[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

Slavery
There are three types of slaves in Rynmere: House Slaves, who work for their masters, branded as property of the person they belong to; Fighting Slaves, often aspiring to reach the title of Gladiator and be marked as such, for with this title comes true freedom; and Pleasure Slaves, who are for hire at the local brothel and unable to be kept as personal pets.

Note: All slaves in Rynmere are twice marked, once with the symbol of Rynmere (always placed on their side under their left arm), and secondly with the brand of their master. There is a third mark offered only to free slaves (usually gladiators) which is a small sword brand (
) on the flesh over their right cheekbone. Historically, slaves in Rynmere were branded on their right thigh, which is still a popular spot for owner marks. See FAQ for more information about Rynmere Slaves.

OOC Note: All slaves, whether NPC or PC, must have monies exchanged for their complete value. If you do not pay for the slave, Prophets reserve the right to penalise PCs of money in awards, until payment has been made.

Being a slave comes with some OOC perks (the biggest one being that they do not have to pay for expenses). However, it is the strong belief of the Prophets that there should be a penalty for this perk that slaves have. And we believe this penalty is a fair one. History shows us that slaves are property, thus they cannot own property. Idalos should be no different, therefore slaves in this world are not entitled to own any property of significant value (other than clothing or small trinkets). They must also have just cause to have any monies in their ledger. OOC and IC reasoning must add up.

All slaves/Masters must follow certain rules in Idalos:
  • ● PCs with NPC slaves must pay for their slave's expenses.
    ● PCs with PC slaves must pay for their slave's expenses.
    ● PCs with NPC Masters must have said NPCs approved by a Prophet or through Narrator Support. If a player is active in any given season, they must write at least one 'job' thread so show their servitude in order to earn their keep.
    ● PC slaves upon starting will not start with any amount of money in their ledger.
    ● Unless under special circumstances, PC slaves who are captured post-creation will also lose money.
    ● Any items of high value (ie other than clothes/trinkets) will also be lost upon slavery.
    ● It is at a Master's discretion whether 'pocket-money' is granted to a slave.
    ● For ease, any items bought for a slave may be listed in a slave PC's CS, but it belongs to the Master officially and the Master/Prophet reserves the right to remove said item.
    ● Items purchased for a slave by an NPC Master must be agreed upon by a Prophet.
    ● Any wages earned by a PC slave will be given immediately to a PC Master (as normal, this must be discussed with a Prophet first).
    ● Some PC slaves (who meet certain criteria) are entitled to retain half of their wages for their ledgers.
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[Rynmere] Lore

Rituals & Traditions

  • Nora's Thorns (Venora)
    • A rather violent tradition - uncharacteristic of the Duchy - is one known as Nora's Thorns. It is a tradition in Venora to punish the most treasonous of individuals by placing a barbed crown upon their heard, barbed wristbands, barbed anklets and a barbed belt around their waist, all of sharp thorns. They are then forced to walk as far as they can to the mountains of the North before they die, shamed senselessly in death if they do not manage to make it atop the Duchy's northern mountain. Very few actually redeem themselves on the walk, and nearly all of them die.

      Some examples of actions that may incur this punishment are: conspiring against House Venora and being exposed, committing ideological terrorism, selling important secrets to foreign powers, intentionally destroying religious monuments, and defacing dead nobility.

      Credit: Alistair Venora
  • Raising the Barn (Rynmere)
    • This is a tradition that can be found throughout Rynmere, though it is usually one that only farmers engage in.

      When a farmer needs to build a barn/stable/chicken coop/etc., they often do not know how to go about doing it themselves. Or if they do, they do not have enough time to get it built in the amount of time it needs to be done in since that have a farm to run. When this happens, they buy the supplies they need, hire the services of a skilled carpenter if needed, then turn to their neighbors for aid. Word goes out, and the local farmers in the area rally to the call.

      It becomes almost a festival of sorts. The work gets done in a timely fashion, but it is also an occasion for neighbors to catch up on each others' lives. Bets, either for nels, or for bragging rights are made on who can hammer the most nails, or saw the most planks in a break, or for other equally silly contests. Young men can challenge themselves, and their friends to see who can do the most work, or can produce the best quality work. Skills related to the task at hand are taught to those who wish to learn. And stories of past events are told...some of which might even be true.

      The person hosting the event will provide a hearty meal for their neighbors at the end of each trial of work. Since the families of the neighbors who come to help often pitch in by bringing a dish over, these meals usually turn into feasts. And the families really get into their part; there are often contests for the best dessert, meat dish, vegetable dish, and overall favorite dish. Recipes are exchanged, and cooking lessons are usually available to those who wish to learn how to make the dishes that are served at the feasts. Children have a fine time of it as well. Older children will help with the work, or with preparing the meal at the end of the trial. But younger kids play games, hold races, and have a great time entertaining themselves while their parents work.

