[Rynmere] Development Thread

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[Rynmere] Development Thread

I made a bakery for Andaris. I'm not sure about the pricelist though. I looked up bread prices on Google, replaced euros with silvers and then made sure that it was still cheaper than a stew at Ye Olde Inn (currently 6 sn). It might still need some adjustment.
The Bread Basket
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The Bread Basket is Andaris‘ premier bakery and located on the third tier of the city in a somewhat quiet side street between a flower shop and a cobbler and not too far from the marketplace. The building itself is rather quaint. It is one of the oldest in the area and used to house a tavern and a clothes shop before it finally became a bakery.

The walls are made of stone, and there are two large glass windows at the front that allow those that pass it by to take a look inside and get a glimpse of the delicious baked goods that are for sale. Above the wooden door is a sign with the picture of a fresh faced young farm girl carrying a basket full of bread that gave the bakery its name.

The bakery can already be smelled from far away. The enticing scents of freshly baked bread and cakes drift through the windows that are usually open during the warm seasons, linger in the street and make the mouths of those that pass the bakery by water.

Inside the delicious smell is even stronger, to the point of being nearly irresistible. Loaves of bread, baked according to recipes from all over Idalos, line the shelves in addition to different kinds of cakes, kept under glass domes and ranging from simple ones to those made of rare and expensive ingredients that only nobles could possibly afford.

In a corner, next to the counter where the proprietor and his two young daughters can usually be found, are three tables and a couple of chairs for those that wish to eat at the bakery rather than taking their food with them. The Bread Basket doesn’t serve any alcohol though, and the only drinks that can be gotten are water, milk and various kinds of tea.


NPC

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Name: Eckard Tibolt
Race: Human
DOB: Saun 25, Arc 670
Title: Baker
Skills: Baking 60, Cooking 35, Business Management 26, Leadership 20
Other Information: Eckard Tibolt inherited the bakery from his father who inherited it from his own father. In his youth Eckard worked as a cook on a ship. During his travels he collected recipes from all over Idalos. Once his father died, he returned home and made use of them, turning what was once one bakery among many into a profitable business. He had a wife once, but she died of an illness arcs ago so that Eckard takes care of their two teenaged daughters and the shop alone now.

Price List

Breads:
White bread 2 sn
Wholemeal bread 3 sn 1 cn
Mixed grain bread 3 sn
Rye bread 3 sn 1 cn
Sourdough bread 3 sn 5 cn
Potato bread 2 sn 5 cn
Sunflower seed bread 3 sn
Oatmeal bread 2 sn 5 sn
Walnut bread 3 sn 1 cn
Baguette 2 sn 6 cn
Crispbread 1 sn 5 cn

Cakes & Pies:
Apple Pie 4 sn
Blueberry Pie 4 sn
Cherry Pie 6 sn
Chocolate Cake 6 sn

Drinks:
Cup of milk – 5 cn
Cup of tea – 5 cn
Glass of water – free, if you eat something

If you want to order a special cake or bread inquire with the proprietor about the pricing!
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[Rynmere] Development Thread

Looks good, will upload when I'm home and on a PC :)
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[Rynmere] Development Thread

With the update, Vera's proficiency in Domain Magic has changed to include Rupturing instead of Attunement, and thus her mentor, Y'gel, has been updated to reflect that.
Faction: Seeker NPC List

Y'gel Gareheart

Name: Y'gel Gareheart
Created by: Vera
Race: Human
Age: 42
Born: Cylus 3rd, 674
Title: Sorcerer of the Seekers
Skills: Mirage 61, Rupturing 34

Other Information: From a young age, Y'gel was groomed by his father to become a member of the Seekers. He was not proven to be of the right mind for the occupation until his mid-thirties, and as such has only woven magic for the past several years. Still, his accomplishments thus far have been exemplary. He is a kind man with a deep and wise voice who spends most of his time helping Acolytes to further their magic and assisting his peers with their research.

This NPC has initiated Vera into Mirage and Rupturing
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[Rynmere] Development Thread

Ericor's Elegance
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Established in 713, Ericor's Elegance has quickly grown to prominence as one of the premier outfitters in the city of Andaris. Located off the main road and nestled between a jewelers and a small warehouse, the humble exterior of the low two story building harbors inside of it a splendor that few fashionistas could ever full recognize. Or so the owner, Ericor Eddrick Esquire, would claim.

