[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

Demographics
Population of Rynmere: 19.3 million people.
63% Human
12% Biqaj
10% Mixed
8% Sev'ryn
7% Other

Regional Population (registered citizens, traders, and slaves)

Andaris 5.6 million
Venora 3.2 million
Warrick 4.0 million
Burhan 2.6 million
Krome 2.0 million
Gawyne 1.2 million
Endor 1.5 million
word count: 53
A N D I T' S A L L J U S T S M A L L S T U F F, B A B Y.
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[Rynmere] Lore

Religion: Rynlism
Beliefs and Values
The people of Rynmere honor the their founding forefathers by keeping their seven virtues alive in a practice called Rynlism. A Rynlist is any man, woman, or child, of any race, who believes in the Eternal Kingdom and lives by the word in the Creed of Silence, which highlights the Seven Virtues.

Please note that for further understanding about ghosts and spirits, ectoplasm and other powers, please refer to the Souls Primer in the Lore Book.

The Sacred Seven:

Unlike the majority of Idalos, who worship the immortals, the people of Rynmere place their faith in the seven founders of Rynmere, mortals. For centuries, Rynlism has surpassed Immortalism as the dominant faith and walked hand in hand with each monarchy from the beginning till now.

Fate:

The Sacred Seven are often referred to as ‘The Fates’. Though many Rynlists do believe in the immortals, the majority choose not to acknowledge them, instead attributing positive or negative experiences to ‘fate’. A house burns down, riverbanks break and water floods the fields, or a man loses his hand in battle, is all fate. If a woman gets pregnant after years of trying without success, a person is left a lot of money in a will they weren’t expecting, or something finally goes right for someone, this too is fate. After all, Rynlists believe that the spirits of the dead linger and watch over them, just as they believe the Sacred Seven supposedly still reside and watch over the people and land of Rynmere.

Official Scripture: The Creed of Silence

The Creed of Silence was discovered in a small cave altar, high in the Warren Peaks. Written in both in Rakahi and the Common language, it was remarkably intact when discovered, the original copy still kept under lock and key today. Discovery, loyalty, conquest, memory, justice, knowledge, and perseverance are the seven virtues highlighted in the ancient text. Under the heading of each virtue is a collection of stories and acts undertaken by the Sacred Seven which are designed to help people through hardship and help them make the right life decisions.

In addition, the Creed dictates that the Seven shall never be gone from the lands they founded, living on as seven Kings and Queens of the Eternal Kingdom which stretch across all Rynmere’s sacred land. Adherence to the Creed of Silence in life allows one the power, in death, to influence the land and people they love. There is promise of an afterlife with family and friends, all beneath the auspice of the peerless Fates, watching over this life and the next.

Should a Rynlist follow the tenets of the virtues, confess to crimes, seek atonement, and champion the Faith in their lives, they are secured a place in the Eternal Kingdom. Should one fail these tasks, however, it is not forever. The Eternal Kingdom may still take you, but you will be expected to remain confined with no access to the living world as you atone in death for what you did not in life. Your family may aid you in this, if they are aware of the crimes, as any monk of the Faith may direct the living atonement to aid in the swift forgiveness of a faithful who has passed with crimes still on their soul.
The Seven Virtues:
Thou shalt Discover. (Burhan, Patron Saint of Travel)
Thou shalt not Betray. (Venora, Patron Saint of Honour)
Thou shalt Conquer. (Warrick, Patron Saint of War)
Thou shalt not Forget. (Krome, Patron Saint of Death)
Thou shalt seek Knowledge. (Gawyne, Patron Saint of Truth)
Thou shalt seek Enrichment. (Endor, Patron Saint of Wealth)
Thou shalt be Just. (Andaris, Patron Saint of Justice)
Heretical Scripture:

Near 200 Arcs ago a new heretical scripture began making its rounds through Rynmere. Supposedly it was a document that the Rynlist monks and the Empress suppressed from circulation, but was copied by a devout disgraced and executed Prior, Abraham Fennow, who wished to spread the truth. This truth, the Creed of Herald, presents a diametrically opposed doctrine. All roles are reversed and the Seven are held as paragons of vice. When presented, it was meant to be taken in tandem with the Creed of Silence, a religion of dualism that held humanity as the coin upon which choice was made, the extremes of choice and possibility. Rather than extol the virtues of the Fates, the Creed of Herald contains several stories (rules heretical and false by the Rynlist Faith) about the human weaknesses, frailties, and crimes the Seven committed during their lives and the shrewd lessons that could be drawn. Those who follow this scripture consider themselves True Rynlists but are largely looked on as heretics. The official name for their schism of religion is Vicist (Vis-ist) Rynlist or simply a Vicist.
The Seven Vices
Thou shalt Obscure. (Burhan, Patron Saint of Thievery)
Thou shalt Manipulate. (Venora, Patron Saint of Lies)
Thou shalt Revenge. (Warrick, Patron Saint of Massacres)
Thou shalt not Forget. (Krome, Patron Saint of Death)
Thou shalt Horde Answers. (Gawyne, Patron Saint of Avarice)
Thou shalt Covet. (Endor, Patron Saint of Oppression)
Thou shalt be Self-serving. (Andaris, Patron Saint of Excess)
The Eternal Kingdom

The Creed of Silence is not exhaustive on explaining the Eternal Kingdom. Supposedly, while all Seven still breathed, they struck a Pact with the land of Rynmere itself to remain bound to it after death. Rather than depart to whatever afterlife awaited most of Idalos, the Seven laid claim to the lands of Rynmere as their own and created their own Afterlife in the image of their own homes to rule over with justice and wisdom. This, then, would be the Eternal Kingdom. It is believed that after death, a devout Rynlist will stand trial before the venerated judges that came before and then be admitted into the Eternal Kingdom. Although exact depictions were never written, many interpretations exist now within the various major temples of Rynmere. Many choose to imagine Seven Castles in the homes of their founders, whole sprawling cities of shimmering light and streets gilded with gold. There is no hunger nor poverty in the Eternal Kingdom, simply a paradise in devotion to the Seven and the duty to safeguard and influence the living world at the behest of your patrons.

This Kingdom is an impregnable fortress and the Immortals hold no power over the Seven. It is said that in death, Vri will come to each man and woman and he must be refused if one is to enter into the Eternal Kingdom. If one allows an Immortal to judge them in death, it is an affront to the Seven and they may not ever enter that beautiful paradise built for them.


Venerating the Dead:

Rynlism is largely a religion of afterlives, conduct, and the dead. Early settlers to the shores of Rynmere had difficult lives and factionalism along with noble squabbles continues to cut down lives throughout the realm. Rynmerens had to face death on every horizon and most looked upon it with a kind of inescapable dread. Rynlism, however, touts death only as a door that one must pass through. Life, then, is your opportunity to distinguish yourself, gather skills, family, and friends that you will be able to continue to safeguard after you pass and enjoy for the rest of your afterlife. A Rynlist does not wonder what will happen to them after they die, they know. That certainty gives them comfort and also puts an immense emphasis on venerating the dead.

Rynmere is a land of legends and heroes. Culturally, they speak well of most dead folk and often love to trade stories of the heroes that have long since passed. Few do not consider themselves tied to a legacy or a House Archon and many Rynmerens carry small carved objects representing their Archon with them as a trinket of luck or protection. Graveyards are often well kept and those who bury the dead are paid well for their noble service. While those who handle bodies in other cultures might be treated with derision, morticians and gravekeepers in Rynmere society enjoy a high quality of life, provided for out of the Rynlist faith. Of course that also means they are held to much higher standards. In near all of Idalos, nowhere has the best preparation, embalming, and burial of the dead than the Rynmerens. Only Hiladrith can boast more fantastic tombs, the fabled Dead Manses an opulence the Rynmerens don’t necessarily believe in.

