Playable Races: Difference between revisions

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Below are options for playable races we currently offer; additional races may be discovered, added, or unlocked through game progression, special events, and more!  If you have an idea for a new race you'd like to see added, please let us know using your private support channel.  While we can't guarantee we can add it immediately, we will definitely keep it in mind and see where it might fit in in future; in the meantime, you may be able to join a character from this race using the Custom option explained below.   
Below are options for playable races we currently offer; additional races may be discovered, added, or unlocked through game progression, special events, and more!  If you have an idea for a new race you'd like to see added, please let us know using your private support channel.  While we can't guarantee we can add it immediately, we will definitely keep it in mind and see where it might fit in in future; in the meantime, you may be able to join a character from this race using the Custom option explained below. There is no character cap, so you can join as many as you feel comfortable playing!    


<code>'''Important Note:''' "Paid" indicates that something can be unlocked through the use of in-game currency, which you will earn through posting, participating in events, etc.  If there is something you really want but can't afford, contact Signe and she can assist you by either providing opportunities for you to collect the additional currency needed or set up a way for you to unlock what you want through in-game participation.  You will NEVER be asked to pay any form of real-life currency in order to access ANY aspect of the site.</code>  
<code>'''Important Note:''' "Paid" indicates that something can be unlocked through the use of in-game currency, which you will earn through posting, participating in events, etc.  If there is something you really want but can't afford, contact Signe and she can assist you by either providing opportunities for you to collect the additional currency needed or set up a way for you to unlock what you want through in-game participation.  You will NEVER be asked to pay any form of real-life currency in order to access ANY aspect of the site.</code>  


== Core Races (Unlimited, Free) ==
== Core Races ==
We currently offer two Core Races, which can be joined for free at any time; there is no character cap for these races, so you can join as many as you feel comfortable playing!


=== Humans ===
=== Humans ===


* Human characters may originate from Old Ognos, any Five Faction kingdom, or any other planet/time/place.
* Human characters may originate from Old Ognos, any kingdom, or any other planet/time/place.
** Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our [https://www.kinrpg.com/images/NewOgnos.jpg Known Areas] through various methods.
** Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our [https://www.kinrpg.com/images/NewOgnos.jpg Known Areas] through various methods.
** If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Human upon arrival.  The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
** If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Human upon arrival.  The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
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Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted.  Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.   
Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted.  Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.   


Each character may also be joined with a single appearance-only trait for free; these are traits that provide no offensive or defensive capabilities, but alter your character's appearance in some way (often using technology, surgery, or other "high tech"/scifi manipulation of the body).  
Each character may also be joined with a single appearance-only trait for free; these are traits that provide no offensive or defensive capabilities, but alter your character's appearance in some way (often using technology, surgery, or other "high tech"/scifi manipulation of the body). ''Additional augmentations can be purchased -- let Signe know what you'd like and she can price it out for you!''
* Options might include, but are not limited to:
* Options might include, but are not limited to:
** Cybernetic eyes - Allows for various colors, shapes, or artistic designs that don't provide enhanced vision
** Cybernetic eyes - Allows for various colors, shapes, or artistic designs that don't provide enhanced vision
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=== Valka ===
=== Valka ===


* Valka characters may originate from Old Ognos, any Five Faction kingdom, or any other planet/time/place.
* Valka characters may originate from Old Ognos, any kingdom, or any other planet/time/place.
** Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our [https://www.kinrpg.com/images/NewOgnos.jpg Known Areas] through various methods.
** Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our [https://www.kinrpg.com/images/NewOgnos.jpg Known Areas] through various methods.
** If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Valka upon arrival.  The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
** If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Valka upon arrival.  The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
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Typically, Valka will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted.  Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.
Typically, Valka will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted.  Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.


Each Valka may also be joined with EITHER two appearance-only traits OR one functional trait for free:
Each Valka may also be joined with EITHER two appearance-only traits OR one functional trait for free. ''Additional traits can be purchased -- let Signe know what you'd like and she can price it out for you.''
* Appearance-Only Traits are carryovers from their animal's form, for example, a character may retain their wolf tail while another might have hair resembling their animal form's fur. These cannot offer any offensive or defensive abilities, and must be based off of their True Form (a cat Valka can't have canine traits naturally, for example). Options include, but are not limited to:
* ''Appearance-Only Traits'' are carryovers from their animal's form, for example, a character may retain their wolf tail while another might have hair resembling their animal form's fur. These cannot offer any offensive or defensive abilities, and must be based off of their True Form (a cat Valka can't have canine traits naturally, for example). Options include, but are not limited to:
** Retaining animal ears - A fox Valka might have large fox ears. ''Does not provide enhanced hearing; replaces "human" ears.''
** Retaining animal ears - A fox Valka might have large fox ears. ''Does not provide enhanced hearing; replaces "human" ears.''
** Tails - Keeping a bushy wolf tail or long feline tail for aesthetic purposes. ''Cannot be prehensile.''
** Tails - Keeping a bushy wolf tail or long feline tail for aesthetic purposes. ''Cannot be prehensile.''
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** Fish scales - Iridescent scale patches on parts of the skin.
** Fish scales - Iridescent scale patches on parts of the skin.
** Tusks/horns - Small vestigial tusks or horns like an ox Valka. ''Not intended for combat.''
** Tusks/horns - Small vestigial tusks or horns like an ox Valka. ''Not intended for combat.''
* Functional traits are more powerful carryovers, that can offer abilities or benefits to the character; these must be based off of the character's True Form. Options include, but are not limited to:
* ''Functional traits'' are more powerful carryovers, that can offer abilities or benefits to the character; these must be based off of the character's True Form. Options include, but are not limited to:
** Prehensile tail - A monkey Valka may have a long, dexterous tail able to grasp objects.
** Prehensile tail - A monkey Valka may have a long, dexterous tail able to grasp objects.
** Enhanced strength - A bear Valka might have greater physical strength.
** Enhanced strength - A bear Valka might have greater physical strength.
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* 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.
* 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.


== Core Race Variants (Unlimited, Paid) ==
=== Telaspa ===
 
=== Telaspa (500c) ===
Telaspa are rare Valka variants that possess both a complete animal form and a humanoid form heavily blended with traits from their True Form. These traits can grant them unique abilities not available to the average Human or Valka without additional payment, however, all aspects must remain natural to their animal form.
Telaspa are rare Valka variants that possess both a complete animal form and a humanoid form heavily blended with traits from their True Form. These traits can grant them unique abilities not available to the average Human or Valka without additional payment, however, all aspects must remain natural to their animal form.


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* '''Natural Traits:''' All aspects must be natural to the animal. For example, a cheetah Telaspa must exhibit cheetah traits and coloring unless unique colors are specifically paid for. You cannot mix traits from different animals. ''Describe what their humanoid form looks like in the Detailed Human Appearance.''
* '''Natural Traits:''' All aspects must be natural to the animal. For example, a cheetah Telaspa must exhibit cheetah traits and coloring unless unique colors are specifically paid for. You cannot mix traits from different animals. ''Describe what their humanoid form looks like in the Detailed Human Appearance.''
* '''Enhanced Abilities:''' Depending on the traits carried over, a Telaspa may have special abilities. For instance, a Telaspa with a wolf's head might have enhanced senses such as smell and hearing, but if they only retain a wolf's hindlegs, they might only have enhanced speed in their humanoid form. ''List abilities in the Valka Trait Details section of the joining form.''
* '''Enhanced Abilities:''' Depending on the traits carried over, a Telaspa may have special abilities. For instance, a Telaspa with a wolf's head might have enhanced senses such as smell and hearing, but if they only retain a wolf's hindlegs, they might only have enhanced speed in their humanoid form. ''List abilities in the Valka Trait Details section of the joining form.''
* '''Approval Process:''' Telaspa can be joined at any time as long as you have enough coppers to cover the cost of creating one (500c); Signe will review the selected abilities and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.
* '''Approval Process:''' Telaspa can be joined at any time. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.
'''Humanoid Form Examples:'''
'''Humanoid Form Examples:'''
* '''Cheetah:''' Retains sleek, spotted fur covering most of the body, with a long tail and feline facial features, including sharp teeth and semi-retractable claws.
* '''Cheetah:''' Retains sleek, spotted fur covering most of the body, with a long tail and feline facial features, including sharp teeth and semi-retractable claws.
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* '''Porcupine:''' Human form covered with quills that can be used for defense.
* '''Porcupine:''' Human form covered with quills that can be used for defense.


=== Amalgam (1000c) ===
=== Amalgam (500c) ===
Amalgam are human/Valka hybrids; the term is typically used for offspring that are half Human and half Valka, but can be used to describe any individual with mixed blood of any percentage.  
Amalgam are human/Valka hybrids; the term is typically used for offspring that are half Human and half Valka, but can be used to describe any individual with mixed blood of any percentage.  


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* In Old Ognos, Amalgam were somewhat uncommon due to the historical conflicts and complex social dynamics between the races.  Amalgam often faced discrimination from both races, but were more widely accepted by Valka so they were often raised within Clans, either by both parents or exclusively by their Valka parent. The circumstances of their birth varied widely; some resulted from rare but harmonious unions between Humans and Valka, while others arose from more tumultuous situations including forced unions, such as bride/husband kidnappings, or as the result of violence. This history has led to a complex range of personal backgrounds for Amalgam, with some growing up in loving, supportive environments and others experiencing hardship and conflict.
* In Old Ognos, Amalgam were somewhat uncommon due to the historical conflicts and complex social dynamics between the races.  Amalgam often faced discrimination from both races, but were more widely accepted by Valka so they were often raised within Clans, either by both parents or exclusively by their Valka parent. The circumstances of their birth varied widely; some resulted from rare but harmonious unions between Humans and Valka, while others arose from more tumultuous situations including forced unions, such as bride/husband kidnappings, or as the result of violence. This history has led to a complex range of personal backgrounds for Amalgam, with some growing up in loving, supportive environments and others experiencing hardship and conflict.
* The prevalence of Amalgam varies in the Five Faction kingdoms depending on the evolution of Valka/Human relations.
* The prevalence of Amalgam varies in the kingdoms depending on the evolution of Valka/Human relations.
* How your character was raised and what they experienced in terms of family and/or discrimination is entirely up to you!
* How your character was raised and what they experienced in terms of family and/or discrimination is entirely up to you!


'''Mixed Traits:'''
'''Mixed Traits:'''


*Amalgam can have a combination of Valka and Human traits, allowing for unique abilities and characteristics. Examples include, but are not limited to:
*Amalgam can have a combination of Valka and Human traits, allowing for unique abilities and characteristics; Amalgam may use magic OR technology. Examples include, but are not limited to:
** '''Shapeshifting and Tech Use:''' An Amalgam might have the ability to shapeshift like a Valka but have access to advanced technology like a Human instead of magic.
** '''Shapeshifting and Tech Use:''' An Amalgam might have the ability to shapeshift like a Valka but have access to advanced technology like a Human instead of magic.
** '''Magic Use without True Form:''' They might possess the ability to use magic but have a fully human appearance and no ability to shapeshift.
** '''Magic Use without True Form:''' They might possess the ability to use magic but have a fully human appearance and no ability to shapeshift.
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'''Requirements:'''
'''Requirements:'''


* '''Approval Process:''' Amalgam can be joined at any time as long as you have enough coppers to cover the cost of creating one (1000c); Signe will review the selected mixed traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.
* '''Approval Process:''' Amalgam can be joined at any time. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.


== Five Faction Races & Variants (Limited, Conditional/Paid) ==
== Non-Core Races ==
'''Conditions:'''


* Each player may join one Five Faction character for '''free''', provided the following conditions are met:
=== ''Carryover Traits for Shapeshifting Races'' ===
*# They have joined at least one character from a Core Race (Valka or Human).
Any race capable of shapeshifting may retain carryover traits from their animal form, including natural or bonus features, following the same guidelines as [[Playable Races#Valka|Valka]].
*# They have posted in-character at least two times.
* Players may join additional Five Faction characters for 2000c each, provided that Five Faction and other non-Ognoshu characters make up no more than 50% of their total characters.
** Example: If you have two characters, one may be a Non-Ognoshu character. If you have six characters, up to three may be Non-Ognoshu (e.g., 1 Custom, 1 Halfling, 1 Ignean).


=== Auren (1000c) ===
=== [[Auren]] ===


* Auren characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Auren can trace their roots back to [[Five Faction Kingdoms#The Sanctuary (North)|The Sanctuary]].
* Auren characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Auren can trace their roots back to [[The Kingdoms#The Sanctuary (North)|The Sanctuary]].
** Characters living outside of the Sanctuary are more flexible in terms of social norms, experiences, etc.; you can learn more about Auren from The Sanctuary [[Auren|here]].
** Characters living outside of the Sanctuary are more flexible in terms of social norms, experiences, etc.; you can learn more about Auren from The Sanctuary [[Auren|here]].


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* '''Extended Lifespan:''' Auren can live up to 300 years.
* '''Extended Lifespan:''' Auren can live up to 300 years.
* '''Flight:''' Almost all Auren can fly using their wings.
* '''Flight:''' Almost all Auren can fly using their wings.
* '''Shapeshifting:''' They can transform fully into an insect form.
* '''Shapeshifting:''' Most Auren transition can fully into a single animal form; their form retains one insectoid feature, such as wings, compound eyes, chitin plating, or antennae. Extinct and mythical forms can be unlocked through payment (standard Valka costs)
* '''Natural Magic:''' Auren have a strong connection to nature, specializing in plant and animal magics.
* '''Natural Magic:''' Auren have a strong connection to nature, specializing in plant and animal magics.
** Auren typically cannot interface with technology.
** Auren typically cannot interface with technology.
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* Auren have a profound belief in reincarnation, seeing death as a transition into "Reverie," a serene phase where souls prepare for their next life.
* Auren have a profound belief in reincarnation, seeing death as a transition into "Reverie," a serene phase where souls prepare for their next life.


