[Rynmere] Lore

Welcome to the Kingdom of Rynmere.

This is an Out of Character forum for the players of Rynmere, Andris and all satellite villages In the kingdom, looking for further information about the area.
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[Rynmere] Lore

Economy
Seasonal Expenses: Everyone must pay living expenses (known as tax) once a season (every two months). These costs include the 4% tax to the King of Rynmere of your wages is 'commoner' or higher.

Beggar x 0.00
Poor x 0.05
Commoner x 0.10
Luxury x 0.15
Aristocracy x 0.20

Taxes: Everyone living in Rynmere (of a common or higher wage) pays 4% of their overall seasonal wage to the royal family in order to ensure that roads are maintained, troops are well cared for, doctor visits are subsidized, and the elderly are looked after.

Imports:
Andaris: Slaves, leather, sugar, stone, metal, and livestock.
Venora: Timber, gems, metal, and livestock.
Warrick: Timber, armour, and medicines.
Burhan: Wheat, metal, and cider.
Endor: Food, leather, timber, and paper.
Gawyne: Food, medicines, livestock, and timber.
Krome: Food, metal, and slaves.

Exports:
Andaris: Books, corn, wheat, salt, pumpkin, medicines, cheese, and cattle.
Venora: Dried corn, potatoes, black pepper, honey, cotton, barley, wheat, carrots, walnuts, peanuts, pumpkin, and wine.
Warrick: Furs, horses, honey, pelts, clothing, leather, bows, cured meats, and rope.
Burhan: Timber, boats, rice, straw, gold, and paper.
Endor: Iron, silver, copper, precious metals, gems, armour, shields, swords, axes, rock, and slaves.
Gawyne: Leather, rare stone, bone carvings, and timber.
Krome: Beer, cider, furs, and cheese.
word count: 216
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[Rynmere] Lore

Government
Dukes: Each region in Rynmere is governed by a Duke, who oversees all of the dealings that go on in and around the outpost. These Dukes and Duchesses are summoned to Andaris City to sit in court at Andar Castle, sending a representative (Baron) in their place if they cannot attend. It is a Dukes job to advise the king and keep him informed as to the happenings in each region. Dukes are treated like generals and have their own forces to command, ensuring that their assigned region is kept trouble free.

Emperor and Empress: The Emperor and Empress are both religious figureheads within the Rynlist Faith, each with their own distinct duties. Despite the titles, the two are never related nor are they married to each other, as both Emperor and Empress are voted into office by the Council of Dukes and Duchesses. They are the ultimate authorities on all religious matters, specifically pertaining to Rynlism and the ancestral spirits of the Sacred Seven who they commune with in order to advise and assist in the ruling of Rynmere.

King and Queen: The strongest title known to man, the King of Rynmere is all powerful, loved, and respected. He alone commands what goes on inside and outside of Rynmere regarding law, land ownership, and the movement and whereabouts of his vast army, including the Moseke Knights, U’frek Sailors, and Xiur Skyrifers. He works closely with The Lord Commander, and has the final say in all things.

History of the Royal Family

I. ♔ Nora Warrick (nee Andaris)
m. Henry Warrick II
-Brom Warrick
-Ramsay Warrick
Ruled between 197 and 218

II. ♔ Ramsay Warrick
m. Judith Warrick (nee Burhan)
-Alice Warrick
-James Warrick
-Victoria Warrick
Ruled between 219 and 250
Note: Alice Warrick ran away with a commoner and was stripped of her title as Princess of Rynmere, and James Warrick died fighting bandits in The Burning Mountains.

III. ♔ Victoria Endor (nee Warrick)
m. Edward Endor
-Dedrick Endor
-Edwin Endor
Ruled between 251 and 302

IV. ♔ Dedrick Endor
m. Cyrus Endor (nee Gawyne)
-Leonide Endor
Ruled from 303 to 348

V. ♔ Leonide Vladimir (nee Endor)
m. Victor Vladimir
-Royce Vladimir
Ruled from 349 to 354
Notes: Victor murdered his wife after planning to rule the Kingdom of Rynmere until his son came of age. Unfortunately, the boy never got the chance as Oberon Andaris, descendant of Verne Andaris, killed Victor, known to most as 'The Common King' and his son Royce before taking the throne for himself with the blessing of the people and the Dukes of Rynmere.

VI. ♔ Oberon Andaris
m. Lacey Andaris (nee Burhan)
-Philip Andaris
-Sarah Andaris
-Jonathan Andaris
-Jethro Andaris
Ruled from 355 to 411
Note: Philip Andaris died in action and young Sarah passed away due to illness before her tenth birthday.