Funerals, while somber affairs, are often celebrated for days afterward. The rejoining of the family, perhaps even being named a House Archon, these are all circumstances of joy to the people rather than sorrow. They know they will see their loved ones again, should they be Rynalist, in the Eternal Kingdom. Prayers to the dead are not only common, but expected, and although most deference goes to the Fates, praying to a House Archon or even a beloved relative is not considered out of place for a citizen. Death is not a mystery and it holds no terror save for the transition of the state. If one follows the tenants in life, they will find honor, position, and paradise in death.

As the religion asserts that the land of Rynmere itself is holy, Rynlists often come home to die. The faith is unclear on whether the souls of the dead can make their way home if they die abroad and so Rynmere retains a great deal of their population who do not want to risk losing out on their position in the Eternal Kingdom. Given the lack of emphasis on the power of the Immortals, some Etzori are known to find favor with this religion and many notable examples have even converted, bringing the faith to their own city.


Nobility as Divinity:

If the Sacred Seven are seen as gods, what then of their offspring? Rynlism teaches that the Seven Fates were beyond men and women, that they were divine. Somehow through their immense virtue and deeds, they became far more than any other hero of Rynmere has been and established the Eternal Kingdom.

Their progeny, then, the noble lines are held up to be examples of their flesh and blood here on Idalos. The seven noble lines are seen as Sacred blood and any who share lineage or familial bond with a noble family are set apart from ordinary mortals. The Seven lines were born to rule Rynmere and the people must put their faith in their ability to lead. Although they are advised heavily by examples of the past and their patron Fate, the children of the Seven are simply born greater than the average citizen.

For a Rynlist, a noble is not quite a god, but is at least seen as a saint. For them, the Fates always smile and their word should be considered if not followed directly. A noble has right to lands, rights to rule, and rights to claim dominion over the citizens of Rynmere. When a noble perishes, their names are carved within the Sacred Temple they are attributed with and they are enshrined forever within that temple. A Noble has the blessing of the Seven and may call upon such servants at any time. If pressed, a Crusader must take heed of what a noble tells them and even serve beneath them should the situation call for it. There are always permanent monks on retainer in nearly every Barony, serving as faithful stewards and spiritual advisors.

To a lesser extent, any non-noble blooded that marries into the family is treated with similar deference, although they would not be seen as true blood of the family unless Named as such by the Emperor.

As nobility descends toward decadence, it has been hard for some faithful Rynlists to see the faces of the Seven in their descendants. So many have fallen to vices or corruption that some would wonder if they truly deserved the mantle they are born with. Rynlist monks would argue that they deserve that mantle BECAUSE they are human. Humanity is a virtue in the Rynlist faith and the nobles are under immense pressure to maintain the peace of the land. So long as their vices do not harm the people or completely tarnish the Seven, so long as it does not cross into blasphemy, the nobles are given forgiveness in their mistakes perhaps more than any ordinary citizen might receive.

Should a noble seek to be a monk within the clergy, becoming a Prior eventually is almost completely assured. While they must divest themselves of any holdings and renounce the ability to hold a barony, they maintain their noble status and any children they sire will be given to the family rather than taken by the Faith.

Relationship with the Immortals

In the times before Rynlism, Immortal worship was the accepted fare of the Kingdom. Indeed, the Seven often paid homage to the Immortals in their writings, crediting them their successes and safety. Lord Gawyne was rumored to be a Half-God, although of which it cannot be said. Early Rynlism was more of a spiritual supplement to Immortalism rather than a replacement. It wasn’t until the second Empress that it began to shift. With the Fates handling all matters of protection, bounty, and judgement in the Kingdom, the Immortals came to be seen as more meddling than helpful. Slowly Rynlism drifted from its original ties with Immortalism and came more into its own as a form of ancestor worship. These days, while the gods are certainly seen as present in the world, many Rynalists do not pay them homage. Fundamentalist Rynalists even despise the gods, considering the Immortals to be usurpers or meddlers in the affairs of the Fates and the lives of Rynmere citizens. While such sentiment has grown over the years, it has not gained enough ground to constitute a ban of Immortalism from Rynmere or even the destruction of their shrines. However, it is slowly becoming clear that Immortalism and Rynlism do not mix together. Although vestiges of the Immortal influence remain in the U’Frek Sailors, the Xiur Skyriders, and the Moseke Knights, Immortalism has become a declining religion within most parts of Rynmere.

The Faith officially recognizes the Immortals as beings of power, but are considered to be False or Foreign gods and beneath the power and right of the Seven Fates.

Leadership and Roles:
Household Archons:

For the loyal followers of Rynlism, paradise pursuing their passions with the Seven is promised. However, while the Seven often influence fate in the mortal world, what of their servants? Household Archons are sanctified dead given the power and authority to continue on as souls that aid their families. Even the houses of commoners can claim an Archon should they have a famous enough member among their lineage.

To be named a Household Archon, one must meet fairly specific requirements. When the Household Archon is named, a notation will be made to their gravestone and some honored will be transported into the holy boneyards of the Rynlist Temples depending on the honor that is bestowed. The first way to be named a Household Archon is to be a Knighted soldier, in good standing at the time of their death. It is assumed that when one is Knighted that they have been recognized by a figure of Royal authority. This judgement vouches for them among the Seven after death and gives them the power to intervene within the lives of their family. Rynmere has a culture focused around the chivalry and honor of being a Knight. To die in service to King and Country or Noble House is one of the highest honors that one can achieve. These honored dead make up the many armies of the Seven and are meticulously recorded in the Writ of Garrison kept at each Temple. Depending on the Noble line a family most associated with, their sanctified dead will be added to the Writ of Garrison housed at the appropriate temple. Here the Monks divide the dead into regiments, organizing the dead by their rank and deeds. It is not irregular that an Archon named in a family with a more famous Archon will be added to that Archon’s regiment, allowing the peace of mind that honored dead will safeguard forever with family.

Should an Archon be disgraced or they are found out to be involved with anything untoward posthumously, the Monks will hold a trial determining the earthly punishment for their family. The family has the opportunity to expunge these crimes by serving a penance of service or coin in their mortal lives while, presumably, the Archon answers for their crimes in the afterlife. Should these tasks be undertaken, the Archon is restored…though if not, the Archon is stricken from the Writ of Regiment and their grave marker is marked appropriately to showcase their shame.

The King or any landed noble of one of the Seven lines may nominate a non-Knight for status as a Household Archon. These nominations will be deliberated by the Empress and her council of Seven. Only twice in an Arc will the Council meet to discuss such matters and will not depart from their gathering till all matters are voted on in a clear majority. Supposedly, even the Seven come to weigh in on particularly important choices.

A Household Archon often has small altars, art, or likenesses in the homes of those who claim their protection. For these faithful they are at peace, knowing that a blessed soldier of the Seven is watching over them, their health, and their happiness. Some families leave an extra chair at the table for a Household Archon, leave them offerings of their favorite food or dedicate works in their name. All this is to court their approval and continued protection. When families marry, it is sometimes more appropriate that to take the surname of the house with the most Household Archons (or the most famous). In order to claim protection from a Household Archon, one must be able to prove their blood relation to a direct blood relative of the family the Household Archon originated in. The Monks provide detailed documents of bloodline, lineage, and a list of Household Archons that might apply to a potential who comes before the temples and offers proper compensation for the service.