'''Special Offer:''' Auren characters may currently be joined at a discount (1000c) due to the trade agreement with The Sanctuary.
=== [[Caelduran]] ===
 
* Caelduran characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Caelduran can trace their roots back to [[The Kingdoms#The Covenant States (East)|The Covenant States]].
** Characters living outside of the Covenant States are more flexible in terms of social norms, experiences, etc.; you can learn more about Caelduran from the Covenant States [[Caelduran|here]].
 
'''Key Physical Traits:'''
 
* Caelduran are humanoid with smooth, slightly metallic-toned skin — brass, pewter, deep bronze, antique gold — carrying faint engraved-looking lines, like natural filigree, most visible along the collarbone, hands, and temples.
* These lines subtly and automatically update over a Caelduran's lifetime, recording caste, major contracts fulfilled, and formal titles earned; they cannot be faked or forged.
* Height and build vary widely, but posture is uniformly precise, trained from childhood to match caste bearing.
* Eye color is fixed within each caste (Sovereign, Adjudicator, Artisan, Broker, or Handbound) and does not change upon caste elevation — only the skin-line patterns update.
 
'''Abilities and Traits:'''
 
* '''Extended Lifespan:''' Some Caelduran can live up to 220 years.
* '''Binding Sense:''' Most Caelduran can instinctively tell when someone is lying.
* '''Marked Memory:''' A Caelduran's skin-line markings passively and permanently record major contracts and titles.
* '''Precision Instinct:''' Most Caelduran are trained from childhood to notice inconsistency and imprecision.
* '''Bonding:''' Caelduran commonly bond with [[Caelduran#Suretongues|Suretongues]], small serpentine companions presented formally by the Covenant Court.
** To receive your companion for free, paste "[[Caelduran#Suretongues|https://kinrpg.com/codex/index.php/Caelduran#Suretongues]]" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Built on a strict five-tier caste system (Sovereign, Adjudicator, Artisan, Broker, Handbound) each with defined rights, obligations, and trades; movement between castes is rare but achievable through contract fulfillment.
* Formalize nearly all social, romantic, and business relationships through witnessed contracts; an unspoken promise carries little weight compared to a written, witnessed one.
* The Covenant Court oversees all binding agreements and caste elevation, functioning as court, bank, and moral authority simultaneously.
* Consider a well-kept contract a genuine act of devotion and care, not merely a transaction; Caelduran simply prefer loyalty documented rather than assumed.
* Punish severe contract-breakers through Unmarking, a symbolic and sometimes literal removal of caste markings — one of the harshest non-lethal punishments in their society.
* Hold no formal deity; the closest thing to worship is the Sworn Order, the belief that a properly witnessed vow is genuinely binding and that breaking one causes real harm to the world.
 
=== [[Delvyn]] ===
 
* Delvyn characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Delvyn can trace their roots back to the [[The Kingdoms#The Kingdom of Pelagornis (Southwest)|Kingdom of Pelagornis]].
** Characters living outside of Pelagornis are more flexible in terms of social norms, experiences, etc.; you can learn more about Delvyn from Pelagornis [[Delvyn|here]].
'''Key Physical Traits:'''
* Delvyn have sleek, hydrodynamic bodies built for life under high-pressure conditions.
* They have smooth sharkhide- or cephalopod-like skin in shades of abyssal black, ink blue, deep silver, muted violet, and dark teal.
* Thin bioluminescent lines or node clusters trace their bodies, especially along the ribs, spine, and arms, able to pulse or dim at will.
* Hair is sparse or styled into fin-like structures, often white, silver, charcoal, pale lavender, or muted green.
* Eyes are large and solid-colored without visible pupils, in hues like pale gold, silver, deep green, or icy blue.
* They typically range from 5'0" to 6'6" in height, with an elongated, webbed hands and toes tipped in retractable claws.
* Aging Delvyn display enhanced bioluminescence and a nacreous skin sheen; those near death often lose all glow in a phenomenon called "Deepfall."
'''Abilities and Traits:'''
 
* '''Extended Lifespan:''' Delvyn can live up to 250 years, with long childhoods and slow emotional maturation.
* '''Dual-Environment Adaptation:''' They can breathe and operate naturally both underwater and on land without mechanical aid.
* '''Pressure Endurance:''' Delvyn can survive immense underwater pressure and rapid depth changes with ease.
* '''Bioluminescent Communication:''' They can convey basic emotional signals and directional cues through controlled pulses of their bioluminescent markings.
* '''Shapeshifting:''' Most Delvyn can transition fully into a single animal form; their form retains one deep-sea feature, such as bioluminescent markings, gill slits, a lateral line, or pressure resistance. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Bonding:''' Delvyn commonly bond with [[Delvyn#Neravex|Neravex]], sleek aquatic creatures woven of muscle, frill, and light.
** To receive your companion for free, paste "<nowiki>https://kinrpg.com/codex/index.php/Delvyn#Neravex</nowiki>" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
* Delvyn primarily live in sprawling underwater cities anchored to trench walls or drifting reef structures, with some surface outposts hidden within flooded caverns and cliffs.
* Their leadership is formed by the Deepcurrent Circle, whose elders embody aspects of the Silent Deep—Stillness, Pressure, Drift, Abyss, and Luminescence.
* Personal names are divided into a Surface Name, Current Name, and Deep Name, shared at different levels of trust.
* They value patience, precision, and enduring strength; impulsiveness is seen as reckless and wasteful beneath the waves.
* Synchronized bioluminescent displays, known as Songlines, are vital to storytelling, celebration, mourning, and courtship.
 
=== [[Ferronax]] ===
 
* Ferronax characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ferronax can trace their roots back to [[The Kingdoms#The Ironclad Dominion (West)|The Ironclad Dominion]].
** Characters living outside of the Ironclad Dominion are more flexible in terms of social norms, experiences, etc.; you can learn more about Ferronax from the Ironclad Dominion [[Ferronax|here]].
 
'''Key Physical Traits:'''
 
* Ferronax are humanoid, heavily built and imposing, standing 6'0"–7'5" with dense muscle.
* Naturally armored patches of thickened, plate-like skin run along the shoulders, spine, and forearms.
* A fine web of faintly glowing subdermal nanite-lines runs beneath the skin, most visible at the temples and down the neck; these are the physical link to their collective tactical network.
* Eyes carry a faint metallic sheen and can briefly flare brighter when a Ferronax is drawing heavily on the network.
* Hair is typically kept short or shaved for practicality; scarring is common and worn without shame, often ritually marked to note battles or campaigns.
 
'''Abilities and Traits:'''
 
* '''Standard Lifespan:''' Ferronax may live up to 130 years, with combat-honed bodies that age slowly until a sharp decline in their final years.
* '''Tactical Network:''' Ferronax are born with nanites linking them into a shared tactical network with nearby Ferronax, allowing rapid, wordless coordination and shared danger-awareness in combat; the network requires reasonable physical proximity and conscious effort to maintain.
* '''Shapeshifting:''' Most Ferronax can transition fully into a single animal form; their form retains one tactical feature, such as plated hide, glowing nanite-markings, reinforced claws, or heightened battlefield senses. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Bonding:''' Ferronax commonly bond with [[Ferronax#Warhounds|Warhounds]], armored, wolf-like companions built from a blend of biology and machine.
** To receive your companion for free, paste "[[Ferronax#Warhounds|https://kinrpg.com/codex/index.php/Ferronax#Warhounds]]" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Organized around Legions rather than families in the traditional sense; a Legion functions as household, chain of command, and social circle at once.
* Value strength, discipline, and collective wellbeing above individual glory, treating self-serving ambition as a genuine moral flaw.
* Mark rank and achievement through visible campaign scars and nanite-line patterns rather than uniforms or insignia.
* Hold engineering, logistics, and network-architecture ("the quiet war") in equal esteem to frontline combat.
* Turn peacetime coordination toward large civic projects (construction, disaster response) rather than treating it as idle time.
* Hold no formal deity; reverence is directed toward the Legion itself, with a fallen soldier said to remain "in the network" in some symbolic sense after death.


=== Ignean (2000c) ===
=== [[Frayborn]] ===
 
* The Frayborn have no unified homeland and emerged from the residual chaos of the Rift—anomalies given form, consciousness, and intent.
* They are drawn to decay, silence, and unstable regions, often acting as explorers, scouts, or anomaly hunters.
* Many adopt names tied to their place of manifestation, such as ''Verdant'', ''Shale'', or ''Blue of Pyronmouth.''


* Ignean characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Ignean can trace their roots back to [[Five Faction Kingdoms#Pyraheim (Southeast)|Pyraheim]].
'''Key Physical Traits:'''
** Characters living outside of the Pyraheim are more flexible in terms of social norms, experiences, etc.; you can learn more about Ignean from Pyraheim [[Ignean|here]].
 
* Humanoid in form, often with faint asymmetries or distortions.
* Height varies widely, typically 4.5’–7’, due to unstable growth cycles.
* Skin marked with pulsing distortion lines; tones range from pale grey to deep indigo with faint holographic sheen.
* Hair is dull but unnaturally textured—may seem weightless or absorb light.
* Eyes resemble rippling distortions or neon pools edged in black; pupils can fractalize under strain.
* When stressed, parts of the body may briefly phase or blur.
* Emit faint static or low hums in areas of concentrated energy.
 
'''Abilities and Traits:'''
 
* '''Anomalous Genesis:''' Manifest fully formed at any apparent age, with awareness suited to that stage.
* '''Aging & Lifespan:''' Lifespans vary widely, lasting decades to a century; may pause or accelerate aging at will.
* '''Innate Riftborn Affinity:''' Automatically access the Riftborn Condition Progression and must select a type (Unstable, Rift-Forged, or Symbiote).
* '''Fray Resonance:''' Draw ambient energy from fractured spaces to stabilize or seal small anomalies.
* '''Entropy Sense:''' Perceive weak points in structures, systems, or energy flows.
* '''Bonding:''' Frayborn commonly bond with Glitchlings, small, shifting creatures of static and light.
** To receive your companion for free, paste “<nowiki>https://kinrpg.com/codex/index.php/Frayborn#Glitchling”</nowiki> into the “Post Link” section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Have no established leadership or permanent settlements.
* Often operate independently or in small groups studying or stabilizing anomalies.
* Adoptive families are common among those who manifest as children.
* Tend to shorten or adapt their origin-based names as they stabilize.
 
=== [[Ignean]] ===
 
* Ignean characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ignean can trace their roots back to [[The Kingdoms#Pyraheim (Southeast)|Pyraheim]].
** Characters living outside of Pyraheim are more flexible in terms of social norms, experiences, etc.; you can learn more about Ignean from Pyraheim [[Ignean|here]].
'''Key Physical Traits:'''
'''Key Physical Traits:'''
* Ignean have thick, tough skin that glows softly with an inner heat, usually in shades of red, orange, purple, or black.
* Ignean have thick, tough skin that glows softly with an inner heat, usually in shades of red, orange, purple, or black.
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* '''Firepower:''' They draw strength from volcanoes, lava flows, and geothermal vents.
* '''Firepower:''' They draw strength from volcanoes, lava flows, and geothermal vents.
* '''Fire Eating:''' Ignean can consume fire and red-hot metals and stones, gaining nutrients from them.
* '''Fire Eating:''' Ignean can consume fire and red-hot metals and stones, gaining nutrients from them.
* '''Shapeshifting:''' Some Ignean can transition fully into a single animal form; their form retains one volcanic feature, such as heat-resistant scales, ember-lit eyes, molten markings, or hardened hide. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''High Compatibility:''' Ignean have a high compatibility with both magic and tech.  
* '''High Compatibility:''' Ignean have a high compatibility with both magic and tech.  
** When joining a character, you can choose if they have access to Magic OR Technology, but they cannot have both.
** When joining a character, you can choose if they have access to Magic OR Technology, but they cannot have both.
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* When an Ignean's body can no longer contain their internal flame, they are consumed by it and turn to ash, with their flame joining the Sacred Flame of their clan's volcano.
* When an Ignean's body can no longer contain their internal flame, they are consumed by it and turn to ash, with their flame joining the Sacred Flame of their clan's volcano.


=== Rockfolk (2000c) ===
=== [[Lucenthi]] ===
*Rockfolk characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Rockfolk can trace their roots back to [[Five Faction Kingdoms#The Mountain Kingdom (East)|The Mountain Kingdom]].
 
* Lucenthi characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Lucenthi can trace their roots back to [[The Kingdoms#The Gilded Coast (Northwest)|The Gilded Coast]].
** Characters living outside of the Gilded Coast are more flexible in terms of social norms, experiences, etc.; you can learn more about Lucenthi from the Gilded Coast [[Lucenthi|here]].
 
'''Key Physical Traits:'''
 
* Lucenthi are humanoid with lean, quick builds, averaging 5'4"–6'2" in height with no meaningful difference in average build between men and women.
* Skin runs warm-toned across a wide range — deep bronze, copper, warm olive, sun-gold, dusky rose — and carries a faint natural shimmer, most visible at dawn and dusk.
* Skin visibly warms in temperature and tone when a Lucenthi feels strong joy, a trait they cannot suppress or fake.
* Hair is frequently worn long and unbound in vivid natural or dyed colors; elaborate braiding, beading, or gilding is common and often marks life events.
* Eyes are large and warm-toned (amber, deep brown, burnt orange, warm hazel most common) and unusually expressive.
* Lucenthi remain visually vibrant through nearly their entire lifespan, then decline sharply in a final stage called the Dimming, during which their natural shimmer fades.
 
