LightReader

Chapter 1 - Logs

LOG 01 — ARCHIVAL NOTICE

DO NOT TRUST LINEAR TIME.

The tunnels predate mapping.

The Entity predates language.

We call it The Object only because it allows the name.

LOG 02 — INITIAL CONTACT

Eli and Rowan entered through what they believed was a cave.

It was not.

The entrance sealed behind them without sound. The tunnel expanded—not outward, but larger than the space it should've fit inside. The ceiling disappeared into darkness. The walls were lined with markings that looked like children's games: hopscotch grids, tally marks, faded arrows pointing nowhere.

The books were right.

The Entity watches first.

LOG 03 — ENTITY DESCRIPTION

The Object is not an object.

It is an entity that wears memory as structure.

It does not speak.

It replays.

When observed, it manifests as a hovering shape that shifts based on who is looking at it—stone, mirror, shadow, lightless void. Cameras never capture it directly. Footage instead shows places that should not exist yet.

The Entity does not chase.

It waits.

LOG 04 — THE GAMES (TESTING PHASE)

The tunnels opened into massive chambers—wide enough to fit buildings. Each chamber contained a "game."

Not for fun.

For compatibility testing.

TEST A: MEMORY RECALL

Subjects are shown scenes from their past.

Incorrect reactions cause the room to reset.

Correct reactions cause the memory to change.

TEST B: TRUST PATHWAYS

Two tunnels.

One leads forward.

One leads to someone the subject knows.

Choosing wrong results in separation.

TEST C: HOME RECOGNITION

Subjects are shown a door and asked:

"Is this where you belong?"

Those who answer too quickly fail.

Rowan passed longer than Eli.

That mattered.

LOG 05 — TUNNEL CLASSIFICATION

NARROW TUNNELS — Observation paths

WIDE TUNNELS — Transport corridors

BREATHING TUNNELS — Active restructuring zones

DESCENT TUNNELS — Lead only one way

All descent tunnels point to the same place.

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