The truth is that Ericor's Elegance is none of this, yet. Though owned by the Wizard of Clothe, the sub-par location in the lower quarter of Andaris draws few visitors from the noble elite, the very people which Ericor would prefer to serve. Still, the business carries on, enjoying the growing reputation the “Sorcerer of Silk” has begun to cultivate.

Inside the shop Ericor spares no expense on the comfort of his clientele, the entire shop being furnished with means most doubt the Tailor Wizard has access to. Thick silk curtains separate changing rooms from the show room, a half dozen male and female mannequins line the walls and display the seasons current fashions. A large number of plush chairs are scattered in odd corners, most have small tables catered with thin cut cheeses, sweet cakes, and rich wines. Perhaps, given better location, Ericor's Elegance would be able to cater to the Noble birth base it wishes to, and perhaps one day it will regardless.

NPC

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Name:Ericor Eddrick, Esq
Created by: Kazmir
Race:Human
DOB:Saun 10th 685
Title: Tailor Wizard, Sultan of Silk, Magician Clothier, Wizard of Clothe, Chief of Chiffon ect ect ect...
Skills: Sewing- 65, Deception- 15, Seduction- 20
Other Information:
N
ative to Andaris, Ericor Eddrick was born to the name Eric Fletcher. Having a rat catcher for a father, Eric came from an impoverished background that had little means and even less upward mobility. This is why, at a young age, Eric turned to crime. Becoming a pick pocket and sneak thief, the boy had little any concern save stealing enough money to survive the next day. This was, until, he met Rufus Hemlock.

It was a poor decision on his part, he knew, but the chance to rob the criminal lord was well worth the reward. Until he was caught. Instead of killing the rat, Rufus hired the boy. Less out of good will but more out of sheer amusement, Rufus goaded along the child's larcenous activity, pushing the lad to every more risky marks. One such mark was the shipment of cashmir. As soon as the young thief's fingers first touched that fabric, he was changed.

Though still practicing petty theft as a means for survival, Eric began to throw every waking moment of free time into the study of outfitting. From the types of fabrics, the skills of a tailor, the nuances of high fashion, Eric was absorbed by a world that was so distant. This was until his father died. The old man had dedicated his life to such a minor job, and finally his death was a result of some unknown disease that claimed him. And though money may have saved the man, he had little. Ericor swore an oath that day. He would never again be poor.

For the next few years Eric divided his time between running small smuggling operations and studying fashion. Eventually, after he had saved up enough coin to reinvent himself, the boy turned man changed his name and somehow bought a small store front in Lower Andaris.

Pompous, driven, vain and charming, Ericor Eddrick Esquire had become one of the best tailors in all of Rynmere. And he knows it. Many consider him to be no mere outfitter, but indeed and artists and connoisseur of all things fashion. Or, at least those who know him. Still early in the development of his reputation, Ericor has nonetheless already made waves in the fashion world. And plans to do so for years hence.




Price List

Price list Placeholder. Gonna take some research.
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Last edited by Kazmir Saelaris on Tue Sep 06, 2016 9:41 pm, edited 1 time in total. word count: 694
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[Rynmere] Development Thread

Name: Komodo Grenthorma
Created by: Peake Andaris.
Race: Human.
DOB: 13 Saun 680
Title: Lord Commander (candidate)
Skills: Melee Combat (90) Investigation (80) Mount (70) Shield (60) Tactics (50) Leadership (40) Interrogation (30)Stealth (20) Siege Weaponry (10)


Other Information: Komodos is what one would call a military genius. Perhaps not very recognized by his skill with weaponry, he is one of the few men that makes it up with logic, strategy, and unconventional methods that, despite raising more than one eyebrow, work perfectly. Having enrolled in the Moseke Knights from age 16, Komodo rose in ranks very quickly, until in the year 710 he acquired the status of Lord within the Kingdom.