VII. ♔ Jonathan Andaris
m. Ira Andaris (nee Warrick)
-Minos Andaris
Ruled from 412 to 429
Note: Queen Ira died giving birth to Minos Andaris.

VIII. ♔ Minos Andaris
m. Mary Andaris (nee Krome)
-Godric Andaris
-Emmett Andaris
Ruled from 430 to 472
Note: Prince Godric is taken hostage and later killed by his captives.

IX. ♔ Emmett Andaris
m. Judith Andaris (nee Endor)
-Hector Andaris
-Bennett Andaris
Ruled from 473 to 528

X. ♔ Hector Andaris
m. Chloe Andaris (nee Gawyne)
-Caius Andaris
-Darcy Andaris
Ruled from 529 to 570
Note: Caius is mysteriously poisoned two nights before his arranged marriage.

XI. ♔ Darcy Andaris
m. Odette Andaris (nee Kornel)
-Vanessa Andaris
Ruled from 571 to 617

XII. ♔ Vanessa Luther (nee Andaris)
m. Craig Luther
-Owen Luther
-William Luther
Ruled 618 to 655

XIII. ♔ Owen Luther
m. Estelle Luther (nee Tudor)
-Adele Luther
Ruled from 656 to 687

XIV. ♔ Adele Renault (nee Luther)
m. Stephen Renault
-Cassander Renault
Ruled from 688 to 710
Note: Adele and Stephen's ship sunk out at sea after being set upon by pirates. Their only son Cassander, now fifteen (as of Ashan 22nd 716) is set to rule in their place, and is betrothed to a much older woman, Freya Sail, twenty-six.

XV. ♔ Cassander Renault
m. Freya Renault (nee Sail) Deceased
m. Emerson Sands (current Empress of Rynmere)
Ruled from 711--

Ceremony: When one ruler steps down, passes away, or is forced to give up the title of rulership, a new ruler cannot rise to power before the first day of rebirth (1st Cylus). It is considered extremely unlucky to take the throne before this time, a ceremony that is favoured by the people of Rynmere. There is no age restriction, a king or queen can be as young or old as fortunes permit, but any ruler under the age of twenty and over the age of seventy is guided by the seven dukes and a majority vote must be passed in order for any action to be taken, the king’s closest advisors, however, remains the Knight Lord Commander, Emperor, and Empress of Rynmere.
word count: 815
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[Rynmere] Lore

Combative Force
Titles

King and Queen: The rulers of Rynmere, an inherited title passed on from one generation to the next.
To be addressed as: "Your Royal Majesty" and thereafter "Your Majesty"
Crown Prince and Princess: Future rulers of Rynmere, inherited through the bloodlines of royal families.
To be addressed as: "Your Royal Highness" and thereafter "Your Highness"
Prince and Princess Consort: The spouse of a crown prince or princess.
To be addressed as: "Your Highness"
Emperor and Empress: The rulers of Rynmere law, not an inherited role, are elected into the power by the Ducal Senate. Both are simply addressed by their given titles Emperor and Empress.
Duke and Duchess: A keeper of a duchy, their spouse, or the offspring of a prince and princess.
To be addressed as: "Your Grace"
Baron and Baroness: The holder of a large farmstead or tract of land, their spouse, or the offspring of a duke and duchess.
To be addressed as: "My Baron/Baroness" or "My Great Lord / Lady" and thereafter "My Lord / Lady"

Military Ranks and Advancements

Moseke Knight Ranks

Knight Lord Commander: The Lord Commander is the highest ranking knight in Rynmere, a position currently held by Komodo Enthor. Komodo Enthor is in charge of Rynmere’s army and naval fleet, answering directly to the king.
Lord: Golden Shield. An honoured title for a knight who has seen war and defended the realm. Knights honoured with this award are gifted land in the region of their choice (fifty acres) and offered the title of baron/baroness. These men and women oversee larger armies anywhere from 500 strong.
Warden: Four Swords. Charged with overseeing smaller armies of at least one hundred men. A warden answers to the Duke that oversees their region, or any higher ranking officers.
Captain: Three swords. Oversees a group of ten knight stewards, usually tasked with watch duties or small missions. (Players can make up to ten NPC knights).
Steward: Two swords. Tasked with taking care of new knights, teaching them the ropes and leading small patrols, usually in the city or any one of the outposts. (players make five NPC knights for their group)
Knight: One sword. Any man or woman who has earned a knighthood.
Squire: A person training to one day become a knight, usually ages between 15 and 22 years old. These young men and women are trained by knights and stewards.

Moseke Knights (Knights are usually from Krome, Andaris, and Venora. Knights are the only men and women who can work their way up to the rank of Knight Lord Commander).

