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The Game Overview below will go over the key in character details including the setting, features, and more.  We know there's a lot to take in so please don't feel like you have to have everything memorized!  This page will be a great reference for you as you go along, and we're always happy to answer questions or help point you in the direction of the right resource(s) whenever you need help or have questions.
The Game Overview provides all the key details you’ll need to understand the world, setting, and unique features of our game! We’re always here to lend a hand if you have questions or need a nudge in the right direction. This page was updated on September 27th, 2024 to reflect changes brought about by our new version; any changes made after the fact will be marked with a star (★).


== The World ==
== World History ==
Kinship’s past is one of divine interference, where the whims of gods shaped the world and its people. What began as a neutral ground for resolving disputes became a place of conflict, experimentation, and mortal suffering, leaving scars that still shape the present.


* Our game is set in the world of ''Kinship''. This world was originally created by the Primordial Gods as a neutral ground for their divine children to settle disputes without harming populated worlds.
* The younger gods, addicted to the power of mortal prayers—which could extend their lives and increase their abilities—fought for control of life-supporting planets, causing destruction across the universe. To contain the damage, the Primordials designated Kinship as a battleground where these gods could resolve their conflicts without harming other worlds.
* Some deities used the world as a testing ground for various experiments while others began "borrowing" lifeforms to fight on their behalf; some actually abducted individuals/groups from their homeworld, while other lifeforms were recreated using "blueprints".
* Early disputes were settled through games and duels, but the gods soon grew bored and began abducting or creating lifeforms to fight in their place, initially plants and animals and then expanding to humanoids. Some mortals were modeled on blueprints from other planets while others were kidnapped directly from their home planets; some were even deliberately altered or hybridized for the purpose of battle or destruction.
* All native life, including flora and fauna, stem from these early transported and created populations; as such, the wildlife is often a peculiar blend of familiar and alien. Characters may encounter everything from robotic and cyborg plants and animals to dinosaurs, mythical creatures, and modern Earth animals both magical and not.
* Mortals, often forced to fight or commit heinous acts against each other, suffered greatly; their prayers for survival, peace, or victory fueled the gods backing their side of the conflict, creating a cycle where destruction fed divine power. The scars from these battles still linger in Kinship’s cultures and societies today.
* Kinship's history of divine meddling has made it a cultural patchwork of different eras and worlds -- remnants of ancient dialects and futuristic argots pepper everyday conversations while songs, stories, and names carry echoes of both familiar and foreign origins.
* Eventually, the Primordials intervened, transforming Kinship into a Sanctuary Planet. Though some gods continue to oversee it, their influence is now more structured and controlled, focusing on guidance and stewardship rather than chaos and conflict.
* On Kinship, magic and technology intertwine in surprising ways. Wands and laser pistols are common tools. Mystical ruins hide behind force fields, while magic imbues mechs and motors. This blend of swords and sorcery, ancient and futuristic, creates a world where the mystical and mechanical complement one another.
* Kinship's kaleidoscope of cultures means social mores and material goods vary wildly between realms. A wizard may wear mythril robes and dwell in a tower topped with astrolabes in one country, while a cyborg bounty hunter dons graphene armor in the minimalist skyrise of another. People's views span the spectrum from mystical to pragmatic, traditional to progressive, fatalistic to ambitious.


== The Island ==
== Modern Day ==
* The island of ''New Ognos'' is the primary setting for our game.  For centuries, Old Ognos was an isolated nation preoccupied with internal conflicts between its two primary races, Humans and Valka, and wary of outside influence.
Today, Kinship is a world where magic and technology coexist, woven together by its rich and often painful history.
* This all changed when a divine war between Ognos' patron gods broke out at the same time as another god arrived on the planet; the combination caused disasters and disruptions across Kinship, with Ognos taking the worst of the damage.
* With their homeland destroyed, the surviving Ognoshu became refugees. Some tried to integrate into the foreign realms that took them in, while others chose to remain nomadic, living permanently aboard ships and vessels either solo or in wandering fleets.
* After some time, the Primordial Gods became aware of what was happening on Kinship and personally made a visit to Ognos to intervene; they were unable to completely repair all of the damage, however, they were able to stabilize the island and the rest of the world.