Standing at an even 6 feet, Komodo is a rather thin individual whose entire appearance is characterized by the praised mustache of this individual. A kind voice and excellent manners carry along his cheerful personality, which despite its joy does not allow for mistakes in his profession. Ruthless orders and commands are not uncommon in Komodo, as this man always strives to do the biggest damage with the lowest effort.
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[Rynmere] Development Thread

Updated to here other than Vera's NPC (it's a personal one that belongs on her CS). And waiting on prince info from K.
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[Rynmere] Development Thread

Name: Sylvia Lumistar
Created by: Phobos
Race: Human
Age: 25
Born: Saun 25th, 691
Title: Sorcerer of the Seekers
Skills: Rupturing 40, Sovereign 35, Defiance 25, Astronomy 20, Astrology 20, Geography 10

Other Information: Sylvia was never a good mage. Her mother was Sorcerer of the Seekers and would always try and teach her daughter about the magical disciplines, she loved learning but never really cared much about magic or the Seekers. She would often study other things rather than play with other children her age. After the death of her mother on the hands of one of the agents of the Fist of Arcanis, she had devoted her life on helping rebuild the Seekers.
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[Rynmere] Development Thread

Here, have a novel!
Notes: 'Tricking' (listed as a form of unarmed combat in the Priestess's write-up) is irl not a form of actual combat, more like... a performance art? But that sort of thing is exactly what I was thinking of for the First Children's method of fighting so... if anyone knows a better example irl, please tell!

I also made a couple assumptions that can be altered if necessary, the stuff about Ej'Ryn and Cassander's parents. Just thought it fit well, but please let me know if you had other plans for that stuff!
Ada Zahael Rasvima eav ada Rvu
The True Faith of the Heart
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History: The True Faith of the Heart, known colloquially as the True Faith or the First Children (the Docieril, in their language), are the original inhabitants of Haakon Isle. In a way, they are the first true natives of the land Rynmere, though their origin dates back before the land itself existed. Back before the destruction of their jacadon overlord --and the subsequent creation of the island Rynmere as it is known today-- the First Children lived alongside him in servitude, some would say in slavery, residents of Rynmere's giant, floating nest.

No one knows exactly where the First Children came from, not even the Children themselves, just that they live in an island in the sky. In their folklore, it is said that 'a great wave' washed them --and the jacadon's nest-- from the water to its place in the heavens, but little is known about this wave, what it was, or if it even existed. Among the ranks of the True Faith it is postulated that the Children were simply meant to be for the jacadon Rynmere, created for the sole purpose of serving their Master. Whisperers, however, speak of other truths: that the Children might once have been wanderers, snatched up by the dragon to serve him, or natives to the nest even before Rynmere claimed it as his own.

Wherever they first came from, the Children have been living so long in the jacadon's nest that it no longer seems to matter. Warped by generations of proximity to the great beast and his terrible power, the Children as a whole have been forever altered to care for one thing and one thing only: their Great Master, Rynmere.

Psychology: The Children are obsessive in their goals; obedient and humble to their Master; cruel, disdainful, hateful --even bloodthirsty-- towards outsiders; and generally primal and warmongering, though it would be wrong to call them primitive. They truly care only for Rynmere, and are more than willing to sacrifice their lives --in battle, espionage, and through suicide-- to ensure that he is appropriately protected and served. Children captured by outsiders will promptly kill themselves rather than be subject to the outsiders' will; Children are willing to do anything, anything, to humble themselves before their Great Master. They would happily let their entire people be slaughtered if it would only wake him.

It is even believed by some that the Ej'Ryn are the debased souls of the Children, unable to leave Rynmere's service even in death.

Appearance and Biology: The First Children are all of mixed blood, though most seem to share a few common characteristics. Their primary ancestry seems to be a combination of Ellune and Aukari, but with enough human and other races mixed in to completely muddy the waters. Though they are hot to the touch and can withstand much more heat than the average person, they do not display the ability to erupt such as the Aukari do, and Faldurn has no control over them; likewise, though their skin --especially that of their outer arms, legs, and back-- is particularly rough to the touch, almost scaly, they do not display a preference for the cold or have any ice abilities.

The eyes of the Docieril are usually dark in iris. Their skin ranges in color from pale white to dark, tan to grey. When young, most Children have reddish, amber, white, or golden hair. But as they age, their hair tends to darken and turn prematurely grey, with most individuals going salt-and-pepper or full silver by the time they are in their early twenties. Males and females alike tend to wear their hair long, wild, and wavy. As for height, weight, and lifespan, the First Children tend to be proportioned like particularly tall humans, but are no longer lived.