'''Abilities and Traits:'''
 
* '''Short Lifespan:''' Lucenthi live 40–55 years on average.
* '''Radiant Warmth:''' A Lucenthi's skin tone warms visibly and measurably with genuine strong joy.
* '''Mood Sense:''' Lucenthi can passively read the general emotional temperature of a room or a person they're close to.
* '''Bonding:''' Lucenthi commonly bond with [[Lucenthi#Emberlarks|Emberlarks]], small firebird-like creatures native to the Gilded Coast.
** To receive your companion for free, paste "[[Lucenthi#Emberlarks|https://kinrpg.com/codex/index.php/Lucenthi#Emberlarks]]" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Organize life around intentionality — the belief that a short life makes every unlived moment a real loss, not a deferred gain.
* Structure romantic and sexual relationships as Weddings-of-the-Season: formal, celebrated unions renewed or dissolved at set seasonal points rather than assumed lifelong by default; plural unions are common and unremarkable.
* Place enormous cultural weight on mentorship; anyone who has survived past 40 is treated with near-reverence, and elders are actively protected as living rarities.
* Mark life with two bookend events: the Kindling (coming-of-age festival) and the Last Bright (funeral rite, deliberately the loudest and most joyful event a Lucenthi will ever have thrown in their honor).
* Believe the dead's warmth returns to the Long Gleam, the golden light that bathes the Gilded Coast; there is no formal deity beyond reverence for the Gleam itself.
 
=== [[Luminari]] ===
 
* Luminari have no unified homeland and are celestial beings formed from the lingering resonance of the Paragon’s return.
* They are drawn to places of imbalance or recovery, often acting as healers, guides, or archivists.
* Each new Luminari is called '''Eluci''' (“waiting light”) until gifted a true name by another being.
 
'''Key Physical Traits:'''
 
* Humanoid, graceful builds between 5.5’–6.5’ tall.
* Semi-luminous skin that refracts or emits faint personal light; color shifts with emotion.
* Hair shimmers with metallic or pastel undertones—commonly silver, pale gold, rose quartz, or indigo.
* Eyes resemble miniature galaxies with swirling motes of light.
* Blood glows faintly gold when exposed.
* May develop faint constellation-like markings across shoulders, spine, or arms during strong emotion.
 
'''Abilities and Traits:'''
 
* '''Variable Coalescence:''' Emerge fully formed at any apparent age, with knowledge and behavior matching that stage.
* '''Aging & Lifespan:''' Live up to 150 years; may pause, accelerate, or resume aging at will.
* '''Innate Starlight Affinity:''' Born attuned to Starlight energy and progress naturally through use.
* '''Illumination Pulse:''' Emit a soothing aura of light that calms agitation and cleanses minor corruption.
* '''Dreamsense:''' Experience lingering emotional echoes of places through dreams.
* '''Bonding:''' Luminari commonly bond with Stellarae, manta ray–like companions formed from starlight.
** To receive your companion for free, paste “<nowiki>https://kinrpg.com/codex/index.php/Luminari#Stellarae”</nowiki> into the “Post Link” section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* No established homeland or leadership structure.
* Often found near spiritually unstable or recovering regions.
* Those coalescing as children often grow into community protectors.
* Naming is sacred—self-naming is considered aberrant among Luminari.
 
=== [[Mirajin]] ===
 
* Mirajin characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Mirajin can trace their roots back to [[The Kingdoms#Vel'Kora - The Whispering Sands (Northeast)|Vel'Kora]].
** Characters living outside of Vel'Kora are more flexible in terms of social norms, experiences, etc.; you can learn more about Mirajin from Vel'Kora [[Mirajin|here]].
'''Key Physical Traits:'''
* Mirajin have smooth, semi-reflective skin that shifts in tone based on temperature, light, and emotional state, with colors resembling desert hues like bronze, sandstone, and ash-grey.
* Eyes are pupil-less and gemlike, often appearing like polished glass or opal.
* Hair is tightly coiled, braided with dust-charms, or shaved; common colors include black, sandy gold, and muted greys.
* Women average 5'10" in height, men average around 5'8"; flowing posture and attire often make them appear taller.
* Some Mirajin bear Sohlash Marks—naturally occurring birthmarks believed to signify a destined bond with a Sohlash.
'''Abilities and Traits:'''
 
* '''Extended Lifespan:''' Mirajin can live up to 200 years.
* '''Miragecraft:''' They naturally distort light and air around them, creating passive mirages especially during emotional surges.
* '''Memory Binding:''' Through ritual, Mirajin can store, preserve, or subtly alter memories tied to objects or environments.
* '''Mirage Perception:''' They are highly resistant to illusions and can instinctively detect most glamours or deceptions.
* '''Bonding:''' Mirajin commonly bond with [[Mirajin#Sohlash|Sohlash]], semi-corporeal desert creatures shaped from ash and memory.
** To receive your companion for free, paste "<nowiki>https://kinrpg.com/codex/index.php/Mirajin#Sohlash</nowiki>" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
* Mirajin settlements are typically hidden oasis-cities, subterranean sanctuaries, or nomadic memory caravans protected by mirage spells.
* Their society is governed by the Five Philosophical Houses—Silence, Sand, Smoke, Light, and Story—each representing a different truth-layer.
* Honesty is conveyed through layered storytelling and symbolism; speaking too directly is considered dangerous or disrespectful.
* Memory rituals, dream-sharing, and ritual forgetting are important spiritual practices.
* Death is called the "Fifth Silence," and most Mirajin choose ritual dissolution—returning their body to the sands or the winds rather than burial.
 
=== [[Ossmere]] ===
 
* Ossmere characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ossmere can trace their roots back to [[The Kingdoms#The Hush (North)|The Hush]].
** Characters living outside of the Hush are more flexible in terms of social norms, experiences, etc.; you can learn more about Ossmere from the Hush [[Ossmere|here]].
 
'''Key Physical Traits:'''
 
* Ossmere are non-humanoid and resemble octopi, with an elongated head fused directly to a soft, mantle-like torso and no rigid internal skeleton; standing height ranges 5'0"–6'5".
* Ossmere have six to eight long, tapering limbs radiating from the base of the mantle — fine, sucker-lined upper limbs for delicate manipulation, and thicker lower limbs for a slow, deliberate multi-limbed glide.
* Skin is soft, matte, and faintly damp to the touch, in ash-grey, bone-white, or faded slate tones; it does not tan, flush, or shift color with temperature or emotion.
* Eyes lack visible sclera — solid, dark, and still, giving Ossmere a famously unreadable gaze.
* Fine, hair-like filaments grow from the crown of the head and drift faintly even in still air; they thicken slightly during grief and thin during long stretches of contentment.
* With age, an Ossmere's filaments and skin pale further and their limbs stiffen and shorten; near death they appear almost translucent, a slow decline called Thinning.
 
'''Abilities and Traits:'''
 
* '''Extended Lifespan:''' Ossmere can live up to 400 years, making them one of the longest-lived of the known races.
* '''Stillsense:''' Ossmere can passively sense recent death or unusually concentrated grief in an area.
* '''Shapeshifting:''' Most Ossmere can transition fully into a humanoid form and a single animal form; their animal form retains one feature such as bioluminescent markings, ink-based camouflage, extra limbs, or an unnervingly unblinking gaze. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Bonding:''' Ossmere commonly bond with [[Ossmere#Wraithmoths|Wraithmoths]], silent, softly glowing companions native to the Hush.
** To receive your companion for free, paste "[[Ossmere#Wraithmoths|https://kinrpg.com/codex/index.php/Ossmere#Wraithmoths]]" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Organize society around the Long Ledger, a communal, ever-growing record of every ancestor's name, deeds, and final words, maintained collectively and recited at gatherings.
* Treat grief as a shared civic duty rather than a private matter; declining to participate in community mourning without real cause is a major social lapse.
* Have no standing military, given their pacifism; instead are widely sought after as mediators and neutral witnesses to treaties and disputes.
* Speak of death plainly and often; a common greeting translates roughly to "may your name be worth remembering."
* Believe the dead linger briefly in a state called the Hush before moving on, eased by Wraithmoths; there is no formal deity.
 
=== [[Quoravyn]] ===
 
* Quoravyn have no unified homeland; they trace their shared tradition to a place that may no longer physically exist — ''The Wandering Archive'', said to relocate every generation.
* They are drawn to endangered, forgotten, or deliberately erased knowledge, often acting as archivists, translators, or record-keepers.
* Quoravyn travel in small caravan-communities called Leaves, each dedicated to preserving a particular category of knowledge.
 
'''Key Physical Traits:'''
 
* Quoravyn are humanoid with faintly asymmetrical builds, standing between 4.5'–6.5' tall.
* Skin shifts in texture from smooth to faintly page-like depending on light and angle.
* Fine, ink-dark markings drift slowly across their skin over the course of days, never repeating the same pattern twice.
* Eyes are multi-faceted and reflect light strangely, like old glass; hair texture shifts unpredictably with mood or focus, so most Quoravyn don't maintain a fixed hairstyle.
* No two Quoravyn look quite alike even within the same family line.
 
'''Abilities and Traits:'''
 
* '''Extended Lifespan:''' Quoravyn can live up to 260 years, with unusually long adolescences spent almost entirely in study.
* '''Perfect Recall:''' Once a Quoravyn has genuinely understood something, they retain it with near-total accuracy for life.
* '''Shapeshifting:''' Most Quoravyn can transition fully into a single animal form; their form retains one archivist feature, such as ink-dark eyes, page-textured wings, drifting skin markings, or a faintly asymmetrical build. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Bonding:''' Quoravyn commonly bond with [[Quoravyn#Marginalia|Marginalia]], small, ink-and-paper-textured companions that form directly from a Leaf's own recorded work.
** To receive your companion for free, paste "[[Quoravyn#Marginalia|https://kinrpg.com/codex/index.php/Quoravyn#Marginalia]]" into the "Post Link" section at the top of the Bonding page.
 
'''Society and Lifestyle:'''
 
* Travel in small caravan-communities called Leaves, each dedicated to preserving a particular category of endangered knowledge.
* Are fiercely traditionalist about method — how knowledge is recorded, verified, and passed on is governed by rigid, ancient ritual, even as content constantly changes.
* Mark two Leaves meeting with the Concordance, a multi-day ritual exchange of knowledge treated with the gravity other cultures give royal weddings.
* Are welcomed cautiously by most kingdoms as neutral record-keepers and go-betweens, but viewed with suspicion for documenting things others would rather forget.
* Consider losing an unrecorded piece of knowledge forever the closest thing to a true tragedy in their culture — worse, culturally, than an individual death.
 
=== [[Rockfolk]] ===
*Rockfolk characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Rockfolk can trace their roots back to [[The Kingdoms#The Mountain Kingdom (East)|The Mountain Kingdom]].
** Characters living outside of the The Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Rockfolk from The Kingdom [[Rockfolk|here]].
** Characters living outside of the The Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Rockfolk from The Kingdom [[Rockfolk|here]].
'''Key Physical Traits:'''
'''Key Physical Traits:'''
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* '''Perception:''' They have an exceptional sense of direction, especially underground.
* '''Perception:''' They have an exceptional sense of direction, especially underground.
* '''Enhanced Athletics:''' Rockfolk are agile climbers and jumpers with superb balance.
* '''Enhanced Athletics:''' Rockfolk are agile climbers and jumpers with superb balance.
* '''Shapeshifting:''' Some Rockfolk can transition fully into a single animal form; their form retains one alpine feature, such as thick fur, enhanced grip, reinforced hooves or claws, or superior balance. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Technology Mastery:''' Rockfolk have a strong affinity for technology, specializing in mechanical and engineering skills.
* '''Technology Mastery:''' Rockfolk have a strong affinity for technology, specializing in mechanical and engineering skills.
** Rockfolk typically cannot use magic.
** Rockfolk typically cannot use magic.
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* The Prime Mountain is considered a sacred ancestor guiding and protecting this cycle.
* The Prime Mountain is considered a sacred ancestor guiding and protecting this cycle.


=== Volari (2000c) ===
=== [[Volari]] ===
*Volari characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Volari can trace their roots back to the [[Five Faction Kingdoms#Kingdom of Asteria (South)|Kingdom of Asteria]].
*Volari characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Volari can trace their roots back to the [[The Kingdoms#Kingdom of Asteria|Kingdom of Asteria]].
** Characters living outside of the Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Volari from the Kingdom [[Volari|here]].
** Characters living outside of the Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Volari from the Kingdom [[Volari|here]].
'''Key Physical Traits:'''
'''Key Physical Traits:'''
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* '''Extended Lifespan:''' Volari can live up to 120 years, maturing slowly with long childhoods.
* '''Extended Lifespan:''' Volari can live up to 120 years, maturing slowly with long childhoods.
* '''Aquatic:''' Volari are fast, agile swimmers with the ability to hold their breath for extremely long periods.
* '''Aquatic:''' Volari are fast, agile swimmers with the ability to hold their breath for extremely long periods.
* '''Shapeshifting:''' They can transform fully into a single marine animal at will.
* '''Shapeshifting:''' Most Volari can transition fully into a single animal form; their form retains one aquatic feature, such as gills, webbed digits, a fin, or enhanced underwater vision. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Natural Magic:''' Volari have an innate ability to harness sunlight for various purposes.
* '''Natural Magic:''' Volari have an innate ability to harness sunlight for various purposes.
** Volari typically cannot interface with technology.
** Volari typically cannot interface with technology.
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* They believe in a radiant afterlife where spirits become luminous beings in a heavenly sea garden, overseen by the Sun, the grand guardian of the cycle of life and death.
* They believe in a radiant afterlife where spirits become luminous beings in a heavenly sea garden, overseen by the Sun, the grand guardian of the cycle of life and death.