The Archons are not simply a matter of faith. Many in the history of Rynmere have reported these spectral guardians appearing from thin air to step in when their lives were in danger. Others report that difficult or impossible tasks were discovered to be done overnight, as though a contingent of folk were hard at work. Examples of their intervention are common enough to be considered fact and many Rynlists often consider Household Archons before taking any argument up to another family. Hours of debate has been spent on the merits or abilities of one Archon over another.

For Rynlists, Archons are their connection to the Seven, a reward in death for their valor and service in life.

The Empress:

The Empress has been intrinsic to Rynlism since its founding. While the Seven never considered themselves worthy of worship while in life, there was one individual who chronicled their greatest stories into the eventual Creed of Silence manuscript. This was Emilia Nysor, a mute servant to Andaris who wrote the details of the Seven and their exploits. Scholars disagree on whether Emilia loved her master or not. Much of the Creed is written to glorify the Seven but a bit more is spent on Andaris particularly. Ultimately there isn’t enough evidence to prove in any direction but she was recorded in history as a faithful servant who managed day to day affairs in the Andaris household.

It was her transcription of these stories and her wisdom in selecting which stories which built the basis of the Rynlism religion in the first. It is clear, when reading the Creed, that Emilia truly believed there was something divine in the founders.

In honor of Emilia, the Empress is charged with the administration of the Rynlist Order. Selected unanimously by the Conclave of Seven and the Dukes and Duchesses, the woman chosen most embodies the qualities needed in both a mother and a servant. The Empress is to preside over the Order as though they were her own children, seeing to the affairs of mortals and their loved ones in the afterlife. Often, when one Empress dies or (rarely) is removed from office, another female will be discovered with powerful spiritual sensitivity who will be selected for the role. Supposedly, The Empress communes directly with the Sacred Seven and knows every ritual and secret of the Rynlist Order.

She is the final authority on matters for Rynlism and her vote counts for three in any conclave of the Seven. The Empress has the authority to anoint Priors and confirms one of the Seven when the seat needs to be filled by an elected Prior. Although she is welcome and has quarters near every Temple of Rynlism, she is most often seen in Andaris.

Hers is a power on par with the King and while it is his duty to oversee and rule the living, it is hers to arbitrate for the dead. Her authority, then, is considered by some to be higher than the King, as she speaks for the Seven, but in recent dynasties the influence of the Faith has fallen. Her predecessor Empress recused herself from much of the politics in that age, earning her the name the Hermit Empress. Although Rynlism saw a strengthening of doctrine and internal protocols for the clergy, Rynlism became largely absent in the affairs of nobles and governance during her long life. The new Empress seems oppositely inclined, pushing herself to the forefront of the political scene by her marriage to the current King, considered by many to be a blasphemous breach of her position.

The Empress has a few well defined powers in her office, summarized below.
  1. The Right of Rank: The ability to promote clergy within her rank
  2. The Right of Service: The ability to bless a Knight who has pledged their service to Rynlism as a Crusader. This absolves them of duty and governance by the King and realigns them with duty to the Divine Fates.
  3. The Right of Voice: Hers is a vote that counts for three in any Conclave of the Seven.
  4. The Right of Command: She is the final authority on how the Crusaders will be used and has the right to assign and reassign clergy position as necessary
  5. The Right of Expulsion: The Empress has the ultimate power to expel someone from the Rynlism faith permanently. This can only be blocked by a near unanimous protest vote by the Seven.
  6. The Right of Sovereignty: The Emperess cannot be commanded by the King to do anything, nor can his forces design to force any ruling upon her. The Faith answers to the Seven, a higher authority than even the King and for the Rynalist faith to survive, he must respect that.
  7. The Right of Acquisition: The Empress has the right to collect any property or donation from a faithful of Rynlism. This is a right that has been viewed with some trepidation by merchants and nobles both, but has rarely been used without mutual agreement.
The Emperor:

The Emperor is a position relatively new to Rynaism. While the Empress has existed since its founding, the Emperor was named by the first Empress nearly thirty arcs into her rule. At the time, it was because a boy was found with remarkable spiritual abilities and the Empress was instructed by the Seven to make use of that talent within the faith. Officially, the Emperor serves as Commander of the Crusaders and Head Archivist of Rynmere doctrine and history. Selected young, like the Empress, the Emperor is brought up to be a warrior philosopher. He is instructed by the best teachers that can be found and often travels outside of Rynmere to gain insight into the world at large.

The Emperor serves a vital role in the Rynlist Faith as he is also known as Conduit. The Emperor is selected and trained to one day temporarily hold the divine souls of the Seven when they want to make their will known upon Rynmere. Most cannot actually contain the might of even a single Fate for longer than a few bits without their body breaking down and it is only the Emperor that can withstand their presence within him long enough to make their wishes known.

While empty, the Emperor does not actually hold the right to a vote in the Conclaves, but must always be present. Should he be possessed by one of the Fates or their servants, he is given the authority of votes on level with the authority of the soul possessing him.

The Emperor is not widely revealed to the public although his existence is no secret. Often the faith will play down the man as his authority depends largely on when his body is being used. Although he serves important positions in the Faith, he is afforded only a few powers that set him apart from a highly regarded Crusader or Prior.

The rights of the Emperor are outlined below.
  1. The Right of Proxy: If the Emperor is possessed, he is treated as though he were the being possessing his body. All rights, responsibilities, and respects are expected to shift with this state. This right allows and demands he be in attendance of every Conclave or important decision in the Rynlist Faith, often also demands he be in attendance whenever the King makes a decision of sufficient magnitude.
  2. The Right of Conquest: The Emperor is trained as a warrior philosopher and is given command of the Crusader forces. While their final word of authority is the Empress, the Emperor is expected to direct Crusaders throughout the realm where they are needed most, to recruit, and to persecute the enemies of the Faith in accordance with the Creed.
  3. The Right of Punishment: The Emperor is afforded the Right of delivering punishment to those found in violation of Creed Doctrine. The execution of heretics, the imprisonment of their followers, and the sanctions against noble corruption are his to carry out. Nobles and commoners alike, should they be loyal to the Seven, are expected to bar nothing to him and his questions. His edicts and sentences are expected to fall with the weight of the Fates and can only be overturned by the Empress and the Council of Seven. Should they wish to overturn a ruling, it must be brought to the Conclave and fully half the votes must side with its denial.
  4. The Right of Naming and Unaming: Originally a power of the Empress, it was passed to the Emperor by the Third Empress. This right is the most terrifying to the nobility of Rynmere. The Emperor has the power to name any mortal who strongly exhibits traits or character of the Seven to a noble status. This decision is expected to be accepted and even welcomed by the Noble families and has been used, sparingly, to ascend loyal or remarkable Rynmere citizens to respect and power. This does not mean that a noble would need permission of the Emperor to marry a commoner, although such decisions are generally frowned upon. In the eyes of the Rynlist Faith, only those who have the blood or have been Named are considered true nobility. The right of Unaming is a terrible punishment in which the Emperor can revoke a noble’s claim to their own name, blood, and the rewards that entitles them to in the Eternal Kingdom. Regarded as a most vicious sentence, few nobles have sinned so greatly against the tenants of the Faith that they were stricken from the books of their own family. Never has an unnamed Noble returned to their family and they are barred from marrying or commingling their blood with any other noble in the faith. Often this is followed by an expulsion from the Faith, but there is historical precedent of Unnamed nobles remaining loyal Rynlists and seeking to redeem themselves enough in the eyes of the Faith to earn a place in the Eternal Kingdom.
  5. The Right of Pardon: A rare power and one many believe should be with the Empress, the Right of Pardon is a strange conflux of where the Faith can show that they are considered to have a little more power than the crown. The Emperor may extend a pardon to any criminal convicted by the Crown so long as their crime was not considered a betrayal of Rynlist tenants or endangered the entirety of the realm. Once pardoned, the Faith is expected to take responsibility for the criminal in their own ranks. In times of disease or when disaster strikes temples and recruits are too few, the Emperor is known to visit the jails of the realm and find those who want to find new purpose within the Rynlist Faith, to realign their lives with the principles of the Sacred Seven.
  6. The Right of Hospitality: The Emperor is given an additional right to extend hospitality to any soul he deems. Even a direct enemy of the Crown can find sanctuary and shelter in a Rynlist temple should the Emperor have extended the right of Hospitality. This right allows a guest safe passage to a Temple and away from a Temple, but only one of each for each extension of the right. Dangerous enemies of the crown or foreign powers are often invited by the Emperor to discuss politics and philosophy for a small time in the Rynmere temple grounds before leaving the realm to their own. Historically, this has resulted in remarkable guidance from the Faith during times of war and even has cemented monumental treaties of peace. Should the person in question already be imprisoned by the Crown, the Right of Hospitality will not allow their removal, but it does give the Emperor right and access to speak with them where they are held.
  7. The Right of Council: Although possessing no traditional vote in Rynlist politics, the Emperor is often taken on as a head advisor to the crown. By virtue of the quality in education, the Emperor is usually a sharp mind to advise on current affairs. The Emperor can never force his opinion, but the Rynlist Faith gives him the right to call for silence and at least force the Crown to listen to his thoughts on any subject. There is no royal place the Emperor cannot have access to save for the most private of Crown chambers and secrets. An Emperor may never be barred from a council of nobles or meeting with the Crown. Although he need not be present for all such activities, he cannot, by right, be restricted from attendance.
Recruitment and Ranks:
The Clergy is considered voluntary in Rynlism in all save a single circumstance. There are no laws that forbid a monk from engaging in sexual relations. Love was a strong motivator in many of the Seven’s stories and the Faith does not believe such things should be forbidden. A Monk must maintain their own duties, however, and should they need to leave the faith for love or marriage, they must undergo a Rite of Annulment to remove the blessing of the Oil of the Seven before being allowed to leave the ranks of the clergy.

