Corridoria

**Corridoria** is a set of pocket dimensions that is accessible through a central hub that assumes the form of a Vicsek fractal of hallways. The purpose of Corridoria is to promote relaxation and rest through the nature of the many pocket dimensions accessible through it. This was discovered in one of the many Guides that can be found in Corridoria's pocket dimensions.

## Location and Structure

Corridoria has not been corresponded to any real-world locales. It is only accessible through the placement of special sigils and markings on a doorway or entrance of one's choosing. After the placement of such markings are made somewhere on the door itself while the door is closed, subsequent openings of the door will result in the viewing of a seemingly infinitely long hallway with many branches, whose structure corresponds to that of a Vicsek fractal.

The height of the hallways are eight feet regardless of the size of the entrance, which need only be large enough for the person to fit through. As for their width, the hallways are eight feet wide, giving a spacious enough girth for small automobiles to drive through with ease.

At every dead end, there is a door six feet high by four feet wide which when opened will lead into a presumably separate pocket dimension. To denote paths to these pocket dimensions a system has been adopted where one denotes either left or right turns as L or R respectively, proceeding to denote the nth left or right turn as Ln or Rn. Combinations of these lead to paths, for instance, L5R3L1 leads to The Meadows, an infinitely long prairie land with bucolic breezes and the occasional stone pillar.

The letter S for **S**traight ahead is often used to denote pocket dimension entrances that are the result of simply moving straight ahead after a given turn/series of turns. For instance, L2S denotes The Hill's Pockets, whose entrance is accessible in the corridor past that from L2L1 and L2R1 when approaching from the central corridor.

### Locked and Unlocked Doors

The vast majority of doors are unlocked, although some doors (around one in a thousand) contain golden bars and latches which constrict entry into the given realms. It has been found however that one may lift these bars easier if one has a sense of humor. In other words, the amount of humor or joy one possesses determines if they are able to enter these worlds. Because of this, all Corridoric explorers are advised to bring along at least one jokebook for refreshment, as one must surpass a certain humor level to enter these worlds.

A second but extremely rare type of locked door has been found, appearing about every 1/80,000 doors. These have silver bars and latches which can only be lifted by people who are completely at peace with themselves and others. In these pocket dimensions there are wonders that few have ever seen, and few ever will, for the only accounts given have been by first-hand explorers that returned.

The third type of locked door has only been discovered three times and is blocked by bars and latches of a bronze colored metal. There is currently no known way to open these doors.

## Physical Properties

### Temporal

An unusual property of Corridoria is that time appears to move quicker for individuals who venture farther away from the entrance, from the standpoint of observers at or close to the entrance. It's been calculated this drop off is 1/100th of a second per every ~377 feet (~115 meters), so that two seconds will pass for an individual 7.1 miles (11.5 kilometers) along the central hallway of Corridoria while only one second passes for someone at the entrance.

 37,743 feet
 75,486 feet
 113,229 feet
 377,430 feet
 3,774,300 feet (~714 miles)
 37,743,000 (~7,148 miles)

\*T1:T2 is a measure of how many seconds pass at the given distance inside Corridoria compared to a chronometer at the entrance, right in the doorway.

This makes expeditions into outer regions of Corridoria significantly easier, as a 10-month expedition could be accomplished in just a few days from the standpoint of an outside observer.

### Spatial

Corridoria has an unspecified size, although by directing a very short pulsed radio wave down the central hallway and receiving an echo back a little over two seconds later, it was determined that the hallway's dimensions meet or exceed 195,000 miles in length, or a little less than 40,000 miles the distance from the Earth to the Moon. Of this distance however only 2,300 miles have been traveled, through a Volkswagen Beetle that was constructed within Corridoria's central hallway for the purposes of reaching the end.

Assuming that at around 195,000 miles Corridoria forms a 17th-iteration Vicsek fractal there are VP17 - 1 entrances discounting the entrance. VPn is the number of endpoints in an nth-iteration Vicsek fractal, such that VP1 = 4 and VPn + 1 = (5\*VPn) - 8. Doing the math, a 17th-iteration Vicsek cross has 305,175,781,252 endpoints, or 305,175,781,251 implied pocket dimensions in the case of Corridoria, for what may be trillions upon trillions of cubic miles of space. Corridoria as the access hub itself takes up a presumed 2,653 cubic miles in hallways, with 1,751,467 square miles of floor space.