* At this time, the only established foothold in New Ognos is a single town, Pyronmouth, with a relatively small population.  There have been three waves of settlers so far:
* The planet is a patchwork of cultures, with architecture, languages, and traditions borrowed from or created by countless civilizations. Ancient dialects blend with futuristic slang, and you'll find relics of long-forgotten eras standing alongside cutting-edge technology.
** ''First Wave:'' Focused on establishing the town; primarily scout teams, resource assessors, military vanguards, terraformers, and architects.
* Magic and technology intertwine—wands, enchanted machines, and laser pistols are used side by side, seamlessly merging the mystical with the mechanical in ways that are both surprising and familiar.
** ''Second Wave:'' Focused on expanding the infrastructure; primarily builders, merchants, craftsmen, bankers, and politicians.
* The wildlife of Kinship is equally diverse, a mix of robotic creatures, mythical beasts, dinosaurs, and modern species with both magical and mundane aspects.
** '''Third Wave (current):''' Focusing on remapping, rebuilding, and resettling the island; primarily explorers, adventurers, treasure hunters, miners, farmers, and researchers.  
* The island is forever changed, and it will take a long time for all of the secrets, dangers, and transmutations to be discovered.  There will be a strong emphasis put on collaboration, adventuring, exploration, and discovery during this version.


== The Town (Pyronmouth) ==
== The Island ==
 
New Ognos, the primary setting for our game, is an island that has fully rebuilt from disaster. For centuries, Old Ognos was an isolated nation embroiled in internal conflicts between Humans and Valka, avoiding outside influence — until the island's patron gods waged a war that shook Ognos, and the entire world, to its core.
* Blessed by the now-exiled Gods as an apology for fighting amongst themselves instead of protecting the island/planet, the central town that characters begin in naturally expands or shrinks depending on population in town and has many basic conveniences to offer.
* Pyronmouth is protected by massive obsidian walls that are patrolled by robotic guards called Flies (named for their large black camera-eyes and faint buzzing sounds). 
** Flies will intervene if they see combat inside the city and can subdue Ognoshu or animals by releasing a flood of gas from their mouths. 
** They will pursue murderers and people who cause physical harm to another, however, they do not enforce laws against other offenses like stealing. 
** Flies will also attack any threat against the city itself, frequently killing or driving off wild animals and the like. 
* The town is divided into several districts: 
** The ''Emerald District'' has been claimed by the wealthiest of Ognoshu, commonly nobles and wealthy gentry.  The district features grand villas and manors and was named for the lush greenery of its sprawling lawns and flower gardens. 
** The ''Sapphire District'' features smaller, but still very desirable, homes. Members of the gentry -- merchants, scholars, soldiers, and skilled craftspeople, primarily -- live here.  The district is named for the blue-roofs of the various shops scattered throughout the district. 
** The ''Ruby District'' is named after the red brick and timber used to craft most of the houses here.  This district is home to primarily commoners, laborers, and tradesmen; living accommodations tend to be comfortable but sparse and somewhat cramped in order to dedicate more land to crops and livestock. 
** The ''Obsidian District'' is home almost exclusively to Valka; humans entering the area may be viewed with suspicion by some.  It features impressive communal buildings and homes made of dark stone; other residences include traditional housing like yurts and tents.  The district is colloquially known as the ''Ash District'', for the ash produced by the many large open fires dotting the landscape; these fires are used for a variety of purposes from mundane (cooking, keeping warm, etc.) to mystical (ceremonies, religious holidays, etc.). 
** The main shopping area is called the ''Copper District''; it features a huge open air bazaar plus shops, shacks, stalls, and tents.  The district is named for the new currency, coppers. 
** The ''Iron District'' is the formal name for the Docks.  It features rows of piers and warehouses for fishing boats, merchant vessels bringing or shipping goods, and the handful of Navy ships New Ognos has to its name currently. 
** The ''Platinum District'', more commonly called ''The Hub'', is the heart of the town and home to several administrative buildings, such as the Hall of Records and the Silver Precinct (where the guards/police force work from), as well as Guild Halls.


