
Overview
The Darkwatch is a small company of dedicated warriors with the shared goal of eradicating the Undead whenever they can. The origins of the company are not fully known, but as long as humans have inhabited the Azure Coast they’ve been actively fighting threats others would find terrifying. Because of this, Darkwatch Agents have a respected reputation, but their presence in a region causes fear among locals. Only a possible threat would bring a Darkwatch Agent to their towns and homes.
Located in a remote ruin somewhere in the Hayman Mountains, Darkwatch agents descend into the lower Verdant Plains and other surrounding areas seeking out the vile creatures of the night. Although the Darkwatch Company receives some donations from local towns and cities, much of their Agents rely on the Temple of the Divine Trinity to fund their lifestyles and pay for the expenses of their profession.
Membership
Members of the Darkwatch are called Agents. Because of the large investment of time and training needed to field a capable Agent, the Darkwatch only accepts few into their fold. They generally recruit hardened warriors and those who have a compelling story they believe will drive them to live the life of an Agent.
Agents taught how to fight the undead through a rigorous series of educational courses. This education usually lasts about 6 months for new agents and includes lessons in Lore (Undead) and Track skills, as well as Combat Style (Darkwatch) which includes training in bladed weapons and some minimal training in bludgeoning weapons. As agents grow in skill and experience, they are then taught how to focus their inner power in order to empower themselves even further. Through the use of an ancient mystic text, the most experienced Darkwatch agents are able to take on some of the attributes and powers of the creatures they hunt.
Their agents are generally free to roam the lands, but are expected to return on occasion to report of any activity they have noticed or taken care of. This helps the Darkwatch understand the level of activity in the region and helps them get a better idea of what types of threats they are to face. Additionally, agents are expected to share their knowledge of the profane with other agents in reports or lessons.
Restrictions & Principles
Agents of the Darkwatch are not permitted to associate with dark cults or practice any form of sorcery. Additionally, they must follow the following tenets:
- If a Darkwatch Agent is to ever succumb to a curse, disease, or magic that would turn them into an Undead creature, they must kill themselves before they turn should they be able to.
- A Darkwatch Agent must eliminate the threat of any undead creature they encounter, with no exception. Should the threat be too much for them, they are required to report the threat to Darkwatch Company immediately.
Cult Skills
Perception, Athletics, Willpower, Endurance, Mysticism (Path of the Dark Eye), Meditation, Survival, Lore (Undead/Unholy), Combat Style (Darkwatch), Influence
Cult Ranks & Stats
| Rank Name | Requirements |
| Initiate | Deemed worthy by a member with rank Agent or higher |
| Apprentice | 5 cult skills at 50% or higher |
| Agent | 4 cult skills at 70% or higher |
| Overseer | 3 cult skills at 90% or higher and approval by a council of Agents and the Watcher |
| Watcher | 2 cult skills at 110% or higher and has served as an Overseer in the past. Appointed and approved by a council of Agents, and both former Overseer and Watcher’s if available. |
| Membership Size | 100 |
| Dedication | Zealous |
| Resources | Average |
| Following | 50% |
| Information | 40% |
| Intrigue | 30% |
| Subterfuge | 30% |
| Ally (Temple of Divine Trinity) | 50% |
