![[z_Publish/_assets/Elandor 2.webp]]
# General
Select Settlement:
Select Category: Village +80
**Reputation:** A quiet clove island where a handful of old ship-clans haul up their ships and wait out the Shut Months. Home port of the Weatherlights.
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#### **Atmosphere**
- Clovehaven is a cluster of stilt houses over a shallow green bay, with clove orchards climbing the hill behind it. The air is thick with the smell of drying cloves.
- For most of the year it is half empty: old sailors, children too young to sail, and cats asleep on every warm roof. When the storm season comes the ships arrive one by one, are hauled up the beach on rollers, and the village fills with crews, music and arguments.
- Every ship-clan has its own wharf, its own warehouse and its own seat at the long tables on the beach.
- Above the bay, under a frangipani tree, hangs [[2-World/Places/The Widows' Bell.md|The Widows' Bell]].
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#### **Economy & Trade**
- **Cloves:** grown, picked and dried here, and sold in Port Cassia.
- **Ship-clan business:** the clans store cargo here between voyages. Some of what is stored in Clovehaven's warehouses is spice, and some of it isn't.
- **Repairs:** the Shut Months are spent mending sails, recaulking hulls and teaching the next generation.
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#### **Notable places**
- **[[2-World/Places/Weatherlight Wharf.md|Weatherlight Wharf]]:** the wharf, warehouse and stilt house of the Weatherlight ship-clan.
- **[[2-World/Places/The Widows' Bell.md|The Widows' Bell]]:** an open-air shrine where the names of sailors lost at sea are hung.
- **The Long Tables:** trestle tables on the beach where the clans eat together during the Shut Months. Feuds are settled here, and so are marriages.
# NPCs
List important NPCs here.
# Travel
hrs per day
Travel Calculator / Exhaustion Level:
| Destination | Travel Days |
| ---|---|
| Next Town A | 🕓: |
| Next Town B | 🕓:
# CAMPING
C - Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
A - Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
M - Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
P - Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
I - Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
N - Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels
G - Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
## Commerce
**C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
*(none published yet)*
## Agriculture
**A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
*(none published yet)*
## Military
**M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
*(none published yet)*
## Philosophy
**P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
- [[2-World/Places/The Widows' Bell.md|The Widows' Bell]]
## Industrial
**I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
*(none published yet)*
## Nesting
**N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels
- [[2-World/Places/Weatherlight Wharf.md|Weatherlight Wharf]]
## Government
**G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
*(none published yet)*