== New Ognos Society ==
* The destruction came when Ognos' patron gods waged war, disrupting Kinship as a whole and devastating Ognos most of all. In the chaos, another god arrived, further intensifying the damage.
* The survivors, now refugees, scattered across Kinship. Some sought refuge in foreign lands, trying to integrate, while others became nomads, living aboard ships or wandering fleets.
* Eventually, the Primordial Gods intervened. Though they couldn't undo all the damage, they stabilized the island enough to allow New Ognos to rebuild.


* While social classes still exist in New Ognos, they are less rigidly defined than in the past. There is now more fluidity and overlap between classes, especially in the upper echelons of society.
That rebuilding is now a matter of history rather than current events — New Ognos has had years to resettle, grow, and establish itself, and today supports multiple generations of Ognoshu, formal leadership, and settlements spread across territories still being fully mapped. For a full breakdown of the island's territories, see [[Island Information]]; for the timeline of major events since resettlement began, see [[History & Current Events]].
* The current social classes are explained below; characters from any race may be joined as a member of any class.  Social mobility is possible through both in-character activities or by spending money in the [http://www.kinrpg.com/marketplace.php Marketplace].
** ''Nobility:'' Nobles sit at the apex of society in terms of wealth and hereditary privilege; their privileges include more lavish lifestyles, bigger estates, access to elite circles, exemption from certain laws, hired private forces, and the best education.
*** Female nobles use the title "Dame" and male or non-binary nobles use the title "Thane" followed by their last names.  Among friends, they often go by Lord, Lady, or Liege [First Name].  For example, Dame Sherwood may be called Lady Amelia by her inner circle.
*** A handful of Valka clans and members of other races have attained noble titles, though old prejudices often persist against non-human nobles.
** ''Gentry:'' The Gentry sit between the nobility and common folk. They comprise wealthy landowners, successful merchants, scholars, magistrates, master artisans, and military officers. In New Ognos, the wealthiest members of the Gentry often interact closely with nobles.
** ''Commoners:'' Commoners comprise the bulk of society and the workforce in manual and domestic vocations. They include farmers, builders, miners, servants, and unskilled laborers.  What they lack in wealth, they gain in social freedoms beyond nobles' scrutiny.


== Races ==
== Pyronmouth — The Sovereign Capital ==
Residents of Ognos, regardless of race, are called "Ognoshu" - this term can be used for things that apply to both/all races, or when discussing a group consisting of individuals from multiple races. This section provides a brief overview of each race's key features; additional relevant information can be found in the ''[[Getting Started]]'' guide.
Once blessed by the gods of Old Ognos as an apology for the damage caused by their conflicts, Pyronmouth is the heart of New Ognos and its capital city. Pyronmouth holds a unique sovereign status directly beneath the High King — comparable to a capital district set apart from the territories that surround it. Its own governance is handled locally by an elected Mayor.


=== Humans ===
The town was once able to expand and contract with its population, but that function has long since ceased, and many buildings sat vacant as people moved to new settlements outside the city. Much of that vacancy has since been resolved through resettlement and new ownership, though the effects of that era are still visible in some districts.
*Humans were once the dominant force in Ognos with larger, more concentrated populations and higher political power in all five of the original territories.
*They had a very strict and rigid class system; wealthy nobles had more social power but fewer liberties than the poor commoners.
*Human society was heavily patriarchal, with men and boys having greater social privileges and autonomy than women and girls.
*Most humans are born with the ability to summon and control a small number of nanites.
*Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, however, each character may be joined with one appearance-only trait.
*Humans typically cannot use magic or shapeshift.