However, should a monk sire a child or become with child, an old and rarely used law of the Faith comes into effect. Should the Monk not wish to divest themselves of their sacred duty, the child would be forced into the world without a mother or father. In such cases, as the Monk is in service of the Faith, the Faith is considered that parental figure and it takes possession of the child. That child will be cared for and grow within the safety of a Temple until they are of fifteen arcs. At that time the child will be given a choice to either take their Oaths as a Brother of Rynlism or to leave the Temple and seek their fate elsewhere. Unfortunately it is often the case that the other parent may wish to lay claim to the child but are forbidden, and the child will only be told of their birth parent should they seek to leave the Faith and find their fortune beyond.

Rynlism may even take adoption of orphans, should a Monk find favor with one or the orphan wants purpose beyond an orphanage walls. In some areas of Rynmere, there are no orphanages and parentless children are given to the Rynalist Temples for a home.

Rynlism Monks

The monks are overseen by the Empress, a religious figure voted into power by the seven Dukes and Duchesses of Rynmere Kingdom. The Empress is in charge of the day to day running of the Monasteries while the monks act as teachers, preachers, and caretakers of the monastery and surrounding grounds. All monks are considered peaceful, holy figures with the city and are often treated with the utmost respect by the people of Rynmere. There are four levels to the Rynalist Order, Postulant, Monk, Heiromonk, and finally Prior. Of the Priors, one is chosen for each Fate to serve on the Council of the Seven with the Empress. These seats are usually permanent until such a Prior either falls into disgrace, is killed, or deemed unfit to continue in the position. When a seat among the Seven opens, the Priors associated with the Fate with the open seat will hold an immediate conclave to vote upon a replacement. The main perk of being a monk is that they get to live for free in the monastery accommodation, they don't pay any seasonal expenses or taxes, are given a general stipend for their work and access to requisition more as required, and are the only people in Rynmere who are not subject to the King or the King’s forces. When a monk is accused of a crime, he or she will be summoned to their Temple to stand trial. Failure to do so will result in the dispatching of the Crusaders to bring them in. No dungeon or jail of the King should ever contain them nor should any soldier or authority in service to the King or the Nobles detain or seek justice of them. To do so is to be considered a grand breach of Rynlist tenants and one can face penalties such as censure or as serious as Expulsion from the Rynlist faith.

The Monks are the face of the Rynlist Faith, responsible for all matters of ceremony and prayer. Their responsibilities vary by their rank but starting at the rank of Monk, all Rynlist clergy begin to display supernatural abilities. Supposedly these powers are granted by the Seven to see to their mortal affairs in Rynmere and serve as the living authority against the dead. Many wondrous acts have been chronicled by the Monks of Rynmere, proof of their power over the blessed of the Immortals.

Prior:
Meditation (Master), Discipline (Expert), Writing (Expert), Investigation (Expert), Storytelling (Expert), Research (Expert), Teaching (Expert), Musical Instrument (or other art) (Competent), five languages, and must be nominated and voted in one of the two Conclaves the Empress and the Seven hold an Arc.

Must have complete Knowledge of Nobility Lines, Rynmere History, Rynlist tenants, Rynlist Rituals/Rites (Basic, Intermediate, and Advanced), and have visited all the Rynmere Temples.

A Prior is a figure of authority in Rynlist faith. The powers higher than the Prior are often at the top of the hierarchy so a Prior’s attention is deeply desired. A Prior access to all but the most secret of Rynlist archives and requisition supplies. A Prior may make a request to establish a new chapel in a town and go to oversee and direct it as they desire. A Prior is given both a Garrison Anchor and a House Archon Anchor at this stage, companions from the Eternal Kingdom to keep such an important mortal safe. The Prior is blessed with the Anointing of Authority, the Third anointing ritual of the Faith. This imparts to them the additional powers when they imbibe Tears of the Seven, detailed below.
  1. Summon House Archon: A Prior may, brandishing a symbol or Anchor of the House Archon, Summon a ghostly champion to their side. This ability can be quite taxing as the Prior lends their vital energy to construct the Ectoplasmic body. It is expected that unless one is of masterful endurance or stamina, that recovering from this ability will take several trials of rest.
  2. Soul Shape (Item): A Prior is trained to maximize the ectoplasmic energy their body gives off. This ability augments the other Soul Shape abilities by nearly doubling the ectoplasm they can manifest and work with. Rather than weapons, armor, or clothing, a Prior is given access to true creativity. They may shape their ectoplasm to whatever object they desire, manifesting it physical enough to effect the real world. This ability, like House Archon, can be quite draining depending on the item manifested. This also allows them to create elaborate ectoplasmic cages around ghosts or spirits they encounter.
  3. Soul Barrier (Greater): The Prior is able to erect a barrier against spirits on a level much more impressive than the average Monk can. Their shimmering Ectoplasmic walls shift and churn with strange energies and prove immensely difficult for most souls and spirits to penetrate. A Prior may also extend the personal protection of a barrier to an individual for almost an entire Cycle. Any wards erected around a home will also remain for nearly an entire Cycle should they not be disturbed. Depending on the ectoplasm and effort put in, this could also become quite draining to a Prior.
  4. Eyes of the Dead (Greater): Eyes of the dead can now last ten trials at a time. While not recommended for such prolonged use, some Priors have wandered forgotten graveyards or haunted forests for trials to record and lead the lost and the dead.
  5. True Seance: The Prior may now not only speak in the voice of the dead possessing them, but in addition they may spin ectoplasm out around themselves to give their own bodies the shape and look of the dead they are communing with. This is often used in extreme cases to deliver final messages or to bring great peace to those who have lost a loved one.
  6. Curse: Considered a most heinous punishment, Greater curse allows the Prior to draw their ectoplasm over a victim and mark them. For the entire Cycle following (or until the curse is dismissed), the marked will suffer the horror of being haunted by any soul or spirit near to them. Drawn to their bodies, the Cursed will exist enough in the Beneath to draw the dead and the never-living to their location to mess with them. Any ghost may use a cursed as a temporary anchor so long as they have devoured even a little of the tainted ectoplasm from them.
  7. Greater Exorcism: The Greater Exorcism is a terrible power against the souls of the dead. Converting their own ectoplasm into a wave of energy, the Prior shreds all ectoplasm in a thirty yard radius around themselves. Such a powerful burst usually consumes all the ectoplasm a Prior may have available at the time, but it so thoroughly mutilates a spiritual body that most of those souls or spirits affected by it take an Arc or more to recover.
  8. Proxy Anchor (Greater): A Blessing from a Prior of such magnitude is reserved for only the most important House Archons or blessed dead. A Proxy made by a Prior will endure so long as there are living mortals who tend to it. The Proxy Anchor of a Prior draws in ambient ectoplasm from those who spend time in proximity, leaving both ectoplasm for a soul and maintaining the blessing. Should such a Proxy be ignored, the blessing will last only an Arc before expiring.
HeiroMonk:
Meditation (Expert), Discipline (Expert), Writing (Expert), Storytelling (competent), Investigation (Competent), Medical Skill (Competent), Musical or Creative pursuit (competent), Teaching (expert), and three languages (at least two at mastery, the third at competent).