#### Relativistic Considerations

That figure was of course a low-ball estimate, as the actual size of Corridoria is most likely immensely larger due to the fact that the temporal properties mean that as the radio pulse traveled down the central corridor, it traversed space at a faster and faster rate, meaning that two seconds from the standpoint of an observer at the entrance could be many light-minutes from the standpoint of the radio wave.

The radio pulse returned after 2.6 seconds, implying a time of 1.3 seconds to reach the end of the hallway. However, after just ~1/26th of a second the radio pulse would have reached ~7,148 miles, at which point the time differential is already 1,000:1. Due to this, an additional ~1/26th of a second from an Entrance observer's point of view would be **at least** 1/26\*1,000 = ~40 seconds to the radio pulse, which equates to ~7,451,280 miles of further travel. At 7,451,280 miles there is now a time differential of 1 + (7,451,280\*5,280)/37700, or 1,043,575:1. Now rounding this **down** to 1,000,000:1, it means that in an additional 1/26th of a second to an Entrance observer, the radio pulse would travel 1/26\*1,000,000 = ~40,000 seconds, which equates to 7,451,280,000 **more miles**. At this point there is a time-differential comparable to 1,000,000,000:1. In general, for every 1/26th of a second you get a time differential that is confirmably at or likely far greater than one thousand to the power of the number of 26th seconds that have elapsed, and consequently related to a distance of ~7,451\*1,000T miles, where T is the number of 26th seconds after the first one. There are 33.8 26th seconds in 1.3 seconds meaning the distance traveled by the radio pulse must be **at least** ~7,451\*1,00032.8, or ~1.87 \* 10102 miles, a number that is almost 200 times larger than a googol, 10100.

Taking the number of feet in this number of miles and finding the log3 of it, we discover that instead of just being limited to 17-iterations, the Viscek fractal that composes Corridoria must be at least 222-iterations large, which equates to a number of dimensions at least VP222, which has a lower approximation of ~10133 and a higher approximation of ~10155.

### Material

The walls of Corridoria are composed of a dull green metal which has a grain pattern not too dissimilar to wood on it. The floors are red and slightly soft, having a texture like wet moss, while the ceiling is white and has no discernible patterns on it. All three of these materials are fashioned out of an unusually impenetrable material that has an unknown tensile strength in addition to being resistant to diamond-tipped drills.

The doors are composed of a darker-greenish varient of the grained-green-metal employed in Corridoria's walls, giving off an almost bluish hue. To open a door, one turns a latch composed of a goldenish-bronzish material counterclockwise three times before the door may be opened from the outside, retracting into a hollow space within the wall. After opening the door one enters the pocket dimension that the door leads to. The door as it appears within this pocket dimension is usually part of a structure such as a building or wall of rock, although in cases where the door is free-standing one will observe the back of the entrance to be plated with the same green metal. The door is closable once inside the given dimension but can be opened through similar methods, involving yet another goldenish-bronzish latch.

## List of Pocket Dimensions

*For a more comprehensive overview see Corridoria/List of Dimensions*
Due to the fractal structure of Corridoria there are an immense number of pocket dimensions available through only a relatively simple path. Explorers into Corridoria's many hallways have archived these pocket dimensions through synopsis and the path taken to them. A list of these dimensions is included in every explorer's *Basics of Corridoria* handbook, which lists over 700 of the most commonly frequented and accessible locations.

More advanced guides such as Mary Cindworth's *Corridoria Unlocked* forgo the typical tourist attractions so as to present a guide to the more inaccessible dimensions, or those with bizarre forms of alien life. To date, an estimated 80,000 dimensions have been described in part or in full by Corridoric explorers, some even spending entire lifetimes within these singular worlds.

## History

* An early 15th century manuscript was composed detailing various aspects of "The Glens" and "The Turgid Hills" dimensions, by an unknown author who presumably made it out of Corridoria again so as to compose the book that would later become known as the Voynich manuscript.
* In 1990 **T**he **A**ssociation **O**f **C**orridoria **E**xploration **A**nd **R**esearch (**TAOCEAR**) was founded by a group of amateur mathematicians and paranormal researchers under the guidance of Henry G. Gordon, who was superseded by Mary Cindworth in 1993 after Henry's mysterious disappearance in "The Woodworks" dimension.