      Barn raising events are social get together as much as they are a group of people gathering to help a neighbor build something. It is a common thing for young lovers to meet during events such as these. Variations of these events exist where neighbors will gather to help out during the planting season, or a harvest if someone needs help during those times.

      Credit: Lei'lira
word count: 585
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[Rynmere] Lore

Folktales

  • Haakon's Ghost
    • Some say that the reason Jacadons become stone when they die is not for their biology, but for an ancient and hidden truth: that they are not in fact animals made naturally of this world, but created by a fiendish man holed up in the center of Haakon's Isle, protected by the wandering Ej'Ryn as he experiments on the corpses of those who would dare to venture to the ancient Jacadon's Nest.

      This is incredibly unlikely given the history of Jacadons and the Kingdom, but mothers and fathers tell it to their children regardless, teaching them to be wary of the Isle and all magical and supernatural things.

      Credit: Alistair Venora
  • The Smart Ass, and the Foolish Farmer
    • Once upon a time, there was a donkey named Sato. Like many of his kind, Sato was very lazy. He didn't want to do any more work than he absolutely had to in order to get by. The farmer that owned him was quick with the switch every time that Sato didn't work fast enough, or hard enough to suit him. So at the first chance he got, Sato ran away.

      Now, for the first time in his life, Sato had true freedom. Grass grew in abundance all around him, so he could eat as much as he wanted, whenever he wanted to. As a result, he grew fat, and sleek. There was no farmer around to make him work, so he could spend all of his time napping in the warm Ymiden sun, and grazing. He could do anything that he wanted to do. To the young donkey, it seemed as though he had found paradise.

      But it didn't take long for him to realize that freedom wasn't all that he had hoped it would be. He could stuff himself silly on as much grass as he could eat, and not have to earn his feed with a hard trial's work. But there were a lot of creatures lurking out in the wilds that wanted to eat him. He had to keep alert at all times, and keep moving, or they would catch him. Sato soon learned that while he no longer had to work for his food, escaping the predators that surrounded him was as much work as pulling a plow ever could be. In the heat of Saun, there was no shade offered by a cool barn to rest in. And as the seasons turned cold, snow came and killed all of the grass. There was no grain for him to eat, and no warm mashed to ward away the chill. So he soon lost all of the weight he had gained.

      It didn't take Sato long to realize that living on a farm was better than living out in the wilderness on his own. But when he returned home, he found that the farmer had bought a new donkey to replace him. That donkey knew it had a good thing going for him, and was quite willing to put in a good trial's work if it meant having a home that was warm in Zi'da and Cylus, and cool in Saun, with plenty of good feed waiting for him at the end of his work. The farmer had no need of two donkeys, especially when one had proven to be so unwilling to work. So Sato found himself being driven back out into the cold.

      Sato wandered aimlessly until he came across a farm where the farmer had left the barn door open. By then, the ground was covered in snow, and the young donkey was very grateful for a warm, safe place to sleep. So he walked right in, and fell asleep in a mound of hay.

      The next morning, the farmer came in, and fed all of the animals in the barn, never noticing that he had somehow acquired another donkey. When it was time to start the trial's work, he harnessed his own donkey to a cart, and headed out into the snow. The farmer's children came in later to groom all of the animals in the barn, and Sato was treated to a nice, through grooming that took all of the brambles out of his coat. What could possibly be better than that? Free food, a nice, safe place to stay, and a nice clean coat. Sato felt that he really had found paradise.

      Trial, after trial, Sato was able to eat his fill without ever having to work for it. The foolish farmer, not expecting to see an extra animal, never even noticed him. But he always brought enough grain to feed all of the animals in the barn, so Sato could eat his fill. And when there was work to be done, the foolish farmer always overlooked Sato, and put his own donkey to work instead. Sato spent the rest of his trials happily living off of the labors of others, never having to do another trial's work - all because the foolish farmer didn't pay attention to his surroundings enough to notice what he wasn't expecting to see.

      The moral of the fable is twofold; always pay attention to what is around you, and never leave the barn door open.

      Credit: Lei'lira
  • The Unfortunate Fortune Teller
    • A very rich fortune teller came into marketplace and was foretelling people's future for a small price. Everyone loved this man and trusted him, always lining up to listen to his advice. He was a leader of sorts, and the poor believed he was the one who could guide them. One day a man ran up in great haste announcing the the fortune tellers's door had been broken into: 'Sir! Your house is being robbed! Run quickly!' he said. And the fortune teller jumped up and ran home. As the man was running home, his neighbor spotted him and laughed. The neighbor said, 'You there! You say you know the futures of others; how did you not foresee your own?”