Must have at least half Knowledges of Nobility Lines, Rynmere History, Rynlist tenants, Rynlist Rituals/Rites (Basic and Intermediate), and have visited at least two Rynlist Temples.

The HeiroMonk is not a rank that is necessary to ascend to Prior. HeiroMonks set themselves apart from their fellow monks in their mission. A Heiromonk is tied to no specific chapel or Temple and are sent to travel the realm over preaching the word of Rynlism. Many HeiroMonks are often also sent across the seas to learn, as guardians or companions to the Emperor, and bring back the knowledge they find.

A HeiroMonk is ranked above a Monk only by necessity, although both are seen to be of relatively similar power. A HeiroMonk is given their own personal Garrison Anchor for a soldier of the Eternal Kingdom as their guardian and companion, allowing Rynlist powers to work outside the Holy Land of Rynmere.

A HeiroMonk may also be named when a Monk is marked by the divine. Being marked by the divine disqualifies them from further ranks within the Faith and usually ensures they will be sent in a more wandering role from place to place. Although, so long as the monk is open on when they were marked and by who, no punishment will befall them for the meddling of Immortals.

A HeiroMonk has all the abilities of a Monk save for access to their own Garrison Anchor.


Crusader:
Martial Combat skill (Expert), Ranged Combat Skill (Expert), Discipline (Expert), Meditation (Competent), Riding (Competent), Medicine skill (Competent), Musical or Creative Pursuit (Competent)

A Crusader must have the following Knowledges: Rynmere History, Rynlist Tenants, Complete Lineage of Sworn Fate, Rynlist Rites (Intermediate)

A Crusader must be at least of a Knight rank and have gone through the Rite of Dedication to the Fate of their choice.

A Crusader is often a Knight who has decided to offer their blade willingly in service to the Sacred Seven. By severing themselves to their service toward the King, they align themselves with the Faith in order to be the mortal instruments of their will throughout Rynmere. No longer do they fall under the command of the King or any of his men, but instead only take direction from the Faith. The Crusader is outfitted with armor treated in the Oil of the Seven, protecting them against the attacks of ghosts and Necromancer Haunts, as are their weapons which are sanctified in a Temple. Crusaders answer to the Emperor but usually seek to uphold the law of Rynlism in Rynmere and safeguard its citizens. A Crusader swears their fealty to one of the Seven Fates specifically and serves as a Crusader of their temple.
  1. Soul Shape (Weapons and Armor): As the Monk ability although the Crusader may also shape their ectoplasm into a weapon if need be.
  2. Exorcism: As the Monk ability.
  3. Sanctified Weapons and Armor: As the Monk ability, although their armor is also sanctified as well.
  4. Eyes of the Dead: As the Monk ability
  5. Garrison Anchors: A Crusader may have up to three Garrison Anchors, depending on their trust within the Faith and the severity of their task.
Monk:
Meditation (Expert), Discipline (Expert), Writing (Expert), Storytelling (competent), Investigation (Competent), Medical skill (Competent), Musical or Creative pursuit (competent), Teaching (expert), and three languages (at least two at mastery, the third at competent).

Must have half Knowledges of Nobility Lines, Rynmere History, Rynlist tenants, Rynlist Rituals/Rites (Basic and Intermediate), and have visited at least two Rynmere Temples.

A Monk is the first true rank of the clergy. The Heiromonk and Monk make up the most of Rynlist servants in the Kingdom. The Monk has the authority to speak for the Fates (under direction of the doctrine and Prior) and the ability to bless and purify those who come seeking help. All monks are trained in medical knowledge as to best serve the living as well as the rituals and skills they need to also service the dead. A Monk has permission to perform and has knowledge of all basic and intermediate rites of the Rynlist faith. Dedicating a Grave, Overseeing the construction of a House Archon shrine, Exorcisms, Seances, Crop Blessings, Purifying misdeeds, and the Rite of Task given to the living families of a dead family member. Seen as a spiritual authority among the Rynmere people, a Monk is charged to be active in their communities and open to the many who come and go from the temples. Often they pursue many personal crafts and abilities which are well lauded in the Kingdom and lead daily prayer on a regular basis. There are usually anywhere from fifteen to twenty five monks per temple and they are given free room and board upon the grounds. Many dedicate themselves to further studies or community outreach. Most often, monks will specialize in aspects of the faith or duties in order to distinguish themselves among their peers. Often where one is first anointed with the Oil of the Seven is where they will serve as a Monk.

