Whereas GLoG concerns itself with redeeming evil-doers (and healing the sick and sheltering refugees etc.) and A
MEN is evildoers, Vigil takes a more neutral approach. Vigil doesn’t concern itself with good or evil, but with kicking people who need to be kicked. It is dedicated to preventing threats to the Nexus, both massive-scale and small-scale, from muggers and exploding taverns to apocalypsoi and demonic invasions. Of course, given that evil-doers tend to be the ones who cause those things, Vigil tends to be pitted against the forces of evil more often than not, but it doesn’t care that they’re evil, just that they’re causing trouble. Calling it a 'Good' organization is likely to draw the ire of some of the more morally relative members around. Maybe. Some members
do call it a Good organization. There's no real reason to care about it, so I'm not gonna!
VIGIL is an organization that exists to stop some bad things from happening.
Oh, and also their first base done got blowed up by demons. It was terribly inconvenient.
Current VIGIL Locations: (PLEASE USE LOCATION TAGS IN THIS THREAD OR I WILL SHOW UP IN YOUR BASEMENT IN THE DEAD OF NIGHT AND SHANK YOU).
[Vigil Skybase] (Official Vigil HQ)
Vigil's new base, built atop a flying island hijacked from the Hunting Grounds. The island is propelled by large engines created by the Mia, priestess of Deus Mechanicus, and is currently on patrol.
► Island Surface
The portion of the base on the surface of the island consists of several complexes red stone buildings ringing a basin towards the upper end of the island. Flanked by several peaks, the basin serves as a natural shelter to the surface structures of the Vigil base, and is bisected by a narrow lake that flows into a river towards the lower end of the island. Plentiful footpaths crisscross the various complexes that make up the Vigil base, along with a one-way monorail that runs the length of the valley, allowing for rapid transit from one end of the base to another.
The Academy
Placed strategically at the head of the valley, the Academy serves as a main hub for the base, splitting the two halves of the basin with a complex of several large stone structures. The largest of these structures is the Library, which contains numerous books on magic as well as the theory of warfare and martial arts; some saved from the wreckage of the former Vigil base, others new additions donated by Vigil members or the organization’s various benefactors. The Library also contains several Labs well suited to conducting magical and scientific research, map rooms for strategic planning, and a telescope observatory at the top of a tower for star-gazing. Flanking the Library are the main Armory and Clinic, as well as buildings containing indoor Training Facilities, and elevators and tunnels to the interior and underside of the island. The Library foyer and Academy courtyard also serves as a useful Reception for new visitors to the base.
The Training Grounds
Taking up an entire half of the basin on one side of the lake, the Training Grounds serve as the main point-of-call for any open-air practice Vigil members should wish to conduct. Separate facilities include a running track; arenas for dueling and swordplay; a shooting and archery range; areas for jousting; and other such facilities for martial pursuits.
The Upper Village
On the opposite side of the lake to the training grounds is the Upper Village, where the majority of Vigil members will make their residence. The Upper Village is primarily populated by large stone halls. Living space prioritizes economy over luxury, with large barrack halls splitting their space equally between intimately sized single rooms and larger bunkrooms for members that value their privacy a little less. Centered in between these barrack halls are a central plaza and some community buildings, including a mess hall, gym and recreational building, tennis courts and basketball hoops, laundry buildings, and a large bathhouse with group and individual baths. Close to the lake are several fenced-off gardens and open grassy areas ideal for outdoor sports, and the lakeside has a rather nice sandy beach. Magical landscaping is convenient like that.
The Battered Shield
A large tavern that has opened up in the Upper Village, meant for off-duty Vigil members and their guests to congregate, relax, and get a few drinks. The tavern gets its name from the broken shield above the entrance, which changes weekly. The back wall of the tavern is covered in more damaged and broken shields, each one smashed in the defense of the Nexus. Live music most nights, including from Rain, Vigil's resident bard.
Commanders’ Village
A little ways uphill from the Upper Village, a set of overlooking terraces set into the mountainside are home to some modest two-story houses. These houses are space provided to the current commanders of Vigil, and each have their own amenities including kitchen, several bedrooms, and plenty of space for studies, workrooms, armories, or shrines to one’s own magnificence.
The Lower Village
Further down the valley, near its foot where the lake narrows into a river that flows out of the basin, is the Lower Village, partially secluded from the rest of the base amidst the valley walls and the start of the woods that cover the rest of the island. The Lower Village has small, separate houses with their own gardens and more privacy compared to the communal living spaces of the Upper Village.
Emergency Monorail
This stone railway along runs from the Lower Village, through the Upper Village, up towards the Academy. Runes placed at intervals along the railway allow for the summoning of a magic platform that moves rapidly in one direction up towards the Academy, making it useful for emergencies or other times when expedience is required.
► Island Interior
Command/Combat Information Center
Located deep within the heart of the island, this easily defensible underground complex could serve as a future command center for Vigil operations. As of right now, it’s sparsely furnished with a few offices including some larger offices for Vigil’s command staff, a mainframe room, and a pair of video conferencing rooms.
Battle Clinic
Less luxuriously equipped than the main surface clinic, this clinic’s central underground location makes it an ideal spot for emergency treatment in the heat of battle.
Vaults
Underground vaults for the storage of possible artifacts and items of apocalyptic or near-apocalyptic importance. Currently very empty.
► Island Underside
Airship Gantry
Carved into the underside of the island is a cavernous open-air hanger, crisscrossed by bridges and hanging platforms. As of yet, a pair of large skyships built for hauling cargo currently occupies the interior, in addition to a small flotilla of yacht-sized skyskiffs for transport. Given Vigil’s past history with flying devices of all sorts, it’s likely to become the home for many more in the future. An upside-down tower near the entrance to the hanger serves as an air-traffic control of sorts, as well as a command tower with communications linked to the other exterior observation towers.
Skyship Reference (bulkier, with less weaponry)
Skyferry Reference (less fancy, no propellers)
Observation Towers
Upside-down towers dot the underside of the island at various point, providing lookout points for sentries to observe the land below, as well as a possible platform for defensive or siege weapons to be mounted in the future.
[Vigil Safehouses - Inside/Skyside]
A pair of safehouses, located in Inside and Skyside. The Vigil safehouses from the outside look like ordinary, unattractive worn-down apartment blocks, though they are equipped with a heavy door and security systems to prevent entry to non-Vigil members. Inside there are beds, toilet and bathing facilities, and enough supplies and equipment to last about a dozen members each for several months. Intended to be used as temporary staging bases so that Vigil can still operate semi-normally while in hiding, but light on electronic equipment, in order to avoid detection.
[Vigil Ruins]
The old base, located on a cliff-side above the lake. Done got blowed up by demons. They're still there, probably.
CURRENT LEADERS (talk to these guys if you need help - of the regular kind, not psychiatric help. They're not qualified for that.)
- Wenomir
- Cessie Mithar