WATCHTOWER

WATCHTOWER is an ACRONYM, but nobody really knows what it stands for.

Whereas GLoG concerns itself with redeeming evil-doers (and healing the sick and sheltering refugees etc.), HALO smites them and AMEN are them, WATCHTOWER doesn't typically concern itself with concepts of good and evil in any way. Rather, WATCHTOWER exists to deal with massive scale threats to the Nexus, like apocalypses or vast demonic invasions. Of course, given that evil-doers tend to be the ones who cause those things, WATCHTOWER tends to be pitted against the forces of evil more often than not, but is unlikely to concern itself with muggings, murders or exploding taverns. Also, calling WATCHTOWER a 'Good' organization is likely to draw the ire of some of the more morally relative members around.

Base Defenses
The base is surrounded by a dimensional barrier, which blocks almost all forms of teleportation or interdimensional travel into or out of the base wall. Attempts to teleport from a point outside the wall from a point inside the wall will fail. Similarly, while one can freely teleport inside the base, trying to teleport to a point outside the wall to a point inside the wall will fail. The only way to cross the dimensional barrier is through a spell more powerful than the one that created the barrier (OoC approval required) or by physically crossing it.

The internal defenses of each building include magical forcefields in every doorway that can be activated singularly, or all together in an emergency.

External defenses include extra strong magical shields on the main gate and a magical shield spell that starts at the walls and encloses the entire base. The Keep and the Hospital Tower have secondary shield spells, providing an extra layer of defense for those inside should the gate and wall be breached.There are also a variety of cunning magical traps buried in the courtyard and the path to WATCHTOWER, that may be deployed for explosive effect.

Forcefields may remain active for roughly 4 hours before having to recharge (for 24 hours), or until they are beaten down or dispelled. Traps take a roughly 12 hours to recharge. Simply dispelling the forcefield or traps (or indeed, any of the various glyphs in the building) only deactivates them. More powerful spells (like a Mage's Disjunction, for instance) must be used to get rid of them permanently.

All the defenses are triggered from the Security Room.

Also, it's halfway up a cliff.

The Catacombs
A place full of dungeon-crawl!