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A catalog of events starting from Vhalar 717.

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Jade
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Rynmere Seasonal Events Catalog

Rynmere
Seasonal Events Catalog
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Rynmere players, you all are use to a certain type of setup when looking for plots to do in the city. This setup will be changing as of right now and events will be done dynamically. What this means is that events will be added as they happen in RP, continuously. Pre-planned events will only happen occasionally while more focus will be put on the outcome and consequences of player made plots. So if you do something within the city that may or may not have reason to be listed within the Impact Threads, don’t be surprised if it shows up on here. We will also be discontinuing the weather. Unless there is a major storm that blows through Rynmere, players are free to dictate their own weather within their stories. Rumors have/will be moved to the Bounty & Community Notice Board. Feel free to check those out for some extra nel. All modded threads will have links to them. If you wish to join, post to those threads until the slots are full. If the slots are full, send Jade a PM with a request to join.

Feel free to use all listed events in roleplay, be it for gossip or to branch off of it and form another plot.

Previously, in Saun…

Given the time of Arc, Rynmere’s law of marriage saw to a number of joinings within the 40 trial span. Among those united were King Cassander Renault, the Boy King of Rynmere, to Emerson Sands, Empress of Andaris and Holy Symbol to the Faith of Rynmere. This unity did not go unopposed by the people of the Kingdom as many wondered what part Sands wished to play by giving her hand to the power she was to be the balance for. Due to this, and many other collections of unfortunate events, anti-nobility uprisings have begun riding on the winds of gossip, planting fear into the bellies of those who survived the Qe’Dreki attacks.

Another major joining conducted in Saun was that of Xander Krome and Celeste Andaris, one Baron and Baroness of two nobles houses within the Kingdom. Of the nobles who attended this wedding, many agreed that it was rather dull for as momentous of an event. What they didn’t know was that the pair had decided to donate most of the wedding expenses to over a dozen charities across the regions of Rynmere. Rumors of the Lord and Lady of Andaris have begun to cycle through the capital, bringing much favor and recognition to the two.

A shocking case had been called into the courts during the past trials, dragging out accusations of molestation, negligence, and abuse among other claims. Standing accused was His Grace, Kaleb Venora, Duke of Venora, and Her Grace, Willow Venora. The accuser: Alistair Venora, who so chose to bring forth as an eyewitness to the trial, his brother Andraska. Regardless of the outcome of the trial, it was obvious the Venora name would be forever stained by such an embarrassing event.

Meanwhile, the anti-mage decree has resulted in more than fifty Rynmere citizen being hung at the rope. Such displays against the acts of magic have spurred witch hunts at every opportunity, ensuing paranoia within some communities.
Events will be added as threads are completed.


Currently, in Vhalar...

As the rumors of possible uprisings spread throughout the region, tension has turned eyes away from small, yet problematic incidents. Settled within Krome are satellite villages acting as disguises to illegal Fighting Pits. More brutal and gruesome than what the law allows for, these Fighting Pits hold matches of all sorts, be it Mage versus Mage, Marked versus Marked, or any other combinations to earn the most payout at the end of a match. A number of Rynmere citizens, owned slaves, and travelers have been reported missing, though no one has appeared to have taken notice of this concern. It is obvious, however, that if appropriate parties hear wind of this, it could reflect poorly on the Krome name.

To the east, citizens and travelers alike have been offered pay to help build a museum for artifacts discovered from an expedition within Oakleigh. Building such a memorial for these artifacts promotes favor for the Duke, however small it is. The discovery of such a find spreads to the Kingdom across the water and many flock to the region to see a glimpse of ancient history. Oakleigh is thus swarmed with a wave of Rynmere citizens that last throughout the season. Some are there for more than just a glimpse of the artifacts and rumors begin to circle that a heist to steal one of the items is being planned. Though no one can be certain…

Events to be added as roleplay progresses. Please submit events you feel should be added to the calendar in this thread.

