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teamod ([personal profile] teamod) wrote2025-05-13 01:57 pm

TEA BASE

Location The TEA base is located in Lincolnshire Wolds, UK, 2025.
Nestled discreetly within the gentle, rolling hills of the Lincolnshire Wolds, the TEA Base occupies a private estate spanning several hundred acres of protected countryside. Surrounded by patchwork fields, ancient hedgerows, and narrow winding lanes, the base is hidden from casual view by dense woodland plantings and natural topography. The nearest visible landmark is a crumbling Victorian folly on a hilltop, long abandoned and left to the sheep and crows. The region is peaceful, with few neighbors — mostly isolated farms and small hamlets — and quiet enough that the hum of a passing car or the distant buzz of a tractor is notable. Public Cover Identity
Name: Woldmere Heritage Research Estate Purpose (on paper): A government-sponsored conservation and heritage project dedicated to the preservation of rural English history, old farming practices, and ancient woodland ecosystems. It is registered as a private research estate under the UK's Heritage Conservation Trust. This helps explain when locals occasionally see staff in period clothing, old vehicles, strange-looking tech, or meet a time orphan who is still not good at seeming like they’re from 2025. Under this cover, to the outside world TEA employees can claim to be jobs such as:
  • Conservation Officers
  • Historical Researchers
  • Agricultural Technicians
  • Site Managers and Groundskeepers
Nearby Towns & Services
Louth (about 15 minutes' drive):
  • Historic market town.
  • Supermarkets, pharmacies, hardware stores, pubs, post office, clinics, etc.
Horncastle (about 20 minutes' drive):
  • Known for antique shops and local services.
  • Small hospital (minor injuries), banking, and administrative offices.
  • Farmers' markets for fresh supplies.
Grimsby (about 35 minutes' drive):
  • Larger town, major shopping centres, hospitals, transport links.
  • Access to industrial supplies.
Lincoln (about 45 minutes' drive):
  • Historic cathedral city.
  • Universities, research libraries, government buildings.
  • Full hospitals, forensic labs, specialist technology suppliers.
Basics Main access road is a single narrow lane, carefully disguised with old stone walls and overgrown hedgerows. A secondary, emergency route connects to a nearby B-road, concealed under a disused farm track. There is a security gate at the entrance, where employees/residents need to scan their ID passes to be allowed onto base. This is also manned by physical security 24/7, so there is a manual check that badges match the person — there have been instances of people trying to use stolen badges to break in, so the base is very secure. There are roads through the base, but most choose to ride bikes or walk around (unless you have a lot of groceries to carry), and there are more small paths between all the shops etc. At this entrance is the car park/garage. While most of the houses/townhouses have at a garage, some households have more cars than spaces, and interns do not have parking in their apartment buildings, so this communal car park can be used. TEA also offer the option to hire a car from their fleet, which is made up of old vintage cars (except they’re like new because they’ve been taken from their original time period). These just need to be signed out (and back in) on the car borrowing system. There is a fleet manager and multiple mechanics who look after these vehicles, and their office/mechanic workspace is also in this area. Behind the car garage is a larger, more secure Time Ship Garage. Access to this garage is only granted to certain people — a preservationist, for example, would need to be with a wrangler to enter the Time Ship Garage. Innovators also have access to this garage as they are often doing ship upgrades and etc. Next to the security gate is the beacon tower scanning, which scans for breaches, anomalies & paradoxes and feeds back to the ADG. The Time Junkyard is where broken or outdated time tech is kept, and often looted for parts for Innovator projects. Other Areas of interest:
  • Park (circular) - this is the park more for kids, with play equipment
  • Park (square) - there are shaded benches perfect for reading or catching up on reports, a large open lawn often used for impromptu games, frequently used as a nice place to have lunch outside of the office, or for a picnic on weekends. On one side of the park is a training circuit disguised as a "nature trail," featuring outdoor exercise stations. The other side has a cozy gazebo where staff sometimes hold casual meetings or just sit with a coffee in hand. Fairy lights are strung through the trees, giving it a slightly magical, timeless feel in the evenings.