=== Valka ===
The town is divided into distinct districts, each with its own cultural and economic focus:


* Valka were once marginalized by the humans of Ognos; the 300-year Silent War had only just ended and equality was beginning to be established right before the disaster.
* '''Emerald District''' — The wealthiest Ognoshu live here in grand villas surrounded by lush gardens.
* They had a decentralized clan-based social structure; they typically lived in large, nomadic family groups.
* '''Sapphire District''' — Home to merchants, soldiers, and scholars, known for its blue-roofed shops and desirable homes.
* Valka society was primarily matriarchal, but heavy emphasis was put on the abilities of the individual.
* '''Ruby District''' — Laborers and tradespeople live in modest, crowded homes in this district, leaving room for farmland and livestock.
* Most Valka are born with the ability to connect with the natural world, granting them access to magic.
* '''Obsidian District''' — Primarily inhabited by Valka, this district features dark stone buildings and communal fires. Humans may be viewed with suspicion here.
* Valka have two forms: a True Form and a humanoid form.
* '''Copper District''' — A bustling bazaar with shops, stalls, and tents, serving as the town's marketplace.
** Their True Form is typically that of a single modern Earth animal, which they usually transition fully in to.
* '''Iron District''' — The docks, where fishing boats, merchant vessels, and Navy ships are moored.
** Their alternate form will appear similar to a human, however, they be joined with either up to two appearance-only traits OR one physical enhancement based on their animal form.
* '''Platinum District (The Hub)''' — The administrative heart of Pyronmouth, home to guild halls, the Hall of Records, and the Silver Precinct.
* Valka typically cannot interface with technology.


=== Human/Valka Relations ===
With many buildings previously left vacant, the government opened these properties for purchase, particularly in the Emerald and Sapphire Districts. This led to the rise of wealthy landlords, some of whom use their influence to help their tenants, while others charge high rents and neglect basic services. In some cases, shady deals allowed landlords to claim ownership of already-occupied buildings, occasionally leaving characters with a new landlord they never agreed to.


* Valka and Human relations were strained by a 300-year-long period of conflict called the Silent War, but things were improving quickly before the disaster.
Wealthier characters may also be tasked with overseeing properties in the Ruby District, historically the hardest-hit by the town's early instability. This has led to a mixture of well-maintained and poorly managed areas, depending on how seriously those responsibilities are taken.
* The varied lands where the refugees of Ognos settled shaped how the relationships between Valka and Humans evolved during their time away.
** In some regions, grief brought Valka and Humans together, forging unexpected bonds of mutual understanding and cooperation. United in hardship, old enmities faded as they supported one another.
** In other areas, traditional segregation persisted - while they inhabited the same lands, Valka and Humans kept to themselves, maintaining the divisions of old. Interactions were sparse, bound by custom.
** Still other lands saw age-old conflicts reignite, or new oppression arise. Old hatreds or fear led Valka and Humans to vilify and subjugate each other once more.
* On New Ognos, one's capability and contributions have typically defined their status, rather than their wealth, race, or gender. Merit and achievement typically dictate an individual's respect and renown, and their access to opportunities, in this fledgling land. However, the winds of change may shift as more settlers arrive.


=== Other Races ===
Pyronmouth is protected by obsidian walls and robotic guards known as Flies. These guards typically intervene in violent crimes, but only if they witness the act. If they come across the aftermath, such as a dead body, they merely scan the area for obvious suspects and leave further investigation to the Silvers, the city's Ognoshu guard force. Following past periods of instability, Flies have at times behaved erratically, sometimes ignoring crimes or wrongly targeting civilians — largely resolved, though isolated incidents still occur.
Additional races and unique core race lineages may be purchased from our [http://www.kinrpg.com/marketplace.php Marketplace] or unlocked through events, mini-games, and special drops.  