General Society: The True Faith is a cult, through and through. Wherever they may have come from, one thing is certain: these people's minds have been irrevocably damaged, bent to Rynmere's will. Alive, the great jacadon had such dark power that through proximity to people he was able to corrupt them; his attentions turned them into his pawns, driven to him through dark visions and insanity. It is not known whether the first generation of the Children wanted to serve Rynmere or whether they were forced to. They may have fought him. If they had, however, it would have been futile; regardless, they were soon bent to his will, and when they had children their children went through the same process, broken, bent. On it went until madness, and the subservience it forced them to, became a part of the people's very makeup. Nowadays, the Children are born with a predisposition to it: in their early teens they go through the Awakening, where they lose control of their minds --and sanity-- and reform as slaves to Rynmere's will.

Their society is one lead by religion, spearheaded by a Priest or Priestess. Priestesses are far more common, with the Tribe leaning towards a matriarchic theocracy, women given slightly more acknowledgement. The Priestess, essentially, is the only authority after Rynmere, and the main interpreter of his will in times of need or confusion.

Religion and Worship: It is the True Faith of the Heart's prerogative to serve their Master. They have one hope: to resurrect him from his watery grave. Guided by the Goddess on Earth, they have been given four tasks that must be accomplished if they are to have hope of raising him. These are the things that guide the Children to this day.

One-- They must make sacrifices; only mass sacrifice, the raining of common blood and the accumulation of hopelessness and despair, will give Rynmere the strength to rise. As such, they infiltrate the population of the island Rynmere to spread deceit and discord, bolstering war, stirring up crime, and turning the noble houses against one another.

Two-- They must remove the stone that dealt Rynmere's dying blow. Currently, they believe that Nora's Rest, the mountain, is a great chunk of unholy rock pinning Rynmere through the neck, holding him down. Their aim is to destroy it.

Three-- They must spill the blood of Rynmere's enemies on his Heart. A sacrifice of each bloodline must be given: Andaris, Venora, Warrick, Burhan, Endor, Gawyne, and Krome.

Four-- They must locate and free the spirit of Rynmere from its imprisonment. Rynmere's spirit is said to be hosted in a necklace buried deep in the stone vaults of the Royal Glen.

Besides the four great tasks, the Children also serve Rynmere by serving his descendants, the modern-day jacadon, and by guarding the Labyrinth.

The Jacadon-- The First Children have a great love of jacadon. These wyverns, to them, are royalty, sacred. Like the Skyriders, First Children seek to make bonds with their Master's descendants in order to ride them; but unlike the Skyriders, they believe their claim to the jacadon to be one of mutual trust and servitude of Rynmere-- the Skyriders, to them, are the worst of enemies, defilers. At every chance a First Child will seek to destory Skyriders. Typically they lure them to the Labyrinth and sacrifice them directly to their dragon god.

The Labyrinth-- The Labyrinth is known, even to the citizens of the island Rynmere, as the belly of the beast. And so it is, though to outsiders the stories are just legend. However, the First Children find them to be fact. As the jacadon Rynmere's innards, the Labyrinth is hallowed ground-- luckily any who are not of the Faith who find their way in too deep will be promptly dealt with by the power of Rynmere himself.

Those who enter the Labyrinth unpermitted will suffer Rynmere's Malevolence-- a combination of hallucinations (images and mind-demons from their worst nightmares, memories, and fears), and an upset of the inner ear (causing dizziness, vertigo, imbalance, nausea). The further in one goes, the worse the effects are. Only the supremely strong of mind and body will be able to make their way unaided to the very center of the Labyrinth: Rynmere's Heart.

Rynmere's Heart is the most holy of holy things to the True Faith; to them, it contains his very Will. The Heart is a sinister thing, so large as to seem like the center of the very world (and for those of the Faith, it is). To all it is beautiful and alluring, made of a gorgeous onyx-black metal, but deadly. Any who touch the Heart will be unable to pull themselves away; slowly they will be driven mad by visions, their life sucked out of them as Rynmere consumes them, turning them to stone and eventually dust. Any who threaten the Heart will be immediately attacked. Its chamber is protected on all sides by stone jacadon, guardians of their father. Threaten the Heart and the jacadon will come to life, devouring the perpetrator alive before returning to their slumber.

It is upon Rynmere's Heart that the blood of his enemies --those of the noble houses-- must be spilt in order for him to awaken.