=== Zenoxi (2000c) ===
=== [[Zenoxi]] ===
*Zenoxi characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Zenoxi can trace their roots back to the [[Five Faction Kingdoms#The Scepter of Zephyrs (West)|The Scepter of Zephyrs]].
*Zenoxi characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Zenoxi can trace their roots back to the [[The Kingdoms#The Scepter of Zephyrs (West)|The Scepter of Zephyrs]].
** Characters living outside of the The Scepter are more flexible in terms of social norms, experiences, etc.; you can learn more about Zenoxi from the The Scepter [[Zenoxi|here]].
** Characters living outside of the The Scepter are more flexible in terms of social norms, experiences, etc.; you can learn more about Zenoxi from the The Scepter [[Zenoxi|here]].
'''Key Physical Traits:'''
'''Key Physical Traits:'''
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* '''Enhanced Jumping:''' Zenoxi have powerful legs for delivering strong kicks and jumping high/far.
* '''Enhanced Jumping:''' Zenoxi have powerful legs for delivering strong kicks and jumping high/far.
* '''Efficient Respiration:''' They can hold their breath for long periods and endure high elevations, thin air, and poor air quality.
* '''Efficient Respiration:''' They can hold their breath for long periods and endure high elevations, thin air, and poor air quality.
* '''Shapeshifting:''' Some Zenoxi can transition fully into a single animal form; their form retains one avian feature, such as a feathered crest, hollow bones, enhanced vision, or wings. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
* '''Technology Affinity:''' Zenoxi have a natural proficiency for technology, excelling in innovative and aerodynamic designs.
* '''Technology Affinity:''' Zenoxi have a natural proficiency for technology, excelling in innovative and aerodynamic designs.
** Zenoxi typically cannot use magic.
** Zenoxi typically cannot use magic.
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* They believe the soul journeys on the ocean winds after death, either being reborn or becoming an aeolian spirit. A disharmonious life leads to wandering as a raging storm until redemption is found.
* They believe the soul journeys on the ocean winds after death, either being reborn or becoming an aeolian spirit. A disharmonious life leads to wandering as a raging storm until redemption is found.


=== Five Faction Hybrids (2500c) ===
=== Kingdom Hybrids (Half-[Mother's Race]) (1250c) ===
Five Faction hybrids are offspring resulting from the union of two different races within the Five Factions: Auren, Ignean, Rockfolk, Volari, or Zenoxi. Their race will be prefixed with the mother’s, such as Half-Volari or Half-Ignean, to specify the maternal lineage. These hybrids inherit a blend of traits from both parents.
Kingdom hybrids are offspring resulting from the union of two different races within the Kingdoms. Their race will be prefixed with the mother’s, such as Half-Volari or Half-Ignean, to specify the maternal lineage. These hybrids inherit a blend of traits from both parents.
 
'''Background and Origins:'''
 
The prevalence of hybrids varies across the kingdoms, depending on the historical and current relations between the races involved, but they are generally quite rare.  They often face discrimination and experience significant challenges in being accepted by either parent’s community. The circumstances of their birth and their upbringing, family experiences, and encounters with discrimination are entirely up to you to define!
 
'''Mixed Traits:''' Hybrids can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Hybrids may use magic OR technology. ''List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:''
 
* '''Auren x Ignean (Half-Auren)'''
** '''Traits:''' Vibrant, metallic skin tones from Auren lineage combined with glowing, heat-emitting patterns from Ignean heritage. Insect-like wings that are fiery and radiant.
** '''Abilities:''' Flight with heat resistance and fire manipulation abilities. Can shapeshift into an insect form.
 
* '''Rockfolk x Volari (Half-Rockfolk)'''
** '''Traits:''' Stocky and stout body from Rockfolk, with webbed hands and feet from Volari. Covered in a mix of thick fur and iridescent scales.
** '''Abilities:''' Enhanced climbing and swimming abilities. Exceptional sense of direction and can hold breath underwater for long periods.
 
* '''Zenoxi x Ignean (Half-Zenoxi)'''
** '''Traits:''' Delicate features with soft fur and antlers from Zenoxi, combined with the thick, tough skin and horns from Ignean. Fur patterns and glowing skin.
** '''Abilities:''' Featherfall ability, enhanced jumping, and fire manipulation. Efficient respiration and can consume fire for nutrients.
 
* '''Volari x Zenoxi (Half-Volari)'''
** '''Traits:''' Elongated limbs and webbed hands/feet from Volari, with soft fur, feathers, and antlers from Zenoxi. Iridescent scales and bright feathers.
** '''Abilities:''' Fast and agile swimmer, can shapeshift into a marine animal. Featherfall ability and enhanced jumping.
 
'''Requirements:'''
 
* '''Approval Process:''' Hybrids can be created at any time, provided you have enough coppers to cover the cost (1250c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
 
=== Halfling (1250c) ===
Halflings are hybrids resulting from the union between a Core Race (Valka, Human, or Telaspa) and a non-Core Race (Custom, Auren, Delvyn, Ignean, Mirajin, Rockfolk, Volari, or Zenoxi). This unique combination leads to diverse and distinctive individuals, often marked by a mix of physical and cultural traits from both parent races.
 
'''Background and Origins:'''
 
Halflings are quite rare due to the often complex social dynamics between Humans, Valka, and the races. These hybrids may experience varying degrees of acceptance within both communities, with some facing significant discrimination while others are embraced for their unique heritage. The circumstances of their birth and their personal backgrounds, family dynamics, and encounters with discrimination are entirely up to you to define.
 
'''Mixed Traits:''' Halflings can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Halflings may use magic OR technology. ''List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:''
 
* '''Valka x Auren'''
** '''Traits:''' Natural animalistic features from Valka, combined with insect-like wings and vibrant skin tones from Auren.
** '''Abilities:''' Shapeshifting into an animal form, with the ability to fly and use magic.
 
* '''Human x Ignean'''
** '''Traits:''' Human-like appearance with glowing, heat-emitting patterns and horns from Ignean.
** '''Abilities:''' Access to advanced technology and fire manipulation abilities.
 
* '''Telaspa x Rockfolk'''
** '''Traits:''' Blended humanoid and animal traits from Telaspa, combined with stocky build and fur from Rockfolk.
** '''Abilities:''' Enhanced physical strength and agility, with natural armor and technology mastery.
'''Requirements:'''
* '''Approval Process:''' Halflings can be created at any time, provided you have enough coppers to cover the cost (1250c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
 
=== Mixling (1500c) ===
Mixlings are hybrids resulting from the union of three or more races, which can be any combination. This leads to exceptionally diverse and distinctive individuals, often marked by an extraordinary mix of physical traits and abilities from their multiple parent races.


'''Background and Origins:'''
'''Background and Origins:'''


The prevalence of Five Faction hybrids varies across the kingdoms, depending on the historical and current relations between the races involved, but they are generally quite rare. They often face discrimination and experience significant challenges in being accepted by either parent’s community. The circumstances of their birth and their upbringing, family experiences, and encounters with discrimination are entirely up to you to define!
Mixlings are exceedingly rare due to the complex social dynamics and the biological improbabilities involved in such diverse unions. These hybrids face unique challenges in being accepted by their parent communities. The circumstances of their birth, upbringing, and personal backgrounds are entirely up to you to define.
 
'''Mixed Traits:'''
 
Mixlings can exhibit a highly diverse combination of traits from their multiple parent races, resulting in unique abilities and characteristics; Mixlings may use magic OR technology. ''List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form.'' Examples include, but are not limited to:
 
* '''Amalgam (Human x Valka) x Auren'''
** '''Traits:''' Mixed human and Valka features, combined with vibrant, metallic skin tones and insect-like wings from Auren.
** '''Abilities:''' Shapeshifting abilities, flight, and magic affinity.
* '''Half-Auren (Auren x Ignean) x Human'''
** '''Traits:''' Insect-like features and vibrant skin from Auren, combined with glowing, heat-emitting patterns and horns from Ignean, and a generally human-like appearance.
** '''Abilities:''' Flight, fire manipulation, and technology affinity.


'''Mixed Traits:''' Five Faction hybrids can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics. ''List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form.''  
* '''Amalgam (Human x Valka) x Half-Ignean (Ignean x Volari)'''
** '''Traits:''' Mixed human and Valka features from the Amalgam parent, combined with glowing, heat-emitting patterns and horns from Ignean heritage. Webbed hands, feet, and iridescent scales from Volari.
** '''Abilities:''' Shapeshifting abilities, fire manipulation, and minor tech affinity. Enhanced swimming abilities.
 
* '''Half-Zenoxi (Zenoxi x Rockfolk) x Half-Auren (Auren x Ignean)'''
** '''Traits:''' Delicate features, soft fur, and antlers from the Zenoxi lineage, combined with stocky build from Rockfolk. Insect-like wings and vibrant, metallic skin tones from Auren, combined with Ignean-like body.
** '''Abilities:''' Featherfall ability, flight, and minor magic affinity. Enhanced jumping, efficient respiration, and natural armor.


'''Requirements:'''
'''Requirements:'''


* '''Approval Process:''' Five Faction hybrids can be created at any time, provided you have enough coppers to cover the cost (2500c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
* '''Approval Process:''' Mixlings can be created at any time, provided you have enough coppers to cover the cost (1500c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
 
== Special Lineages & Conditions ==
 
=== Ancestry Tokens ===
Ancestry Tokens grant characters a unique connection to a specific lineage, whether through direct ancestry (e.g., a dragon ancestor) or through indirect means like blessings (e.g., a family rewarded by a celestial being). These tokens can be obtained as prizes during special events, such as posting parties or Riftgate participation.
 
'''Types of Ancestry Tokens'''
 
There are two general types of Ancestry Tokens:
 
* '''Free Ancestry Token:''' This token allows the player to tie a character to ''any'' fantasy race (e.g., elves, giants) or creature (e.g., dragons, unicorns, phoenixes). Players may request up to three appearance changes or passive traits (cosmetic or non-combat abilities) and two Talents that align with their chosen ancestry. Talents may range from medium to high level, provided they remain balanced.
* '''Themed Ancestry Tokens:''' These special tokens are released for unique events and grant a pre-defined ancestral connection with distinct abilities, traits, and sometimes even custom progression paths. Example: Starlight Ancestry Tokens (Starchildren) offer celestial-themed powers and a secondary leveling system.
 
'''General Guidelines'''
 
* '''Stacking & Limits:'''
** Unless otherwise specified, all Ancestry Tokens may be used on any character or Companion.
** A character may only hold one active Ancestry Token at a time.
** Ancestry Tokens may be applied to existing or future characters.
** Ancestry Tokens do not provide "extras" outside of the defined changes/Talents -- for example, if you create a dragon character and want them to have dragon shapeshifting, you will need to pay for the mythical animal form separately; if the Token only provides golden eyes but you also want golden hair, you will need to pay for an unnatural hair color.
** Ancestry Tokens do not replace a character’s base race; instead, they provide additional features tied to a chosen ancestry, enhancing the character's abilities, traits, or background.  For example, a character might be a Human with dragon blood.
* '''Progression:''' Player can gain [[Character Progression System|Magic or Tech Progression]] by using or mentioning their lineage / abilities during posts.  Starchildren have a [[Character Progression System#Starlight Progression|secondary leveling system]].
* '''Breeding & Inheritance:''' While the full Token is unlikely to be passed to offspring, children may inherit elements passed down from their parent's Ancestry.
* '''Balancing & Approval:''' Players must submit a request to use their Token and receive approval from Support for any requested traits/abilities.
 
=== Eonmere Exiles ===
Eonmere Exiles are a special character type created during the Eonmere Eggs-pedition. You can learn more about them [[Eonmere Exiles|here]].
 
== Custom Races (3500c) ==
Custom Races are unique species created by players. These can range from well-known fantasy races like faeries, dragonfolk, sirens, or vampires to completely original creations. Players can design one-off characters from their custom race or authorize others to join characters from their created race either with bulk approval (anyone who has the funds can join one) or on a case-by-case basis (players must contact you with ideas and receive your authorization before joining). ''Multiple interpretations of common races may exist, please ensure your race is named distinctly to avoid confusion with other submissions.''
 
=== '''Conditions:''' ===
 
* Players may submit new custom races at any time for free; they will earn a credit of 250c once the race is accepted and added to the list below.
* Share details about your race through your private support channel; there is a template at the bottom of this section if you find them helpful, but feel free to structure your submission in whatever way makes the most sense for you.
* Players can join characters from a custom race for 3500c each.
 
'''Background and Origins:'''
 
* Custom Races may originate from any kingdom or any other planet/time/place, but cannot come from elsewhere on Kinship without prior approval.
 
'''Traits and Abilities:'''
 
* Custom Races can exhibit diverse traits but must be balanced within the game. Signe will review your submission and credit/debit your account once final approval is complete.
** Abilities may need adjustment if deemed too overpowered or inconsistent with the world.
* Players must define if the race allows shapeshifting; if yes, they may have a maximum of one additional form (we generally don't allow bulk/freeform shapeshifting at this time).
* They will also need to confirm if the race uses only magic or only technology, or if characters will have a choice between either.
* When joining a character, list their specific abilities and characteristics in the Physical & Neuro-Diversities section of the joining form.
 
=== '''Approved Submissions''' ===
Races marked with a ** are available for anyone to create characters from, races followed by a (player name) are restricted to only that player without their permission.
 