Knight Lord Commander: Moderated Thread & Voted into power by the Dukes.
Don't Pay Rynmere Tax

[columns=2]Melee Combat (90)
Investigation (80)
Mount (70)
Shield (60)
Tactics (50)
Leadership (40)
Interrogation (30)
Stealth (20)
Siege Weaponry (10)

Ranged Combat (90)
Investigation (80)
Mount (70)
Unarmed Combat (60)
Tactics (50)
Leadership (40)
Interrogation (30)
Stealth (20)
Siege Weaponry (10)[/columns]
Lord
Don't Pay Rynmere Tax

[columns=2]Melee Combat (80)
Investigation (70)
Mount (60)
Shield (50)
Tactics (40)
Leadership (30)
Interrogation (20)
Stealth (10)

Ranged Combat (80)
Investigation (70)
Mount (60)
Unarmed Combat (50)
Tactics (40)
Leadership (30)
Interrogation (20)
Stealth (10)[/columns]
Warden: Moderated Thread
Don't Pay Rynmere Tax

[columns=2]Melee Combat (70)
Investigation (60)
Mount (50)
Shield (40)
Tactics (30)
Leadership (20)
Interrogation (10)

Ranged Combat (70)
Investigation (60)
Mount (50)
Unarmed Combat (40)
Tactics (30)
Leadership (20)
Interrogation (10)[/columns]
Captain

[columns=2]Melee Combat (60)
Investigation (50)
Mount (40)
Shield (30)
Tactics (20)
Leadership (10)

Ranged Combat (60)
Investigation (50)
Mount (40)
Unarmed Combat (30)
Tactics (20)
Leadership (10)[/columns]
Steward: Moderated Thread

[columns=2]Melee Combat (50)
Investigation (40)
Mount (30)
Shield (20)
Tactics (10)

Ranged Combat (50)
Investigation (40)
Mount (30)
Unarmed Combat (20)
Tactics (10)[/columns]
Knight

[columns=2]Melee Combat (40)
Investigation (30)
Mount (20)
Shield (10)

Ranged Combat (40)
Investigation (30)
Mount (20)
Unarmed Combat (10)[/columns]
Squire

[columns=2]Melee Combat (30)
Investigation (20)
Mount (10)

Ranged Combat (30)
Investigation (20)
Mount (10)[/columns]

U’frek Sailor Ranks

Admiral: Golden Cross. Awarded with a Tall Ship, admirals command a fleet of ten Galleons, each manned by their own lieutenant. Admirals answer directly to the Knight Lord Commander if present, but otherwise answer to the Duke of their region.
Lieutenant: Four gold stars. Answer to the Duke that oversees their region, or any higher ranking officers. Awarded with a Galleon ship, overseeing a crew of 50 to 100 men.
Captain: Three gold stars. Responsible for a crew ten men strong. (Players can make up to ten NPC officers and are awarded with a two mast Schooner). Must answer to Lieutenant.
Officer: Two silver stars. In charge of five seamen. (players make five NPC knights for their group). Must answer to Captain.
Seaman: A man or woman who had earned their first silver star.
Recruit: Squire equivalent, generally aged between 15 and 22 years old. These recruits are trained by Seamen and Officers.

U’frek Sailors (Sailors are usually from Burhan and Gawyne).

Admiral: Voted into power by the Dukes.
Don't Pay Rynmere Tax

Seafaring (90)
Swimming (80)
Ranged Combat (70)
Navigation (60)
Siege Weaponry (50)
Leadership (40)
Tactics (30)
Cartography (20)
Melee Combat (10)

Lieutenant: Moderated Thread
Don't Pay Rynmere Tax

Seafaring (80)
Swimming (70)
Ranged Combat (60)
Navigation (50)
Siege Weaponry (40)
Leadership (30)
Tactics (20)
Cartography (10)

Captain

Seafaring (70)
Swimming (60)
Ranged Combat (50)
Navigation (40)
Siege Weaponry (30)
Leadership (20)
Tactics (10)

Officer: Moderated Thread

Seafaring (50)
Swimming (40)
Ranged Combat (30)
Navigation (20)
Siege Weaponry (10)

Seaman

Seafaring (40)
Swimming (30)
Ranged Combat (20)
Navigation (10)

Recruit

Seafaring (30)
Swimming (20)
Ranged Combat (10)

Xiur Skyrider Ranks

General: Golden Wings. Awarded the title of ‘Blazer’ and permission to visit Sunset Isle in the attempt of forming a bond with one of the Jacadon, Generals command a wing of 100 to 1000 Volareon fighters. Generals answer directly to the Knight Lord Commander if present, but otherwise answer to the Duke of their region.
Colonel: Four wings. Answers to the Duke that oversees their region, or any higher ranking officers. They oversee a wing of 50 to 100 men.
Captain: Three wings. Responsible for a wing ten men strong. (Players can make up to ten NPC officers and are awarded with a full set of armour). Must answer to Colonel.
Major: Two wings. In charge of five Sergeants. (Players make five NPC knights for their group and are awarded with their first Volareon)
Sergeant: One wing. A man or woman who has earned their first silver wing.
Airman: Squire equivalent, generally aged between 15 and 22 years old. Airmen are trained by Sergeants and Majors.