== Astrofel (''optional'') ==
== New Ognos Society ==
Astrofel are animals that usually feature in their bonded's posts as secondary/supporting characters, though they can occasionally be posted individually.  This section provides a brief overview of their key features; additional relevant information can be found in the ''[[Astrofel]]'' guide. 
New Ognos is governed by a formal, tiered leadership structure:
 
* Astrofel are magical beings that were native to Old Ognos.  There were three known subspecies: Spirits, who Bonded with Valka; Shades, who Bonded with Humans; and Hesper, Shade x Spirit hybrids who bonded with Amalgam (Human x Valka hybrids).
* Bonding was extremely common on Old Ognos, with most individuals having one Astrofel.  Most Astrofel chose to flee with their partner when Old Ognos fell, though some decided -- or were forced -- to stay behind. 
** Very few wild Astrofel were able to saved by Ognoshu during the island's collapse, and the size of the population is currently unknown.
** The Astrofel now found on New Ognos have been changed in many ways; we'll explain more about this the ''[[Astrofel]]'' guide!
* Astrofel level separately from their Ognoshu; they can also gain their own rewards for mini-game participation, drops, events, and more. 
** This means there will be a little more for you to manage, but don't worry -- having an Astrofel is optional!
** Characters may find theirs at any time; there's no rush or pressure to have one, though they can be quite beneficial.
 
== Rewards ==
''Unless otherwise stated, you will have '''one real-life month''' to claim rewards.'' 
 
=== Coppers (Currency) ===
 
* The in-game currency is called "coppers" and is represented by a lowercase c.  Ex: 100c is 100 coppers.
* In character, coppers are literally bits of copper hammered into a small, flat shape; they are somewhat unregulated, though this may change as New Ognos becomes more developed.
* Players earn 1c for every 2 words in an in-character post; this means a 300 word post is worth 150c, an 800 word post is worth 400c, etc.  We always round up so, for example, if you write 355 words you will earn 178c (rounded up from 177.5c).
* Coppers are also a common reward for participation in mini-games, during events and drops, etc.
 
=== Tokens ===
 
* Tokens are special bonus rewards that players can unlock by completing special challenges and participating in mini-games.  Opportunities to pick the specific type of Token you'll earn will be rare; most of the time the type will be randomly generated.
* Tokens will go in to a player's inventory until they choose to use them; you can also sell Tokens for coppers if you don't want to access the rewards they offer.
* There are four possible tokens players can collect, each offering a different benefit when activated:
** ''Mystery Tokens:'' Allows you to select one reward from a list of six randomly generated options.  These options include minor appearance edits, small amounts of currency, consumable items, temporary boosts, small discounts, or even minor pets. Resell Value: 2c
** ''Innovation Tokens:'' Allows you to select one item from a list of six randomly generated options OR adds a new item to the [http://www.kinrpg.com/marketplace.php Marketplace]; you receive a copy of the unlocked item for free. Resell Value: 5c
** ''Enlightenment Tokens:'' Allows you to select one Talent from a list of six randomly generated options OR adds a new Talent to the Talents Database; you receive a copy of the unlocked Talent for free. Resell Value: 10c
** ''Fortune Tokens:'' Triggers an event that benefits all players for a limited time, like boosted loot drops, merchant discounts, special progression opportunities, etc. Resell Value: 20c
 
=== Badges ===
 
* Players, characters, Astrofel, and pets can earn special Badges by participating in special opportunities like Seasons, challenges, holiday events, etc.
** We'll always be sure to list them as a potential reward whenever they are available!
* Badges will be displayed on profiles, but they can also be sold for coppers if desired.
 
=== Non-Monetary Rewards ===
 
* Players will earn a wide variety of different rewards, including but not limited to: pets, weapons, tools, armor, clothing, Talents, opportunities, various types of progression, discounts, Astrofel, and custom rewards of all kinds.
* Players can earn non-monetary rewards by playing mini-games, meeting progression goals, and through drops.
 