* '''Primordial Dragon Variants''' (restricted to Exiles):
** [https://docs.google.com/document/d/1-4XYCi9dn-C-Kab6zdIZNJ-EacESLuiBEJ2l3bQScK0/edit?usp=drive_link Lava Dragons] by NEWT
** [https://docs.google.com/document/d/1uAAaK46CXkJ6eLV4jLS8D8B9B2nAiFw6Cz1p1ZCfdXY/edit?usp=drive_link Sky Dragons] by Toms
** [https://docs.google.com/document/d/1Vy5bTGbjTgE3UEI5EQ9iyjglqHVP_wi4XeB4LvUhy2M/edit?usp=drive_link Water Dragons] by Signe
* '''[https://docs.google.com/document/d/1DevSaJxQo3XB_MWIeyHirF-L2XxrBBE64Rcn-PFpfek/edit?usp=sharing **Aasimon Angels]''' by Signe
* '''[https://docs.google.com/document/d/1DyrkeZr4l9vFAtHzQ7WCoanUpbFx4QW7PZLInMLfcso/edit?usp=sharing **Avernus Demons]''' by NEWT
* '''[https://docs.google.com/document/d/1kybgF4VZmly7d26x9wEvIlnLLoN1wz37xVUP9gMFc24/edit?usp=sharing Dreadborn]''' (restricted to Dreadnought Fragment Litters)
* **[https://docs.google.com/document/d/1SwpOJ2TxDvcJXNazfTKWr_o4Uc00H5a8gwMqiHxrVIk/edit?usp=sharing '''Rokan Vampires'''] by Signe
* '''[https://docs.google.com/document/d/1S33gXLdTz3hCtOOGvqPH_YiHwerND0Lc_-LT7ceun_g/edit?usp=sharing **Silkies]''' by Signe
* '''[https://docs.google.com/document/d/1NXchFgDj7d7JA5TXGJ0BnFq10fzcH0iFY8CaIHF55mA/edit?usp=sharing **Sutari]''' by Signe
* '''[https://docs.google.com/document/d/1hBVYyGxkMP4kppzlLmqRjn-w0qaP3c4to6EooVgEMmc/edit?usp=sharing **Velkin Slimes]''' by Signe
* '''[https://docs.google.com/document/d/1iNEEfApqhe1O77GPNA2oWil7BnJDMaUgAe_Vgx1_qv8/edit?usp=sharing **Wailers]''' by NEWT
 
=== Template ===
Here is a template to help you get started with submitting a Custom Race; required information is marked with a *
 
'''* Race Name:'''
 
'''* Origin:''' Describe the origin of the race, including the kingdom, planet, time, or place they come from
 
'''Background and History:''' Provide a brief history of the race, including significant events and cultural milestones
 
'''Arrival in New Ognos:''' Explain how the race typically arrives in New Ognos (e.g., via ship, portal, ancient trap)
 
'''* Physical Traits:''' Describe the physical characteristics of the race, such as average height, weight, skin color, hair color, eye color, and any unique features


=== Halfling (2500c) ===
'''* Abilities and Powers:''' List the race's innate abilities and powers, including any limitations and balancing factors
'''Paid Customization Options'''


=== Mixling (3000c) ===
'''* Shapeshifting:''' Indicate if the race allows for shapeshifting, and if so, describe what the additional form is like
'''Paid Customization Options'''


== Custom Races (Limited, Conditional/Paid) ==
'''* Magic or Technology:''' State whether the race uses magic, technology, or has a choice between them


'''Culture and Society:''' Describe the race's culture, social structure, customs, traditions, and way of life


== Paid Customization Options ==
'''Language:''' Detail the language(s) spoken by the race and any unique communication methods
View all customization options in the [https://www.kinrpg.com/marketplace.php#Signe's%20Specials Signe's Specials] section of the Marketplace!


=== Human-Specific Costs ===
'''Strengths and Weaknesses:''' List the race's strengths and weaknesses, ensuring they are balanced for gameplay


* Switching to another appearance-only trait: 250c
'''Notable Figures:''' Provide names and brief descriptions of any notable figures from the race's history
* Adding additional appearance-only traits: 300c each
* Adding a functional (provides offensive and/or defensive capabilities) trait: 600c each


=== Valka-Specific Costs ===
'''Additional Notes:''' Include any other relevant information that players should know about the race


*Switching from functional trait to up to two appearance-only trait(s): 250c
'''* Availability:''' Indicate if the race is available for other players to create characters from, closed (only you can join characters of this race), or requires your approval
* Adding additional appearance-only trait(s): 300c
* Switching from appearance-only traits to one functional trait: 400c
* Adding additional functional traits: 500c
* Change to new Earth animal form: 300c
* Change to new Extinct form: 3000c
* Change to new Unique or Mythical form: 7500c
* Removing animal form (disables shapeshifting): ''Free''


=== Unique Appearance Costs ===
'''Example Character:''' Provide an example character from the race, including their background, abilities, and any unique traits
* Unnatural colors for animal form, hair, eye, or skin (ex: blue hair, purple eyes, green skin): 400c each
*Special Effects for animal form, hair, eye, or skin (ex: glows, changes colors, etc.): 600c each
*Unnatural color AND special effects for animal form, hair, eye, or skin (ex: blue hair that glows in the dark): 1000c each

Latest revision as of 13:03, 9 August 2026

Below are options for playable races we currently offer; additional races may be discovered, added, or unlocked through game progression, special events, and more! If you have an idea for a new race you'd like to see added, please let us know using your private support channel. While we can't guarantee we can add it immediately, we will definitely keep it in mind and see where it might fit in in future; in the meantime, you may be able to join a character from this race using the Custom option explained below. There is no character cap, so you can join as many as you feel comfortable playing!

Important Note: "Paid" indicates that something can be unlocked through the use of in-game currency, which you will earn through posting, participating in events, etc. If there is something you really want but can't afford, contact Signe and she can assist you by either providing opportunities for you to collect the additional currency needed or set up a way for you to unlock what you want through in-game participation. You will NEVER be asked to pay any form of real-life currency in order to access ANY aspect of the site.

Core Races

Humans

  • Human characters may originate from Old Ognos, any kingdom, or any other planet/time/place.
    • Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our Known Areas through various methods.
    • If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Human upon arrival. The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
  • Humans typically have both a first and last name; this is not required (it's fine to join with a single name), but would be considered the norm socially.
  • Most humans are born with the ability to summon and control a small number of nanites; these allow for very minor interactions with the environment, for example, forming a small temporary bandage; behaving like telekenesis for small/light objects; or acting as a weak scanner.
    • One's control over their nanites is typically at its most unstable during puberty and strongest in old age. A user's condition can also change how strong their control is; for example, some people experience stronger/smoother control while pregnant, others might lose control of their nanites easily if stressed or upset. This varies from person to person; one person's weakness might be another's strength and vice versa!
    • Characters can upgrade their nanites through the Character Progression System, allowing for stronger, smarter, and more numerous nanites for various purposes.
  • Humans typically cannot use magic or shapeshift.

Humans from Old Ognos

  • Humans were once the dominant force in Ognos with larger, more concentrated populations and higher social/political power; they held primarily leadership positions in all five of the Old Ognos territories with many families having held the position for generations, and in their territory their power was second only to the High King's. As one might expect, this lead to many opportunities for corruption and cruelty against their subjects -- especially Valka.
  • Humans 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. Women were generally unable to inherit titles and positions, and were considered the property of the men in their lives (typically their father or eldest brother, then their husband). This was the case even for same sex couples, who were "managed" by a male relative.

Customization Options + Free Appearance-Only Trait

Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted. Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.

Each character may also be joined with a single appearance-only trait for free; these are traits that provide no offensive or defensive capabilities, but alter your character's appearance in some way (often using technology, surgery, or other "high tech"/scifi manipulation of the body). Additional augmentations can be purchased -- let Signe know what you'd like and she can price it out for you!

  • Options might include, but are not limited to:
    • Cybernetic eyes - Allows for various colors, shapes, or artistic designs that don't provide enhanced vision
    • Cybernetic hair - Hair that can change color or looks unusual, like flowing tentacles or fiber optic strands
    • Luminescent skin - Skin that faintly glows or has embedded LEDs to create decorative patterns
    • Holographic tattoos - Tattoos that appear to move or change shape on the skin
    • Metallic-colored skin/designs - Weak, shiny metallic coating on parts of the skin for aesthetic purposes
    • Embedded jewelry - Cybernetic jewelry like ear studs, facial piercings, or body chains that are surgically embedded
    • Programmable hair/eye color - Ability to change hair or eye color on command through cyberware
    • Decorative subdermal lights - Small lights embedded under the skin of the scalp or face

Valka

  • Valka characters may originate from Old Ognos, any kingdom, or any other planet/time/place.
    • Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our Known Areas through various methods.
    • If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Valka upon arrival. The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
  • Valka typically have a first name only, however, they may adopt surnames based on their Clan or career.
  • Most Valka are born with the ability to connect with the natural world, granting them access to magic. Basic magic allows Valka to interact with the natural world, for example, summoning small colored lights (will-o-wisp); instinctively knowing when plants need light or water; being able to more easily approach wild animals; or having an minor affinity for your animal form.
    • Magic is seen as the living, innate counterpart to each person, originating from the natural world. Like two sides of one coin, a mage's magic is an individual entity that is still part of their being. Mages can deepen their bond with their magic through meditation, time in nature, or clan-specific rituals. Magic can even manifest a distinct "personality".
    • Characters can upgrade their magic through the Character Progression System; allowing for stronger magic and more specialized control, as well as a deeper internal "well" of magic to draw from.
  • Valka possess two distinct forms: a True Form and a humanoid form.
    • Their True Form is that of a single modern Earth animal, which they transition fully in to. This animal must have a natural appearance.
    • 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.
    • Unlike werewolves or the like, a Valka's "default" is their animal form and their humanoid form is secondary; they are not humans that can transform into animals.
  • Valka typically cannot interface with technology.

Valka from Old Ognos

  • 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.
    • The most anti-Valka territory was the desert territory to the North; the most inclusive and diverse territory was the swamp-like territory to the West. Generally, things weren't too bad for Valka living in the prosperous middle territory, which also housed the Capitol.
  • They had a decentralized clan-based social structure and typically lived in nomadic family groups.
  • Valka society was primarily matriarchal with women typically holding most positions of authority within their Clans, however, most also put heavy emphasis on the abilities of the individual.

Customization Options + Free Appearance Traits OR Functional Trait

Typically, Valka will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted. Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.

Each Valka may also be joined with EITHER two appearance-only traits OR one functional trait for free. Additional traits can be purchased -- let Signe know what you'd like and she can price it out for you.

  • Appearance-Only Traits are carryovers from their animal's form, for example, a character may retain their wolf tail while another might have hair resembling their animal form's fur. These cannot offer any offensive or defensive abilities, and must be based off of their True Form (a cat Valka can't have canine traits naturally, for example). Options include, but are not limited to:
    • Retaining animal ears - A fox Valka might have large fox ears. Does not provide enhanced hearing; replaces "human" ears.
    • Tails - Keeping a bushy wolf tail or long feline tail for aesthetic purposes. Cannot be prehensile.
    • Patches of fur - Having fur in places like the forearms, chest, or lower legs as an homage to their animal form.
    • Feline eyes - Cat-like eyes with slit pupils or unusual eye colors. Does not provide enhanced vision.
    • Canine nose - A small canine nose. Does not provide enhanced sense of smell.
    • Avian feathers - Having decorative feathers in the hair or emerging from the forearms/calves.
    • Fish scales - Iridescent scale patches on parts of the skin.
    • Tusks/horns - Small vestigial tusks or horns like an ox Valka. Not intended for combat.
  • Functional traits are more powerful carryovers, that can offer abilities or benefits to the character; these must be based off of the character's True Form. Options include, but are not limited to:
    • Prehensile tail - A monkey Valka may have a long, dexterous tail able to grasp objects.
    • Enhanced strength - A bear Valka might have greater physical strength.
    • Natural armor - Thick hide or scales could act as armor, like an armadillo or rhino Valka.
    • Enhanced speed/reflexes - Fast feline reflexes or a cheetah's running speed.
    • Powerful jaws/fangs - Strong enough to bite through tough materials.
    • Improved vision - Raptor-like long-distance sight or panoramic vision.
    • Enhanced hearing/smell - Wolf-like sense of hearing or smell.
    • Climbing digits - Gecko-like sticky pads on the fingers for climbing.
    • Venom - Fangs or stingers that can inject venom to incapacitate foes.
    • Gills/enhanced swimming - For aquatic animal forms like sharks or dolphins.
    • Natural weapons - Horns, quills, or porcupine-like spikes for defense.

Human/Valka Relations

  • Valka and Human relations were strained by a 300-year-long period of conflict called the Silent War, in which various Valka Clans revolted against human leadership and the human High King, but a tentative peace treaty was formed and things were improving quickly before the disaster.
  • 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.
    • Your character's personal beliefs and views on either race is up to you, regardless of where they originate.
  • 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.

Telaspa

Telaspa are rare Valka variants that possess both a complete animal form and a humanoid form heavily blended with traits from their True Form. These traits can grant them unique abilities not available to the average Human or Valka without additional payment, however, all aspects must remain natural to their animal form.

Requirements:

  • Animal Forms: Like other Valka, Telaspa animal forms must be modern Earth animals with natural appearances.
  • Natural Traits: All aspects must be natural to the animal. For example, a cheetah Telaspa must exhibit cheetah traits and coloring unless unique colors are specifically paid for. You cannot mix traits from different animals. Describe what their humanoid form looks like in the Detailed Human Appearance.
  • Enhanced Abilities: Depending on the traits carried over, a Telaspa may have special abilities. For instance, a Telaspa with a wolf's head might have enhanced senses such as smell and hearing, but if they only retain a wolf's hindlegs, they might only have enhanced speed in their humanoid form. List abilities in the Valka Trait Details section of the joining form.
  • Approval Process: Telaspa can be joined at any time. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.

Humanoid Form Examples:

  • Cheetah: Retains sleek, spotted fur covering most of the body, with a long tail and feline facial features, including sharp teeth and semi-retractable claws.
  • Fish: Upper body of a human with scales, fins, and gills, and lower body of a fish, like a mermaid or merman.
  • Bear: Large, muscular build with thick fur, a bear-like snout, claws, and enhanced strength.
  • Wolf: Human body with a wolf's head, tail, and claws, exhibiting enhanced senses of smell and hearing.
  • Hawk: Human form with feathers, talons, and keen eyesight, possibly with wings for limited flight.
  • Monkey: Agile build with fur, a prehensile tail, and climbing digits, resembling a primate in humanoid form.
  • Snake: Upper body of a human with serpentine features, scales, and possibly a lower body resembling a snake, with the ability to inject venom.
  • Dolphin: Streamlined human form with smooth, rubbery skin, fins, and gills, optimized for swimming.
  • Porcupine: Human form covered with quills that can be used for defense.

Amalgam (500c)

Amalgam are human/Valka hybrids; the term is typically used for offspring that are half Human and half Valka, but can be used to describe any individual with mixed blood of any percentage.