State of Affairs

The "State of Affairs" is a continuation and expansion of what was the Nobility Tracker. The purpose of "State of Affairs" is to give players a general indication of, you guessed it, the state of affairs in Rynmere. We've summed up all of Rynmere as consisting of 13 active factions in total, namely:
  • House Warrick
  • House Venora
  • House Endor
  • House Gawyne
  • House Krome
  • House Andaris
  • House Burhan
  • Commoners
  • The Crown
  • The Church of Rynlism
  • The Coven
  • The Iron Hand
For almost all of these factions we track three general indicators. These general indicators are:
  • Wealth is defined as the totality of a faction’s monetary wealth, trade capabilities, their food supplies and their reserves.
  • Military Might is defined as the totality of a faction’s pool of soldiers, their equipment, their fortifications, means of transportation, and variety of troop types.
  • Relations are a general indicator on how one faction views another. It’s possible for Faction A to perceive B as an ally while B perceives A neutrally.
These indicators were carefully selected to give a good, broad understanding of the status of the various factions at a glance. The State of Affairs changes often and they are affected by threads posted to topic. Noble PCs can now more reliably RP the position of their house and, if it's not to their liking, alter it through play. Please bare in mind that while we tried to be fair, there is no real reason for the Houses to be perfectly balanced against each other. Certain houses are, at this point, simply more powerful and capable than others. However, as mentioned before, the status of these factions can change as the result of play. So if you find your faction dangling somewhere at the bottom of the pecking order, have no fear, the future can be changed!

House Warrick

Wealth: Balanced - House Warrick is self-sufficient. While they import luxury goods at great expense, they are also Rynmere’s largest food exporter. At the end of the day, their books are balanced.
Military Might: Very well armed - House Warrick has the largest population of Skyriders in Rynmere, and a well-trained, well-fed populous. Due to their high population, they have a high amount of deployable manpower.
Allies: Venora (Excellent), Andaris (Positive)
Neutral: Gawyne, Endor
Enemies: Krome (Negative), Burhan (Negative), Coven (Abysmal)

Venora

Wealth: Very wealthy - House Venora is one of the largest exporters of luxury goods in Idalos, selling wine, art, poetry, fineries and clothing across the world through the Cyrene Bay. They have a surplus of food, allowing them to export their extras to Andaris.
Military Might: Capable - House Venora is one of the main bastions of the Moseke Knights, and possesses sizeable population to draw from.
Allies: Warrick (Excellent), Andaris (Positive), Krome (Positive)
Neutral: Endor, Burhan, Gawyne
Enemies: Coven (Abysmal)

Endor

Wealth: Wealthy - House Endor manages trade and business throughout all of Rynmere, and they take tariffs and commission within their deals.
Military Might: Getting by - Endor’s biggest weakness is it’s lack of manpower. Nevertheless, House Endor is one of the larger benefactors of the Skyriders.
Allies: Gawyne (Excellent)
Neutral: Venora, Andaris, Warrick, Burhan, Krome
Enemies: Coven (Abysmal)

Gawyne

Wealth: Balanced - House Gawyne takes a lot of food imports from Warrick, and wields a fairly unspectacular land. However, they are Rynmere’s academic and intellectual heart, and gain patronage from other houses for their projects.
Military Might:Getting by - Gawyne’s military is fairly small. Considering their exceptionally low population comparatively to the other Duchies, they have few men to provide. Instead, their military is navally focused, supplying to U’frek’s Sailors.
Allies: Endor (Excellent), Burhan (Very Positive), Venora (Positive)
Neutral: Warrick, Andaris, Krome
Enemies: Coven (Abysmal)