      Moral of the story: Seek your own truths. Have your own affairs in order before dictating the lives of others.

      Credit: Andráska Venora
word count: 1041
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[Rynmere] Lore

The Iron Hand

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Story Credit: Malcolm

Twelve generations ago, a fleet of foreign ships sailed up the river from the east. They docked in the depths of Lake Krome and attacked the small settlement nearby. A tribe of three hundred trained warriors, most of them young boys, pitted against Rynmere's farmers and fishermen, but they did not end a single life. Instead the foreigners turned the village upside down in search of Zor, a gifted peasant boy they claimed had the ability to see the future and had been taken from them by the knights of the dragon.
After three days of searching and with the foreigners finding no sign of the boy, they turned their eye on the noble family of Krome and stayed in the village for an arc. Tired of waiting and fighting for the boy, Zor, they moved on the capital and ten days later arrived on foot at the gates, demanding the safe return of the boy in exchange for a daughter of Krome, but not just anyone, no, this girl was said to harbour the blood of an immortal. Avari Krome.
The Knights of Rynmere were set upon the foreigners by order of the King. Almost nine hundred Knights died that day while the strangers from the sea suffered zero casualties. Displeased and fearing another wave of attacks, the following morning the King struck a peace deal with the sailors in which they agreed to return to their ships and sail around the coast to dock in Cyrene Bay where the boy Zor would await them. Before the Warriors could return to their ships, however, the men of Burhan and Warrick had taken a pass through the Burning Mountains and sailed down the river into the lake where they proceeded to torch the foreign ships.
When the warriors finally arrived, the lake looked as if it had erupted, black smoke billowing skyward, a wall of men lined the shores, ready to take the lives of the men who had attacked the City of Andaris. It was a bloodbath, and those who weren't cut down in battle were later hunted like dogs, marked with the King's brand and thrown into the pits to fight each other to the death for entertainment and sport. Avari was taken back by her people and sailed out around the coast to Cyrene Bay where they had strung young Zor up by his hands and left him to die. Greeted by such a sight, the daughter of Krome bit off her own tongue and refused to tell the King what she had learned from the foreigners about their homelands.
The people of Krome named the rivers either side of the lake after the two children and arcs later when the noble woman was grown, she paid for the freedom of the last remaining slaves of that raid.
Today the attack is not only remembered for Rynmere’s loss or victory, but for the acts that followed. King Dedrick Gawyne united the individual armies of sailors in Burhan and Skyriders in Warrick, along with his trusted knights, to form a collective force called The Iron Hand, which is yet to be defeated in battle, rulers of land, air, and sea.

Operation: The Iron Hand as an organization does not encompass the entirety of Rynmere's military. The far majority, in peace-time, of Rynmere's military units fall under the command of their Duke/Duchess. During this time, the Iron Hand acts largely as a strategic, highly-trained bureaucratic structure with outposts across the Kingdom. During times where the Kingdom is at war with a common enemy, the King may call for the Iron Hand to assemble, and the Lord Commander tasks the Dukes/Duchesses with incorporating their troops into the Iron Hand in solidarity. For this reason, the amount of troops within the Iron Hand can fluctuate between thousands to over a hundred thousand between a period of peace and a period of war.
Below are the lists of the separate factions that make up The Iron Hand and the armor they are issued.
Note: All armor sets include chest, gauntlets, greaves, fauld, padding or pauldron, and helmet (great helm or barbute in design).

Legend

Chest Plate: Designed to protect the torso.
Gauntlets: Designed to protect the arms.
Greaves: Designed to protect the legs.
Fauld: Designed to protect the waist area.
Pauldron: Designed to protect the shoulders.
Helmet: Designed to protect the head.

Banners and Cloaks
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Andaris: Black (strength and authority). Warrick: Red (loyalty and battle). Venora: Pink (beauty and roses). Krome: Gold (wealth and passion). Endor: Green (growth and harmony). Burhan: Blue (water and stealth). Gawyne: Purple (wisdom and peace).

Cloaks: A cloak in the colour of the individual's region is issued to them when they graduated beyond the rank of squire of equivalent. Cloaks are worn with pride and are to be cared for and respected at all times. One of the biggest insults to a knight, sailor, or skyrider is to take and destroy his cloak in front of him. If a cloak if destroyed, the individual is responsible for replacing it (50gn paid to the city).