## Theories

For every explorer of Corridoria there seems to be a separate conception of how Corridoria came to be. The four most commonly held beliefs are as follows:

1. **"The Matrix" Theory:** In 2003 it was posited at the 13th annual meeting of TAOCEAR that Corridoria could be a large-scale computer program which procedurally generates pocket dimensions as they're entered, rather than the dimensions being present regardless of opening or closing the door. The evidence for this is the discovery that certain elements of an environment may repeat in uncanny ways, such as two trees side by side that have the same exact pattern of branching down to the twig level. These repetitions would make sense as the result of cloning a common object within the base program, presumably done so to conserve byte space.
2. **"The Three Muskateers" Theory:** At the 16th annual meeting of TAOCEAR in 2006, it was speculated by a senior member that perhaps each pocket dimension is a separate and unique fantasy world, of which Corridoria is the hub to access all of them. This "one dimension for all worlds and all for one" theory of Corridoria is pure speculation but has gained increasing popularity as the Mandlebrot set can be seen inscribed on the walls of some hallways. Because the Mandlebrot set has the property of containing all possible Julia sets, an analogy was brought up which compared Corridoria to the Mandlebrot set and each world as a Julia subset dimension.

1. **The "God's Plaything" Theory:** To some religiously inclined members of TAOCEAR, it seems apparent that the order in Corridoria is the result of a higher mind - although whether this is the result of a traditional god or alien architect is once more pure speculation. In whatever theory one ascribes to it would make sense that Corridoria has a creator, however, this theory ascribes a notably supernatural component to it, with some even praying to the "Lord of Corridoria". Small shrines may be seen occasionally in some branching-off hallways although the central hallway is to remain clear per TAOCEAR standards.
2. **The Other Worlds Theory:** Due to Corridoria being able to be accessed through the bizarre method of writing certain symbols on doors, it is speculated that these sigils may be a subset of a much larger set of patterns which "unlock" new realms from our universe, and that Corridoria is just one out of many of these realms. Various other symbols have been written on doors, with the only success being a 367-stroke character which when written on a door will cause the door to open to a clear white room with an orange teapot in the center. That's literally it. The existence of just one realm besides Corridoria does not give ample credence to this theory however.

## Guides

Throughout many of Corridoria's pocket dimensions there have been discovered guidebooks which take the form of bound leathery books written in a tongue that is still being decoded. From what can be gathered, it seems Corridoria's purpose is to offer a "restful oasis" and "paradisaic retreat from all stresses". This is supported by the lack of hostile creatures in almost all dimensions, save the dangerous ones such as "The Woodworks".

These guides also contain the sigils needed to invoke Corridoria when one writes them on an entrance way, present at the back of the book.

****ℂ𝕆ℝℝ𝕀𝔻𝕆ℝ𝕀𝔸****

**Artifacts** 4-Kallisti • MMC-OB6 camera (Operating Manual) • Oneir.OS • Starspeak

**TAOCEAR** *Overseers* Henry G. Gordon (1990 - 1993) • Mary Cindworth (1993 - 2020) • Marvin Levin (2020)
*Charting* Expeditions • List of Dimensions • Map

**Miscellaneous** *Corridoria Unlocked*

```
             █                The Final Realm
             ^
             ^  •
          █  █  █             The 300 Mile Outpost
         █████████
          █  █  █             Cloverworld
             ^  •
             ^

```

```
              █
             ███•              Aqueous
              █
           █  █  █
          █████████
           █  █  █
              █
             ███
              █
     █        █        █
   •███      ███      ███      The Meadows
  •  █        █        █
  █  █  █  █  █  █  █  █  █    The Bilbous Plane
•███████████████████████████   The Garden
  █  █  █  █  █  █  █  █  █    The Needleworks, A 1920s Museum
  •  █        █        █  •
    ███     •███•     ███      Stickerworld, The Tower
     █        █        █       The Omega Beach, YggdraCole
     •        █        •
            •███•              The Glassworks, Picasso's Nightmare
           •  █  •
           █  █  █             Oneiros INC., Penultimate Forest
         •█████████•           The Hill's Pockets, Streamerworld
           █  █  █             A Verde Planet, The Woodworks
           •  █  •
            •███•              Koiworld, Mirrorworld
              █                Entrance

```

```
   █ = Aquatic            • = Safe
   █ = Celestial          • = Quasi-Safe
   █ = Structural         • = Dangerous
   █ = Surreal            • = *Unknown*
   █ = Terrestial
   █ = *Unknown*

```