Krome

Wealth: Poor - After the failed rebellion against the Crown, Krome lost a great deal of financial resources, including food imports from Warrick. Now supplied food by Venora at a higher marked price, while also taking loans from said Duchy, Krome is suffering financially.
Military Might: Well-armed - Krome has a large force of Moseke Knights and a militaristic, trained population. While their population is moderately low, Krome’s populace is much more militaristic than the other Duchies, and your average adult citizen can typically fight to some degree.
Allies: Andaris (Excellent), Venora (Positive), Burhan (Positive)
Neutral: Gawyne, Endor
Enemies: Warrick (Negative), Coven (Abysmal)

Andaris

Wealth: Very wealthy - Andaris, wielding both half of Cyrene Bay and the capital city, is a wealthy duchy and the center of much of Rynmere’s financial industry. The land manufactures the most goods out of all of the other regions, and wields the majority of Cyrene Bay’s trade power, exporting many goods outward.
Military Might: Well-armed - Andaris has a high population and a focus of Moseke Knights. While their population might not be the best suited for combat, the sheer size of their army makes them among the greatest military powers in Rynmere.
Allies: Krome (Excellent), Venora (Positive), Warrick (Positive)
Neutral: Gawyne, Endor
Enemies: Burhan (Negative), Coven (Abysmal)

Burhan

Wealth: Surplus - House Burhan, despite rebelling against the crown, managed to retain most of its financial assets due to their disconnected affiliation with Veljorn and the fact that no battles took place on their soil. They are renowned for trading and privateering for the Kingdom, and bring back many spoils from the surrounding regions.
Military Might: Poor - After Veljorn claimed such a large portion of Burhan’s military for the Qe’dreki, the House’s military was cleaved in half, with many more members loyal to the Crown fracturing off and either retiring from the military or relocating to other Duchies. Burhan’s military is damaged severely.
Allies: Gawyne (Excellent), Krome (Positive)
Neutral: Venora, Endor
Enemies: Andaris (Negative), Warrick (Negative), Coven (Abysmal)

Updates Log

10/5/2017 - Added to Vhalar Calendar, PENDING CHANGES.

Commoners

Wealth: Getting by - The Commoners of Rynmere are still recovering from the aftermath of the Civil War.
Allies: Church (Excellent), Warrick (Positive), Venora (Positive)
Neutral: Crown, Andaris, Gawyne, Endor, Burhan, Krome
Enemies: Coven (Abysmal)

The Crown

Wealth: Extremely wealthy - The Crown, sending the Duchies to fight one another in Veljorn’s war for the Kingdom, retained much of its wealth and influence after the war and tasked Andaris with paying to repair their city through their own treasuries. As a result of Cassander’s approach to Duchies taking responsibility for their own affairs, he has hoarded nearly all of the tax money since his ascent in the Crown’s private treasuries.
Military Might: Poor - Technically, the crown only has the King's guard under its command. While the enormous wealth of the crown could purchase it a standing army of mercenaries, such a force is not available on a whim, thus making the Crown a fairly easy target to overwhelm militarily.

The Church

Wealth: Surplus - The Church has spent much from their treasuries in giving alms to the poor after the war, to increase their own standing. While this has dramatically escalated their reputation among the people, it has hit their coffers, turning a once exceedingly wealthy church into one that is simply able to spend if necessary.
Military Might: Disbanded - The Church does not have a standing army, though they do wield a small force of powerful magically trained monks, but with the recent antagonism against magic, these monks do well to hide their abilities, leaving the Church with no fighting force to speak of.

The Coven

Wealth: Getting by - The Coven, for a private organization of only a few hundred members (in Rynmere), can be considered wealthy due to the high value of their artifacts, reagents and contracts. However, on the scale of Dukes, they pale in comparison.
Military Might: Getting by - Rynmere’s Coven is powerful, and capable of combatting a small army with a combination of their constructs, artifacts and raw magical capability. However, they are not truly on the scale of an organized Duchy.

The Iron Hand

Military Might: Military Might: Well-armed - The Iron Hand is still recovering from recent conflicts, having lost many veterans and expertise in the civil war. Yet, there is reason for optimism as new recruits are churned out fast and there is no shortage of eager squires waiting to become Knights. The Iron Hand’s full military might, across ducal lines, ranks them as one of the most capable militaries in Idalos.