=== Special Day Drops ===
 
* On a player's special day, which can be their birthday or another date of their choosing, that player will receive a random Token and a coupon for one Talent or item of their choosing up to 2000c in value.  All players may also claim one ''Birthday Box (Player Name);'' each box will drop between one and three special prizes related to a theme from the your list in the #wish-lists channel on Discord.
 
=== Celebration Drops ===
 
* We LOVE celebrating our players and the events happening for them in real life -- if you have something awesome happen, please let us know!  We can announce this publicly if it's something you want to share, or leave it more vague if you prefer.  We'll also drop a ''Celebration Box (Player Name)'', which will grant players between one and three special prizes related to one of your [https://discord.com/channels/726973523960135692/1145058819882369115 special day themes].
 
=== Holiday/Miscellaneous Drops ===
 
* We may occasionally drop rewards related to holidays, real-life events, or to boost morale.  These rewards are a bit more loose than the above, but will usually be themed.
 
== Progression Systems (''optional'') ==
We offer the following progression systems; all systems are entirely optional and players can choose to track them (or not) at any time without losing progress -- it's literally just whether or not you pick a checkbox when posting!
 
* The ''Character Progression system'' will allow you to level up your character's nanites/magic and open up new opportunities.


* The ''Astrofel Progression system'' allows you to enhance your Astrofel and their bond, unlocking new features and opportunities.
* '''The Monarchy''' — Rules over all of New Ognos. The Monarchy sits above every quadrant and territory on the island, with final say over matters that span more than one Archduchy.
* The ''Pet Progression system'' allows you to gain new abilities and bonuses for your pets, or to enhance pre-existing ones.
* '''The Archduchies''' — Each archduchy rules over one quarter of the island's territories (e.g., "Archduke of the Northeast"), overseeing every Duke/Duchess within their Quadrant. Within their own Quadrant, they answer only to the Monarchy; elsewhere, they're second to both that area's ruler and the Monarchy.
* ''Guilds'' are organizations that characters can join to access community, training, exclusive quests, special discounts, and collective benefits in pursuit of professional or social goals.  After joining, characters can work together with their guildmates or take on individual tasks to help level up their Guild, unlocking and enhancing member benefits.
* '''The Duchies''' — Each duchy rules over a single territory (e.g., "Duke of Aethelreach"), answering up to both their Quadrant's Archduchy and the Monarchy.  
* The ''Island/Plot Progression system'' allows you to help level up the game, the island, and the world.  Through participation, players can unlock new areas, plot opportunities/details, pets, talents, Marketplace items, sitewide discounts or rewards, races, Astrofel, and ''much, much more!''  Players can choose passive participation -- you help with progression just by posting! -- or active participation, where you opt to play specific mini-games or complete tasks in-character to help us progress.
* '''Noble Houses''' — Beneath the Duchies sits a more local layer of nobility: Houses that hold and govern individual towns, areas, or estates rather than an entire territory. Titles include Dame/Thane for House heads, and Lord/Lady/Liege for other House members.  
* ''Challenges'' are special bonus tasks players can complete to earn Tokens and other special rewards; challenges are completely optional, but can enhance your experience. You can learn more about our available challenges [https://www.kinrpg.com/challenges.php here].
* '''Specialty Titles''' — A handful of titles exist outside this chain of command.  


== Mini-Games (''optional'') ==
Please check out the [[Getting Started|Getting Started guide]] for the full breakdown of every title and its variants, how spouses and heirs are titled, and the process for claiming a Duchy or founding a noble House.
We offer a variety of mini-games for players and characters can participate in to earn various prizes.  These experiences are entirely optional, but are a fun way to experience unique aspects of the game, explore character development, complete challenges, and more.  Opportunities include, but are not limited to, explorations (solo and with other characters/NPCs), battles, gambling, capturing and training pets, and more; you can even create new lineages through the breeding catalyst!


