Centuries ago, Rusty Hearts started as the name of a tavern ran by a small group of mages, the owner being a powerful mage by the name of Guenn Jarak. As the tavern became more populated, these mages were approached by persons who wanted their services. Willing to do these services, they grew in fame. Not only was their tavern getting busier, but they themselves were as well with more missions and requests. It came to the point where they needed more workers at the tavern. They wanted their own time with their business as well, too, which led to the addition of more mages to their team. They began receiving requests to join their team of mages until it could no longer be considered a team. They took up the label of guild, using the tavern name as their respective name.
Guenn was the first guild leader, managing the guild for many years before his untimely death during a mission fighting a dragon.
It was some time before another more important guild master would rise, but relatively closer to the future, another male, Qinx Draen, ran the guild. He held the position for sixty years, melding it into an iron fist. Completely disregarding the previous law, he had gained the highest trust of the guild before his reign. It was a facade, however, and as soon as he gained power, he manipulated his guildmates into a state of battle. At small offenses, they’d rival other guilds and mages, ban people from the tavern, and even kick out their own for small reasons. He formed the perfect guild in combat and loyalty, or so he thought. A group began plotting with outside sources, wanting to return to the old perspective the guild had held. It just so happened that a duo of wandering mages stopped at the tavern and overheard their conversation. Having heard of the wrong change in the morals, the two offered their assistance. They, Harvock Trip and Victoria Mavis, along with the rebel group plotted a month’s worth of strategy they’d use to convince the others to revolt. The group, upon hearing the ideas of the wandering mages, elected them to lead the group in commands and dates especially as they became common faces around the tavern as both customers and acquaintances. They went through, dropping hints to the guild members outside of the rebel group through questions about the change in leadership and stories they had heard about the way the guild was once run. Suggestions being set in the heads of the guild members, thoughts sunk into their heads. Giving them a week to let the thoughts of rebellion sink in, the two wanderers snuck in during a guild meeting and interrupted just as Qinx started a speech of war against a dark guild over a small currency issue. They stepped up, taking the stage. The female knocked and pinned Qinx to the ground, allowing Harvock to speak.
He persuaded most of the guild to return to the old policy of balance, the rebellion group stepping up to agree first. The remaining guild followed, and those who disagreed left the guild or - upon attempting to attack the wanderers - were captured by nearby mages and locked up or kicked from the guild. Qinx was executed for previous unnecessary murders of the innocent and other wrongful actions that caused harm to the guild.
Having seen the leadership skills and the will to help, Harvock was allowed the position of guild master, both him and his selected Ace, Victoria, rebuilding the guild in the image of balance. For seventy-five years, Harvock lead Rusty Hearts. He established a guild hall on a distant island known as Lyrince, Midi. It served more so as a safehouse, the storage for valuables and the host place of larger meetings and celebrations though it can house a portion of the members. Upon his retire to live out the rest of his life primarily in solitude, Victoria took over for Harvock as guild master. From there, the future is untold...
Rusty Hearts is an independent guild with a true neutral perspective. While they don't focus primarily on their own selfish needs, they follow a general guideline of balance. They stay fairly neutral with other guilds, not really stepping into play with small battles or disputes unless they’re offered something in return. Instead, they focus on the larger picture. When an event takes place between mages that can very well alter the way things are run, one that can be considered major such as the downfall of the Magic Council or the mass elimination of dark guilds, they’ll step in to assist whichever side is being harmed or offset. This tends to be the determining factor in their allies and enemies, and they tend to shift sides based upon it.
However, this outlook does nothing to alter the relationship between members. Within the guild, members have tight-knit bonds which are commonly referred to as those of a family, though other terms may be used. Although some members may have their disagreements with one another, it’s typically shown that they can look over these when the time of need arises. Some relationships can grow close enough where, if one would die, the other may put a death mark on their killer. Traditionally, new members are welcomed into the “family” with open arms, perhaps a celebration if a significant amount of persons join the same day or someone of legend. They develop into these bonds at their own pace, be it slow or fast and are typically accepted by the guild community without much question.
Guenn was the first guild leader, managing the guild for many years before his untimely death during a mission fighting a dragon.