Xiur Skyriders (Skyriders are usually from Endor and Warrick)

General: Voted into power by the Dukes.
Don't Pay Rynmere Tax

Ranged Combat (90)
Animal Husbandry (80)
Mount (70)
Animal Training (60)
Investigation (50)
Leadership (40)
Navigation (30)
Stealth (20)
Tactics (10)

Colonel: Moderated Thread
Don't Pay Rynmere Tax

Ranged Combat (80)
Animal Husbandry (70)
Mount (60)
Animal Training (50)
Investigation (40)
Leadership (30)
Navigation (20)
Stealth (10)

Captain

Ranged Combat (70)
Animal Husbandry (60)
Mount (50)
Animal Training (40)
Investigation (30)
Leadership (20)
Navigation (10)

Major: Moderated Thread

Ranged Combat (50)
Animal Husbandry (40)
Mount (30)
Animal Training (20)
Investigation (10)

Sergeant

Ranged Combat (40)
Animal Husbandry (30)
Mount (20)
Animal Training (10)

Airman

Ranged Combat (30)
Animal Husbandry (20)
Mount (10)
word count: 1244
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Law
No Theft: Fines of up to 20 gold nels for minor theft and a larger fine of up to 200 gold nels plus jail time for major theft. Minor their might be a loaf of bread, a person’s satchel, or an unguarded pet. If the knights manage to track the thief down and the item or animal is returned safely, the crime will result in little more than a fine. Larger thefts, such as cleaning out a person’s house, business, or stealing their wagon loaded with goods and two horses will not only land the thief with a large fine up to two hundred nel, but also get them thrown in the dungeon until there is time for them to plead their case in court. This was can anything from a few trials to a full season, and time spent in a dark, dingy old cell is no holiday.
No Murder: Anyone caught at the scene of the crime will have to prove their innocence at trial or hang for their crime. Rynmere takes murder very seriously and in most cases a team of Knights or Skyriders will be sent to the crime scene to investigate the area, interview suspects and witnesses, and collect evidence (weapons, bloody clothing, letters, etc). A lot of innocent people have been killed for crimes they didn't commit because proving one's innocence is very difficult in Rynmere, especially if they can't afford a good representative to argue their case.
No Factions: Illegal groups such as The Seers are hunted down and thrown in jail or forced into manual labour. Setting up, running, or funding an Illegal group or organisation in Rynmere is against the law. Smuggling rings, factions, and underworld dealings are more often than not put to an end with many people jailed or sent to the Endor Mines to work as slaves. Sentences at the mines lasts anywhere from five to twenty arcs, though most people don’t usually live that long due to the conditions. Anyone found to be affiliated with these factions can also be charged and often do time in the local dungeons.
No Piracy: Each region has a small fleet of patrol ships moving back and forth along the coasts, any pirate ships will be fired upon. The sea in the north is very rough and the coast is jagged, plagued with impassable rocks and hidden dangers. The northern coast is littered with shipwrecks and only the best sailors are able to navigate the seas here. To the west Endor is the only port and is often attacked by pirates looking to raid and hunt for precious metals. In the east the coast is easy to access but heavily patrolled by The Iron Hand on land, air, and sea. To the south Warrick and Venora are fairly easy to access and Warrick has less patrols than Andaris but pirates should watch out for Skyriders and their Jacadons who have the ability to melt a man’s flesh from his bones with powerful, hot steam.
No Arcane: Residents must apply for a permit in order to use the arcane of their choice. Permits cost one hundred gold nel per season and allows citizens to use Arcana in private, practicing and honing their craft. Public use of their chosen art could land them with a fine and get their permit revoked which will have them put on a blacklist for the next two arcs. The only people who are allowed to use arcane magic in public are mage knights and members of The Seekers. The people of Rynmere have a low tolerance for magic and of those who use it. The Seekers are not well liked and made to feel uncomfortable, especially regarding recent events where bodies of mages have been found dead in and around the capital city.
No Assault: Be it sexual or otherwise, the punishment is jail time or work in the Endor Mines. Physical and sexual assault in Rynmere is treated quite seriously, even in the case of slave versus owner. House slaves are to be treated as one would any other citizen in Rynmere and any accusations are investigated. The charges for physical assault range from a fifty gold nel fine and a few nights in the dungeon, all the way up to a two hundred gold nel fine and an extended sentence which might see someone serve time in the Endor Mines. Sexual assault on the other hand is dungeon time, the removal of a finger, and a small brand over the knuckle of the missing limb to mark that person as a threat and shame them for their wrongdoings.
No Blacklisted Races: Avriel, Elite Ratherion, and Raskithecal are all unwelcomed races in Rynmere. Some are taken as slaves, others are killed on sight.
No Divorce: It simply isn't an option. The only way to leave a binding is for one of the couple to die, and any unusual deaths are investigated. In the likelihood that one of the two does die, the remaining man or woman is allowed to remarry one arc later.

