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Vigil

Government

The village operates under a loose and informal governmental structure. Decisions are made by the affluent and influential few, who convene at the Village Hall, a modest dome repurposed from ancient ruins. The mayor, Paz Highwater, is elected by popular vote—a rare display of unity in a community otherwise marked by quiet individualism. While Mayor Paz prides himself on his diplomatic skills, many suspect his rise to power was aided by carefully forged alliances with merchants and traders. The Village Hall is the nucleus of all political activity, serving as a forum for debate, public announcements, and the occasional dispute resolution. Decisions are often made behind closed doors, leaving the common folk to speculate and gossip about the true machinations of the town's elite.  

Underworld

Beneath the village’s tranquil surface lies a dangerous undercurrent of criminal activity. Many of the village’s founders were refugees fleeing the chaos of the Old Empire, and while most sought to rebuild their lives in peace, some brought with them a penchant for darker dealings. A shadowy faction uses the village as a hub for black-market trade, dealing in stolen goods, illicit substances, and even human labor. This group operates from a network of tunnels beneath the ruins, stumbled upon during early excavation efforts. These passages are labyrinthine and stretch far beyond the village’s known borders. The underworld's enforcers are ruthless, protecting their secrets with silent precision and a penchant for making problems vanish.  

Altars and Ancient Ruins

The village is built atop the bones of an ancient settlement, marked by its distinctive geodesic dome architecture. The Meeting Hall, the largest of these domes, dominates the village center and serves as a multi-purpose venue. Political debates, religious gatherings for worshippers of the High One, and even community feasts are all hosted within its weathered walls. The hall is lined with statues so eroded that their original forms are indecipherable, giving rise to endless speculation among villagers. Are they representations of long-forgotten gods, noble ancestors, or perhaps something far stranger? Scholars occasionally visit the village to study these enigmatic relics, though they rarely linger long—disturbed by the oppressive atmosphere that seems to hang over the ruins.   Outside of the Meeting Hall, the village lacks dedicated places of worship. Worshippers make do with impromptu altars or private ceremonies.  

Resources

Though small, the village sustains itself through a mix of trade, taxation, and resourcefulness. At the heart of commerce is the open-air market, a modest collection of stalls where villagers barter for goods ranging from produce to hand-forged tools. Taxes on market transactions provide income for the mayor and the elite, ensuring their continued influence.   The village’s position near the remnants of the Old Empire makes it a minor but notable hub for information. Traders and travelers bring news, rumors, and secrets, often more valuable than gold.  

Defenses

Encircling the village is a crumbling low stone wall, its age and state of disrepair reflecting the villagers' reluctance—or inability—to invest in fortifications. The wall is peppered with gaps and overgrown with weeds, though some sections still stand strong, a testament to the ancient builders’ craftsmanship.   A small citizen militia patrols the village, armed with mismatched weapons and an equal measure of courage and desperation. Training is sporadic at best, and their ranks are thin, but their presence is enough to deter common brigands. The militia’s captain, Varen Holt, is a grizzled veteran of the Old Empire’s wars, who struggles to mold the villagers into a cohesive fighting force.  

Social Hubs

Journey’s Inn: A cozy yet practical dome partitioned into guest rooms for travelers. Its proximity to the river allows for the luxury of warm baths—a rarity in the region. The innkeeper, Willum Shaver, is a shrewd negotiator who charges extra for amenities like private rooms or access to the best linens. Locals often gather here for gossip and strong drink, making it a lively, if somewhat chaotic, hub of social activity.   The Choosing Beggar: A sparse general store offering the basics for survival in the Borderlands. Run by Lorna Foal, a halfling and former merchant of the Old Empire, the shop reflects her practical approach to business. Her inventory is unpredictable, consisting of goods traded for local curios or scavenged from the ruins. Despite her store’s humble appearance, Lorna is known for her sharp wit and keen eye for valuable relics.   Village Hall: A small dome housing several workspaces where the village’s elite conduct their daily affairs. Mayor Paz Highwater is often found here, juggling political matters with a steady stream of complaints from both the militia and the merchants. The hall doubles as a place for public hearings, where townsfolk air grievances—or are silenced, depending on the subject.

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