Banners: Are flown on the walls of royal or noble houses. They are also carried into battle or set up at campsites where members of The Iron Hand are carrying out missions. The Iron Hand's banner is black with a white hand. Any destruction or vandalism of a city emblem, banner, cloak, or property is an offense that will earn the individual or group jail time and a fine of up to 500 gold nel.

Draketh: A language of old spoken by the original settlers of Rynmere. Draketh is still used today by high ranking members of The Iron Hand (captain and above). It is also spoken by history experts from the University of Rynmere.

Regional Emblems
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Andaris: Dragon. Warrick: Lion. Venora: Rose. Burhan: Compass. Gawyne: Scales. Endor: Bear. Krome: Wolf.
Moseke Knight Ranks (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: The Lord Commander is the highest ranking knight in Rynmere, a position currently held by Thomas Endor. Thomas Endor is in charge of Rynmere’s army and naval fleet, answering directly to the king.
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Lord Commander: Dressed in black and silver, the Knight Lord Commander’s armor is made from a lightweight but durable metal formed when a Jacadon turns to stone (the heart forms this metal), and can only be collected by monks with the blessing of the King. The plate, arms, shoulders, and legs are intricately decorated with markings of symbolic and historical design. The chest piece tells the story of the first seven, sailing their ship and following the Scar in the Sky to the home of the Jacadon, Rynmere. On the breast the clouds are circling and below the waves are churning while from the depths the mighty dragon Rynmere lifts his head. The Lord Commander is the only man in Rynmere who is able to keep his armor after he retires, worth one hundred onyx nel (50,000 gold nel)
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Squire or Equivalent: Provided to all new recruits is a simple, padded tunic and leather belt. The belt buckle is round, silver, and has the member's regional emblem printed on the face of it, a dragon for Andaris, a lion for Warrick, etc. The symbols are also stitched into the top of the tunic, mirrored on either side. A first arc (year) squire is issued with a white tunic matched with their regional colours and any who stay on after their first arc are given a black tunic with the same. All armor issued to combative forces is black and free to use until they leave The Iron Hand, or are promoted. If a tunic if destroyed, the individual is responsible for replacing it (10gn paid to the city).


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 Suzerain. 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.
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Leather: Knights and Stewards are kitted out with black leather chest, gauntlets, greaves, fauld, pauldron, and a cloak in their region's colours. Replacement of cloak is fifty gold nel so individuals are encouraged to take care of their gear. Helmets are not provided to either of these ranks but knights and skyriders are expected to acquire a helmet for themselves in the Kingdom’s preferred styles of the great helm or barbute. There is no replacement of armor for damaged or stolen pieces; a second set must be paid for out of the knight’s own pocket. Knights are expected to wear full armor whenever they go on patrol and straying away from the appropriate dress code can land them in hot water with their superiors.
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Chain: Black chainmail is provided to knights who meet the requirements for the rank of Captain and Warden (captain and colonel within the Xiur Skyriders). They are also given a great helm, though individuals have the option of purchasing themselves a barbute if they prefer in an open or closed style. Leather armor can be worn over chain mail or Knights can purchase their own plate armor. They are awarded a new cloak for each rank, even if their old cloaks are in good shape. Padded tunics are also available to Captains and Wardens to wear under their chainmail, and for those who have served at this rank for at least an arc (year), they are awarded a black chest plate for their dedication to The Iron Hand.
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Plate: Black plate armor is bestowed to any who make the rank of Lord, considered to be one of the most renowned positions to be in within the Moseke Knights, and in turn, The Iron Hand. The knight will have his regional emblem tooled into the chest piece, and is kitted out with chest, gauntlets, greaves, fauld, pauldron, and a great helm. This plate armor is designed for maximum comfortable and flexibility, freeing the knight’s movements up a lot more than a traditional, full suit of armor. The armor is lightweight, but strong, and is comfortable to wear while riding or sitting for long periods of time. For those who serve at least an arc at this level, full plate is offered for their mount of choice as well.

Xiur Skyrider Ranks (Skyriders are usually from Endor and Warrick)

