The guild Fate Defied was formed in the year 457 SRH. The king at that time, Ventrimir Droskan, became extremely paranoid and fired (or executed) a large portion of the city guard believing they couldn't be trusted. He drew the remaining into the city and banned the captain of the guard from permitting patrols outside of the walls. Any ground that had been gained in the Wilds was lost.
Fearing that Aurelith would be overtaken by the monsters and beasts of the Forsworn Wilds, a brave and stubborn gnome by the name of Smidwoll Akenbrigg gathered together a small group of capable fighters with the goal of protecting the city where the guards of Aurelith failed. Smidwoll was no good in combat himself, but he was a gifted speaker, stringing together words of battle and glory into a song of heroicism. Soon more than just his comrades were asking to join his group to defy the King and the Fates. Aurelith was there home, and they weren't going to let the Wilds have it!
Today, Fate Defied stands strong. They take contracts from concerned citizens, merchant guilds, and sometimes even the city guards. Some people whisper amongst each other in fear of the guild's blatant blasphemy of the Fates, but most are thankful for their aide. Members of Fate Defied live to protect Aurelith, and would consider it an honor to die beside their guildmates fulfilling that purpose.
Guild Ranks
Recruits (Probationary) – those looking to join the elite ranks of the guild, yet to prove themselves. (New characters)
Ashlings – newest guild members; often orphans, desperate folk, or survivors. Given the low-paying jobs. Proven capable; receive their first tattoo. (Level requirement: 1)
Defiers – proven adventurers; core workforce of the guild. (Level requirement: 4)
Iron Oaths – veterans who survived years and dozens of missions. Their word carries weight. (Level requirement: 9)
Fatebound – elite members, often leading their own squads. Both respected and feared; most have old scars or curses. (Level requirement: 13)
The Unbroken – those who rise beyond mere survival, commanding entire branches of the guild or special units. (Level requirement: 17)
The Defiant One (Guildmaster) – current leader of the guild. Chosen not by vote but by survival — the last Guildmaster must either die or name a successor.
Guild Culture
At the end of each day, Archivist Veyth will stand at the dais in the dining hall and read the names of guild members that did not survive their missions. At the end, the list of names is dropped in a brazier to burn away. "Your service to Aurelith is fullfilled. Now your soul is another light in the dark."
If none are lost, Veyth announces, "Today we defy the Fates." That is always followed up with a loud and boisterous cheer, complete with stamping feet and pounding on tables.
As Veyth leave the hall, ever somber, the guild toasts his departure with, “A drink for the fallen, for the living, and for the fight yet to come!"
The guild hall is half military compound, half tavern. There is an armory, dining hall, barracks, training room, and war room where higher ranking members plan difficult jobs and future guild plans. In the dining hall you're as like to see an old, grizzled Unbroken sharpening his axe as a group drinking and gambling their wages.
You won't hear many guild members discussing their plans for the future. If asked, one might respond, “I won’t live past next week," or "Ask me again if I come back tomorrow." The answer is of course the same the next day. It's not self-doubt or self-deprecation; it's a brutal reality. For most in Fate Defied, life in the guild is the only future they can see.
Members are always ready for the end, and proud of their scars. Many keep trinkets of past contracts, like a claw, a cracked shield, a monster tooth — proof they’ve cheated death one more time.
Those wishing to join Fate Defied must survive a trial contract to prove their merit. Should they return victorious, they are given the rank of Ashling and receive their guild tattoo. Additional ranks are earned through proven experience completing contracts. Ashlings are watched closely and mentored. Maela "Iron Fang" Vorran is mostly responsible for Ashling's training, though the guild as a whole feels the responsibility of keeping the newest members alive. Sometimes an Iron Oath or Fatebound will take an Ashling under their wing and provide a one-on-one mentorship, though that is rare.
Guild members that betray the guild are branded - a strike through their tattoo . Known as the "Twice Burned", they are stripped of their rank and banished from the guild.
"If you want to go fast, go alone. If you want to go far, go together."
Archivist Veyth, also the guild's point of contact for outsiders, updates the board in the guild hall as new contracts come in. Jobs that are more dangerous or that can have a greater impact on Aurelith as a whole, are held aside. Those jobs are assigned purposefully. Guild members are hand-chosen in the war room by the Guildmaster and other high ranking members to take on these conracts.
Contracts usually start with Archivist Veyth when a member or group accepts the job, and finish with Quartermaster Quickpurse where members receive payment for the contract and any provisions they bring back, like armor and weapons - anything the guild can use. Members can also trade items for others in his stores, or purchase them outright. (Guild members can of course shop outside of the guild if Quickpurse doesn't have what they need, though many guild members trust him to acquire whatever they need if he doesn't have it, since he almost always knows who does.)
Guild members that work together often and successfully will sometimes form squads, usually led by a Fatebound. Squad members become even closer within the guild, acting a something like a military unit and family combined. A loss within a squad can be especially devastating and is felt throughout the halls of the guild.
Notable Squads:
The Thorned Path, a squad that specializes in scouting beyond the walls.
Silent Knives, experts in assassination and infiltration.
Stonefangs, heavy hitters who act as shock troops.
Recruits
The Defiant One
Unbroken
Fatebound
Iron Oaths
Defiers
Ashlings
Benard Livingston
Flinkiss
Nesterin Liaren
Cud-lith
Tomorn Petlen
Alaric Thornfield
Seraphina Vale
Rowan Blackwood
Elarion Moonwhisper
Sylvara Starleaf
Thalion Nightbrook
Guluk
Kaelen Brightwood
Lyra Windmere
Vaelis Dawnrunner
Grommash Ironjaw
Urga Stonefist
Thokk Bearhide
Poppy Underbough
Milo Goodbarrel
Roscoe Tealeaf
Nixie Coppergear
Fizzwick Tinkerspark
Brunna Graniteheart
Durgan Ironbeard
Azriel Vex
Headmaster Althos Marrin
Martial Instructor Brona Stonebark
Professor Ithilmar Vey
Sister Mariel Dawnsong
Kael Dravorn
Shayra Duskwhisper
Grimm Dovekin
Varkas Stonehide
Quartermaster Lirae Quickpurse
Archivist Jorren Veyth
Maela "Iron Fang" Vorran
Shade Merrin
Seranna Blackvein
Academy Students
Kellen Brighthand
Pip Thistledown
Arla Dawnfrost
Brannik Ironjaw
Mira Kelthorn
Filo-lith
Tavi
Jonas Vale
Nyla-lith
Drekk-lith
Elira Moonshade
Borin Graysnout
The Academy of Fate is a training branch of Fate Defied for those that hold promise but are too young or inexperienced to safely enter the guild proper.
Fate Defied treats the Academy like their hope for the future - because it probably is. The Academy takes in young would-be adventurers, civilians with no skills but iron determination, and the occasional troublemaker the city wants “put to good use.” They are taught discipline, courage, and the basics of their craft in a safer environment, with tasks designed to teach lessons rather than throw them straight at horrors beyond the walls.