Background and Origins:

  • In Old Ognos, Amalgam were somewhat uncommon due to the historical conflicts and complex social dynamics between the races. Amalgam often faced discrimination from both races, but were more widely accepted by Valka so they were often raised within Clans, either by both parents or exclusively by their Valka parent. The circumstances of their birth varied widely; some resulted from rare but harmonious unions between Humans and Valka, while others arose from more tumultuous situations including forced unions, such as bride/husband kidnappings, or as the result of violence. This history has led to a complex range of personal backgrounds for Amalgam, with some growing up in loving, supportive environments and others experiencing hardship and conflict.
  • The prevalence of Amalgam varies in the kingdoms depending on the evolution of Valka/Human relations.
  • How your character was raised and what they experienced in terms of family and/or discrimination is entirely up to you!

Mixed Traits:

  • Amalgam can have a combination of Valka and Human traits, allowing for unique abilities and characteristics; Amalgam may use magic OR technology. Examples include, but are not limited to:
    • Shapeshifting and Tech Use: An Amalgam might have the ability to shapeshift like a Valka but have access to advanced technology like a Human instead of magic.
    • Magic Use without True Form: They might possess the ability to use magic but have a fully human appearance and no ability to shapeshift.
    • Animal Traits without Shapeshifting: They may exhibit animal carryover traits without the ability to shapeshift fully.
    • Partial Transformation: They could have the ability to partially transform specific parts of their body (like turning their hands into claws) while retaining an otherwise human form.

Requirements:

  • Approval Process: Amalgam can be joined at any time. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.

Non-Core Races

Carryover Traits for Shapeshifting Races

Any race capable of shapeshifting may retain carryover traits from their animal form, including natural or bonus features, following the same guidelines as Valka.

Auren

  • Auren characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Auren can trace their roots back to The Sanctuary.
    • Characters living outside of the Sanctuary are more flexible in terms of social norms, experiences, etc.; you can learn more about Auren from The Sanctuary here.

Key Physical Traits:

  • Auren typically have vibrant skin tones in greens, blues, purples, and grays, often with a metallic sheen.
  • Auren have insect-like wings that are a crucial indicator of their health, glowing and vibrant when healthy.
  • Insectoid features such as compound eyes, antennae, or exoskeleton plates can be selected to personalize your character.
  • Women are generally taller and more robust than men, with an average height of 6'0" compared to men's 5'6".

Abilities and Traits:

  • Extended Lifespan: Auren can live up to 300 years.
  • Flight: Almost all Auren can fly using their wings.
  • Shapeshifting: Most Auren transition can fully into a single animal form; their form retains one insectoid feature, such as wings, compound eyes, chitin plating, or antennae. Extinct and mythical forms can be unlocked through payment (standard Valka costs)
  • Natural Magic: Auren have a strong connection to nature, specializing in plant and animal magics.
    • Auren typically cannot interface with technology.
  • Bonding: Auren commonly bond with Verdelisks, magical creatures resembling winged housecats with metallic exoskeletons.
    • These bonds are typically formed when the Verdelisks are still "kittens" and usually last for life.
    • Auren may bond for free with a Verdelisk (their version of Astrofel) as long as the bond is completed within one real-life week of the character being joined.
      • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Auren#Verdelisks" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Auren build vibrant, close-knit communities, living high up in hollowed-out trees or woven platforms.
  • They highly value wisdom, freedom, and exploration, encouraging lifelong learning.
  • Auren have a profound belief in reincarnation, seeing death as a transition into "Reverie," a serene phase where souls prepare for their next life.

Caelduran

  • Caelduran characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Caelduran can trace their roots back to The Covenant States.
    • Characters living outside of the Covenant States are more flexible in terms of social norms, experiences, etc.; you can learn more about Caelduran from the Covenant States here.

Key Physical Traits:

  • Caelduran are humanoid with smooth, slightly metallic-toned skin — brass, pewter, deep bronze, antique gold — carrying faint engraved-looking lines, like natural filigree, most visible along the collarbone, hands, and temples.
  • These lines subtly and automatically update over a Caelduran's lifetime, recording caste, major contracts fulfilled, and formal titles earned; they cannot be faked or forged.
  • Height and build vary widely, but posture is uniformly precise, trained from childhood to match caste bearing.
  • Eye color is fixed within each caste (Sovereign, Adjudicator, Artisan, Broker, or Handbound) and does not change upon caste elevation — only the skin-line patterns update.

Abilities and Traits:

  • Extended Lifespan: Some Caelduran can live up to 220 years.
  • Binding Sense: Most Caelduran can instinctively tell when someone is lying.
  • Marked Memory: A Caelduran's skin-line markings passively and permanently record major contracts and titles.
  • Precision Instinct: Most Caelduran are trained from childhood to notice inconsistency and imprecision.
  • Bonding: Caelduran commonly bond with Suretongues, small serpentine companions presented formally by the Covenant Court.

Society and Lifestyle:

  • Built on a strict five-tier caste system (Sovereign, Adjudicator, Artisan, Broker, Handbound) each with defined rights, obligations, and trades; movement between castes is rare but achievable through contract fulfillment.
  • Formalize nearly all social, romantic, and business relationships through witnessed contracts; an unspoken promise carries little weight compared to a written, witnessed one.
  • The Covenant Court oversees all binding agreements and caste elevation, functioning as court, bank, and moral authority simultaneously.
  • Consider a well-kept contract a genuine act of devotion and care, not merely a transaction; Caelduran simply prefer loyalty documented rather than assumed.
  • Punish severe contract-breakers through Unmarking, a symbolic and sometimes literal removal of caste markings — one of the harshest non-lethal punishments in their society.
  • Hold no formal deity; the closest thing to worship is the Sworn Order, the belief that a properly witnessed vow is genuinely binding and that breaking one causes real harm to the world.

Delvyn

  • Delvyn characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Delvyn can trace their roots back to the Kingdom of Pelagornis.
    • Characters living outside of Pelagornis are more flexible in terms of social norms, experiences, etc.; you can learn more about Delvyn from Pelagornis here.

Key Physical Traits:

  • Delvyn have sleek, hydrodynamic bodies built for life under high-pressure conditions.
  • They have smooth sharkhide- or cephalopod-like skin in shades of abyssal black, ink blue, deep silver, muted violet, and dark teal.
  • Thin bioluminescent lines or node clusters trace their bodies, especially along the ribs, spine, and arms, able to pulse or dim at will.
  • Hair is sparse or styled into fin-like structures, often white, silver, charcoal, pale lavender, or muted green.
  • Eyes are large and solid-colored without visible pupils, in hues like pale gold, silver, deep green, or icy blue.
  • They typically range from 5'0" to 6'6" in height, with an elongated, webbed hands and toes tipped in retractable claws.
  • Aging Delvyn display enhanced bioluminescence and a nacreous skin sheen; those near death often lose all glow in a phenomenon called "Deepfall."

Abilities and Traits:

  • Extended Lifespan: Delvyn can live up to 250 years, with long childhoods and slow emotional maturation.
  • Dual-Environment Adaptation: They can breathe and operate naturally both underwater and on land without mechanical aid.
  • Pressure Endurance: Delvyn can survive immense underwater pressure and rapid depth changes with ease.
  • Bioluminescent Communication: They can convey basic emotional signals and directional cues through controlled pulses of their bioluminescent markings.
  • Shapeshifting: Most Delvyn can transition fully into a single animal form; their form retains one deep-sea feature, such as bioluminescent markings, gill slits, a lateral line, or pressure resistance. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Bonding: Delvyn commonly bond with Neravex, sleek aquatic creatures woven of muscle, frill, and light.
    • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Delvyn#Neravex" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Delvyn primarily live in sprawling underwater cities anchored to trench walls or drifting reef structures, with some surface outposts hidden within flooded caverns and cliffs.
  • Their leadership is formed by the Deepcurrent Circle, whose elders embody aspects of the Silent Deep—Stillness, Pressure, Drift, Abyss, and Luminescence.
  • Personal names are divided into a Surface Name, Current Name, and Deep Name, shared at different levels of trust.
  • They value patience, precision, and enduring strength; impulsiveness is seen as reckless and wasteful beneath the waves.
  • Synchronized bioluminescent displays, known as Songlines, are vital to storytelling, celebration, mourning, and courtship.

Ferronax

  • Ferronax characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ferronax can trace their roots back to The Ironclad Dominion.
    • Characters living outside of the Ironclad Dominion are more flexible in terms of social norms, experiences, etc.; you can learn more about Ferronax from the Ironclad Dominion here.

Key Physical Traits:

  • Ferronax are humanoid, heavily built and imposing, standing 6'0"–7'5" with dense muscle.
  • Naturally armored patches of thickened, plate-like skin run along the shoulders, spine, and forearms.
  • A fine web of faintly glowing subdermal nanite-lines runs beneath the skin, most visible at the temples and down the neck; these are the physical link to their collective tactical network.
  • Eyes carry a faint metallic sheen and can briefly flare brighter when a Ferronax is drawing heavily on the network.
  • Hair is typically kept short or shaved for practicality; scarring is common and worn without shame, often ritually marked to note battles or campaigns.

Abilities and Traits:

  • Standard Lifespan: Ferronax may live up to 130 years, with combat-honed bodies that age slowly until a sharp decline in their final years.
  • Tactical Network: Ferronax are born with nanites linking them into a shared tactical network with nearby Ferronax, allowing rapid, wordless coordination and shared danger-awareness in combat; the network requires reasonable physical proximity and conscious effort to maintain.
  • Shapeshifting: Most Ferronax can transition fully into a single animal form; their form retains one tactical feature, such as plated hide, glowing nanite-markings, reinforced claws, or heightened battlefield senses. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Bonding: Ferronax commonly bond with Warhounds, armored, wolf-like companions built from a blend of biology and machine.

Society and Lifestyle:

  • Organized around Legions rather than families in the traditional sense; a Legion functions as household, chain of command, and social circle at once.
  • Value strength, discipline, and collective wellbeing above individual glory, treating self-serving ambition as a genuine moral flaw.
  • Mark rank and achievement through visible campaign scars and nanite-line patterns rather than uniforms or insignia.
  • Hold engineering, logistics, and network-architecture ("the quiet war") in equal esteem to frontline combat.
  • Turn peacetime coordination toward large civic projects (construction, disaster response) rather than treating it as idle time.
  • Hold no formal deity; reverence is directed toward the Legion itself, with a fallen soldier said to remain "in the network" in some symbolic sense after death.

Frayborn

  • The Frayborn have no unified homeland and emerged from the residual chaos of the Rift—anomalies given form, consciousness, and intent.
  • They are drawn to decay, silence, and unstable regions, often acting as explorers, scouts, or anomaly hunters.
  • Many adopt names tied to their place of manifestation, such as Verdant, Shale, or Blue of Pyronmouth.

Key Physical Traits:

  • Humanoid in form, often with faint asymmetries or distortions.
  • Height varies widely, typically 4.5’–7’, due to unstable growth cycles.
  • Skin marked with pulsing distortion lines; tones range from pale grey to deep indigo with faint holographic sheen.
  • Hair is dull but unnaturally textured—may seem weightless or absorb light.
  • Eyes resemble rippling distortions or neon pools edged in black; pupils can fractalize under strain.
  • When stressed, parts of the body may briefly phase or blur.
  • Emit faint static or low hums in areas of concentrated energy.

Abilities and Traits:

  • Anomalous Genesis: Manifest fully formed at any apparent age, with awareness suited to that stage.
  • Aging & Lifespan: Lifespans vary widely, lasting decades to a century; may pause or accelerate aging at will.
  • Innate Riftborn Affinity: Automatically access the Riftborn Condition Progression and must select a type (Unstable, Rift-Forged, or Symbiote).
  • Fray Resonance: Draw ambient energy from fractured spaces to stabilize or seal small anomalies.
  • Entropy Sense: Perceive weak points in structures, systems, or energy flows.
  • Bonding: Frayborn commonly bond with Glitchlings, small, shifting creatures of static and light.
    • To receive your companion for free, paste “https://kinrpg.com/codex/index.php/Frayborn#Glitchling” into the “Post Link” section at the top of the Bonding page.

Society and Lifestyle:

  • Have no established leadership or permanent settlements.
  • Often operate independently or in small groups studying or stabilizing anomalies.
  • Adoptive families are common among those who manifest as children.
  • Tend to shorten or adapt their origin-based names as they stabilize.

Ignean

  • Ignean characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ignean can trace their roots back to Pyraheim.
    • Characters living outside of Pyraheim are more flexible in terms of social norms, experiences, etc.; you can learn more about Ignean from Pyraheim here.

Key Physical Traits:

  • Ignean have thick, tough skin that glows softly with an inner heat, usually in shades of red, orange, purple, or black.
  • Piebald or patterned skin is common, and eye and hair color usually match the skin tones.
  • They are tall and muscular, averaging 6 feet in height for both men and women.
  • Ignean have horns, ranging from one to six, with common variations being ram-like for women and oxen-like for men.
  • Horns are durable but regrow slowly if damaged. Bearing damaged horns from combat is a sign of honor, while hiding or removing them is typically frowned upon.

Abilities and Traits:

  • Extended Lifespan: Ignean can live up to 180 years.
  • Firepower: They draw strength from volcanoes, lava flows, and geothermal vents.
  • Fire Eating: Ignean can consume fire and red-hot metals and stones, gaining nutrients from them.
  • Shapeshifting: Some Ignean can transition fully into a single animal form; their form retains one volcanic feature, such as heat-resistant scales, ember-lit eyes, molten markings, or hardened hide. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • High Compatibility: Ignean have a high compatibility with both magic and tech.
    • When joining a character, you can choose if they have access to Magic OR Technology, but they cannot have both.
  • Bonding: Ignean commonly bond with Pyropteras, magical creatures resembling medium-sized, feathered dragons with fiery hues.
    • Bonds are typically formed through a trial of bravery, with the bond symbolized by a metal cuff around the Ignean's wrist.
    • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Ignean#Pyropteras" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Ignean build settlements carved into volcanic rock and reinforced with metal, creating both functional and aesthetically stunning architecture.
  • Organized into clans, each aligned with a specific volcano, they maintain a deep connection to their home volcano.
  • Valuing honesty, justice, and strength, they settle disputes through sparring or contests of strength, with more serious disputes resolved through combat.
  • They believe each individual possesses an eternal flame within their soul, symbolizing their willpower, identity, and connection to their homeland.
  • When an Ignean's body can no longer contain their internal flame, they are consumed by it and turn to ash, with their flame joining the Sacred Flame of their clan's volcano.