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.
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Leather: Just like the Moseke Knights and Stewards, Xiur Sergeants and Majors are also rewarded a set of black armor, with chest, gauntlets, greaves, fauld, pauldron, and a cloak in their region's colours. Their armor is a lot different than the type that is given to the knights, however, as it is designed for aerial combat, cut into special shapes that allows them to move with their Volareon training mounts until they have reached a high enough rank to train a Volareon of their own. Sergeants and Majors are expected to buy their own helmets in either the great helm, or barbute style, but are also given a third option of acquiring a leather helmet, making them lighter for flying.
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Chain: Rewarded to Captains and Colonels for their service to the Xiur Skyriders, dragon-mail is the term for the black chainmail these fighters are given upon making rank. The metal, like the plate metal used for Lords, is lightweight but extremely strong, and can withstand cutting, and very rarely, stabbing motions from a sword or dagger. This black dragon-mail looks almost like fish scales and is worn over a padded, leather tunic or tabard with long or short sleeves depending on the region (long for northern regions where is can be very cold, and short in the southern regions where it is a lot warmer most of the arc). They are also given a new cap in their regional colours.
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Plate: Lightweight, black plate armor decorated with rare dragon hide is offered only to Skyriders who make the rank of General. This is also the only title that allows individuals to choose a different type of helmet to the preferred great helm or barbute styles worn by everyone else within The Iron Hand. A General’s helmet can be and often is decorated with horns, spikes, or the baby teeth of his Jacadon, with a strap that fastens below the chin to keep the helmet in place while in the air or diving into the sea as their Jacadon mounts are known to do in order to activate their ability to fire hot steam at enemy targets. After at least an arc of service at this rank, Generals are awarded full plate armor for their mount.

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

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.
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Leather: U’frek Sailors don’t have much to choose from when it comes to uniform and they aren’t offered chainmail or plate (though at later levels they are given decorative plate for visits to other shores and work on land). On the sea, it makes more sense for them to wear clothes that keep them as light as possible in case they are forced overboard, but also hardly enough to protect them from any injuries they might sustain during sword fights or run-ins with other ships. The leather of their coats is flexible but robust, made from rare dragon hide, just like the armor offered to Generals in the Xiur Skyriders. As well as this, they are also gifted a cloak in their regions colours and a number of long-sleeved shirts.

Loyalties: Members of the military swear fealty to their Duke. All army personnel living in a particular Duchy are sworn to their Duchy and are typically expected to serve the will of their Duke. This applies to the Iron Hand as well, and while they may additionally swear fealty to the King, most members of the Iron Hand and the general military are taught ducal nationalism and loyalty to their ruling noble house. This often creates a great conflict of duty amidst civil wars, though most will often choose to fight for their liege, the Duke or Duchess.
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Rynmere Housing
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The Capital
A
ndaris City being the capital of Rynmere is the most vastly populated area in the kingdom. The housing here is quaint, warm, and appealing for many reasons. The walls of Andaris City are tall, thick, and well fortified, with guards patrolling around the clock. The city is broken down into three tiers, Lowtown, Midtown, and The Crown. Land within the walls of the city is extremely expensive (see pricelist), thus most of the plots are small, very few people have gardens, and only the wealthy ever live above Midtown.

The Crown: Situated at the top of the city is The Crown, a stretch of flat land housing some of Rynmere's most prestigious buildings, including Andar Castle, Rynmere University, and the Monastery. Strict regulations keep people from building anything too outrageous here where uniformity if encouraged.

Midtown: The most popular option for residents of Andaris City and home to many of the members of The Iron Hand, Rynmere's collective forces, including the Knights, Skyriders, and Sailors. Most of the houses are lined up in long rows following the cobblestone streets, with flower boxes below the windowsills and the odd, rare garden at the back (must be paid for). As land is pricey, and rather limited, people are advised to house their horses at the local stables, or barracks in Lowtown if one is a member of The Iron Hand. Not only is Midtown where a lot of the common housing can be found, with most building made from stone or wood, it is also the business hub of the city, the marketplaces are situated here, as too are many of the small businesses and shops.

Lowtown: Perhaps the busiest tier of the city, Lowtown is home to the barracks, many of the city's defense military, and the slums. The poorest people in Rynmere usually find themselves here, either waiting on available housing, or a one way trip back to where they came from. This is the underbelly where crime is high, the living conditions are poor, and disparity is rife. There are no cottages in Lowtown, only small apartments cramped together piled one on top of the other. There are very few windows and the buildings are painted with dull, earthy colours.

Beyond the walls: Most of the Andaris countryside is covered in trees, vineyards, or livestock. The mild climate makes it perfect for farming all year (arc) round, and players are welcome to live beyond the walls on small starter farms (see starting packages).

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The Realm
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Stone: The most common type of housing found outside of the city walls. Stone is imported from The Burning Mountains north of Warrick, and the Mines of Endor. It is cheap, last for hundreds of years, and needs little maintenance, but provides a lot of job opportunities.






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Wood: This type of house is second to stone, wood being a very viable substance in Rynmere, importated from the forests of Burhan, Krome, and cut down in the region of Andaris. Wooden houses, however, are only built in Warrick, the Andaris countryside or slums, Burhan, and southern parts of Krome were the weather is warmer. Endor, Gawyne, and Krome itself see a lot of snow during the year and wooden houses just wouldn't be able to stand up to the weather.



