Tag: Clave

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  • The Clave

    Welcome to the Clave. The Clave is a city founded some time back, either right after the Time of Rifts up through about one hundred years after that (200-ish years ago), depending on who you ask. The Clave claims its official age is 206 years old. …

  • Welcome to the Clave

    h3. The Clave Welcome to the Clave. The Clave is a city founded some time back, either right after the Time of Rifts up through about one hundred years after that (200-ish years ago), depending on who you ask. The Clave claims its official age is …

  • Life in the Clave

    The Clave houses around fifty thousand (50,000) entities inside the Wall, and extends protection and services to approximately twice as many outside the Wall (primarily in the Settlements and Farmlands). Freeholders outside the Wall (usually farmers or …

  • Clave Demographics

    h4. Demographics: Human: 86%, Augmented Human 6%, Yosh 7%, Other 1% Humanity is mostly the same in the Clave. Certain disease immunities have been injected and/or bred into the population, making immunizations and common diseases mostly things of the …

  • Clave Law

    1) All non-offensive capability body armor is almost universally legal. a. Coalition helmets and the Death’s Head motif are illegal unless suitably modified to prevent association with the Coalition States (by a rational person at a quick glance). b. …

  • The Clave Proper

    Behind fifty foot supersteel wals is the Clave proper. Highly organized in a near grid, the stone and supersteel buildings all rise to a uniform height slightly below that of the Wall, with a few shorter exceptions. Highly industrialized, the Clave is …

  • The Settled Lands

    Also called ‘the Settlement’ (never the ‘Burbs), the land outside the Wall but nearby has much more of the joi d’vivre the Clave proper lacks, but not as much in the way of amenities and technology. Given the pervasive cold and wind, buildings …

  • Freedock

    Connected to the Clave by a well-maintained road and two mag-lev monorails (one above, one below ground), Freedock is the rowdy, lawless (well, less lawful) side of the Clave. Housing about 10,000 people, Freedock supplies the Clave with access to the …

  • The Farmlands

    Beyond the Settled Lands is the Clave’s breadbasket, literally. Fields of cold-tolerant wheat stretch towards the horizon, along with barley, corn and other staples, all fertilized by the sewer effluvia of the Clave and the Settlement. Lone farmsteads …

  • Nexustown

    During the formation of the Clave, two problems were prominent in the minds of the ‘norms’: “What are we going to do with these mages?” and “What are we going to do about that ley line nexus?” In traditional Clave fashion, they solved one with the other …

  • The Ghost Lighthouse

    The white-stone lighthouse is of pre-Rifts origin, and set on a peninsula into the lake, a particularly unusual place to have a lighthouse, given the lake isn’t particularly rocky or environmentally dangerous. However, those staying over twenty-four …

  • Food in the Clave

    While everyone eats in the Clave, not everyone eats the same. Most meals, given the cold, are high caloric. h6. The Poor Those who can’t afford their own food hit the Kitchens, and are served either Perpetual Soup (a pot constantly cooking with …

  • The Council

    The high government of the Clave. This group of partially elected officials set policy and determine the course of civilization. The job is highly prestigious and given its importance in things, comes with excellent housing and salary. The head of the …

  • The Military

    It goes without saying an organization all citizens spend two years in has some influence. Given the founding of the Clave, the military sought to limit its own influence over civilian life. They clearly delineated civilian and soldier, including …

  • The Nuclear and Electrical Commission (NEC)

    Deep underground, there are several large-scale nuclear engines maintaining the Clave’s robust electric grid. The NEC is the infrastructure of the Clave, beyond its limited name. They maintain the sewer integrity, the streets, building plans and more, …

  • Clave Law Enforcement

    Under the leadership of 72-year-old Cyberknight Sir Donald Princeps, the police have gone a long way to continue to distance themselves from the military, first and foremost considering themselves civilians, just like the people they protect. While Sir …

  • Nexustown Representation

    The Council representative of Nexustown is Celia Robertson, a Ley-Line Walker known for her exceptional wisdom, brevity and patience. She is often away on ley-line jaunts to other worlds, exploring as she did in her youth. While gone, she gives her …

  • Freedock Representation

    Drago, a former sea captain and alleged pirate (privateer, he insists), is the Council representative of Freedock. He’s a salty old dog with a cyber leg and liver, and he claims one gives him the runs (well, trots, or hops, even). He’s usually …

  • Vehicles

    These are the various vehicles mentioned and used in the campaign. [[Scalar (Project Strider Craft) | Scalar (Project Strider Craft)]] used by [[:maxwell | Maxwell J. Carter]] to travel from the year 2016 to present day.

  • Armored APC

    The Clave makes use of two slightly different airborne armored personnel carriers (APC), the Zephyr and the Torrent. They are essentially the same vehicles, with extra armor and missile launchers added to the Torrent Heavy APC. Both are VTOL, but the …