Lucenthi

  • Lucenthi characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Lucenthi can trace their roots back to The Gilded Coast.
    • Characters living outside of the Gilded Coast are more flexible in terms of social norms, experiences, etc.; you can learn more about Lucenthi from the Gilded Coast here.

Key Physical Traits:

  • Lucenthi are humanoid with lean, quick builds, averaging 5'4"–6'2" in height with no meaningful difference in average build between men and women.
  • Skin runs warm-toned across a wide range — deep bronze, copper, warm olive, sun-gold, dusky rose — and carries a faint natural shimmer, most visible at dawn and dusk.
  • Skin visibly warms in temperature and tone when a Lucenthi feels strong joy, a trait they cannot suppress or fake.
  • Hair is frequently worn long and unbound in vivid natural or dyed colors; elaborate braiding, beading, or gilding is common and often marks life events.
  • Eyes are large and warm-toned (amber, deep brown, burnt orange, warm hazel most common) and unusually expressive.
  • Lucenthi remain visually vibrant through nearly their entire lifespan, then decline sharply in a final stage called the Dimming, during which their natural shimmer fades.

Abilities and Traits:

  • Short Lifespan: Lucenthi live 40–55 years on average.
  • Radiant Warmth: A Lucenthi's skin tone warms visibly and measurably with genuine strong joy.
  • Mood Sense: Lucenthi can passively read the general emotional temperature of a room or a person they're close to.
  • Bonding: Lucenthi commonly bond with Emberlarks, small firebird-like creatures native to the Gilded Coast.

Society and Lifestyle:

  • Organize life around intentionality — the belief that a short life makes every unlived moment a real loss, not a deferred gain.
  • Structure romantic and sexual relationships as Weddings-of-the-Season: formal, celebrated unions renewed or dissolved at set seasonal points rather than assumed lifelong by default; plural unions are common and unremarkable.
  • Place enormous cultural weight on mentorship; anyone who has survived past 40 is treated with near-reverence, and elders are actively protected as living rarities.
  • Mark life with two bookend events: the Kindling (coming-of-age festival) and the Last Bright (funeral rite, deliberately the loudest and most joyful event a Lucenthi will ever have thrown in their honor).
  • Believe the dead's warmth returns to the Long Gleam, the golden light that bathes the Gilded Coast; there is no formal deity beyond reverence for the Gleam itself.

Luminari

  • Luminari have no unified homeland and are celestial beings formed from the lingering resonance of the Paragon’s return.
  • They are drawn to places of imbalance or recovery, often acting as healers, guides, or archivists.
  • Each new Luminari is called Eluci (“waiting light”) until gifted a true name by another being.

Key Physical Traits:

  • Humanoid, graceful builds between 5.5’–6.5’ tall.
  • Semi-luminous skin that refracts or emits faint personal light; color shifts with emotion.
  • Hair shimmers with metallic or pastel undertones—commonly silver, pale gold, rose quartz, or indigo.
  • Eyes resemble miniature galaxies with swirling motes of light.
  • Blood glows faintly gold when exposed.
  • May develop faint constellation-like markings across shoulders, spine, or arms during strong emotion.

Abilities and Traits:

  • Variable Coalescence: Emerge fully formed at any apparent age, with knowledge and behavior matching that stage.
  • Aging & Lifespan: Live up to 150 years; may pause, accelerate, or resume aging at will.
  • Innate Starlight Affinity: Born attuned to Starlight energy and progress naturally through use.
  • Illumination Pulse: Emit a soothing aura of light that calms agitation and cleanses minor corruption.
  • Dreamsense: Experience lingering emotional echoes of places through dreams.
  • Bonding: Luminari commonly bond with Stellarae, manta ray–like companions formed from starlight.
    • To receive your companion for free, paste “https://kinrpg.com/codex/index.php/Luminari#Stellarae” into the “Post Link” section at the top of the Bonding page.

Society and Lifestyle:

  • No established homeland or leadership structure.
  • Often found near spiritually unstable or recovering regions.
  • Those coalescing as children often grow into community protectors.
  • Naming is sacred—self-naming is considered aberrant among Luminari.

Mirajin

  • Mirajin characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Mirajin can trace their roots back to Vel'Kora.
    • Characters living outside of Vel'Kora are more flexible in terms of social norms, experiences, etc.; you can learn more about Mirajin from Vel'Kora here.

Key Physical Traits:

  • Mirajin have smooth, semi-reflective skin that shifts in tone based on temperature, light, and emotional state, with colors resembling desert hues like bronze, sandstone, and ash-grey.
  • Eyes are pupil-less and gemlike, often appearing like polished glass or opal.
  • Hair is tightly coiled, braided with dust-charms, or shaved; common colors include black, sandy gold, and muted greys.
  • Women average 5'10" in height, men average around 5'8"; flowing posture and attire often make them appear taller.
  • Some Mirajin bear Sohlash Marks—naturally occurring birthmarks believed to signify a destined bond with a Sohlash.

Abilities and Traits:

  • Extended Lifespan: Mirajin can live up to 200 years.
  • Miragecraft: They naturally distort light and air around them, creating passive mirages especially during emotional surges.
  • Memory Binding: Through ritual, Mirajin can store, preserve, or subtly alter memories tied to objects or environments.
  • Mirage Perception: They are highly resistant to illusions and can instinctively detect most glamours or deceptions.
  • Bonding: Mirajin commonly bond with Sohlash, semi-corporeal desert creatures shaped from ash and memory.
    • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Mirajin#Sohlash" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Mirajin settlements are typically hidden oasis-cities, subterranean sanctuaries, or nomadic memory caravans protected by mirage spells.
  • Their society is governed by the Five Philosophical Houses—Silence, Sand, Smoke, Light, and Story—each representing a different truth-layer.
  • Honesty is conveyed through layered storytelling and symbolism; speaking too directly is considered dangerous or disrespectful.
  • Memory rituals, dream-sharing, and ritual forgetting are important spiritual practices.
  • Death is called the "Fifth Silence," and most Mirajin choose ritual dissolution—returning their body to the sands or the winds rather than burial.

Ossmere

  • Ossmere characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Ossmere can trace their roots back to The Hush.
    • Characters living outside of the Hush are more flexible in terms of social norms, experiences, etc.; you can learn more about Ossmere from the Hush here.

Key Physical Traits:

  • Ossmere are non-humanoid and resemble octopi, with an elongated head fused directly to a soft, mantle-like torso and no rigid internal skeleton; standing height ranges 5'0"–6'5".
  • Ossmere have six to eight long, tapering limbs radiating from the base of the mantle — fine, sucker-lined upper limbs for delicate manipulation, and thicker lower limbs for a slow, deliberate multi-limbed glide.
  • Skin is soft, matte, and faintly damp to the touch, in ash-grey, bone-white, or faded slate tones; it does not tan, flush, or shift color with temperature or emotion.
  • Eyes lack visible sclera — solid, dark, and still, giving Ossmere a famously unreadable gaze.
  • Fine, hair-like filaments grow from the crown of the head and drift faintly even in still air; they thicken slightly during grief and thin during long stretches of contentment.
  • With age, an Ossmere's filaments and skin pale further and their limbs stiffen and shorten; near death they appear almost translucent, a slow decline called Thinning.

Abilities and Traits:

  • Extended Lifespan: Ossmere can live up to 400 years, making them one of the longest-lived of the known races.
  • Stillsense: Ossmere can passively sense recent death or unusually concentrated grief in an area.
  • Shapeshifting: Most Ossmere can transition fully into a humanoid form and a single animal form; their animal form retains one feature such as bioluminescent markings, ink-based camouflage, extra limbs, or an unnervingly unblinking gaze. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Bonding: Ossmere commonly bond with Wraithmoths, silent, softly glowing companions native to the Hush.

Society and Lifestyle:

  • Organize society around the Long Ledger, a communal, ever-growing record of every ancestor's name, deeds, and final words, maintained collectively and recited at gatherings.
  • Treat grief as a shared civic duty rather than a private matter; declining to participate in community mourning without real cause is a major social lapse.
  • Have no standing military, given their pacifism; instead are widely sought after as mediators and neutral witnesses to treaties and disputes.
  • Speak of death plainly and often; a common greeting translates roughly to "may your name be worth remembering."
  • Believe the dead linger briefly in a state called the Hush before moving on, eased by Wraithmoths; there is no formal deity.

Quoravyn

  • Quoravyn have no unified homeland; they trace their shared tradition to a place that may no longer physically exist — The Wandering Archive, said to relocate every generation.
  • They are drawn to endangered, forgotten, or deliberately erased knowledge, often acting as archivists, translators, or record-keepers.
  • Quoravyn travel in small caravan-communities called Leaves, each dedicated to preserving a particular category of knowledge.

Key Physical Traits:

  • Quoravyn are humanoid with faintly asymmetrical builds, standing between 4.5'–6.5' tall.
  • Skin shifts in texture from smooth to faintly page-like depending on light and angle.
  • Fine, ink-dark markings drift slowly across their skin over the course of days, never repeating the same pattern twice.
  • Eyes are multi-faceted and reflect light strangely, like old glass; hair texture shifts unpredictably with mood or focus, so most Quoravyn don't maintain a fixed hairstyle.
  • No two Quoravyn look quite alike even within the same family line.

Abilities and Traits:

  • Extended Lifespan: Quoravyn can live up to 260 years, with unusually long adolescences spent almost entirely in study.
  • Perfect Recall: Once a Quoravyn has genuinely understood something, they retain it with near-total accuracy for life.
  • Shapeshifting: Most Quoravyn can transition fully into a single animal form; their form retains one archivist feature, such as ink-dark eyes, page-textured wings, drifting skin markings, or a faintly asymmetrical build. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Bonding: Quoravyn commonly bond with Marginalia, small, ink-and-paper-textured companions that form directly from a Leaf's own recorded work.

Society and Lifestyle:

  • Travel in small caravan-communities called Leaves, each dedicated to preserving a particular category of endangered knowledge.
  • Are fiercely traditionalist about method — how knowledge is recorded, verified, and passed on is governed by rigid, ancient ritual, even as content constantly changes.
  • Mark two Leaves meeting with the Concordance, a multi-day ritual exchange of knowledge treated with the gravity other cultures give royal weddings.
  • Are welcomed cautiously by most kingdoms as neutral record-keepers and go-betweens, but viewed with suspicion for documenting things others would rather forget.
  • Consider losing an unrecorded piece of knowledge forever the closest thing to a true tragedy in their culture — worse, culturally, than an individual death.

Rockfolk

  • Rockfolk characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Rockfolk can trace their roots back to The Mountain Kingdom.
    • Characters living outside of the The Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Rockfolk from The Kingdom here.

Key Physical Traits:

  • Rockfolk are stocky and stout, with an average height of 4 to 5 feet.
  • They have cat-like eyes and ears, and prehensile, monkey-like tails.
  • Their bodies are adapted for mountainside living with wide feet for traction, strong gripping hands, and robust lungs and hearts.
  • Covered in thick, shaggy fur that radiates warmth, their fur comes in shades of gray, brown, white, and black. Patterns are less common.
  • Fur turns white or silver with age, starting at the face and hands.
  • Rockfolk take great pride in their fur's condition, dedicating time each night to its maintenance.

Abilities and Traits:

  • Extended Lifespan: Rockfolk can live up to 150 years.
  • Perception: They have an exceptional sense of direction, especially underground.
  • Enhanced Athletics: Rockfolk are agile climbers and jumpers with superb balance.
  • Shapeshifting: Some Rockfolk can transition fully into a single animal form; their form retains one alpine feature, such as thick fur, enhanced grip, reinforced hooves or claws, or superior balance. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Technology Mastery: Rockfolk have a strong affinity for technology, specializing in mechanical and engineering skills.
    • Rockfolk typically cannot use magic.
  • Bonding: Rockfolk typically bond with Sentinels, magical creatures resembling a cross between a goat and a mountain lion with bodies of living stone or metal.
    • Bonds are formed by consuming a piece of the Sentinel's horn, solidifying the bond with a headbutt.
    • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Rockfolk#Sentinels" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Rockfolk build villages on cliffsides and inside deep mountain caverns, valuing family and clan loyalty above all else.
  • Their homes are typically carved from stone and timber.
  • Most Rockfolk are hunters or shepherds, living in close-knit family clans.
  • They believe in a soul cycle where individuals alternate between being Rockfolk and Sentinels through reincarnation.
  • The Prime Mountain is considered a sacred ancestor guiding and protecting this cycle.

Volari

  • Volari characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Volari can trace their roots back to the Kingdom of Asteria.
    • Characters living outside of the Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Volari from the Kingdom here.

Key Physical Traits:

  • Volari are humanoid with extreme size variations, ranging from 4 to 7 feet tall.
  • They have elongated limbs with webbed hands and feet, perfect for swimming.
  • Volari have smooth, flowing hair and large, expressive eyes; hair and eye color usually complement their skin color.
  • They have patches of iridescent scales on their back and limbs, which may be the same or different colors from their skin.
  • Men typically have darker colors while women usually have lighter colors, with options including blues, purples, greens, blacks, whites, golds, silvers, pinks, and oranges.
  • Lost scales regrow over a few weeks, cycling through colors before settling into their mature hue.

Abilities and Traits:

  • Extended Lifespan: Volari can live up to 120 years, maturing slowly with long childhoods.
  • Aquatic: Volari are fast, agile swimmers with the ability to hold their breath for extremely long periods.
  • Shapeshifting: Most Volari can transition fully into a single animal form; their form retains one aquatic feature, such as gills, webbed digits, a fin, or enhanced underwater vision. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Natural Magic: Volari have an innate ability to harness sunlight for various purposes.
    • Volari typically cannot interface with technology.
  • Bonding: Volari commonly bond with Tidewings, large creatures combining canine and manta ray traits.
    • Bonds are formed through a ritual involving a rare seaweed offering.
    • To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Volari#Tidewings" into the "Post Link" section at the top of the Bonding page.