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Venora: The garden region is known for its brilliant weather and warm sunny days (trials). Houses here are made from a mix of sand, limestone, and mortar with some of the most skilled masons on hand to see that the building process is handled correctly, erecting houses that will last for many, many years. Residents here like to decorate their gardens with brightly coloured flowers, quaint fishponds, skilfully balanced stone walls, and fruit trees. They allow vines to grow up over the walls of their houses and build large chimneys to make sure the smoke from any fires burned in the cold season of Cylus, don’t ruin their gardens or affect the health of their orchards in any way.
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Warrick: The land across Warrick is flat and the weather is mild all year round, with snow falling every other year, usually concentrated to The Burning Mountains in the north. A lot of the residents who have made themselves at home across the vast plains have opted to build smaller stone houses with grassy rooftops, enabling them to blend into the surrounding area. Wood is also a popular option here, though of all the regions across the kingdom, Warrick has the little to no naturally occurring forests and has in recent years, started planting their own woodlands along the seashore.

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Krome: A lot of the houses in Krome, especially outside of the village, are scattered about the treetops, keeping them out of sight in a region that is plauged by bandit or wild animals (like bears) attacks that might otherwise cost their owners a lot of coin in repairs. The houses in the village however are a mix of treetop and hillside abodes, built to stand all kinds of weather, from howling winds to vicious snowstorms and everything inbetween.




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Gawyne: The least populated region of Rynmere, the people of Gawyne live in houses built from materials found within the surrounding landscape, usually maintaining small homes that are easy to heat. These houses blend into their surrounds well and are usually tricky to find, often confusing strangers to the region.





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Burhan: A region famous for wood, the people of Burhan are known for their ability to craft some of the finest wood sculptures in all of Idalos and shipwrights and builders both use this knowledge in their relative fields. As the region is surrounded by mountains on all sides, most choose to live along the riverbanks, building and buying houses that have access to the busy waterway. As well as making the most of this prime land, the people of Burhan (most of which are Biqaj), also like to live on their boats all year round, sailing to and docking in different harbours right across Rynmere.


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Endor: Buried deep under the mountainous region of Endor, the hidden city lives in relative peace, protected from all of the elements. Housing down here is carved into the rock, usually small so that heating is efficient and easily maintained. A long tunnel system leads to all of the different levels and numbered doorways line the halls, each home to a different family. On Endor’s surface, there is a small fishing village that thrives due to the busy docks, but housing up here isn’t recommended, with many raiders making the most of Endor’s excluded geographical location. Any homes that are found scattered across the mountainous landscape are usually made of stone and require a lot of maintenance, more often than not ending up snowed under during the colder seasons.
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Ser Verne Andaris: The People's Prince
Lady Cyrene Venora: The Devoted
Ser Henry Warrick: The Hunter
Ser Rahiko Burhan: Of The Stars
Ser Gerrard Krome: The Shining
Ser Oron Endor: The Wise
Ser Warren Gawyne: The Half-God
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Royal Epithets

[columns=2]Nora Warrick: The Beloved
Henry Warrick II: The Defender
Brom Warrick: The Lionheart
Ramsay Warrick: The Cruel
Judith Warrick: The Calm
Alice Warrick: Wayward
James Warrick: The Burning Prince
Victoria Endor: The Brave
Edward Endor:
Edwin Endor: The Iron Crow
Dedrick Gawyne:
Cyrus Gawyne: Of The Earth
Leonide Vladimir: The Foolish
Victor Vladimir: The Common King
Royce Vladimir: The Rude
Oberon Andaris: The Executioner
Lacey Andaris: The Desired
Philip Andaris: The Strong
Sarah Andaris: The Fair
Jethro Andaris: The Swift
Jonathan Andaris: The Fortunate
Ira Andaris: Little Bird
Minos Andaris: Blue Bear
Mary Andaris: The Wicked
Godric Andaris: The Sweet Spoken
Emmett Andaris: The Heckler
Judith Andaris:
Bennett Andaris:
Hector Andaris: The Jealous
Chloe Andaris: The Gentle
Caius Andaris:
Darcy Andaris: The Dangerous
Odette Andaris: The Invincible
Vanessa Luther:
Craig Luther:
William Luther: The Mad
Owen Luther:
Estelle Luther:
Adele Renault: The Proud
Stephen Renault: The Peacemaker
Cassander Renault: The Boy King
Freya Renault: The Despised[/columns]