It was some time before another more important guild master would rise, but relatively closer to the future, another male, Qinx Draen, ran the guild. He held the position for sixty years, melding it into an iron fist. Completely disregarding the previous law, he had gained the highest trust of the guild before his reign. It was a facade, however, and as soon as he gained power, he manipulated his guildmates into a state of battle. At small offenses, they’d rival other guilds and mages, ban people from the tavern, and even kick out their own for small reasons. He formed the perfect guild in combat and loyalty, or so he thought. A group began plotting with outside sources, wanting to return to the old perspective the guild had held. It just so happened that a duo of wandering mages stopped at the tavern and overheard their conversation. Having heard of the wrong change in the morals, the two offered their assistance. They, Harvock Trip and Victoria Mavis, along with the rebel group plotted a month’s worth of strategy they’d use to convince the others to revolt. The group, upon hearing the ideas of the wandering mages, elected them to lead the group in commands and dates especially as they became common faces around the tavern as both customers and acquaintances. They went through, dropping hints to the guild members outside of the rebel group through questions about the change in leadership and stories they had heard about the way the guild was once run. Suggestions being set in the heads of the guild members, thoughts sunk into their heads. Giving them a week to let the thoughts of rebellion sink in, the two wanderers snuck in during a guild meeting and interrupted just as Qinx started a speech of war against a dark guild over a small currency issue. They stepped up, taking the stage. The female knocked and pinned Qinx to the ground, allowing Harvock to speak.
He persuaded most of the guild to return to the old policy of balance, the rebellion group stepping up to agree first. The remaining guild followed, and those who disagreed left the guild or - upon attempting to attack the wanderers - were captured by nearby mages and locked up or kicked from the guild. Qinx was executed for previous unnecessary murders of the innocent and other wrongful actions that caused harm to the guild.
Having seen the leadership skills and the will to help, Harvock was allowed the position of guild master, both him and his selected Ace, Victoria, rebuilding the guild in the image of balance. For seventy-five years, Harvock lead Rusty Hearts. He established a guild hall on a distant island known as Lyrince, Midi. It served more so as a safehouse, the storage for valuables and the host place of larger meetings and celebrations though it can house a portion of the members. Upon his retire to live out the rest of his life primarily in solitude, Victoria took over for Harvock as guild master. From there, the future is untold...
Rusty Hearts is an independent guild with a true neutral perspective. While they don't focus primarily on their own selfish needs, they follow a general guideline of balance. They stay fairly neutral with other guilds, not really stepping into play with small battles or disputes unless they’re offered something in return. Instead, they focus on the larger picture. When an event takes place between mages that can very well alter the way things are run, one that can be considered major such as the downfall of the Magic Council or the mass elimination of dark guilds, they’ll step in to assist whichever side is being harmed or offset. This tends to be the determining factor in their allies and enemies, and they tend to shift sides based upon it.
However, this outlook does nothing to alter the relationship between members. Within the guild, members have tight-knit bonds which are commonly referred to as those of a family, though other terms may be used. Although some members may have their disagreements with one another, it’s typically shown that they can look over these when the time of need arises. Some relationships can grow close enough where, if one would die, the other may put a death mark on their killer. Traditionally, new members are welcomed into the “family” with open arms, perhaps a celebration if a significant amount of persons join the same day or someone of legend. They develop into these bonds at their own pace, be it slow or fast and are typically accepted by the guild community without much question.
Light Guilds
Fairy Tail :: No Relation
Sabertooth :: No Relation
Light Bringer :: No Relation
Neutral Guilds
Black Airs :: No Relation
Dark Guilds
Animus Sin :: No Relation
Erebus Crown :: No Relation
Wolfsbane :: No Relation
- Clover Town, Fiore:
With two prime halls, Rusty Hearts can travel between these two spaces and still have a safe haven in the case of distant missions. Their original hall is stationed in Clover Town of Fiore and is often regarded as the main base of operations for receiving missions and registration. Meetings between guilds and Fiore registration tends to take place here as opposed to their second location. It’s equipped similar to a tavern, stone walls and wooden floors. On the ground floor can be found a bar supplied with drinks from alcohol to orange juice, typically run by a normal human. It has tables seating anywhere from two to five people at a time, often with at least one game set up somewhere be it chess or poker. Set beside the door is the job board with missions posted from top to bottom in order from the highest rank to the lowest. The entire room is lit with lanterns, keeping the older feeling intact.
