# Deadwood Wardens – Adventurers’ Guild of Duskwatch
## Overview
The **Deadwood Wardens** serve as Duskwatch’s official adventurers’ guild, a brotherhood and sisterhood of mercenaries, wanderers, and seasoned explorers who stake their lives against the shadows of the Deadwood Glade. Founded shortly after Duskwatch rose to prominence as a rival to Coalveil, the Wardens were created to formalize adventuring contracts, defend the town from threats, and ensure that Duskwatch would not be at the mercy of mercenaries loyal to outside powers.
Based in a fortified guild house on Ember Square, the guild is equal parts mercenary company, fellowship, and civic militia. Members are bound by oath, coin, and reputation, and though many pursue personal gain, the Wardens are regarded as a vital line of defense against the horrors lurking beyond the Rift Scar.
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## Membership
- **Active Members:** 40–60 adventurers.
- **Company Parties:** 10–12 core parties of 3–6 members each.
- **Veterans/Retired:** ~20–30 who remain as trainers, advisors, or occasional contractors.
The Deadwood Wardens accept all manner of adventurers, regardless of origin or creed, provided they can prove their worth in the Glade. Some rise to fame and wealth; others vanish into the shadows.
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## The Oath of the Wardens
Every member swears an oath at the guild’s Oath Table:
_“I stand between Duskwatch and the dark. I take coin, but not corruption. I take lives, but not without cause. I stand, even when others fall.”_
The oath is a public promise, witnessed by the guild master and sworn over a willow-engraved emblem of Laurel. Rumors whisper that breaking the oath invites divine retribution.
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## Rules of Membership
1. **The Oath is Binding** – Once spoken, members are expected to abide by it in all contracts.
2. **Trial of Skill** – Prospective members must complete a test within the Deadwood Glade, often involving the retrieval of a dangerous relic or the slaying of a lurking horror.
3. **Contracts Must Be Honored** – Accepted work must be completed unless canceled by the client or revoked by the guild.
4. **Guild Dues** – 10% of all coin goes to the guild, along with first claim on magical artifacts critical to Duskwatch’s defense.
5. **Neutrality in Politics** – The Wardens must not openly serve Coalveil or South Angoria. Loyalty is to Duskwatch alone.
6. **The Right to Call** – In times of siege or city-wide peril, the Mayor or Captain of the Militia may summon all Wardens to defend Duskwatch.
7. **Leave of Absence** – Members may declare temporary independence. Those who leave without notice are branded _Freeblades_ and lose all protections.
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## Structure & Ranks
- **Guildmaster:** Oversees contracts, enforces rules, and arbitrates disputes.
- **Ward Captains:** Senior adventurers who lead core parties and test initiates.
- **Full Members:** Sworn adventurers with the right to take contracts.
- **Apprentices:** Probationary members still undergoing their Trial of Skill.
- **Freeblades:** Those cast out or gone rogue; often hunted if they dishonor the guild.
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## Leadership
- **Guildmaster Rhoric Dalmere** – Veteran human ranger, stern but fair, known for his unyielding defense of Duskwatch during the Bandit War.
- **Captain Kaelen Stormmark** – Half-orc fighter, fearless and respected, leads the Wardens’ most dangerous expeditions into the Deadwood Glade.
- **Mistress Selvara Wynne** – Elven rogue, master of reconnaissance, handles the Trial of Skill initiations and intelligence gathering.
- **Arcanist Thovren Myrric** – Dwarf wizard, tactician of the guild, oversees magical contracts and maintains records of the Oath Table.
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## Parties of Note
- **The Grey Spears** – Older veterans, orc and human alike, respected but semi-retired.
- **The Willow Blades** – Young idealists favored by the Concord of Laurel.
- **The Red Badgers** – Reckless but popular trio known for bloody bandit-hunts.
- **The Stormscar Six** – Rift Scar fanatics, once seven, now six after a disappearance.
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## Role in Duskwatch
The Deadwood Wardens are both loved and feared. To many villagers, they are saviors who keep Duskwatch safe when the militia cannot. To others, they are dangerous mercenaries whose loyalty is to coin first. Regardless, no one denies their importance, for the Deadwood Glade has swallowed too many lives, and only the Wardens dare tread its cursed paths regularly.