  • Pond - with ducks
  • Veggie and Herb Garden - this is managed by staff & used in the cooking for the cafeteria — if you want to grow your own vegetables, use your own gardens
  • Gym/Pool/tennis court - while the training gym is only for Agent of Time, these facilities can be used by anyone living on base.
Features of the map not covered in this section can be found under the other sections:
  • Top Left under workplace,
  • Top Right under housing
  • Bottom Right under services
  • WORKPLACE The main TEA office building is a hexagonal building with a center garden/void and a lot of glass windows overlooking the garden area. Around the center is a hallway with elevators to the other floors, bathrooms, and storage cupboards. Ground Floor - Clockwise starting from the entrance
  • Entrance/Reception - all staff need to scan their security passes to enter the building. Shop/entertainment district staff and family members do not have access to this building and must be let in by reception if they’re visiting for any reason. There is then a small waiting area for them to wait for whoever they are visiting to collect and escort them.
  • Meeting rooms - (various sizes) These can be booked with reception if a meeting room is required.
  • HR offices (private) and then shared office for base operation staff and other administrative staff
  • Linguistics and Cultural Prep office - crash courses in a time period, accent, vernacular. There is tech to assist Wranglers/Preservationists with accents/language on missions but cultural norms are important to be across, and it can be helpful to have the language/accent back up in case tech doesn’t work as expected.
  • Preservationists study space - only accessible to Preservationists. A quiet space for them to study up on historical periods, or just to get away from the rest of their department so they can do their paperwork in peace. A combination of desks and comfortable chairs to read/relax in.
  • Historical Archives - secure room that most staff will need accompaniment of a preservationist to access. Library of historical documents/files/etc
  • Kitchen/break room FIRST FLOOR
  • Department of Time Anomalies office. HO Time Anomalies and HO Agents of time have private offices within this office, the rest is open floor plan/cubicles.
  • Department of Present. HO Present and Time assimilation both have offices, the rest is open floor plan/cubicles
  • Department of Past. HO Past has own office, office is split into areas based on time period with a manager for each sub department.
  • Department of Future. Smaller office due to smaller department, but HO Future still has own private office within the space.
  • Kitchen/break room
  • Anomaly Detection Grid (A.D.G.) - Entire wall is the A.D.G screen, picking up what the beacon is scanning and detecting anomalies. 2x Innovators are scheduled on at a time to monitor this as it needs to be watched 24/7. If you’re a more junior Innovator (or an intern), you may find yourself scheduled on this more frequently, and on the less desirable shifts.
  • Board room. Biggest, fanciest meeting room for more important meetings than the generic meeting rooms on level 1. If you have a meeting scheduled in here, you’re probably also getting catering.
  • Stationary room - sometimes you still need a notepad or a pen, or to print something. This is where printers/photocopiers and all stationary supplies are kept. SECOND FLOOR
  • Relaxation Lounge - Chill-out space with soft lighting, hammocks, lounge chairs, massage chairs. Walls show soothing animated timelines slowly flowing
  • Counsellors offices
  • Crying cupboard. Sometimes work is tough and you just need a private place to cry.
  • Mural wall - Spray paints to add your own artwork. Nothing is permanent, everything is able to be painted over, it’s just an area to express some creativity.
  • Games room with air hockey, ping pong, foosball, etc.
  • Temporal Puzzle room - An escape room designed around fixing a time anomaly — you have 30 minutes to stop a paradox! A fun exercise for those who aren’t wranglers, a training exercise for those who are
  • The Paradox Think Tank. A brainstorming room designed like an old observatory. Massive whiteboards, star charts, and comfy chairs for big idea sessions. Usually used by Innovators
  • Time Capsule Workshop. Room where employees create "capsules" — write letters to future selves, stash away mementos, seal capsules to be opened years later. Capsules can be added to (some people like to add to it after each mission) but you cannot check what you’ve previously added, only submit new items to your personal capsule.