Notes: It it is not against the law to purchase, smoke, snort, drink, or consume drugs in Rynmere if you can afford to do so, however, authorities will not tolerate any disturbances to the peace in Andaris City or any of the outposts that fall under its banner. People are free to practice any religion they want in the privacy of their own homes but should be aware that public worship outside of the Rynlism Religion is frowned upon. Polygamy is also allowed in the city amongst the commoners and often considered a sign of wealth for a man to have more than one wife.
Crime & Punishment
The Knights of Rynmere are main law enforcers, and as such, have the power to reprimand criminals as they see fit. However, the use of excessive force can and often is reported by witnesses and just because the Knights are tasked with dishing out punishment, doesn't mean they themselves are above it. Anyone who breaks one or more of the seven laws is likely to be ordered to pay a fine, spend time in jail, stand trial, or be sent to the mines and forced into manual labour, a task many don't last more than a few years in. Some law breaks would beg for the mines knowing the alternative, as a lot of the kingdom's most ruthless law breakers are sent to one of the Ducal Houses as a slave, fated to live out the remainder of their days in chains before being sent into the fighting pits for sport and the odd bit of coin. Few slaves have ever been able to earn their freedom, but a skilled warrior might be fortunate enough to seen the ring of the fighting arena and earn their Duke enough gold to buy their freedom; that's if they live long enough in a place that would deem them kill or be killed.
word count: 1175
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The Seers
A small, powerful group of arcane users that deal in the dark art of Necromancy, a practice that is frowned upon in the Kingdom of Rynmere. The Seers have honed their Necromancy skills over many generations and it is believed the group was first formed in 370 by the four Cane brothers, rumoured grave robbers of their time. It wasn't until arc 618 that they adopted the use of arcane in the form of Necromancy, before that only dabbling in what they believed to be psychic readings and communication with the dead. Today authorities believe there are at least sixty members in the group, one that is very selective about who they invite to join their ranks and often leave cryptic messages around the city providing details on meeting times and places for those who know what they are looking for. Their most popular yearly gathering takes place in Venora during the celebrations of Nora’s birthday up amongst the well kept vineyards on Nora’s Rest. To be considered for membership you must have at least 26 points in Necromancy.
word count: 191
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VII
II
High atop The Burning Mountains on a cliff face called Raven’s Point, The Mountain Men hold the forgotten fortress of Vulken, the rumoured son of an immortal, given life by a mortal mother known only as Sura. The road to Vulken’s Fort is treacherous, long, and accessible only on foot or the back of a Ramthor mount, taking over three to four days to arrive at the iron gates. On the edge of the cliff face in the depths of the fortress, a three by three metre chute (nicknamed the 'Mouth of the Jacadon') is used to send intruders to their deaths onto the rocks over seventeen hundred feet below.

Here bandits have lived, thrived, and hoarded their treasures for hundreds of years without much quarrel from outsiders. Unique to this group, every member born into the clan is given a name that begins with the letter V (not commonly known) in honour of Vulken’s legacy, and a secret tattoo (pictured right) under their left armpit on the side of their chest. For generations they have robbed, terrorised, and killed the people of Rynmere, especially in the regions of Warrick and Endor, but have been quiet for the last five to ten years, leading people to believe their numbers are dwindling, while others feel The Mountain Men of Vulken are planning something big.