Only members of the True Faith understand how to safely navigate Rynmere's belly in order to reach his Heart. To traverse the Labyrinth without harm, one must imbibe of Rynmere's Blood, a black, noxious, scalding liquid that bubbles up from some rare hot springs (called Edvah Seketh, or Blood springs) on the island Rynmere. However, drinking the Blood directly is almost always fatal. The Blood, like Rynmere himself, is a corrupting force: it siphons life energy in order to grow hotter and hotter, until whoever has been foolish enough to drink it finds themselves boiled from the inside.

The only way to consume Rynmere's Blood without injury is indirectly: either through drinking the blood of another being who has been forced to imbibe it --animal or human-- or though eating crops that have been watered to adulthood by its essence. Even then, the Blood is wont to subvert those who take it. People who consume Rynmere's Blood in any manner will find themselves subject to hallucinations, mania, and corruption of mind and soul. They may be driven to commit horrible crimes.

Besides a rapid increase in Blood springs, other harbingers of Rynmere's resurrection are ground-thunder and earthquakes, the sea turning hot around the island, an increase of mental illness, and vents of burning steam opening up along the land.

Culture: The thousand or so members of the True Faith make up the First Tribe, a small, religious society. The religion of Rynlism, to them, is a monstrosity, and all outsiders --especially citizens of the island Rynmere-- are heathens. Despite that, they do not wish to spread their religion to the masses, thinking of themselves as the chosen; those who are heathens, then, are little more than animals, to be used or killed as seen fit.

Their Tribal city is known as Ada Jat'he, the Center.

Skills-- The Tribe is adequate in all things necessary to survive: building, farming, crafting. The Children's true talents, though, are in deception, seduction, poison, politics, intelligence, and the like, with secondary skills in various forms of combat, guerrilla tactics, subterfuge, and sabotage. They prefer unarmed combat to the use of weapons, especially fond of acrobatics and powerful kicks, though if weapons need to be used they go for shields, bows, throwing knives, and spears.

Laws-- There are no true laws in the Tribe-- it is simply accepted that those who work against Rynmere's will are to be removed through bloody sacrifice. For outsiders, any unlucky enough to be captured will be cast into slavery, tortured for information, or executed. The favored method of execution is trial by combat by multiple opponents --much as a bull is surrounded by toreros and repeatedly speared-- until death.

Clothing and Grooming-- The Children traditionally will wear dull-colored, simple clothing intended for modesty and camouflage. Most of the time they wear various leathers or skins. Their Priest or Priestess is the only exception, wearing a cloak of jacadon scales and a crown of jacadon teeth over royal blue robes, along with a sacrificial knife. In the winter, they don heavier furs. They are not above incorporating human leather, bones, or hair into their jewelry, to add a bit of flair. When killing outsiders, they tend to collect such trophies.

Makeup and outsider clothing is seen as a mask to present to the enemy, not something to be worn while amidst the Tribe.

Arts and Crafts-- The Tribe has little need for art as an item, choosing instead to think of their everyday actions of serving Rynmere as an art in itself, a type of worship that every member seeks to perfect. They do indulge in some blood sports --generally spectators observing the torture or execution of outsiders-- and ceremonial dance. They are very big on ceremony; everything they do is a tribute to their Master and so must be done with skill.

As a whole, the Tribe is able to perform all forms of craftsmanship necessary to survive. They prefer slaves to do their farming and menial tasks, but it is not unusual for Tribe's members to know tanning, fishing, hunting, woodworking and masonry, and similar necessary skills.

Architecture and Decoration-- The First Children only ever build with stone, and tend to make huge, rough, interconnected buildings, more like mazes or castles than any common abode. The doorways to their houses are enormous, standing more than ten feet high, and open-aired, with no true door; they also tend to avoid windows, though most houses will have peep-holes or arrow slots. Wild Jacadon are known to visit the Children, and are always welcome within their homes. The stonework itself is very crude, unfinished-looking, with little if any decoration. Any ornamentation will be of Rynmere, or his descendants. Nothing else, in their eyes, is worth immortalizing in such a way.

Inside, the rooms are quite large and chilly, lit dimly by candlelight. The Children tend to live in groups (though not necessarily with family) in long rooms like dorms that only exhibit the bare minimum of furniture, perhaps a small bed and storage trunk for each occupant with a central table for eating and meetings. Furs and trophies of animals --and people-- hunted would likely be the only sign of individualization.