== Deeper Dives (''optional'') ==
== Version Seven Features ==
If you'd like more information on the topics covered in this guide, please visit the [[Main Page]] and check out the resources in the Extras category.
Check out our [[Version 7|Version 7 guide]] for more information!


== Next up... ==
== Next up... ==
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* [[Guidebook]] - a brief look in to game setting & mechanics
* [[Guidebook]] - a brief look in to game setting & mechanics
* [[Getting Started]] - your character creation companion
* [[Getting Started]] - your character creation companion
* [[Playable Races]] - learn more about the people of New Ognos


When you've read everything over, you can get going by joining your character [http://www.kinrpg.com/join.php here].
* [[Posting Guide]] - learn how to use our custom-coded boards


[https://discord.gg/PCaJ7FQDHy Don't forget to join our Discord!]
When you've read everything over, you can get going by registering for an account [http://www.kinrpg.com/register.php here].

Latest revision as of 15:35, 21 July 2026

The Game Overview provides all the key details you’ll need to understand the world, setting, and unique features of our game! We’re always here to lend a hand if you have questions or need a nudge in the right direction. This page was updated on September 27th, 2024 to reflect changes brought about by our new version; any changes made after the fact will be marked with a star (★).

World History

Kinship’s past is one of divine interference, where the whims of gods shaped the world and its people. What began as a neutral ground for resolving disputes became a place of conflict, experimentation, and mortal suffering, leaving scars that still shape the present.

  • The younger gods, addicted to the power of mortal prayers—which could extend their lives and increase their abilities—fought for control of life-supporting planets, causing destruction across the universe. To contain the damage, the Primordials designated Kinship as a battleground where these gods could resolve their conflicts without harming other worlds.
  • Early disputes were settled through games and duels, but the gods soon grew bored and began abducting or creating lifeforms to fight in their place, initially plants and animals and then expanding to humanoids. Some mortals were modeled on blueprints from other planets while others were kidnapped directly from their home planets; some were even deliberately altered or hybridized for the purpose of battle or destruction.
  • Mortals, often forced to fight or commit heinous acts against each other, suffered greatly; their prayers for survival, peace, or victory fueled the gods backing their side of the conflict, creating a cycle where destruction fed divine power. The scars from these battles still linger in Kinship’s cultures and societies today.
  • Eventually, the Primordials intervened, transforming Kinship into a Sanctuary Planet. Though some gods continue to oversee it, their influence is now more structured and controlled, focusing on guidance and stewardship rather than chaos and conflict.

Modern Day

Today, Kinship is a world where magic and technology coexist, woven together by its rich and often painful history.

  • The planet is a patchwork of cultures, with architecture, languages, and traditions borrowed from or created by countless civilizations. Ancient dialects blend with futuristic slang, and you'll find relics of long-forgotten eras standing alongside cutting-edge technology.
  • Magic and technology intertwine—wands, enchanted machines, and laser pistols are used side by side, seamlessly merging the mystical with the mechanical in ways that are both surprising and familiar.
  • The wildlife of Kinship is equally diverse, a mix of robotic creatures, mythical beasts, dinosaurs, and modern species with both magical and mundane aspects.

The Island

New Ognos, the primary setting for our game, is an island that has fully rebuilt from disaster. For centuries, Old Ognos was an isolated nation embroiled in internal conflicts between Humans and Valka, avoiding outside influence — until the island's patron gods waged a war that shook Ognos, and the entire world, to its core.

  • The destruction came when Ognos' patron gods waged war, disrupting Kinship as a whole and devastating Ognos most of all. In the chaos, another god arrived, further intensifying the damage.
  • The survivors, now refugees, scattered across Kinship. Some sought refuge in foreign lands, trying to integrate, while others became nomads, living aboard ships or wandering fleets.
  • Eventually, the Primordial Gods intervened. Though they couldn't undo all the damage, they stabilized the island enough to allow New Ognos to rebuild.