The group is led and run by a woman named Vishal, with seven key members making up the leaders of regional bandit groups, one assigned to each city or village in Rynmere, running unlawful businesses, scams, and taking whatever they want. Trial by combat is the only way to escape sentencing and usually an untimely end with a trip into the 'Mouth of the Jacadon'. Anyone can challenge the leader of VII in an attempt to overthrow her, and while many have tried, none have even come close to defeating Vulken's Savage.
word count: 328
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The Seekers
Rynmere University hosts the only Seeker Cell in the realm and from here The Seekers are free to come and go. The Seekers are not well liked by the rest of the community as Ryns don't appreciate outside forces coming along and setting up their own rules. Many Seekers have gone missing or been found dead since their initial set up in the city and things have only worsened as time has passed.
word count: 75
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Ouroboro Guard
Image
Motto: One Is All

The history of the Royal Guard began in the 197th arc, in which Queen Nora Warrick hired various mercenaries to pledge their full loyalty to her, and be unhindered in their capacity to serve and protect their Queen. This relatively small faction did not see many improvements or enjoy privileges for the next 150 arcs, not until Victor Vladimir, popularly known as ‘The Common King’ and his infant were struck down by Oberon Andaris’ own men. The men, responsible for Oberon Andaris’ successful claim to the throne, were immediately bathed in multiple treasures and admitted into Oberon Andaris’ Royal Guard. Only then the Ouroboro Guard was established as a proper faction, and ever since it has been used to do the King and Queen’s bidding, be it for good or evil.

The Ouroboro Guard pledge their loyalty and services to their King and Queen. They become their personal guards, their advisors, and anything else their patrons demand from them. Their main use throughout history is simple protection to the Royal family, although it ranges all the way to include the elimination of rivals to their reign, be it specific foreign threats or family members with a legit claim to the throne. Due to the nature of their duties, which are occasionally of dubious moral alignment, they swear loyalty to no other than their King and Queen. The Oath of the Ouroboro was eventually implemented, consisting of a sacred oath that justified every action taken by the Ouroboro Guard as the King's will and demanded complete loyalty towards the throne. Ever since, the Ouroboro Guards have enjoyed increased privileges, prestige, and plenitude due to their commitment.

The Oath: Blood In, Blood Out.The Oath of the Ouroboro, blood in, blood out, is a contract signed in blood. The newly appointed mem per cuts their thumb to sign his contract and if he breaks the contract in any way, shape, or form, the 'blood out' payment is taken, this usually ends in the member's death.
Ouroboro Guard
The Royal Guard
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Motto: One Is All
The history of the Royal Guard began in the 197th arc, in which Queen Nora Warrick hired various mercenaries to pledge their full loyalty to her, and be unhindered in their capacity to serve and protect their Queen. This relatively small faction did not see many improvements or enjoy privileges for the next 150 arcs, not until Victor Vladimir, popularly known as ‘The Common King’ and his infant were struck down by Oberon Andaris’ own men. The men, responsible for Oberon Andaris’ successful claim to the throne, were immediately bathed in multiple treasures and admitted into Oberon Andaris’ Royal Guard. Only then the Ouroboro Guard was established as a proper faction, and ever since it has been used to do the King and Queen’s bidding, be it for good or evil.

The Ouroboro Guard pledge their loyalty and services to their King and Queen. They become their personal guards, their advisors, and anything else their patrons demand from them. Their main use throughout history is simple protection to the Royal family, although it ranges all the way to include the elimination of rivals to their reign, be it specific foreign threats or family members with a legit claim to the throne. Due to the nature of their duties, which are occasionally of dubious moral alignment, they swear loyalty to no other than their King and Queen. The Oath of the Ouroboro was eventually implemented, consisting of a sacred oath that justified every action taken by the Ouroboro Guard as the King's will and demanded complete loyalty towards the throne. Ever since, the Ouroboro Guards have enjoyed increased privileges, prestige, and plenitude due to their commitment.

The Oath: Blood In, Blood Out.

The Oath of the Ouroboro, blood in, blood out, is a contract signed in blood. The newly appointed mem per cuts their thumb to sign his contract and if he breaks the contract in any way, shape, or form, the 'blood out' payment is taken, this usually ends in the member's death.

Evolution and the present

The Royal Guard serves only the King, his Queen, and their children. Thus, their duties often shift with the ascension of a new King. Unlike the Iron Hand, which values personal skills and accomplishments, the Royal Guard is slightly more whimsical in terms of duties. In the past, the Royal Guard had held more jesters and comedians than actual warriors, usually in peaceful and prosperous times. In others, the Royal Guard was formed by ruthless individuals that murdered and intimidated citizens by order of their King. Their actions, justified by the Oath of the Ouroboro and their King’s favor, left the people defenseless by the decisions of their King. Kidnappings, torture, and assassinations are as possible as diplomacy, negotiation or intelligence. For this reason, the Ouroboro Guards are sometimes considered nothing but brutes and a bad reputation has befallen the faction instead of the King that controls them.

Due to their rarity and the high range of tasks assigned to them, the faction is formed by elite men and women, their window for error being minimal. In exchange, they enjoy the prestige and riches provided by the King, along with a moderate impunity in the eyes of law during the completion of their duties. It is of popular belief that whatever it is said to the members of the Ouroboro Guard will reach the King's ear, and so currently the faction is seen with mixed opinion.