On the upper floors, rooms are supplied for the guild master and new or visiting members who’ve yet to find residence in Clover Town. The rooms are fairly sized with at least one window. Without adding personal customization, each room possesses either two twin beds or one queen-sized bed, a dresser, a nightstand, and a small shelving area. The bare design of them is fairly similar to the ground floor with stone walls and oak floors. The hallways connecting these rooms possess a slightly more welcoming feel with red carpet on the floors leading from wooden stairs to another set of wooden stairs. Lanterns hang on the ceiling, illuminating the walkway. The guild master’s room is found above the northern door with floors of oak. A blue rug with the guild symbol sits centered in the room, chandelier hanging in the middle above it. A queen-sized bed can be found beside a bookshelf to one side of the room, nightstand directly beside it. A dresser is set on the opposing side of the room. A desk is placed directly in front of the windows, set so that the guild master may peer out of the window after sitting. Other decorations - chairs, weapon racks, armor stands, etc. - may be placed in here as the guild master wishes.
The guild hall does have a cellar, commonly used for storage. It possesses weapons and armor, although not as much so as the newest hall. However, it does hold many kegs of drinks as backup should the supply at the bar run out. The cellar is entirely encased in cobblestone with support beams running to the bottom to hold up the rest of the building, and can only be accessed through the trapdoor found behind the bar.
- Orencia, Midi:
- Lyrince, Midi:
Not directly near Orencia, these islands can be found in the middle of the ocean, unable to be reached by boat due to the elevation and lack of docking area. One may be transported here, however, simply by flying or the easier method of teleportation. A mile outside of Orencia, a round orb can be found on a pole in the middle of a dirt circle. If contact is made, it will transport those who made contact to this chain of islands. They’ll appear on the first island next to a pole set in a dirt circle similar to the one that had brought them there. Atop this pole is the orb that leads back to Orencia, and branching from the circle as a path leading to the village set on this island.
The base island sits above the ocean’s surface by a good ten, fifteen meters with a strong ladder of vines along the lower side for those who want to climb down to the water. At the bottom, one can find a small village that goes by the name of Lyrince, Midi, although not an official part of Midi. It consists of two main sections: the market and the housing district. The market is found on the bottom-most elevation filled with shops and merchants while the housing district can be seen on the above elevations. The village is generally described as the village of pastels, with a variety of colors painting the buildings. Lyrince possesses dirt paths that lead to a clear area that could be considered the “village center” and splits into three paths. One runs through the lower housing district, another leads to a flight of stone stairs that lead the upper housing district, and the final leads to another staircase downwards to the marketplace. The path continues upwards beyond the upper district, leading to a small bridge and continuing upwards on another island to a larger bridge. This second bridge leads to a larger island of rocky wilderness. Jutting from the land below are two pillars. One directly links to the second bridge. A very small path and another bridge leads to the second, larger pillar which holds the guild hall.
- Secondary Hall:
The guild hall is connected to Lyrince by a number of paths and bridges and reaches as high as a small mountain, small clouds beginning to form around it and fairly cool temperatures fill the air all year round. It begins on the first pillar with a staircase leading up to it. Made primarily of stone, it holds a castle-like appearance, grand in build. It’s decorated with two watch towers to the sides topped in blue, similar to the main building. On the roof of the hall itself is a flag that waves, bearing the symbol of the Rusty Hearts guild. Around the building is what could be considered a courtyard where some may just stand outside and talk or feel the breeze.
Many windows adorn the hall, signifying two floors. The first floor is large and very roomy, a large chandelier hanging from the ceiling in the center of the room. To the left of the room is a kitchen, supplied without expense to have some of the best utensils, stoves, and other kitchenware there is to offer. In the main room, a long table is set horizontally with a white tablecloth and white-painted wooden chairs. Blue velvet cushioning is set into the bottom of the seats for comfort, candles spaced along the middle of the table. The front of the room is slightly elevated with a podium set off to one side to be moved for meetings.