That rebuilding is now a matter of history rather than current events — New Ognos has had years to resettle, grow, and establish itself, and today supports multiple generations of Ognoshu, formal leadership, and settlements spread across territories still being fully mapped. For a full breakdown of the island's territories, see Island Information; for the timeline of major events since resettlement began, see History & Current Events.

Pyronmouth — The Sovereign Capital

Once blessed by the gods of Old Ognos as an apology for the damage caused by their conflicts, Pyronmouth is the heart of New Ognos and its capital city. Pyronmouth holds a unique sovereign status directly beneath the High King — comparable to a capital district set apart from the territories that surround it. Its own governance is handled locally by an elected Mayor.

The town was once able to expand and contract with its population, but that function has long since ceased, and many buildings sat vacant as people moved to new settlements outside the city. Much of that vacancy has since been resolved through resettlement and new ownership, though the effects of that era are still visible in some districts.

The town is divided into distinct districts, each with its own cultural and economic focus:

  • Emerald District — The wealthiest Ognoshu live here in grand villas surrounded by lush gardens.
  • Sapphire District — Home to merchants, soldiers, and scholars, known for its blue-roofed shops and desirable homes.
  • Ruby District — Laborers and tradespeople live in modest, crowded homes in this district, leaving room for farmland and livestock.
  • Obsidian District — Primarily inhabited by Valka, this district features dark stone buildings and communal fires. Humans may be viewed with suspicion here.
  • Copper District — A bustling bazaar with shops, stalls, and tents, serving as the town's marketplace.
  • Iron District — The docks, where fishing boats, merchant vessels, and Navy ships are moored.
  • Platinum District (The Hub) — The administrative heart of Pyronmouth, home to guild halls, the Hall of Records, and the Silver Precinct.

With many buildings previously left vacant, the government opened these properties for purchase, particularly in the Emerald and Sapphire Districts. This led to the rise of wealthy landlords, some of whom use their influence to help their tenants, while others charge high rents and neglect basic services. In some cases, shady deals allowed landlords to claim ownership of already-occupied buildings, occasionally leaving characters with a new landlord they never agreed to.

Wealthier characters may also be tasked with overseeing properties in the Ruby District, historically the hardest-hit by the town's early instability. This has led to a mixture of well-maintained and poorly managed areas, depending on how seriously those responsibilities are taken.

Pyronmouth is protected by obsidian walls and robotic guards known as Flies. These guards typically intervene in violent crimes, but only if they witness the act. If they come across the aftermath, such as a dead body, they merely scan the area for obvious suspects and leave further investigation to the Silvers, the city's Ognoshu guard force. Following past periods of instability, Flies have at times behaved erratically, sometimes ignoring crimes or wrongly targeting civilians — largely resolved, though isolated incidents still occur.

New Ognos Society

New Ognos is governed by a formal, tiered leadership structure:

  • The Monarchy — Rules over all of New Ognos. The Monarchy sits above every quadrant and territory on the island, with final say over matters that span more than one Archduchy.
  • The Archduchies — Each archduchy rules over one quarter of the island's territories (e.g., "Archduke of the Northeast"), overseeing every Duke/Duchess within their Quadrant. Within their own Quadrant, they answer only to the Monarchy; elsewhere, they're second to both that area's ruler and the Monarchy.
  • The Duchies — Each duchy rules over a single territory (e.g., "Duke of Aethelreach"), answering up to both their Quadrant's Archduchy and the Monarchy.
  • Noble Houses — Beneath the Duchies sits a more local layer of nobility: Houses that hold and govern individual towns, areas, or estates rather than an entire territory. Titles include Dame/Thane for House heads, and Lord/Lady/Liege for other House members.
  • Specialty Titles — A handful of titles exist outside this chain of command.

Please check out the Getting Started guide for the full breakdown of every title and its variants, how spouses and heirs are titled, and the process for claiming a Duchy or founding a noble House.

Version Seven Features

Check out our Version 7 guide for more information!

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