A Monk has been blessed with the Oil of the Seven and is given access to the Tears of the Seven. The Tears of the Seven is a potion brewed specifically by the Seven of the Council and the Emperess herself that allows a Rynlist who has been properly anointed with the Oil the ability to produce nearly double or even triple the amount of Ectoplasm they ordinarily would. These monks are taught to access and use it through the effects of the potion. Only one dose of this potion can be taken per trial and often a monk is only allotted a single dose for every seven trials. While they can requisition more if there is a need, this potion is rare and vital to their operations. Taken by one who has not been sanctified by the oil it becomes deadly poison in their mouths, stealing away their body heat. Regardless of how hot it is around these poor few, they will freeze to death within the break. The blessing of the Oil also makes a Monk far more open spiritually to the world of the Beneath. Without the potion, many of the Monk abilities would be far less effective and even detrimental to try and use.
  1. Exorcism: A Monk is trained in the ability of Exorcism, a spiritual attack wherein the monk converts all ectoplasm they have available into an energy pulse that emanates up to ten yards. All ectoplasm or ephemera caught in that field is shredded and mutilated so severely that many spirits and ghosts can take several Cycles to recover if not an entire Arc. After using such an attack, the Monk must rest and recover their ectoplasmic energy, usually through creative pursuit. Each exorcism is followed by a recommended time of prayer and recovery of at least seven trials.
  2. Eyes of the Dead: After taking the Tears of the Seven, the Monk may draw Ectoplasm into their eyes to see the hidden spirits and souls in the mortal realm and even the blurry, indistinct forms of the Beneath. This ability can last up to three trials uninterrupted but usually a Monk will not engage this ability through the entirety of the time, rather stretching it out for when it is needed.
  3. Soul Shape (Armor): A Monk may shape their own ectoplasm into a raiment about themselves, a shimmering, twisting shawl of emotional energy made manifest. This armor protects them against attacks made by spiritual beings and can even be forced into the physical world as a small defense against physical weapons. Ectoplasm, when manifested physically, often resembles a viscous, oily, red-black oil that twists and turns, shaping and bubbling...which can often be quite disturbing. Depending on the damage taken on this ectoplasmic armor, the monk may need to rest and recover afterward as any shredded plasm must be recovered naturally.
  4. Sanctified Weapon: Blessed in the Oil of the Seven, a Monk is given a Sanctified weapon. These weapons are often made of metal that interact against spirits and ghosts and are further imbued by the Oil and ritual to be especially effective against the dead. Those who are possessed by a spirit or ghost and are struck by this weapon will certainly feel the force of it, but the spirit or ghost possessing them will feel far more. A Monk uses their weapon in blessings and prayers and is tasked to never be without it.
  5. Citizen Anchor: A Citizen Anchor is an Anchor of an individual who has not joined the Garrison. These are family members, sages, trusted advisors, artists who are noble and loyal followers of the Rynlist faith. A Monk is given stewardship over one to three such Anchors during their service as they learn from the dead and commune to understand the nature of the soul and its condition. Usually, such souls have an Anchor already in the Eternal Kingdom but can visit this other Anchor in order to speak to and through the monk, be involved in the affairs of the living. These souls are usually not warriors unless the Monk is tasked with especially dangerous work and the Monk is tasked with feeding them their own ectoplasm to ease their transition, powers, and maintain their sanity when interacting with the Physical World.
  6. Soul Barrier: A monk is capable of erecting a barrier with their own ectoplasm. This barrier is quite helpful in keeping the dead from breaching as it is geared to be effective against ectoplasm. A Monk may place this barrier on a person for up to a Cycle, around themselves when in the field, in a ward around an object or place to keep spirits and souls from entering, and around a spirit or soul to trap it.
  7. Proxy Anchor: A Monk may use their own Ectoplasm along with the sacred Oil of the Seven, to bless an object, place, or person as a temporary proxy Anchor for a dead soul. No more than two additional Anchors may be given to the dead in this way. These proxies usually only last up to a Cycle before needing to be renewed and are not particularly powerful Anchors, having no ability to produce its own ectoplasm, but it does allow a soul of the dead to manifest and visit these places. Usually House Archon shrines, special items, and certain places will be blessed by a Monk on a Cyclical basis for Rynlist citizens.
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NOTE: All special abilities must be learned In Character and be represented by Knowledges
Postulant:
Meditation (Competent), Writing (Novice), Storytelling (Novice), Singing/Creative Pursuit (novice), and two languages.

A Postulant is one who has desire to serve in the Rynlist Faith. After presenting themselves at the Temple, a Prior will evaluate their aptitude and knowledge to determine if they are truly ready to give their life to the Faith. A Postulant must swear off any holdings of land and most personal property in order to be considered. For a Postulant, an entire Arc will be devoted to learning the tenants of the Rynlist Faith and preparing both mind and body for the mantle of Monk. Often given grueling and difficult tasks, responsible for much of the menial labor at a temple, and subjected to rigorous study, a Postulant must last the entire Arc faithfully without breaking any Rynlist tenant. Should the Postulant remain after an Arc and is in good standing with the monks and the Prior, he or she will be anointed with the Oil of the Seven and named a brother.
Rynmere Temples
Whilst the Sacred Seven are worshiped throughout Rynmere and most temples and monasteries are dedicated to each of the Seven, each one of the Seven also have a temple dedicated solely to them. In these temples, monks specific to the worship of this one of the Seven work, members of the larger group of Ryn Monks but with specific focus. Each of these is identified by a small wooden bead worn on their belt, in the color traditionally associated with one of the regions belonging to the seven.
Andaris Temple
The Andaris temple reflects the city itself. It is imposing and beautiful, the architecture designed to awe the individual who enters. A towering building with high vaulted ceilings and two-story high stained glass windows, this temple is dedicated to Andaris, Patron Saint of Justice. The windows and walls depict scales of justice and the giving of justice to those from the highest to the most lowly throughout the kingdom, and always with the words 'Thou Shalt Be Just' emblazoned across the top. In other alcoves around the central Andaris statue and scales are other statues dedicated to the remaining Fates. Andaris Monks are called upon as the justice keepers and are often requested in disputes where it is not a matter of law, but of what is right or wrong. They are considered to be fair, even if it is to their own detriment. As Verne Andaris himself knew, doing what is right is not always easy. Andaris monks wear golden beads to denote the Temple they belong to.
Venora Temple
The Venora Temple follows the stereotype of the Venora family being all about beauty. With rose gardens surrounding it, the architecture of the temple itself is intricate and exquisite. Inside the temple, though, one is immediately reminded that Venora is the Patron Saint of Honour, and that true beauty comes from within. Purity, truth and honour are represented in the artwork, and the teachings given by the Venora Monks. Although alcoves exist to venerate the other Fates, it is said no garden is so beautiful as the one tended at the Venora Temple. The monks are unwavering in their honesty and embody the phrase 'Thou Shalt Not Betray'. Many come here seeking to find fundamental truths, usually about themselves. It is said that a Venora Monk will die a willing death rather than knowingly speak a falsehood, seeking to live the life of purity and honour befitting their patron saint. The Monks of this temple wear crimson red beads to denote their Temple.
Warrick Temple
The Warrick Temple stands guard over the area, literally and figuratively. The building is squat and not beautiful, in a contemporary sense, but it is functional and well defended. 'Thou Shalt Conquer' is the virtue espoused here and it is evident in everything the Warrick monks do. The first to be conquered is one's own self, is an oft-repeated wisdom here and the monks train hard physically and mentally in order to ensure that, should they need to, they are able to stand and defend. Fear, pain, hate and negativity must be overcome, and a war must be waged against injustice. Ser Henry Warrick, Patron Saint of War, was an avid defender of the place and the people, and so too are the Warrick monks. The Monks wear green beads to denote their Temple.
Burhan Temple
Surrounded by water in which it is reflected, the Burhan Temple is a place for reflection and planning of action. The windows and walls depict scenes of travel in many forms on sea, land and sky, and always with the words 'Thou Shalt Discover' emblazoned across the top. Burhan Monks often become Heiromonks and are prone to travelling from the temple and returning with new maps, stories, plants, and other knowledge. They also value the discoveries one can make by treading what they dub the 'Path of the Hearth Fire'. As Rahiko Burhan himself knew, each who discover do so in their own ways. The Burhan monks are as likely to be travelling and exploring the world as they are to be in the temple, but they always return with joy, pleased to be able to put to use the skills they have learnt whilst away. They wear silver beads for their own Temple.
Krome Temple
It is easy to understand Krome, Patron Saint of Death, but 'Thou Shalt Not Forget' sums it up, in this temple, memory is revered. Stories, tales of lives lived and lost are stored in the Krome Temple. The Krome monks are a quiet group but their edict is to remember life, to live life and to celebrate the lives of those who pass. This is not a temple of mourning, but of celebration and, like the people of Krome, the monks here have a pragmatic attitude towards life and death. All are equal in death, the monks here often say, and so the most impoverished or the richest in the realm are as important as each other to these monks. Krome monks will often be the ones who oversee funerals and are also the ones most likely to partake of the feast after and enjoy every minute. The Khrome temple is known as The Gateway and all Anchors to be delivered to the Eternal Kingdom pass through these gates at some point. The monks wear black beads for their Temple.
Gawyne Temple
The humble house, the humble monks. Gawyne temple is a place for reflection and learning. 'Thou Shalt Seek Knowledge' is the value of Gawyne, Patron Saint of Truth, and the monks in this temple have a range of skills. There are libraries here, certainly, but the monks here believe that knowledge itself is of no use if it is not put to use. Therefore, they write down what they know, but they also use it to the very best of their abilities. The monks endure a very basic lifestyle. The Gawyne monks are considered to be some of the wisest of all, and they remain quiet and humble about such accolades. It is important to remember, though, that the Patron Saint of Truth is who is worshiped here and there is no doubt that all knowledge must be true to be part of the vast libraries said to be housed here. The monks here wear copper beads for their Temple and it is said this is the temple the Emperor is most likely to be studying in.
Endor Temple
Enrichment, in all its forms, is the order of the trial at the Temple of Endor. Despite it's apparent humble exterior, Thou Shalt Seek Enrichment is evident throughout the Temple dedicated to the Patron Saint of Wealth. It appears humble, but there are great secrets hidden in the enigmatic and most secret of the temples, with wealth being defined in any number of ways here; many say that gold nel is the very least of the wealth under the ground in this temple ~ great advancements of technology, wonders of science and all sorts of other amazing sights would be seen, were one only allowed in to do so. The Monks of this temple wear turquoise beads for their own Temple and have the highest population of inventors and teachers of any other Temple. Credit: Pegasus and Plague
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Holidays
Nora’s Birthday: On the third day of Ashan people from all across Rynmere gather at the foot of Nora’s Rest to celebrate the birthday of the first queen of Rynmere. Nora was beloved by all and her kindness and generosity has echoed through the ages. Some say Nora was a witch with the ability to see things unfold long before they took place, though many laugh at this notion, stating that if she had such gifts, why then was she unable to foresee her untimely death at the young age of twenty two. Nora had twin boys and all twins are celebrated on this day. While the third of Ashan is a day of enjoyment and rest for most, sharing wine and fond stories, this day also sees a faction called The Seers rise up from their underground dwellings, climbing the mountain to the vineyards with the rest of the partygoers in secret to preform an age old ritual that is seldom discovered by authorities before it is too late.