Society and Lifestyle:

  • Volari build villages along the coast, often half on land and half on the water.
  • They live in loose social groups, with most people being gatherers, fishermen, and cultivators.
  • Homes are constructed from renewable materials like bamboo and are surrounded by vibrant land or sea gardens.
  • Volari value symbiosis and balance, emphasizing a deep connection with the land, sea, and sun.
  • They believe in a radiant afterlife where spirits become luminous beings in a heavenly sea garden, overseen by the Sun, the grand guardian of the cycle of life and death.

Zenoxi

  • Zenoxi characters may originate from any kingdom; while some communities may have settled elsewhere for generations, all Zenoxi can trace their roots back to the The Scepter of Zephyrs.
    • Characters living outside of the The Scepter are more flexible in terms of social norms, experiences, etc.; you can learn more about Zenoxi from the The Scepter here.

Key Physical Traits:

  • Zenoxi have delicate features with large "doe-like" eyes, long eyelashes, and graceful, slightly elongated necks.
  • Their bodies are covered in soft, short fur with a collar of plush, downy fluff around their necks. Instead of hair, they have feathers.
  • Fur typically comes in earthy tones with bright blue, green, or red feathers and accent markings.
  • Zenoxi sprout antlers around age five, shedding and regrowing them each year. Antlers become larger and more elaborate every five years.
  • They have quick metabolisms and thin bones, making them lightweight and agile but also more fragile.

Abilities and Traits:

  • Featherfall: Zenoxi cannot be harmed during a fall; their bodies slow down to float gently to the ground.
  • Enhanced Jumping: Zenoxi have powerful legs for delivering strong kicks and jumping high/far.
  • Efficient Respiration: They can hold their breath for long periods and endure high elevations, thin air, and poor air quality.
  • Shapeshifting: Some Zenoxi can transition fully into a single animal form; their form retains one avian feature, such as a feathered crest, hollow bones, enhanced vision, or wings. Extinct and mythical forms can be unlocked through payment (standard Valka costs).
  • Technology Affinity: Zenoxi have a natural proficiency for technology, excelling in innovative and aerodynamic designs.
    • Zenoxi typically cannot use magic.
  • Bonding: Zenoxi typically bond with up to two Zephfluffs, small, flying squirrel-like creatures with a prehensile tail and wing flaps.
    • Bonds are usually formed when a Zenoxi catches a falling Zephfluff.
    • To receive up to 2 companions for free, paste "https://kinrpg.com/codex/index.php/Zenoxi#Zephfluffs" into the "Post Link" section at the top of the Bonding page.
      • The Bonding form should be submitted twice (one for each Zephfluff)

Society and Lifestyle:

  • Zenoxi live in villages built into cliffs and sea caves along rocky shores, leading a maritime culture focused on fishing, sailing, and pearl diving.
  • They are skilled craftsmen and traders, building homes and boats from salvaged driftwood, whalebones, and woven seaweed.
  • Zenoxi value wisdom, tranquility, and harmony with nature, guided by elders and wind readers.
  • They believe the soul journeys on the ocean winds after death, either being reborn or becoming an aeolian spirit. A disharmonious life leads to wandering as a raging storm until redemption is found.

Kingdom Hybrids (Half-[Mother's Race]) (1250c)

Kingdom hybrids are offspring resulting from the union of two different races within the Kingdoms. Their race will be prefixed with the mother’s, such as Half-Volari or Half-Ignean, to specify the maternal lineage. These hybrids inherit a blend of traits from both parents.

Background and Origins:

The prevalence of hybrids varies across the kingdoms, depending on the historical and current relations between the races involved, but they are generally quite rare. They often face discrimination and experience significant challenges in being accepted by either parent’s community. The circumstances of their birth and their upbringing, family experiences, and encounters with discrimination are entirely up to you to define!

Mixed Traits: Hybrids can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Hybrids may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:

  • Auren x Ignean (Half-Auren)
    • Traits: Vibrant, metallic skin tones from Auren lineage combined with glowing, heat-emitting patterns from Ignean heritage. Insect-like wings that are fiery and radiant.
    • Abilities: Flight with heat resistance and fire manipulation abilities. Can shapeshift into an insect form.
  • Rockfolk x Volari (Half-Rockfolk)
    • Traits: Stocky and stout body from Rockfolk, with webbed hands and feet from Volari. Covered in a mix of thick fur and iridescent scales.
    • Abilities: Enhanced climbing and swimming abilities. Exceptional sense of direction and can hold breath underwater for long periods.
  • Zenoxi x Ignean (Half-Zenoxi)
    • Traits: Delicate features with soft fur and antlers from Zenoxi, combined with the thick, tough skin and horns from Ignean. Fur patterns and glowing skin.
    • Abilities: Featherfall ability, enhanced jumping, and fire manipulation. Efficient respiration and can consume fire for nutrients.
  • Volari x Zenoxi (Half-Volari)
    • Traits: Elongated limbs and webbed hands/feet from Volari, with soft fur, feathers, and antlers from Zenoxi. Iridescent scales and bright feathers.
    • Abilities: Fast and agile swimmer, can shapeshift into a marine animal. Featherfall ability and enhanced jumping.

Requirements:

  • Approval Process: Hybrids can be created at any time, provided you have enough coppers to cover the cost (1250c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.

Halfling (1250c)

Halflings are hybrids resulting from the union between a Core Race (Valka, Human, or Telaspa) and a non-Core Race (Custom, Auren, Delvyn, Ignean, Mirajin, Rockfolk, Volari, or Zenoxi). This unique combination leads to diverse and distinctive individuals, often marked by a mix of physical and cultural traits from both parent races.

Background and Origins:

Halflings are quite rare due to the often complex social dynamics between Humans, Valka, and the races. These hybrids may experience varying degrees of acceptance within both communities, with some facing significant discrimination while others are embraced for their unique heritage. The circumstances of their birth and their personal backgrounds, family dynamics, and encounters with discrimination are entirely up to you to define.

Mixed Traits: Halflings can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Halflings may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:

  • Valka x Auren
    • Traits: Natural animalistic features from Valka, combined with insect-like wings and vibrant skin tones from Auren.
    • Abilities: Shapeshifting into an animal form, with the ability to fly and use magic.
  • Human x Ignean
    • Traits: Human-like appearance with glowing, heat-emitting patterns and horns from Ignean.
    • Abilities: Access to advanced technology and fire manipulation abilities.
  • Telaspa x Rockfolk
    • Traits: Blended humanoid and animal traits from Telaspa, combined with stocky build and fur from Rockfolk.
    • Abilities: Enhanced physical strength and agility, with natural armor and technology mastery.

Requirements:

  • Approval Process: Halflings can be created at any time, provided you have enough coppers to cover the cost (1250c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.

Mixling (1500c)

Mixlings are hybrids resulting from the union of three or more races, which can be any combination. This leads to exceptionally diverse and distinctive individuals, often marked by an extraordinary mix of physical traits and abilities from their multiple parent races.

Background and Origins:

Mixlings are exceedingly rare due to the complex social dynamics and the biological improbabilities involved in such diverse unions. These hybrids face unique challenges in being accepted by their parent communities. The circumstances of their birth, upbringing, and personal backgrounds are entirely up to you to define.

Mixed Traits:

Mixlings can exhibit a highly diverse combination of traits from their multiple parent races, resulting in unique abilities and characteristics; Mixlings may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:

  • Amalgam (Human x Valka) x Auren
    • Traits: Mixed human and Valka features, combined with vibrant, metallic skin tones and insect-like wings from Auren.
    • Abilities: Shapeshifting abilities, flight, and magic affinity.
  • Half-Auren (Auren x Ignean) x Human
    • Traits: Insect-like features and vibrant skin from Auren, combined with glowing, heat-emitting patterns and horns from Ignean, and a generally human-like appearance.
    • Abilities: Flight, fire manipulation, and technology affinity.
  • Amalgam (Human x Valka) x Half-Ignean (Ignean x Volari)
    • Traits: Mixed human and Valka features from the Amalgam parent, combined with glowing, heat-emitting patterns and horns from Ignean heritage. Webbed hands, feet, and iridescent scales from Volari.
    • Abilities: Shapeshifting abilities, fire manipulation, and minor tech affinity. Enhanced swimming abilities.
  • Half-Zenoxi (Zenoxi x Rockfolk) x Half-Auren (Auren x Ignean)
    • Traits: Delicate features, soft fur, and antlers from the Zenoxi lineage, combined with stocky build from Rockfolk. Insect-like wings and vibrant, metallic skin tones from Auren, combined with Ignean-like body.
    • Abilities: Featherfall ability, flight, and minor magic affinity. Enhanced jumping, efficient respiration, and natural armor.

Requirements:

  • Approval Process: Mixlings can be created at any time, provided you have enough coppers to cover the cost (1500c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.

Special Lineages & Conditions

Ancestry Tokens

Ancestry Tokens grant characters a unique connection to a specific lineage, whether through direct ancestry (e.g., a dragon ancestor) or through indirect means like blessings (e.g., a family rewarded by a celestial being). These tokens can be obtained as prizes during special events, such as posting parties or Riftgate participation.

Types of Ancestry Tokens

There are two general types of Ancestry Tokens:

  • Free Ancestry Token: This token allows the player to tie a character to any fantasy race (e.g., elves, giants) or creature (e.g., dragons, unicorns, phoenixes). Players may request up to three appearance changes or passive traits (cosmetic or non-combat abilities) and two Talents that align with their chosen ancestry. Talents may range from medium to high level, provided they remain balanced.
  • Themed Ancestry Tokens: These special tokens are released for unique events and grant a pre-defined ancestral connection with distinct abilities, traits, and sometimes even custom progression paths. Example: Starlight Ancestry Tokens (Starchildren) offer celestial-themed powers and a secondary leveling system.

General Guidelines

  • Stacking & Limits:
    • Unless otherwise specified, all Ancestry Tokens may be used on any character or Companion.
    • A character may only hold one active Ancestry Token at a time.
    • Ancestry Tokens may be applied to existing or future characters.
    • Ancestry Tokens do not provide "extras" outside of the defined changes/Talents -- for example, if you create a dragon character and want them to have dragon shapeshifting, you will need to pay for the mythical animal form separately; if the Token only provides golden eyes but you also want golden hair, you will need to pay for an unnatural hair color.
    • Ancestry Tokens do not replace a character’s base race; instead, they provide additional features tied to a chosen ancestry, enhancing the character's abilities, traits, or background. For example, a character might be a Human with dragon blood.
  • Progression: Player can gain Magic or Tech Progression by using or mentioning their lineage / abilities during posts. Starchildren have a secondary leveling system.
  • Breeding & Inheritance: While the full Token is unlikely to be passed to offspring, children may inherit elements passed down from their parent's Ancestry.
  • Balancing & Approval: Players must submit a request to use their Token and receive approval from Support for any requested traits/abilities.

Eonmere Exiles

Eonmere Exiles are a special character type created during the Eonmere Eggs-pedition. You can learn more about them here.

Custom Races (3500c)

Custom Races are unique species created by players. These can range from well-known fantasy races like faeries, dragonfolk, sirens, or vampires to completely original creations. Players can design one-off characters from their custom race or authorize others to join characters from their created race either with bulk approval (anyone who has the funds can join one) or on a case-by-case basis (players must contact you with ideas and receive your authorization before joining). Multiple interpretations of common races may exist, please ensure your race is named distinctly to avoid confusion with other submissions.

Conditions:

  • Players may submit new custom races at any time for free; they will earn a credit of 250c once the race is accepted and added to the list below.
  • Share details about your race through your private support channel; there is a template at the bottom of this section if you find them helpful, but feel free to structure your submission in whatever way makes the most sense for you.
  • Players can join characters from a custom race for 3500c each.

Background and Origins:

  • Custom Races may originate from any kingdom or any other planet/time/place, but cannot come from elsewhere on Kinship without prior approval.

Traits and Abilities:

  • Custom Races can exhibit diverse traits but must be balanced within the game. Signe will review your submission and credit/debit your account once final approval is complete.
    • Abilities may need adjustment if deemed too overpowered or inconsistent with the world.
  • Players must define if the race allows shapeshifting; if yes, they may have a maximum of one additional form (we generally don't allow bulk/freeform shapeshifting at this time).
  • They will also need to confirm if the race uses only magic or only technology, or if characters will have a choice between either.
  • When joining a character, list their specific abilities and characteristics in the Physical & Neuro-Diversities section of the joining form.

Approved Submissions

Races marked with a ** are available for anyone to create characters from, races followed by a (player name) are restricted to only that player without their permission.

Template

Here is a template to help you get started with submitting a Custom Race; required information is marked with a *

* Race Name:

* Origin: Describe the origin of the race, including the kingdom, planet, time, or place they come from

Background and History: Provide a brief history of the race, including significant events and cultural milestones

Arrival in New Ognos: Explain how the race typically arrives in New Ognos (e.g., via ship, portal, ancient trap)

* Physical Traits: Describe the physical characteristics of the race, such as average height, weight, skin color, hair color, eye color, and any unique features

* Abilities and Powers: List the race's innate abilities and powers, including any limitations and balancing factors

* Shapeshifting: Indicate if the race allows for shapeshifting, and if so, describe what the additional form is like

* Magic or Technology: State whether the race uses magic, technology, or has a choice between them

Culture and Society: Describe the race's culture, social structure, customs, traditions, and way of life

Language: Detail the language(s) spoken by the race and any unique communication methods

Strengths and Weaknesses: List the race's strengths and weaknesses, ensuring they are balanced for gameplay

Notable Figures: Provide names and brief descriptions of any notable figures from the race's history

Additional Notes: Include any other relevant information that players should know about the race

* Availability: Indicate if the race is available for other players to create characters from, closed (only you can join characters of this race), or requires your approval

Example Character: Provide an example character from the race, including their background, abilities, and any unique traits