Reproduction-- Sex is perfunctory and often scheduled, seen as a necessary, almost ritualistic act. There is no marriage in the Tribe, and people are not expected to stay with their partners for any length of time: the whole Tribe raises the children. Outside of copulation, sex is seen as a frivolity. Voyeurism is common: others of the Faith, especially the Priest or Priestess, might observe the act in order to bless the coupling.

Language, Script, and Names-- The First Children speak only a dialect of Vauni when in the Tribe, though may know as many other languages as they need to properly do their duty. They have no written language as they are entirely focused on the task at hand; they tend to speak to the point, using little in the way of purple prose or metaphor.

Names tend to be one word in Vauni and all names work for either gender: examples are aul (grey), athtoi (truth), dithlanis (fire), kauna (slave), zahael (true), etc. They have only one surname: Adonith, which means tribe. In written languages (like in Common), when referring to one another the First Children never capitalize first names, unless referring to their current Priest or Priestess.

Priestess

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Name: Aqeami Adonith (pronounced Ah-key-eh-me)
Race: Mixed Race (Aukari, Ellune, human, other)
DOB: 11th of Saun, Arc 685
Title: Priestess of the Heart (Aqeami eav ada Rvu)
Skills: Leadership 70, Endurance 50, Tactics 50, Mount: Jacadon 40, Intelligence 35, Acrobatics: 30, Unarmed Combat: Tricking 30, Interrogation 25
Other Information: The title of Priestess is the greatest --and only-- honor the First Children have. She is looked to as Rynmere's mouthpiece, giving the Tribe direction. In order to speak to Rynmere and hear his Will, she risks her own body to take in great quantities of his Blood to purposefully induce visions. In times of immediate distress or hardship, she may go even one step further, sacrificing herself to Rynmere's Heart. The sacrifice of a Priest or Priestess is a very significant event, and as such many, if not all, members of the Tribe will gather to witness it. The sacrifice itself is simple: the Priestess will cut open the palms of both hands and press them to the Heart. Any visions she receives then are taken as gospel, and will be imparted to the Tribe for them to carry out. Her last act as Priestess is to choose her successor, usually someone who has contributed greatly to the Tribe. Then the ceremony is over and the Tribe leaves the Heart chamber, abandoning the old Priestess to turn slowly to stone.

Never has a Priestess died of natural causes in the history of the Tribe. They are always sacrificed or otherwise slain in their duty.

The current Priestess, or Aqeami, has been serving the Tribe now since her mid-twenties. She is a highly protected and beloved member of the Faith and all would willingly die in her place. The great deed she did to earn her title is still praised in reverent whispers to this day: she was the one who organized the slaying of King Cassander's parents by pirates out at sea. Before ascending to the title of Aqeami, the woman's name was ekii, meaning storm, and her previous name served her well. She is a dutiful and generous caretaker, like a soothing rain; but to those who threaten the First Children, or Rynmere himself, her wrath matches that of the mightiest of storms.

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Last edited by Quio on Sat Nov 05, 2016 12:58 am, edited 4 times in total. word count: 3134
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Andaris, Andaris, & Burgess
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Andaris, Andaris, & Burgess, or AA&B, is the city of Andaris' only current law firm. Founded by Jaako Andaris, his twin brother Daneel Andaris, and their close friend Dumas Burgess, the firm has slowly grown to prominence in the city after its founding in Arc 690 and now has over 100 lawyers and multiple branches and offices.

Upon entrance to the office main, one will find themselves in a place at first glance not too dissimilar to a library, a stone building full of well-dressed, hushed workers manning lines upon lines of desks-- shuffling papers, answering letters, researching, collaborating, and in general going efficiently about their business. The walls are surrounded on all sides by loaded bookshelves and file drawers, and day and night the place is a flurry of activity. If in need of a lawyer, a person is encouraged to approach the front desk, where ringing a bell will bring forward any lesser member who is free to address the inquirer's needs. After assessing where the person most needs to be directed to, the member (usually an apprentice lawyer, though sometimes a plain secretary) will lead the prospective client to the appropriate branch of the office, through cream stone hallways bordered every few feet by regal wooden doors.