The First Hunt: An age old tradition started by Henry Warrick, who during the rebirth season would go out with a team of hunters in search of the biggest buck, bear, or wolf they could find. The meat of this animal was often gifted to the less fortunate and the pelt would be expertly preserved as a gift for esteemed guests visiting his home. These days every region is Rynmere takes part in the hunt, tracking, trapping, and hunting down the biggest animal they can find, and making sure nothing from their kill goes to waste; even the bones are boiled, dried, and used for carving, medicines, rituals, and other crafts.

The Sacred Seven: On the first day of Ymiden (summer), the people of Rynmere honour The Sacred Seven, when the founders of Rynmere are celebrated for their discovery, loyalty, conquest, memory, justice, knowledge, and perseverance, but this is not a day of feasts, instead all Rynlists across the land who believe in the values of the Creed of Silence go without speaking or eating for the entire day in order to pay homage to their saints, Andaris, Venora, Warrick, Krome, Burhan, Endor, and Gawyne. Most businesses are closed on this day and people are free to stay home from school and work without fear of reprimand. On this day Andaris City and many of the regional outposts resemble a ghost town.

The Scar in the Sky: During the height of summer in Saun the scar in the sky symbolises the hatching season of the Jacadon and can last up to two weeks. During this time the sky seems to get darker of an evening and takes a long time to lighten in the morning. Even on a moonless night one can still see the big, red scar in the sky, which is said to have pointed to the initial location of Rynmere, the giant Jacadon shot out of the sky by The First Shields. People are forbidden from climbing the slopes of Sunset Isle during this time as anyone who attempts such is sure to be quickly eradicated by one of the parent Jacadons guarding their nests and newborn hatchlings. The Great Climb takes place at the end of winter, when young Jacadon are old enough to fend for themselves, though many remain with their parents for much longer than this. Skyriders from all over Rynmere gather at this time to climb the cliffs and attempt to form a bond with a young Jacadon in the hopes of one day taking to the skies on the back of the great winged beasts.

Winter Mist Festival: Celebrating the first snow isn't to everyone's tastes, but the people of Rynmere understand that everything has a season, and with the snow comes the promise of new life. Planning for the masquerade takes place before the first snow and is swiftly celebrated come the eve of the first light dusting on the northern peaks of Endor and Gawyne. Many couplings are formed during this time, when young people get together and dance the night away to good music, with only Venora’s best wine in hand. Prizes are given every year to the best dressed, and most creative masks on show.
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Marriage & Divorce
Arranged marriages within noble lines are very common in Rynmere and often women don’t have a choice regarding who they marry, especially if their parents or even grandparents find a suitable match for them before they do. It is not unusual for two people to wed without ever having previously crossed paths, and couples generally begin their journey together as man and wife as complete strangers. Though love is not always formed within these sorts of arrangements, a strong working relationship is typically built over the years (arcs) as divorce is out of the question, in fact it doesn’t even exist within the Kingdom of Rynmere.

Rules of engagement are simple, with no women under the age of fifteen and not men younger than seventeen being permitted to marry, the only obvious exception being the king. Unlike other territories across Idalos, it is the male’s side of the arrange who must put their best foot forward, offering a handsome dowry of a sum amounting to no less than one thousand gold nels, or a house on an acre of land. A woman has no power to refuse a noble suitor if their parents are in agreement and the terms of their exchange are met.

After arrangements are made a public notice is put up in the city and any local newspapers in order to ensure that there are no grounds for prohibiting the binding, a close blood relation, existing spouses, children, debt, or religious vow all to be acknowledged by family or members of the public who might know more details. If the terms are agreeable and no nasty rumours come forward, the wedding date is set and the marriage goes ahead as planned, however, if there are grounds for concern the parents have the power to call off the wedding with the other party publically shamed for their misdeeds.

Under two Virtues of the Seven (thou shalt not betray, and thou shalt endure), there are no grounds for divorce for the noble or common man, including heinous acts of rape, adultery, and even incest. Taking a barren wife (for it is always believed to be the female at fault), is no excuse for a marriage to be dissolved, and couples are expected to live under the same roof for the rest of their days. Even those forced to endure a torturous binding dare not speak of what they suffer, for if any ill fate were to befall one of them, the other would be suspected of arranging their murder and spend the next season in the dungeon awaiting a (un)fair trial, where they are later put to death by way of hook, blade, hanging, or fire, depending on several factors including the method in which their spouse was slain.

For a noble, marriage cannot take place in a season with an odd amount of days (trials), or during fasting in Cylus, both of which are considered extremely bad luck. This means all weddings take place in the season of Saun, the hottest part of the year (arc). Commoners, on the other hand, are able to get married during any season bar Cylus. Treasures are exchanged during the ceremony, and though these have traditionally been family heirlooms, rings, or swords, it is up to the individuals involved to choose what it is they gift the other, with men going all out to outdo their forefathers, siblings, and friends.

