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


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


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


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


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


* Essence Shards are tangible, crystallized forces -- such as magic, nanites, and divinity -- that were left behind after the Primordial Ones visited Kinship.  These shards have recently begun to destabilize for some reason, eventually causing a new natural phenomena/disaster called a "Shardfall".
That rebuilding is now a matter of history rather than current events — New Ognos has had years to resettle, grow, and establish itself, and today supports multiple generations of Ognoshu, formal leadership, and settlements spread across territories still being fully mapped. For a full breakdown of the island's territories, see [[Island Information]]; for the timeline of major events since resettlement began, see [[History & Current Events]].
** Shardfalls are intense, unpredictable storms that cause Essence Shards to rain down from the sky; at the same time, geysers of pure energy shoot out of the ground, corrupting any lifeforms caught in the area.
* Each Shardfall is preceded by sightings of one of four massive, Shard-infested creatures called "Heralds"; they are typically seen in the area that will be hit by a Shardfall about 3 days before it happens.
** Heralds seem to be living embodiments of an amalgamation of Shards, making them incredibly dangerous and best observed from afar. They are often accompanied by smaller, more fragile manifestations called Remnants. It remains unclear whether these Heralds cause the Shards' instability or merely serve as warnings.
* The Shardfalls have caused instability in the town of Pyronmouth, and everyone is scrambling to find ways to predict, protect against, and hopefully stop the Falls. Damaged by the recent events of the Shattered Vault event, the town also no longer expands and contracts based on popularity, and the Flies have become unpredictable and even erratic at times. With so many opinions and ideas about how to approach the disaster, and the apparent loss of security the town once provided, there is significant social upheaval with [https://www.kinrpg.com/groups.php several factions] breaking off from town to set up their own settlements.
* You can learn more about the Shardfall process in our [https://discord.com/channels/726973523960135692/1283866655570530314 Discord]!


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


* Blessed by the now-exiled Gods as an apology for fighting amongst themselves instead of protecting the island/planet, the central town that characters begin in naturally expands or shrinks depending on population in town and has many basic conveniences to offer.
The town was once able to expand and contract with its population, but that function has long since ceased, and many buildings sat vacant as people moved to new settlements outside the city. Much of that vacancy has since been resolved through resettlement and new ownership, though the effects of that era are still visible in some districts.
** During this version, the town will no longer expand or contract based on population, leaving many buildings vacant as people have moved to settlements outside the city. To address the loss of tax revenue and in hopes of minimizing vandalism and criminal behavior, the government has opened up these unused properties for purchase, particularly in the Emerald and Sapphire Districts; this has allowed a class of wealthy landlords to emerge.
** Wealthier characters may have also been asked to manage certain areas in the Ruby District who are most badly affected by the city's unstable state.  Some take this duty seriously and provide services to people in their assigned area for free or at reduced cost, seeing this as part of their duty as a wealthy person/noble.  Others have taken advantage of this, charging exorbitant rents while neglecting to provide even basic services in an attempt to get even richer.
** Additionally, some shady background deals have allowed landlords to buy ownership of properties that are already occupied, meaning that characters who didn’t have a landlord before may now find themselves with one!
* Pyronmouth is protected by massive obsidian walls that are patrolled by robotic guards called Flies (named for their large black camera-eyes and faint buzzing sounds). 
** Flies will intervene if they see combat inside the city and can subdue Ognoshu or animals by releasing a flood of gas from their mouths. 
** They will pursue murderers and people who cause physical harm to another if they catch them in the act, however, they do not enforce laws against other offenses like stealing. They also do not investigate further if the cause of a disturbance is not immediately obvious.  Investigation and pursuit of discreet criminals is left to the [https://www.kinrpg.com/groupo_profile.php?id=5 Silver Watch]. 
** Flies will also attack any threat against the city itself, frequently killing or driving off wild animals and the like. 
** During this version, the Flies may behave erratically, ignoring crimes they would normally prevent or unleashing sedative gasses on innocent civilians with little provocation.  While rare, wild animals or other dangers may also enter the city due to their delayed response times.
* The town is divided into several districts: 
** The ''Emerald District'' has been claimed by the wealthiest of Ognoshu, commonly nobles and wealthy gentry.  The district features grand villas and manors and was named for the lush greenery of its sprawling lawns and flower gardens. 
** The ''Sapphire District'' features smaller, but still very desirable, homes. Members of the gentry -- merchants, scholars, soldiers, and skilled craftspeople, primarily -- live here.  The district is named for the blue-roofs of the various shops scattered throughout the district. 
** The ''Ruby District'' is named after the red brick and timber used to craft most of the houses here.  This district is home to primarily commoners, laborers, and tradesmen; living accommodations tend to be comfortable but sparse and somewhat cramped in order to dedicate more land to crops and livestock. 
** The ''Obsidian District'' is home almost exclusively to Valka; humans entering the area may be viewed with suspicion by some.  It features impressive communal buildings and homes made of dark stone; other residences include traditional housing like yurts and tents.  The district is colloquially known as the ''Ash District'', for the ash produced by the many large open fires dotting the landscape; these fires are used for a variety of purposes from mundane (cooking, keeping warm, etc.) to mystical (ceremonies, religious holidays, etc.). 
** The main shopping area is called the ''Copper District''; it features a huge open air bazaar plus shops, shacks, stalls, and tents.  The district is named for the new currency, coppers. 
** The ''Iron District'' is the formal name for the Docks.  It features rows of piers and warehouses for fishing boats, merchant vessels bringing or shipping goods, and the handful of Navy ships New Ognos has to its name currently. 
** The ''Platinum District'', more commonly called ''The Hub'', is the heart of the town and home to several administrative buildings, such as the Hall of Records and the Silver Precinct (where the guards/police force work from), as well as Guild Halls. 


