Robinson Park Enclave (#51992 - Gotham Fallen) A sizable concrete bunker hidden beneath the Forum of the Twelve Caesars in Robinson Park, Gotham City. Click to Read Further
The entrance to the Gotham Enclave is located in Robinson Park, beneath one of the statues in the Forum of the Twelve Caesars. It can be reached down a wide concrete ramp that enters into the enclave's garage and repair bay-- an addition added after Gotham's midtown was recovered. The enclave is mostly used for gearing up before missions, and as a base for those who keep the safe zone safe, now that regular civilians are moving back in. It has a small fleet of vehicles for use, as well as gear, a mini medical bay, a kitchen, and a place for visiting agents to sleep and relax should they need it. The enclave is somewhat spartan in terms of decor and creature comforts, and is mostly concrete and steel, with the main chamber serving as a the garage and gear station, with four wings off of it that lead to living quarters and the med bay. Hazardville Enclave (World #19923 - Hazardville) An old fixer upper in the suburbs of Hazardville, Maine. It's got some old haunts to work out and a few skeletons in the closet, but it's mostly habitable. Click to Read Further
The Hazardville house is an old, two story house at the edge of the suburbs in Hazardville. Its floorboards creak and the roof leaks in the spare room, but it's otherwise sound. Its seven ghostly residents can be kept quiet through regular appeasement and are mostly harmless. The Hazardville house is one of the AotM's larger enclaves-- at least of those not stuffed into an entire bunker. It's got five full sized bedrooms and two full bathrooms, split between the two floors. It's got a sizable kitchen, though its appliances are somewhat outdated, a living room with a fireplace, and a small library. There is a small garden out back, which is safe enough to relax in as it remains protected by the enclave's dimensional bubble-- though no one can seem to grow anything there currently, and an old tire swing hanging from a large oak tree. The house's yard looks out onto Fever Swamp. One can occasionally spot the local feral werewolf population native to the swamp going about their daily lives from the yard, unseen as long as one is safe within the enclave's confines. The Hazardville house also has a garage equipped with two bikes and a minivan for use getting around town. The garage is activated by your key gauntlet and is protected in the same way as the house, but do not leave it open and always check for hitch-hikers. The house has seven spirits. Four are human. Two are animal. No one is entirely sure what the third one is, but it doesn't leave the basement, which is currently being used for storage. The four human spirits must be appeased daily with an offering of bread or wine, and the animal spirits (two dogs, or canine-like entities) remain quiet as long as the upstairs television is left on for them. If either of these rituals are disturbed, expect poltergeist activity. The entity in the basement cannot be appeased and likes turning off the lights and chasing people up the stairs, but it does not seem to be able to physically interact with people besides manifesting a faint chill and gusts of air. It may be dangerous to consume food or drink from Hazardville, so the enclave is stocked for short term visits with dry and canned goods. Fresh food must be brought with agents through the Gate or otherwise must be tested extensively before being brought into the house or consumed. |
Back when the Walkers were more prominent across the multiverse, it was common practice for a Walker to create a home base in whatever land they found themselves working in. It was a place where they could rest and keep supplies, or retreat to if they were in danger. Each of these places were specially created to be slightly offset with the reality of that universe, so that they existed in a sort of pocket space that could only be accessed by other Walkers. These safe houses became known as Enclaves, and though the Walkers who built them are long gone, there are still many of these spaces scattered across the multiverse, hidden and forgotten. They cannot be detected or entered by the Corrupted, and they mask all energy signatures of those within. However, creating a new Enclave was an endeavor often taken on by multiple Walkers. The last Walker is capable of creating new enclaves-- her home is one such place-- but the last time she did so it took a full year and left her exhausted for many months after. As such, until an easier way to make enclaves is found, abandoned enclaves must be rediscovered and reclaimed. Often there was a reason they were abandoned to begin with, and once they are cleared out of any traps or vicious critters that may be lurking within them, they still must be stabilized and cleaned up before they can be used. Needless to say, it's a team effort by necessity each time. If you would like to have an enclave discovered in your world, then DM staff! Only non-restricted worlds may have enclaves. A mission will have to be taken to recover it, and then several other missions to repair and make it habitable again. The location and threats, or damage within the rediscovered enclave will be decided by staff, but what is done with the space after will be up to the characters that visit. If you would like to have you character spruce up or add additions to an existing enclave, please also reach out to staff. Stewards and Enclave Recovery Specialists are often permitted and tasked with doing just that. Questions & Answers (Select to Learn More)
❔Are Enclaves made with Walker's bones/Beacons? ❗ Sometimes! Most pre-AotM Enclaves were not. Before the fall of the Walkers, several could work together using their powers to punch a hole in time and space and set it aside to form a protective Enclave, both invisible to the world it resided in and protected from the Corruption. There aren't really enough Walkers around to do this anymore-- at least not easily, so many of the Enclaves the AotM has now are rediscovered and reclaimed from the old days. But! Where a traditional Enclave is not available, beacons, which are made from Walker's bones, can be used to keep back the Corruption and form a sort of quasi-enclave. Beacons act as a sort of physical shield against Corrupted creatures, and they cannot cross the boundaries they create, but beacons do not render these types of enclaves invisible, or offset them from reality, which means that anything not Corrupted, including things like bullets and wild animals, can still cross in. These enclave types need much more protection as a result. Often the two types are combined. Reclaimed Enclaves are often small-- usually the size of a single house, sometimes no bigger than a room, though rarer, larger ones are also occasionally found. The traditional Enclave is used as a home base and a fall back point in areas where reclamation efforts are being made, and beacons are set around it, allowing for the building of further, if somewhat less protected structures. ❔How common are beacons/Walker's bones? ❗ Not very. Most Walkers simply up and vanished without any bodies. The bones of Walkers used for beacons were often buried before the vanishing, and their grave sites are not exactly easy to find. There has been some success through cross referencing grave registries in worlds with names found in the Walker's book, but it's a big multiverse out there. |
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