The Adventurer's Guild: Summer 1790E

The Planar Anchor was one of the first buildings constructed in Dejune. It was built long and thin out of spare materials and whatever could be scrounged. The building's strange shape was a result of the quick construction, designed to fit in around surrounding temporary buildings. Once those structures (mostly housing for refugees) were taken down and moved to their current location behind the castle, the Anchor had room to expand.
First a stable and some storage space were added, but these were moved to a separate structure, and the Anchor subsumed their space. This pattern off adding sub-structures that would be turned into extra space for the bar has continued over many twangs of Freydan's lyre, and today the Anchor is one of the largest buildings in Dejune.
The bottom floor is still a bar, a massive structure capable of seating over a hundred, with a huge cellar below housing dozens of barrels, thousands of bottles of wine and Haku's private alchemy lab. A relatively recent addition is a massive coldroom, carefully warded and hallowed to prevent any evil arcanists from making use of the many corpses hanging from the hooks, in accordance with Warden Grey's "anti-asshole necromancers" policy. At the back of the coldroom is a magical vault, in which Haku keeps the special bottles only ever dragged out for drinking contests.
Above the anchor is a two-and-a-half story addition housing the Dejune Adventurer's Guild. Inside is everything an adventurer could ever need. There are racks of maps of the local area, and a small library detailing local flora and fauna, as well as legends of mixed providence. A dwarf in one corner grades gems, and assesses the value of silver goblets, magical spoons, and other things adventurers are want to loot. The main area is a series of lounges, tables and chairs were prospective members can be interviewed, and new groups are formed.
A massive board covers one wall, listing all members, their group affiliations and any insurance they may have. A large table is covered in a map of the entire Mosswood, with markers showing different group's intended destination, the route they planned to take, and at what point it's safe to panic and send out a search party. Behind the Anchor, in what was once the old town square is now a training yard, where great feats of swordplay, archery and arcnaistry are taught and honed.
If all this looks a little too well organised for Dejune, it is because it is the brainchild of a human rogue named Mezuryk. He was once in an adventuring party called the Fire Hawks, before tragedy overtook them in Rappan Athuk. Rescued by the Great Downward, he owes Shades a great debt, and is repaying it by making sure none who would follow in The Downward's footsteps end up like the Fire Hawks.
The Dejune Adventurer's guild has grown a lot in the past few months, as the invasion of undead and demons have provided dozens of new bounties, and opened up untold numbers of crypts, tombs and other dark places.
The oldest group is The King's Men. Lead by "Kingsman" Sharn, the female warrior is a friend and mentee of Lady Kingsley. Sharn is a hard working and valiant sort, who professes "no skill at all with the arcane and divine, and [I] must instead just stab things until they give up." She has expressed interest in training as a paladin, but lacks the higher purpose that paladins strive for. "I'm a brawler. I'm strong, and I train to get stronger. I fight for the thrill of it, and to help out my friends." Her right hand man is Piper, a human female cleric of Mitra. Piper respects Sharn's valor and skill in battle, and in return Sharn respects Piper's easy faith and selfless nature. Together they select who'll join them on their quests. 
Founded not long after are the almost-feared Deathcrow Company. For those times when someone's gotta die (in a perfectly legal fashion), they're the guys to call. Lead by "Crowcaptain" Jilli, a Mosswood goblin loyal to Shades. Jilli has come far in the last year, rising from her roots as strangely methodical hedge-wizard to a full-blown magus, Jilli has built he strengths on a string of successful hunts. Deathcrow company has no permanent members other than herself, as she keenly selects the perfect group for each bounty. With the recent destruction of Crimson the Babau without major injury to any of her men, Jilli is setting her sights on ever-bigger game.
Next are Purple Knights. A Thyrite group with gold and support from Skor, the Knights are lead by Ser Otker "Rumble". Surprisingly old for an adventurer, Rumble was active in the "royalist underground" in Skor before Illden's return. To fund his campaign, he took jobs as an interpreter, negotiator and the occasional theft (although he'd be quick to point out he only broke the law in cases of life-or-death). With the Queen safely back on her throne, Rumble found he'd spent life building a set of skills that were no longer needed. Satisfied that Skor was safe, he travelled to Dejune to meet Shades personally, and take a well earned vacation. Like so many people with nigh-criminal levels of enthusiasm, his idea of a vacation was to round up a half-dozen of his old friends, and a half dozen more from the Guild, and seek adventure. The Knights are more cartographers than questers, travelling the coast looking for landmarks or signs of danger, and reporting their findings back to the Guild. He is on first name terms with many of the hermits of the valley, from an ogre-witch to a naga-huntress and many in between. The Knights are also the first ones to call when a group doesn't report back on time.
Finally, there are the Lawbringers. In Summer of 1790E, Aberdeen formally re-opened their borders to all their citizens, whether they had travel papers or not. They didn't tell anyone of course, but in the council meeting a month earlier had mandated this week of freedom. However, someone must have gotten word to them, because over the first three days of the open borders, 250 tengu marched from Aberdeen to Dejune. Among them were warriors, monks, farmers, artisans and children.
One such group were what passed for law enforcement among the Tengu. These people had the thankless job of hunting down Tengu or anyone else who'd committed a major crime and fled to the mountains, so that Aberdeen didn't send up squads of soldiers to do it. This kept an uneasy peace between the mountain Tengu and the Aberdeenians, and gave the Tengu some semblance of sovereignty. With no mountains to guard, the Lawbringers continued to do what they did best: To track their quarry into any mountain, forest or hole they'd crawled into and drag them back to face justice.
Leading the Lawbringers are the gunslingers Fortune, Nerve, and Gravity. The Lawbringers have their own customs and traditions, and earning a moniker is part of a Lawbringer's career. They form 3 groups of 7 a piece, and are a peculiar, almost superstitious lot, who are reverent in their treatment of black powder. They have no interest in join the Dejune Watch, as they prefer to pick their quarry and are used to operating freely.
To quote Gravity: "Everyone knows Shades is fighting something horrible down below. We knew it in the mountains, and the farmers knew it in the fields. Not much we can do to help but, when he sorts it all out and comes back topside, he can come back to a town where people know better than to nick a horse"