Structure

The Royal Guard tends to be a rather small faction, as it’s more convenient to have fewer guards that can be trusted and relied on rather than an army of strangers. Due to their presence around the Royal Family and the possible scandals the Royal Guard is usually witnessing, the number of warriors is always closely controlled.

For this reason, there have only been two ranks in the Royal Guard.

Ouroboro Guard: An individual chosen by the King or Queen that has sworn the Oath of the Ouroboro to do their bidding to them and their children.
Commander of the Ouroboro Guards: A single individual charged with the organization of the other Ouroboro Guards. The King’s trusted advisor, which the King often relies on for advice or personal issues. Along with the Iron Hand's Lord Commander, the Commander of the Ouroboro Guard is usually trusted with a great deal of information, but is considered less powerful than the leader of the Iron Hand. Whatever the rank, the Ouroboro Guards are undistinguished from one another. Their armor is identical, just like their wages. The only difference is the prestige of the title itself.

Is it believed that many of the Ouroboro are descendants of the Andaris line who have always been loyal to the royal family. But for a line who has had a longstanding as being the most honourable in the kingdom, the publics perception of the line has slowly changed, and House Andaris has earned itself a bad reputation for being intimidating and cruel, a perception some are fighting to change.

Armor

The Ouroboro Guards are dressed with excellence to represent the power of their King wherever they go. Their armor is far more ornate than the Iron Hand’s, although it is still designed for use in battle. Their attire is crafted from scratch for each Guard and fitted to their body measures to ease the mobility and comfort of the individual, especially due to the long amounts of time they are confined within and the multiple guard duties they have to endure during a single trial. Behind them, a silver cloak tailored with the symbol of the Ouroboro (a Jacadon eating its own tail) represents the neutrality and the allegiance of the individual to the Royal Family and the King.

Armor set includes breastplate, gauntlets, greaves, fauld, pauldrons, and a helmet. All armor is of Extravagant quality.
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Qe'Dreki
Led by Veljorn Burhan, the Qe'Dreki, or 'Warriors of the Dragon' have slowly been gathering forces in the west for many arcs. Backed and funded by three of the major noble houses, the group is now an army, one big enough, perhaps, to take on The Iron Hand, the true strength of the King's Army and power in Rynmere.

The Qe'Dreki believe that the king should only be a man of old blood, a descendant of the one of the Sacred Seven, and for this reason, they have easily gained the backing of the people of Rynmere, especially those who feel ill at ease with a foreigner in power, rumoured to want to take a foreign wife as his queen. Veljorn Burhan epitomises everything that the people of Rynmere hold dear. He is a man of noble blood, descendent of Ser Rahiko Burhan, captain of the U'frek Sailors, and leader of the Warriors of the Dragon.