  • Indoor rock climbing wall THIRD FLOOR
  • Innovators Workshop. Filled with workbenches, 3D printers, prototype labs, and materials from every era it's where innovators design, build, and test new gadgets FOURTH FLOOR
  • Mission Control Room. This is where all comms for any active missions are run out of, multiple screens, etcetera. FIFTH FLOOR
  • Med Bay: Sterile room with healing pods. Le in the pod to be scanned and healed by nanobots. Injuries requiring invasive surgery, or that would be fatal without this technology, will require the agent to be put under, while nanobots enter their bodies to begin repairs. The nanobots are guided and controlled by AI.
  • First Aid Room: Smaller room with bandages, bandaids, low level pain killers, etc for when agents need basic medical help but not enough to require a healing pod. E.g. a headache or a bad papercut
  • Temporal Decompression lounge. A calm, softly lit space designed to help agents mentally and physically readjust to 2025 after returning from missions in different eras. Aromatherapy calibrated to modern scents, gentle present-day news broadcasts, and neutral decor help ground agents back into the "now." It can also be programmed to different time periods, and is used as a welcome area for Time Orphans, so that their first introduction is in a familiar environment without being overwhelmed by new tech. This programming can only be changed by members of Time Assimilation though, after an incident where a Time Orphan failed to adjust because they continued to visit this room set to their own time and did not integrate. SIXTH FLOOR
  • Time Board Offices. Elevator access needs security cards scanned to get to this floor, and only Time Board members’ passes can access it. OTHER WORK BUILDINGS
  • Simulation Center - The Simulation Center is where agents and interns undergo mission training and scenario practice. High-tech holodeck-style rooms replicate different historical eras, locations, and unpredictable anomaly events, allowing teams to prepare for fieldwork in a risk-free environment. It’s also used for performance assessments and emergency response drills.
  • Training Gym - The Training Gym is a large, multi-purpose fitness and combat facility designed specifically for the demands of time agents. It includes traditional workout equipment, a sparring arena, obstacle courses modeled after different eras’ terrain, and a specialized reflex center that helps agents hone their physical readiness for unpredictable missions.
  • Housing Office - The Housing Office manages all residential assignments on the base. Staff here handle move-ins, move-outs, maintenance requests, roommate matching for apartments, etc.
  • Tech & Gadgets Warehouse - This warehouse stocks, maintains, and issues all technology and gear used in missions. Agents check out gadgets here before departure.
  • Costumes & Props - A vital part of mission prep, the Costumes & Props department outfits agents with era-appropriate clothing, accessories, and small props necessary for blending seamlessly into any time period. Expert costume designers work here, ensuring accuracy and durability. Emergency tailoring services are available for last-minute adjustments before launch. Also where the prop department 3D prints any money required for missions.
  • Housing The Timeless Living Community is a neighborhood within the Time Bureau campus that provides spacious accommodations for Agents of Time. It consists primarily of houses and townhouses, though there’s also an apartment complex for the Interns of Time. Although there’s guaranteed housing for everyone, share houses are often necessary due to limited space. Housing is allocated based on seniority and rank within the Time Bureau. The longer you’ve worked in the Time Bureau and the higher you’ve climbed within the ranks, the more likely you are to receive your housing preference. Requests for alternative housing may be filed with the housing office if a problem arises with your housing situation. When an Agent of Time retires or expires, housing requests will be processed in order of rank, seniority, and then oldest request to newest when reallocating the former agent’s housing. You can claim housing here. On the map, the key is: note: the map is not to scale/there are more housing buildings than shown on the map. It is just to give a rough idea of position. HOUSING OPTIONS Intern Apartment Building All interns are required to live in this building. 1, 2 and 3 bedroom apartment options are available. Note with the floorplans that orientation would change depending on side of the building the apartment is on, these are just as a rough guide. For the 2 bedroom apartments, both rooms have a door to the ensuite, but the second door automatically locks when the first is locked to avoid accidental walk ins. Townhouses Townhouses available in 1, 2, 3, or 4 bedroom. Multi level. 1 beds only have 1 car spot, and 2-4 all have 2 car spots. Freestanding Houses 2 bedrooms+. Unlike the townhouses which have standard floor plans, there are more variations for houses so players are welcome to find their own floor plans if their character has a house.