After the wedding, the couple are locked in a room for three nights, with no food, but access to water and sweets. It is believed that during this time the marriage will be consummated with even the bitterest of rivals emerging as two bodies now one of mind. In the event of a second marriage (obtainable only by commoners), often viewed as a sign of wealth outside of noble lines, this tradition is forfeited in the belief that only one marriage can be sacred, even while a second is and sometimes must be tolerated.
The Ceremony
The ceremony of marriage is rumoured to have started with the original wedding of the Sacred Seven and has only been slightly adjusted over time.

The Seas and Rivers of Rynmere are important to its people. In coastal regions, (all bar Burhan) it would be highly unusual if the wedding did not take place on a beach. In Burhan they take place on the banks of the Avari River. The only exception to this rule is for Nobility who marry in the Temple in Andaris, beside an impressive water feature that has water falling through seven small pools before pumped back to the top through a feat of engineering ingenuity. The seven pools represent the original Sacred Seven.

Nobility and Commoners alike have a tendency to wear their best clothing to the celebration. There is no traditional colour for Brides or Grooms to wear, however in recent years fashion has tended toward Greens in the wedding party, symbolic of new life and hopeful fertility.

All Ryns, either by themselves or by their ancestors have arrived on the island by boat. A couple seek to enter a marriage with the past left behind, which is symbolised by the burning of a small wooden boat. This is the beginning of the ceremony.

The couple will then exchange a single promise and request with each other. Suggested wording is: ‘What I ask of you, I promise in return…’ with both participants able to choose their promise. Promises such as love, and fidelity are strongly encouraged, though something as simple as protection or adventure is sometimes sworn.

Once promises are exchanged, the couple share a cup of wine, the celebration can begin!
Here is where the divide in Noble and Common weddings becomes apparent as Noble houses tend to host a mighty feast in their region in celebration. However, for all others, wedding guests traditionally bring a plate of food or a bottle of wine to be shared at the celebration. This would usually be when the couple privately exchange a gift.

For any wedding to be valid and legal there must be a minimum of three witnesses. One witness should be a person of ‘good standing’. A member of nobility, a master craftsperson or a member of the Iron Hand ranked as a Captain or higher. It is the responsibility of the three witnesses, led by the person of ‘good standing’ to ensure that the marriage is registered in the regions public records. Traditionally, the three witnesses are ‘a thinker, a maker, and a fighter’ with the hope that no matter what obstacles arise, they are able to find a way around them in order to register the marriage. It is generally believed that at the wedding of Ser Verne Andaris and Lady Cyrene Venora, Warren Gawyne was the original thinker, Rahiko Burhan the maker, and Henry Warrick the fighter, but this discussion fuels great debates on the subject and is a popular argument among wedding guests.

Once the celebration has ended, the couple is traditionally locked in a room for three nights, with no food, but access to water and sweets. In the event of a second marriage (obtainable only by commoners), this tradition is forfeited. After they emerge (or after three trials), it is the first task of the couple to ensure that the marriage is rightfully recorded.

The ceremony itself recognizes the importance of all elements of Idalos, water by its location, fire by the burning of the boat, air by the promises made, and earth in the wine that is taken. Those who believe in ancient Immortals may also include a final addition to the ceremony in which they toast the Immortals before sharing the cup of wine.

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Food
The people of Rynmere have hunted and lived off the land for generations and to this day their diets consist of what they are able to hunt and gather, supplemented by foods that can be produced in the city that they might not be able to acquire within any of the regional outposts, such as cakes, pastries, and specialised long life goods. For the most part fruits, vegetables, dried or fresh meat, and grains make up the majority of what the average person will eat. Flour is not rare, but sugar is an imported ingredient and as such is used sparingly. Sea salt is often used for the flavoring of savory dishes.
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Music
Rynmere is best known for the masterful use of the ‘Hang Drum’ also known as the ‘Space Drum’ to many. It is often played at ceremonies, festivals, celebrations, or just in the busy marketplace to keep people entertained and maybe make a few extra copper nels on the side. The flute, war drums, and harp are among some of the other most popular instruments in the Kingdom of Rynmere. People who posses the skill to play a musical instrument are often held in high regard within Andaris City, a place where knowledge and improving one’s self through the advancement of any art or trade is highly respected.
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Language
Common is the most commonly spoken language across Rynmere with Rakahi placing a close second. Children are taught both languages in school, though it is not uncommon to meet someone who only speaks a single language and there are opportunities for work as an interpreter within some of the local businesses.

  • Slang:
  • Hay fever: a term that can be used as both an insult, and an endearment of sorts. It means that someone is excited over something to the point of silliness/insanity/stupidity. It implies that whoever has "hay fever" is running around half cocked, and babbling to all who will listen about whatever idea holds them in thrall, much to the amusement or irritation of those around them.

    Credit: Lei'lira
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Education
Schooling: Most children attend the local school for free from the age of seven, leaving by the time they are fourteen. Some families choose to homeschool their children, both options being highly respected in the city. Education is important to the people of Rynmere and all children are expected to undergo some form of schooling. The public school is run by Monks.

Rynmere University: The Andaris University holds some of the oldest documents and relics in Idalos. Countless documents have been restored, transcribed, or protected for future generations to enjoy. One of the most famous artifacts on record is the journal of H. Warrick, an original member of the Sacred Seven.
Fees: Tuition to attend Rynmere University starts at 600 gold nels a year, costing an extra 600 gold nels for those seeking to familiarise themselves in the arcane arts (theoretical knowledge only). For this price, students can pick one of the arcane arts to study (and gain knowledges for). These prices cover tuition only, accommodation and other expenses are to be arranged and covered by the student or their family. The onsite residence hall costs 2sn a night for students paying to attend the university.
Loans: Citizens of Rynmere Kingdom can apply for educational loans of up to 1000 gold nels a year. They will then have one year in which to repay the money before they can apply for a second loan of 2000 nels. Though the loan amount increases, the time in which they have to repay the money does not. If the participant passes all of their chosen classes the loan remains interest free, if however they fail any of their classes, they must pay an additional 5% in interest on the total value of the loan (on top of the 15% interest they already pay).
Scholarships: Each region offers a scholarship once a year to the highest achieving student from their region. This covers a year’s tuition at Rynmere University in Andaris City, excluding the costs of for learning the arcane arts. (Players with 50 skill points in their chosen academic area of expertise can apply for a scholarship from their home region).
Knights: Upon receiving a knighthood, knights get one academic subject free for one year in which they can attend lectures, classes, and demonstrations free of charge. (Must be earned - character starts as squire).
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Employment
Work Ethic: Everyone in Rynmere is expected to work from the age of fifteen to sixty-five unless they are furthering their education. There are no handouts in the Kingdom of Rynmere and anyone who can't provide for themselves or their family is sent to work on a farm or in the mines as a last alternative. Military personnel are allowed to retire at the age of fifty while everyone else is expected to work at least fifteen years longer.

Andaris: Blacksmith, Knight, Monk, Lady in Waiting, Farmer, Courtesan, Baker, Merchant, Squire, Fishermen, Bard, Doctor, Groom, Teacher, Scribe, Poet, Tax Collector, Jailor
Venora: Fishermen, Hatmaker, Piper, Farmer, Herbalist, Beekeeper, Gardener, Artist, Dancer, Musician, Dairymaid
Warrick: Huntsman, Farmer, Weaponsmith, Tanner, Fletcher, Farmer, Animal Handler, Butcher, Saddler, Bowyer
Burhan: Shipwright, Arborist, Architect, Builder, Archer, Falconer, Bandit, Carpenter,
Endor: Miner, Metalsmith, Gem Cutter, Armorsmith, Pirate, Banker
Gawyne: Philosopher, Teacher, Pioneer, Sailor, Ropemaker
Krome: Brewer, Fishermen, Mason, Scout, Cobbler
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