Branches--
Civil Rights Branch
The civil rights branch of the office is the least staffed and least loved, looked down upon by nearly every member of every other office. It is seen by most as an unnecessary addition to the firm, as most people believe that slaves and the like do not deserve the rights of everyday citizens, and arguing for such --especially in court against slavers or the city itself-- is seen as stirring up trouble. Currently the office has two co-runners, young Artem Andaris, daughter of the firm's chief founder, and Irene Davies, a woman that most of the lawyers tend to ignore, thinking of her as incompetent and mousy. Due to its poor reputation, the civil rights branch tends to keep to itself and has become, over the years, very self-sufficient, its members sticking to their single-room, cramped little office located down the back side of the building. If not for an incredibly wealthy, anonymous patron who commonly donates money to fund the civil rights' cases, this branch of Andaris, Andaris, & Burgess would probably not exist at all.

Branches to be added as players see fit. Players are welcome to develop new branches of the office and new office NPC's.

Artem Andaris

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Name: Artem Andaris
Created by: Quio
Race: Human
DOB: 37th of Saun, Arc 702
Title: Apprentice lawyer
Skills: Politics 30, Research 30, Leadership 20, Rhetoric 20

Other Information: Artem Andaris is the eldest and only child of one of the three founders of AA&B, Mr. Jaako Andaris. Jaako Andaris, though one of a trio, is the office's true founder in the sense that it is his company: he handles the top cases, attends functions to amend legislation, has a hand in funding the company, and in general is the top draw of Andaris, Andaris, & Burgess. More than once it has been pointed out that in the name of the firm, he represents the foremost Andaris.

Artem has a history of following in her father's footsteps. Her name was earned when Jaako demanded that his first child be a boy and heir to the law firm, but instead a daughter was born. Being a bulldog of a man, her father refused to change her name to something more suited a woman, and thus Artem was crowned. A young girl as stubborn as her father but far more political and devious-minded, Artem has excelled at law work due to her tenaciousness and ability to make small sacrifices in order to achieve her long-term goals. Where her father might be prone to wasting an opportunity in the short-run due to his inability to back down, Artem will take an immediate loss if it means setting her up for future victory. Despite being female and still quite young, she holds a place of honor in her father's company, allowed to do whatever work she decides to set her mind to.

Artem loves a challenge, and as such has currently set herself up as co-runner of the firm's civil rights office, the most disliked and underfunded area of the company. She sees her work there as an opportunity to soar; if she can flourish in such poor conditions and raise the civil rights office from its lowly place in the company, then she would have proved that she really can do anything.

Artem often uses her favor with her father to curry the civil rights office small favors and funds, enabling them to take on cases --and represent clients-- that they might not otherwise be able to afford.

Irene Davies

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Name: Irene Davies
Created by: Quio
Race: Human
DOB: 12th of Ashan, Arc 658
Title: Lawyer
Skills: Politics 50, Negotiation 20, Research 20, Tactics 10

Other Information: To most who meet her, Irene Davies seems more the motherly type than the lawyerly. With a sweet face and kind disposition, one would have to wonder how she had even gotten into the business at all. And it is true: for a woman of the law, Irene can be quite wishy-washy. She lets herself be bullied by other senior members of the office, and when out of her element generally is downcast and uninspiring, keeping her words and ideals to herself.

That hesitance, however, flipflops to a quiet determination when it comes to defending the rights of society's 'subordinates'-- the poor, the homeless, criminals, and especially lower-class workers and slaves.

Irene Davies is quite the champion of the little guy and the underdog, and tirelessly fights to ensure that all are afforded what she sees to be the most basic of human rights and comforts. If she could have her way, slavery in the kingdom would be completely demolished; however, as things are, she understands that the best she can do is work towards altering the current legislation that says that some types of slaves do not deserve the protection of the law. It is certain that if she succeeded in her current goals, she would continue to work towards more and more rights for all people, regardless of their station and class.

Guttey

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Name: Alfred "Guttey" Morris
Created by: Quio
Race: Human
DOB: 23rd of Zi'da, Arc 662
Title: Steward Knight
Skills: Axes & Bludgeons: Cudgel 50, Mount: Jacadon 30, Investigation 45, Interrogation 25, Shield 20, Tactics 10

Other Information: Guttey started out his life as many aspiring to work for their country do: as a lowly squire. Through the years --mainly due to his diligence, street smarts, and cool head-- he slowly earned his way to the respectable title of Steward Knight. Unlike most knights, he worked closely with the Skyriders, and had a Skyrider partner who had long since been a Blazer, a rider of Jacadon. For many years the two worked closely together, completing missions large and small, Guttey working as the muscle and his partner handling the intelligence.