Updates Log

10/5/2017 - Added to Vhalar Calendar, PENDING CHANGES.
word count: 2227
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Jade
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Rynmere Seasonal Events Catalog

Rynmere Impact Thread System
Impact threads include anything that may change an aspect of the city, be it the economy, a faction, military, crime rates, or simple perceptions, the thread should be posted here. Players have the ability to change the ‘City Alert Level’ with positive and negative acts, similar to what you can achieve with fame, but on a mass scale. Posted below are the different level of alerts and what they change regarding the day to day life in the city and surrounding villages. You will also find the submission form with needs to be filled in correctly, so please pay attention to the different points.
Impact Thread Submissions Template
Thread Name: Thread name here.
Status: Complete or ongoing?
Participants: Who is involved? Name PCs and NPCs (if the NPCs are of significant important or exist on the NPC list or any locations within Rynmere).
Summary: Tell us everything we need to know about the story including a brief summary.
Important Quotes: Quote important character actions here so that moderators can find them easily in the thread.
Impact: What the actions within thread changed, was it negative or positive?
Moderation: Things you need the Rynmere moderators to know, or whether or not your thread needs moderating, etc.

Code: Select all

[style=max-width: 500px; color: #000000; border-radius: 20px;background-color: #FFFFFF; padding:30px; margin: auto; box-shadow: 12px 15px 12px 0px rgba(0,0,0,0.35);][b]Thread Name[/b]: 
[b]Participants[/b]: 
[b]Summary[/b]: 
[b]Important Quotes[/b]: 
[b]Impact[/b]: 
[b]Moderation[/b]: [/style]
City Alert Level
The current City Alert Level can be found on the Events Calendar.
City Gates
0 – The gates are never closed, searches are rare, and most races are allowed through.
20 – Wagon searches commence, unknown substances are confiscated at the gates, and troublemakers’ trouble makers are turned away. Gates are closed from 8pm during Cylus.
40 – Gates close at 10pm, and guards question strangers a lot more than usual. Some guards even take (and expect) bribes, from good and bad citizens.
60 – The gates leading into the top tier of the city (The Crown), are closed at all times, and only certain individuals are allowed to come and go.
80 – All gates are closed. Lowtown is cut off from Midtown, and The Crown is cut off from both. No one but members of the Iron Hands are allowed to move freely between the different city sectors.
Crime
0 – There is little to no crime outside of the norm, other than well known, organised groups who the guards usually keep a close eye on (Rufus at the Blacksmiths Arms for example).
20 – Crime is on the rise and wealthy areas are usually targeted by the poor. Midtown sees a rise in guard numbers, and the marketplace is considered somewhat dangerous for young children of lone women to travel through.
40 – People are warned about entering Lowtown as the city does not have enough guards to get them out of trouble if they run into it.
60 – Guards are doubled, but that doesn’t stop everyone, and crime groups usually have an inside man, and vice versa. Lowtown is usually to blame for a lot of the trouble, and the Iron Hand warns people to stay away from the lower streets.
80 – It’s difficult to get to this level of crime which has the power to tip the city into total anarchy, usually spurred by events like civil war, or invasion by another country.
Economy
0 – Bustling trade with fair prices, allowing merchants are able to source almost anything a person desires from near or far.
20 – Less haggling and bulk buys. Merchants tend to hold back some of their stock and are extra careful about what they advertise or leave out on shelves around their shops. Guards walk in and out of businesses throughout the day.
40 – Merchants start getting picky about who they sell their goods to and where they source them from. Some trade deals are often broken in favour of better or cheaper ones, and it can become a case of ‘who you know’.
60 – Specialty items are difficult to get into the city, some medicines can’t be sourced, and a lot of the crime circles generally have control over most of the best resources. The Crown gets the pick of the quality goods, followed by Midtown, with whatever is left over sold in Lowtown.
