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The Barbary Enclave
An old, run down looking hunting cabin at the edge of town. Sleeps 8 comfortably, 10 if agents are willing to squish on couches. Deliveries by Moxie Co. twice a week when agents are active.
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The Barbary Enclave is a seemingly old, run down hunting cabin some ways from the outskirts of town.

Despite looking quite dilapidated on the outside, the inside of the cabin is exactly as it was when the place was first built, with some more recent additions from the AotM. It can be a little jarring, in fact, seeing the differences between the outside and inside of the place, particularly since any visitors entering through the main door without a key would only find dust and animal droppings there.

The actual enclave is very ‘cozy’, which means to say, while well kept, is somewhat cramped, depending on the company. Downstairs is a small living space with a few couches and a stone fireplace, a modest kitchen, typically stocked with the usual local provisions, and a bathroom with a shower. Upstairs is two bedrooms, each with two sets of bunk beds, and a workspace for documenting and equipment repair.

As one of the AotM’s smaller enclaves, it has no outdoor space within the space-time bubble that protects it, so agents must be careful while venturing beyond its walls.

As Barbary Grove’s world is fairly mundane outside of what happens in the shadows, agents are expected to preserve that balance when visiting, and to wear their image inducers at all times if they possess inhuman appearances. Information breaches are to be reported immediately to HQ.

Twice a week a representative from the Moxie Company drops off several crates of donated provisions outside the cabin. Inside you should find:

x 8 Moxie Brand Sodas; Whizz Bang Pop or Rocket Fizz - Six Packs
x 2 cases of Moxie Bars
x 7 boxes of MREs (Various)
x 2 boxes of toiletries (Various)


The representative has been instructed not to talk to agents, and this should be upheld to prevent information leakage. Further provisions can be purchased within town.


Robinson Park Enclave
(#51992 - DC Fallen)


A sizable concrete bunker hidden beneath the World's Fair Obelisk in Robinson Park, Gotham City.
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The Enclave located through a hidden door in the obelisk is located underground. The steps are steep, but are wide enough to fit most individuals. They lead down to a concrete bunker with one central chamber that's currently being used as mission command and the gate room, and four branching chambers. The first and second are living quarters, which are fairly simple and meant for temporary use, most shared with doubled up beds or several sets of bunk beds and several shared bathrooms. Each residential wing has a single small common room to share between everyone, each with some couches, books, and board games.

The third chamber is being utilized for food prep and the dining area, which is again, fairly spartan. It's a simple mess hall that often doubles as storage. The third chamber is more storage, with an area set aside and kept clean for more serious medical emergencies. The whole bunker has beds enough for about 55 individuals if the medical beds are also used, which sounds impressive until one remembers that there's the population of an entire city to rescue and beyond. Bed space also doesn't mean that the rest of the bunker and space beyond wouldn't find itself cramped and overtaxed for resources.


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.
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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. Krepta 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.

Finished Enclaves will always be accessible to those with high enough security clearance to visit that world and will receive a permanent room in the discord.

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