    SERVICES SHOPPING AREA
      numbers correspond with numbers on map to indicate position. Please note map isn't entirely to scale
    1. Déjà Brew - Coffee Shop with limited menu for breakfast and lunch. Closed for dinner. Mostly sandwiches/salads/bagels.
    2. Post Office - For delivery of all the parcels for things you can’t get in town
    3. Pharmacy - While major injuries are handled with tech healing, sometimes a kid falls over and needs a bandaid, or someone needs their vitamins, etc.
    4. Doctors Office - While major injuries from missions are treated on ships, townsfolk still need a doctor for minor issues
    5. The Eternal Rose - Florist and gift shop
    6. Hairdresser / salon
    7. Chrono Bubbles - Boba Shop
    8. The Dusty Chapter - Bookstore
    9. A Stitch in Time - Clothing store and Tailor, mostly providing 2025 era clothes so that anyone who leaves the base can look like they’re in the right time. Predominantly casual clothes, with a small formal section.
    10. Tick Tock Toys - toy store
    11. Vet clinic
    12. Automated Dry Cleaning
    13. Second Era - Vintage Clothes shop/second hand/antiques store. Also takes donations if you’re cleaning out your wardrobe/getting rid of old furniture.
    14. The Mark of Time - Tattoo/Piercing studio
    15. ENTERTAINMENT DISTRICT
    16. Beacon Diner - Classic American diner, open at all hours. Mostly eat in but will do take out burgers and fries.
    17. Thairiffic - Thai restaurant, mostly take out but does have a small number of tables for eating in. Open for lunch & dinner
    18. The Cookie Jar - dessert bar most famous for serving fresh, hot cookies at any time of day/night. During normal hours it also has a range of other desserts, but past 9pm it’s cookies only.
    19. The Wormhole - Bar with an impressive cocktail menu
    20. Il Giardino Segreto - Upmarket italian restaurant that also has an outdoor dining area with a romantic overgrown garden vibe. Dinner only.
    21. Various Vending Machines - High tech Japanese style vending machines e.g. hot beverages, ramen, ice cream, frozen meals, socks and other basics, cosmetics.
    22. High Score Social - arcade & board game lounge. Serves a small selection of bar foods & beers but is more a game area (aka you’ll eat here because you’re here, not because the food is good)
    23. Sushi Express - Sushi train & Japanese restaurant. Lunch & dinner.
    24. Infinite Serenity - Spa, because time agents deserve pampering too. Want a massage, or an hour in a sauna, or a facial? This is the place for you. TEA agents get one free massage per quarter (it's a stressful job), but everything else they need to pay for.
    25. Community center - meeting rooms, prayer rooms, arts & craft areas and classes, snack vending machines, yoga & pilates studio, etc.
    OTHER
  • Supermarket - Also sells alcohol & has a pet supply section
  • Cuckoo Cinema - Does not get new releases on time, sorry. But does have a lot of retro films and old classics.
  • The Clock & Crown - English style pub. Open for lunch & dinner
  • 24/7 cafeteria - with cuisine from multiple time periods & cuisines. Cafeteria/buffet style. Not all cuisines/time periods are available every day, but there will be ‘medieval banquet specials’ and etc. All TEA agents have access to this, but general staff have to purchase food passes, like at a university, to encourage people to patronize the other restaurants/cafes in town. (this is close to the main office building)
  • The Watch Day Care - for children not yet old enough for school
  • School - K-12, multi years combined into one class due to small class sizes. Some parents choose to send their children elsewhere for school.
  • Library - lots of first editions that have been brought back from various time periods.
  • Gym/Pool/tennis court - while the training gym is only for Agent of Time, these facilities can be used by anyone living on base. (this is within the housing area)