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[columns=2]Thomas Andaris
Hellen Andaris
Benji Andaris
Mary Andaris
Peake Andaris
Quincy Andaris
Leeson Andaris
Celeste Andaris
Lily Andaris
Hector Andaris
Gavin Andaris
Rah'lyn Andaris
Daliane Andaris
Alston Warrick: The Peacekeeper
Isabel Warrick: The Proud
Jared Warrick: The Lion of Warrick
Sar’eiris Warrick
Lazuli Warrick: The Lion's Lamb
Lei’Lira Warrick
Victor Warrick: The Mighty
Alice Warrick
John Warrick
Wren Warrick
Garrett Warrick
Vivian Warrick
Ned Warrick
Ray Warrick
Rafael Warrick
Ebony Venora
Karl Venora
Willow Venora
Kaleb Venora
Alistair Venora: The Wilted Rose
Zvezdana Venora: The Fallen False Queen
Andráska Venora
Kalani Venora
Manu Venora
Pythera Venora
Noah Venora
Shannon Venora
Tristan Venora
Theodore Venora
Baako Burhan
Paige Burhan
Pavoo Burhan: The Decider
Caelan Burhan
Edmund Burhan
Elyna Burhan
Octavia Burhan
Gaius Burhan
Naoko Burhan
Unn Burhan
Raakel Burhan
Jalen Burhan
Keiyiri Burhan
Overyn Burhan
Veljorn Burhan: The Dragon King
Zaeila Burhan
Veiyro Burhan
Andre Krome
Emma Krome
Vanessa Krome: The Pious
Malcolm Krome: The Wolf of Krome
Marcus Krome: The Loyal
Vaughn Krome
Journey Krome
Morgan Krome
Victoria Krome
Riki Krome
Toni Krome
Sophia Krome
Jersey Krome
Zara Krome
Jason Gawyne
Hope Gawyne
Fredrick Gawyne
Jade Gawyne
Lucien Gawyne
Robert Gawyne
Ryan Gawyne
Sonnet Gawyne
Snow Gawyne
Jenson Gawyne
Cage Endor
Tanya Endor
Ted Endor
Kee Endor
Cameron Endor
Maderson Endor
Caleb Endor
Hannah Endor
Madelyn Selene Endor[/columns]

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Domain Magic
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.

Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus. Vivamus elementum semper nisi. Aenean vulputate eleifend tellus. Aenean leo ligula, porttitor eu, consequat vitae, eleifend ac, enim. Aliquam lorem ante, dapibus in, viverra quis, feugiat a, tellus. Phasellus viverra nulla ut metus varius laoreet. Quisque rutrum. Alchemy : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Amplification : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Graft : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
Mirage : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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The Alliance


What do they believe? The Alliance are a splinter organisation of the RCA. They believe the RCA is outmoded, out of touch and out of time. The RCA is a whimsically looked upon as a bunch of middle-aged men and women with far too much time on their hands, and a penchant for causing unnecessary aggravation – without results. The simplified sect of Alliance is made of aggrieved members of the RCA who want change and they want it now. The Alliance are not beyond dirtier tactics than the RCA, nor do they abhor violence. Peaceful protest may not be the way forward, and it may not be the way to depose the unfit king and his court of nobility. The Alliance will take whatever steps they deem necessary.
There are rumours that disgraced and now untitled Edmund Burhan has a hand in the Alliance, and even whispers that it is funded in part by the bandit faction, VII. These rumours are so far unfounded.
The Alliance is selective when it comes to choosing its members. Members are usually approached if they possess useful skills to further the destructive cause. Once a member, it does however, become very difficult to leave. The Alliance is committed to providing results.

Important NPCs

Moderator's Note: Players are free to control NPCs in this location without moderation.

Gilwyn


Race: Human
Age:55
Title:Pastor
Skills:

Originally a priest for the temple of Ashan, Gilwyn has grown frustrated with the inaction of the RCA. He’s seen too many children dying of hunger at the same time of hearing the fantastic balls held by the rich nobility. He will stand for this no longer and recruited some of the keenest members of the RCA to his cause. Equality for All. Death to the Nobility.

Hook

Name: Joan.
Alias(es): Enid (a false name), Hook (her Alliance "codename").
Created by: Hart.
Race: Human.
DOB: 12th Ashan 693.
Title: Vying for leader of the Alliance.
Profession: Prostitute (independent from the House of Roses; in Andaris).
Blessings/Curses: (Delete if not applicable)
Skills: Acting 30, Deception 30, Persuasion 30, Intelligence 10.

Other Information: Born the bastard daughter of a noble, Hook grew up not knowing either her father nor her mother. Raised an orphan by house slaves, Hook, then called Joan, was made to grow up quickly in a tough world. Like many orphans, she learned early on that despite a thirst for recognition, even a thirst for power, she was too small, poor, and unfortunate to find someone to teach her the things she wanted to know: in this case, to properly fight. Because of this Hook learned in her early years to charm and sweettalk to get what she wanted.