80 – Imports and Exports are difficult to arrange and get in and out of the city. Most people have to survive on what they can grow, hunt, and build for themselves.
Guards
0 – Friendly and easy-going most of the time, they stick to script and follow the rules loosely, letting some get away with the odd warning.
20 – Guards are less likely to let individuals get away with petty crime, though there is always the odd bad egg who will accept (or expect) bribes for pardons. Lots of people go to the dungeons for crimes that might usually earn a person a smack on the wrist, but with crime on the rise, they don’t like to take chances.
40 – More crime and less guards’ means that the Iron Hand is stretched in and around the city. There is zero tolerance for crime of any sort and the last resort can often be the first in times like these. People are expected to be on their best behaviour or else.
60 – Guards are doubled and more likely to use force now that the dungeons and court house are reaching capacity.
80 – Guards will take authority and justice into their own hands, and hand out punishment as they see fit. Corruption is high, and sometimes even the good are tarred with the same brush during difficult times such as these.
Shops
0 – Prices are good and most merchants are open to negotiation and encourage haggling.
20 – Merchants are less likely to haggle with inexperienced or unskilled individuals, and there is a slight mark-up on most goods.
40 – Businesses operate only between the hours of 8am to 2pm, and do not open at all during Cylus. Merchants won’t haggle or try to undercut each other’s prices.
60 – A citywide curfew is enforced between the hours of 9pm and 5am, with no late night activity permitted at all during Cylus. It has become difficult to get specialty items into the city, including some medicines.
80 – Most shops are closed as people don’t want to risk damage to their businesses.
Tax
0 – Tax is 2% with low crime, and bustling businesses, there is less need for a high number of guards on the street. It’s expensive to keep an army fed and housed, and the less knights the crown has the pay for, the lower the city tax is.
20 – Tax is 4% with moderate crime; they say it exists everywhere after all. Things aren’t bad, but merchants are less likely to haggle with unskilled or unknown individuals, fearing theft or worse. With an increase in tax, however, comes and increase in guards.
40 – Tax is 6% with high crime. There is no increase in guards, but shops close earlier, operating only between the hours of 8am to 2pm, and do not open at all during Cylus.
60 – Tax is 8% with high levels of organised crime. The city guard is doubled, the dungeons and court house are full, and a citywide curfew is enforced between the hours of 9pm and 5am, with no late night activity permitted at all during Cylus.
80 – Tax is 10% and the city is on the brink of anarchy. Lowtown is cut off from Midtown, and The Crown is cut off from both.
Impact Thread Library
Significant Impact Threads.
Vhalar 716:
Zi'da 716:
Cylus 717
  • 9th: Of Strength & Servitude
    TBD: Mercenaries are ruthlessly attacked while in the Krome wilderness. Rumors of a savage murderer living there begin to circulate.

    12th: What Happens in the Dark
    TBD: A metal bear attacks guards out on patrol and a Becomer is discovered in Andaris. Two dead, two wounded, one kidnapped, one fled.

    18th: Wordplay
    TBD: Rafael Warrick and Alistair Venora are seen mysteriously meeting and a discussion for revolution occurs. Precautions were taken, so eavesdropping is unlikely.
Ashan 717
  • 16th: The Laws of Men and the Heart
    TBD: Someone (OOC: Quio) infiltrates the Fighting Pits and frees a slave.

    16th: Come In From The Cold
    TBD: An association that goes by "The Alliance", as well as the bandit group Faction VII, follow Malcolm home. "The Alliance" kidnaps Elyna and Faction VII takes Malcolm. The Iron Hand is now missing two of its leaders.

    21st: Breaking and Taking
    TBD: The identity of Earnest Freeman, a worker at the Fighting Pits is stolen by an Yludih (OOC: Quio), and his family is held against their will and threatened.
word count: 1518
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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