Usually centered are two throne-like chairs for the guild master and ace crafted from white-painted wood and blue velvet for the bottoms and backs. To the right of the room can be found the mission board, posted in front of a flight of stairs with missions of varying difficulty ordered from the highest rank to the lowest. The stairs behind it are white in color and lead up to the second floor. Rooms fill the floor with white wooden floors and blue-painted walls, primarily for guild members who don’t have one down in Lyrince.
These rooms are available for customization such as personal belongings and moving around the furniture, etc.. The rooms are lit with smaller chandeliers, able to be turned on and off through a switch in the wall - not entirely natural, but still working. The hallway has the same design, small chandeliers lining the walkway but instead with white stone walls and blue carpet laid out beneath their feet. Each door is white, wooden and labeled with interchangeable plaques with the name of the residence. Empty rooms possess plaques labelled “Vacant.” For guests, the plaque is changed simply to “Guest.” Two other rooms, slightly larger than the rest, belong to the guild master and ace. They begin nearly symmetrical with similar walls and flooring as the regular rooms, queen-sized beds with a large chest at the end, and large wardrobes. They’re lit with chandeliers, and they each contain a desk and bookshelf. Personal customization may continue the appearance from there.
Another flight of stairs lead downwards to the cellar, containing the smithy for metalworking. Commonly prosthetic limbs, armor, or weapons are crafted down here - although the occasional item can be forged if necessary. Weapon racks and armor stands line the walls. On one side is the “guild vault” - a small room where nearly all of the guild valuables are kept. Shared jewels, treasures, and important documents, etc. are stored neatly here.
- General Rules:
- 1. Killing of a fellow Rusty Hearts mage is not permitted and may result in banishment or death.
2. All outsiders are to be treated upon first encounter without bias unless a personal or guild enemy relation is formed.
3. Physical fighting between guild members in an unauthorized manner isn't permitted and may be punished based upon the severity of the brawl.
4. In the case of the guild master's death or retirement, the ace will be the first to take over so long as the remaining members are okay with it. If not, a majority vote will be taken.
5. The killing of outsiders isn't permitted and is - although not a first resort - only acceptable in the case of a war, murder of an acquaintance or innocent, or as a mission requirement.
6. Do not grow attached to the other guilds as the Rusty Hearts alignment may shift causing a change in allies.
7. Tattoos that represent other guilds must be explained to the guild master and/or ace upon request to join the guild.
- Clover Town Hall Rules:
- 1. No outsiders are allowed in the cellar.
2. Members will practice courtesy to nonmembers found in the tavern and will maintain peace within the walls.
3. Outside mages of any alignment are not denied entry so long as they aren’t causing disruptions or attempting to go behind the bar upstairs without escort.
4. All talk of the second hall is kept to a minimum when outsiders are nearby.
5. When a guild meeting is called, no outsider is allowed in. Only members are permitted at this time and they must show their tattoo to prevent removal from the meeting.
6. Though drunken members are still allowed to attend, alcohol is not permitted during guild meetings.
7. All profit gained from the tavern goes directly to guild funds with the exception of tips, which goes to the bartender. Anyone being caught stealing these jewels will be disciplined upon severity of the theft.
8. In the case of neither the guild master or the ace being present, guild mages are expected to act decent without destruction of the hall.
- Lyrince Hall Rules:
- 1. Outsiders of any alignment aren’t allowed either up or downstairs.
2. No one enters the guild vault without permission from the Ace or Guild Master.
3. Outsiders of any alignment are not permitted to go alone beyond the courtyard without questioning their reason.
4. Outside mages of any alignment are required to identify their belonging guild or if they are a wanderer with some form of proof.
6. In the case of neither the guild master or the ace being present, guild mages are expected to act orderly and without destruction of Lyrince or the hall.
~Guild Master~
Victoria Mavis
N/A
~Awaiting S-Rank Trial~
Eren Kaiser
Uriel M. Raven
N/A
Chao Li-Xin
Aeon Krieger
Goshiki
Ragecano Sombras
Ruby Rhion
Takeo Kyoju