Jorick's Keep currently houses a fraction of Veljorn's army, tucked away in The Burning Mountains, while the majority move among the people freely, slaves, carpenters, blacksmiths, knights, and nobles alike, they are invisible, but have full faith in their leader, and when the time comes, have sworn to fight by his side.
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Race Relations
Aukari: [-10 fame] The Aukaris’ temperament and lack of control makes them a dangerous race to house in such an important city, and most are turned away at the gates or City Dock. The people of Rynmere love and fight for their royal family and oppose the idea of any people as dangerous as these being let loose to roam the city as they please. This is not to say that they believe all of the Aukari to be bad, wild, or out of control, they just prefer not to put their own in danger. A handful of Aukari work as Moseke Knights, but the people as a whole have not been able to establish themselves in the Kingdom of Rynmere, other than some parts of Gawyne and Endor.
Avriel: [-10 fame] As a very exclusive and unpredictable race, any Avriel caught in the Kingdom of Rynmere are killed on sight without trial unless gifted a special item by Syroa which allows them to assume the disguise of a normal human.
Biqaj: [+10 fame] Two of the Sacred Seven were members of the Biqaj race, and their people as a whole have managed to establish themselves firmly in Burhan and Gawyne, where they make up the majority of the population. Human and Biqaj partnerships are becoming more and more common, though the race prefers to stick to their own kind. A large part of the kingdom’s navy is made up of Biqaj men and women, who know the waters in these parts like the back of their hands.
Eídisi: [+10 fame] Being a very intellectual race, the Eidisi find themselves very welcome in Rynmere where the people value knowledge above all else. Like any other race, Eidisi are welcome as long as they manage to keep the peace.
Ellune: [+10 fame] This frozen race are tolerated but not exactly welcome. Some feel they are a well informed, intelligent race and often admir their stories while others fear they due to their outward appearance. Though they are not barred from entering the lands of Rynmere, they are closely watched.
Humans: [+10 fame] Three of the Sacred Seven were human, though Venora’s origins have often been in question, many believe her to be the first woman ever offered a knighthood. Their numbers are prominent in the south where the winters are mild and the summers are long. Most of the men and women within power in Andaris City are human, though mixed bloods are becoming more and more common, they are hundreds of years from being accepted as the norm. The current king of Rynmere and his queen are both human, thus the power of Rynmere remains in their hands.
Ithecal: [+10 fame] Noble, trustworthy, and hardworking, the Ithecals, unlike the Raskithecal, often find themselves welcome in the city of Andaris. Of course, they half snake, half human appearance often earns them a few sidelong glances, but for the most part they will find their stay in Rynmere trouble free as long as they steer clear of making any trouble themselves.
Lotharro: (+10 Fame)
The citizens of Rynmere look upon the Lotharro with curiosity and welcome them into the Kingdom's boarders, though some do take caution due to the rumors that have circled about their animalistic nature and battle ready prowess.
Mer: [+10 fame] The tribal Mer people of Idalos are often spotted dotted along the shore or swimming out in the ocean by passing ships. Krome welcomes this race, allowing them to come and go as they please in the north. The busy waterways of Andaris and Venora are less welcoming, and any Mer spotted in Cynere Bay are usually chased from the area as to discourage them from lingering too long or getting in the way of boat traffic. There is a story about the youngest son of Warrick falling in love with a Mer woman, but for the most part the people of Rynmere don't know much about this strange and beautiful race.
Mixed Race: [+10 fame] Certain mixed bloods are tolerated in Rynmere, though the majority of them are human crossed with another accepted race within the kingdom. A child born of a human father and Biqaj mother, for example, is a perfectly understandable mix, but a human crossed with a Avriel is unacceptable and might be slain if not banished from the lands first. Any mixed blood living in Andaris knows to watch their back, for not everyone feels the same way and idealists can be deadly.
Mortal Born: [+10 fame] Known Mortal Born are welcome in Rynmere due to Gawyne's role in the history of the kingdom. Often, these children of the gods try their hand in the arena, in an attempt to become the King’s Champion, and claim land within one of the seven regions to farm.
Naerikk: [+10 fame] The Naerikk don’t often make it to the shores of Rynmere and when they do they are greeted with a quiet respect, known right across the land by their well-traveled tales. Naerikk are not unwelcome but they are watched closely, often admired for their beauty and grace in battle. A handful of Naerikk have settled in Burhan and lived there peacefully for some years now.
Qi'ora: [+10 fame] Native to the Hotlands, these well known crafters are often sought after by the region of Endor to help with crafting raw materials into metal bars for export. They are the best masons in Rynmere and are often hired to work around Andaris City, helping maintain the vast amount of walls and closely packed buildings. Qi’ora are seen as a peaceful race by the people and Rynmere and don’t often run into any trouble.
Raskithecal: [-10 fame] These less than noble sanke people will not find themselves welcome in Rynmere and have a long history of being used to fight into the pits. Rynmere has taken them as slaves for a long as the history books show after the Raskithecal launched an attack on Andaris City many years ago. It is feared they will never be welcome and for that reason alone, the race don’t often push their luck, sailing well clear of the Rynmere Kingdom.
Sev'ryn: [+10 fame] The Sev'ryn people are welcome in Rynmere, a kingdom famed for its greed for knowledge. The people believe that Sev’ryn are wonderful storytellers and often inquire about their travels through Idalos. A small community of Sev’ryn have been permitted to make a place for themselves in Warrick and the current Empress of Andaris is one of their kin.
Tunäwä: (-10 Fame) Most Tunawa that come through Rynmere, do so as a slave. Tunawa are often bought and sold by many powerful Noble and Merchant families in an effort to use the plant like creatures for their odd racial benefits. Very rarely will one ever find a free Tunawa wandering the streets of Andaris.
Wisps: [+10 fame] As it is almost impossible to detain a ghost, Wisps are seen every now and then moving across the land, seemingly without purpose, though it is said that only linger if they have unfinished business. The people of Rynmere are used to seeing Wisps and do not fear them, though some will be asked to move along from time or time least any haunt become too popular.
Yludih: [-10 fame] Shapeshifters with the ability to change between the various races, Yludih are difficult to point out in a crowd and for that reason alone the people of Rynmere tend not to trust them. Known to most of the people of Rynmere as ‘a beautiful lie’ it is impossible to ever truly know whether or not one is dealing with a Yludih, as their true forms are only revealed in death.
word count: 1434
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