For a stint in her teens she worked in the Rynmere Theatre as a bit-part actress before she fell on hard times and had to turn to selling her body in order to pay for rent and food. Not an experienced prostitute, however, she was not accepted at the House of Roses, and because of this she found her new profession a very, very risky endeavor which ended up seeing her hurt by those who hired her more often than not. During this time her pain only served to further toughen her.

In early adulthood Hook's sweet words talked her into work as a waitress/entertainer at a modest noble gathering, where she met an older man who she persuaded into making a long-lasting contract. After meeting with the man several times, Hook realized he was connected to the nobleman she suspected to be her father; working her way through her client's circle of peers she eventually met and seduced her father in order to use his desire for her as blackmail.

Though they beat her bloody for her audacity, Hook turned up on the streets richer for her effort, as the man she claimed as her father agreed to pay her a seasonal sum to keep her mouth shut on the matter. However, in 710 the man was killed and Hook was once more left to her own money-making devices.

When the Alliance branched off from the ever-growing RCA, Hook was, as a off-and-on sex worker for the nobility and in acknowledgement of her skill in acting, deception, and persuasion, one of the first people recruited to the cause, though she herself was not religious. Many of her followers, though not as fanatically ardent as some, believe Hook to be one of the central members of the Alliance despite her seeming low standing; others believe she is even one of the founders. As of yet Hook hasn't seen fit to confirm this rumor... but neither has she flat-out denied it.

Pierce

Name: Elikah.
Alias(es): Pierce (his Alliance "codename").
Created by: Hart.
Race: Mixed blood (mostly human, some aukari, some other).
DOB: 3rd Saun 685.
Title: Vying for leader of the Alliance.
Profession: Butcher (in Andaris).
Blessings/Curses: (Delete if not applicable)
Skills: Torture 50, Blades: Daggers 50.

Other Information: A man of moderate intelligence and great hatred, Pierce is a religious fanatic of Rynlism intent on becoming the Alliance's newest leader. Bloodthirsty, ruthless, and brutal, Pierce takes adverse pleasure in harming those who he sees as most deserving of punishment: the nobility and their allies. Not much is known about Pierce's life before he joined the Alliance, only that after the civil war and the attack of shadows he was introduced to the group through Gilwyn. Pierce has taken Gilwyn's death as a personal affront to both himself and the Alliance, despite using the man's martyrdom to further his own aims.

Despite his blunt manner of speaking, Pierce can be quite good at riling people up, able to easily tap into others' hatred and anger to inspire great and terrible acts in those who might not otherwise commit them. Perhaps through a combination of fear and reputation, he has won the favor of those members of the Alliance who most thirst not only for the nobles' downfall but also for their destruction. To his most fervent followers Pierce is considered the one chosen by Gilwyn and the Sacred Seven themselves to rid the kingdom of the class system and lead Rynmere to a nirvana of equality.

However, his naysayers doubt his ability to run a large organization successfully and find his unsubtle methods of attack a distinct disadvantage.

Hana

Name: Hana.
Alias(es): None.
Created by: Hart.
Race: Mixed blood (mostly human, some sev'ryn, some avriel).
DOB: 80th Vhalar 698.
Title: Auxiliary member.
Profession: Prostitute (call girl at the House of Roses; in Andaris).
Skills: Linguistics 55 (speaking Common (fluent), Draketh (fluent), Rakahi (conversational), Vauni (broken), Lorien (broken)), Seduction 30, Stealth 15.

Other Information: The disowned youngest daughter of a family of knights, Hana grew up immersed in languages of many types thanks to her mother's travel and study; because of this she eventually ended up studying linguistics in the Rynmere University in order to earn a Letter. Her closest brother, much older in age, taught her Draketh as she grew and learned, and continued to teach her even after she had been kicked from the family house for getting involved with "unsavory sorts" and prostitution.

A pleasant girl with a mind much sharper than people give her credit for, Hana is a devout follower of Rynlism, though as of yet not a fanatic. Interested in causing trouble for her family, especially her parents, and having been promised a high reward, she became an informant to the Alliance when she acquainted herself with Hook due to their common profession. As a prostitute Hana is privy to many of the secrets of the men and women who visit her, and as a worker at the House of Roses she is plugged into the brothel's social network which stretches throughout Andaris and beyond. Ever watchful, Hana's place in the Alliance is to seek out and gather relevant information of any type, especially related to matters of the military and the nobles' goings-ons.
Credit: Pixie
word count: 1396
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