Hazards & Traps
Security Override: Triggers lockdown, gas flooding, and system memory wipes.
Pressure-Sealed Doors: Can crush intruders when misused.
Panic Traps: Certain tiles trigger psychic paralysis when stepped on without proper clearance.
Blind Corridor: A short hallway added after construction—its end wall is sealed, but people say they hear breathing from behind it.
Special Properties
- Magic Dampening Field
- Temporal Bubble: Each facility is +3.2 seconds off from standard time, making external surveillance slightly misaligned.
- Life Support Network: Runs independently of the outside world for 28 days.
- Psychic Shielding: Prevents mind-reading or emotional projection.
- Sound Null Field: Interrogation rooms completely mute sound beyond 5 feet.
Alterations
The Storage Tunnel was added a year after founding due to an unrecorded containment breach. There's a sub-chamber in Autopsy Room that was carved into the bedrock for long-term organ storage.
Architecture
]Architectural Style: Brutalist military bunker, disguised behind civilian façades. Walls are made from steel-core concrete, plated in reflective dull metal. Every Midnight Genesis site is identical in dimensions and layout. Familiarity breeds effectiveness, and psychological dominance.
History
Built under Temislow from 7 Cerulean 1802 AR to 1 Luminalis 1803 AR, the Midnight Genesis Facility was one of fifteen global sites established during the Silent Crisis—a three-year period where alien incursions spiked.
Since then, the site has processed dozens of non-human threats, including:
- A telepathic hive-mind entity now preserved in Solution 8
- A shape-shifter capable of mimicry down to cellular level
- An "angelic" being with no nervous system and no understanding of pain
Althea Griffin
Mesain
Ralnin
Dhalnin
Razul
This place is hostile to life—and it’s meant to be.
The air is dry and metallic, kept at an intentionally uncomfortable cool 14°C (57°F). A faint electric hum pervades the facility, just low enough to feel but not hear. Humidity is nearly zero, desiccating skin and lips quickly.
Some rooms—especially interrogation and autopsy—have a noticeable gravity shift. Not enough to pin someone down, but just enough to make you feel heavier, like the room wants you to stop moving.
The whole structure is wrapped in a magical dampening field that prevents teleportation, scrying, or dimensional breaches. Magic fizzles like static in the throat here.
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