Misfortune struck when a quick scouting mission went sour and their group was attacked; his partner was fatally wounded and died. Guttey, not knowing he held in his arms a dead man, attempted to mount and flee upon the Blazer's jacadon. But the animal, in horrible distress over its rider's killing, promptly attacked, maiming Guttey upon the leg, hip, and hand. All in all it was a miracle that Guttey himself survived to watch the enraged animal vanish forever into the sky.

After the attack, due to his injuries --especially his dud leg and fingerless right hand-- he was considered unfit for his old duties. Eventually, after trying to teach himself to be ambidextrous and failing, Guttey retired from the active knights to a desk job and found himself a wife. The woman he married was an ex-slave, and through the years Guttey found himself reassigned again and again within the city until he eventually ended up as an enforcer and investigator for AA&B. Naturally he gravitated towards the civil rights office, and has been working for them, both as muscle and with his sharp mind, for a good many years now.

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Credit: Quio
Last edited by Quio on Sat Nov 05, 2016 1:00 am, edited 5 times in total. word count: 1419
A L I A S E S
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Lei'lira
Posts: 652
Joined: Wed Feb 03, 2016 5:41 am
Race: Mixed Race
Profession: Farmer
Renown: 267
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Farmer's Market
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The farmer's market is a common sight in Warrick during Vhalar. It moves throughout the region, staying in each area for at least several days before moving on. The primary purpose of the market is to help the local farms spread throughout the region get the goods they need to survive. Many farms sell their surplus produce to Fort Warrick, or Andaris either directly by bringing it to where it will be sold themselves, or via traveling merchant for a fee. But for some, this isn't the best option.

Some farms are too small to produce enough surplus to be worth selling to the city. And sometimes a farm that might usually sell to Andaris or Fort Warrick has a bad year, and has less to offer as a result. Others live too far away from the fort or city to make traveling there a good idea. Still others have need for services or goods that they cannot provide for themselves. The farmer's market caters mostly to the needs of these farms.

Although the market will accept coin for goods, barter is far more common. A farmer who has excess wool might trade it for some hay to keep their animals fed through the cold season. Another farmer may have had a bad crop, and be looking for food to feed his family, but be able to trade excess straw in return. Services can be traded as well as goods. A farmer unfortunate enough to have suffered a barn fire can find those willing to help him build a new one in exchange for goods or other services. Jams, jellies, smoked meats, and simple crafts can be found here as well. Most of the customers are local farmers, but travelers passing through the area can make use of the farmer's market as well.

Another feature the farmer's market is known for is the exchange of information. As farmers come to trade, they can meet up with others like them, and exchange news. Some will are willing to teach what they know in exchange for goods, services, or lessons in another area of interest. This can be as simple as two farmers meeting up at the market and arranging a private lesson between them, or as organized as the trial long classes that are held at the market itself. The classes are as varied as the farmers who use the market. They can be about anything from how to raise a particular crop, or type of animal, to how to build a chicken coop, to basket weaving, to making candles from beeswax. The one thing they have in common is that they are either related to farming in some way, or making goods out of produce found on local farms.

NPC

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Name: Jonas Ingram
Created by: Lei'lira
Race: Human
DOB: 95 Vhalar, 675
Skills: Agriculture; 30, Animal Husbandry; 30, Business Management; 20 , Negotiations; 5, Teaching; 15

Other Information: Jonas is the current owner of the farmer's market, a business that has been passed down from generation to generation in his family for several generations. When he sets up in a new area, word travels quickly. The local farmers help him set up the stands so that goods can be exchanged. And when it comes time to move on, the locals take everything down again.

He has a farm of his own, which is run mostly by his brother, wife, and children. During most of the year, he can be found there, working hard to make his farm thrive. But during Vhalar, he leaves the farm to his family so he can do his part to help others like him. His farm is a prosperous one, so he always has goods of his own to offer as he travels throughout Warrick.

Jonas is a jovial, good natured man with a ready smile, and a loud laugh. He is always eager to exchange news with the locals. And he loves a good tale as much as the next person. Running the Farmer's Market is a perfect fit for him because while he loves farming, he gets the itch to travel, and see new people, and places. The Farmer's Market satisfies that need while still allowing him to remain close to the land that he loves.

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Credit: Lei'lira
word count: 745
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