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


* While social classes still exist in New Ognos, they are less rigidly defined than in the past. There is now more fluidity and overlap between classes, especially in the upper echelons of society.
With many buildings previously left vacant, the government opened these properties for purchase, particularly in the Emerald and Sapphire Districts. This led to the rise of wealthy landlords, some of whom use their influence to help their tenants, while others charge high rents and neglect basic services. In some cases, shady deals allowed landlords to claim ownership of already-occupied buildings, occasionally leaving characters with a new landlord they never agreed to.
* The current social classes are explained below; characters from any race may be joined as a member of any class.  Social mobility is possible through both in-character activities or by spending money in the [http://www.kinrpg.com/marketplace.php Marketplace].
** ''Nobility:'' Nobles sit at the apex of society in terms of wealth and hereditary privilege; their privileges include more lavish lifestyles, bigger estates, access to elite circles, exemption from certain laws, hired private forces, and the best education.
*** Female nobles use the title "Dame" and male or non-binary nobles use the title "Thane" followed by their last names.  Among friends, they often go by Lord, Lady, or Liege [First Name].  For example, Dame Sherwood may be called Lady Amelia by her inner circle.
*** A handful of Valka clans and members of other races have attained noble titles, though old prejudices often persist against non-human nobles.
** ''Gentry:'' The Gentry sit between the nobility and common folk. They comprise wealthy landowners, successful merchants, scholars, magistrates, master artisans, and military officers.  In New Ognos, the wealthiest members of the Gentry often interact closely with nobles.
** ''Commoners:'' Commoners comprise the bulk of society and the workforce in manual and domestic vocations. They include farmers, builders, miners, servants, and unskilled laborers.  What they lack in wealth, they gain in social freedoms beyond nobles' scrutiny.


== Companion Creatures (''optional'') ==
Wealthier characters may also be tasked with overseeing properties in the Ruby District, historically the hardest-hit by the town's early instability. This has led to a mixture of well-maintained and poorly managed areas, depending on how seriously those responsibilities are taken.
Companion Creatures are magical beings that usually feature in a character's posts as secondary/supporting characters, though they can occasionally be posted individually. These unique Companions have their own progression system and abilities, acting as your character's closest ally.  You can learn more about them in the [[Companion Creatures]] guide.


== Progression Systems (''optional'') ==
Pyronmouth is protected by obsidian walls and robotic guards known as Flies. These guards typically intervene in violent crimes, but only if they witness the act. If they come across the aftermath, such as a dead body, they merely scan the area for obvious suspects and leave further investigation to the Silvers, the city's Ognoshu guard force. Following past periods of instability, Flies have at times behaved erratically, sometimes ignoring crimes or wrongly targeting civilians — largely resolved, though isolated incidents still occur.
We offer the following progression systems; all systems are entirely optional and players can choose to track them (or not) at any time without losing progress -- it's literally just whether or not you pick a checkbox when posting!


* The ''Character Progression system'' will allow you to level up your character's nanites/magic and open up new opportunities.
== New Ognos Society ==
New Ognos is governed by a formal, tiered leadership structure:


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


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


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


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


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


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

Latest revision as of 15:35, 21 July 2026

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

World History

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

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

Modern Day

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

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

The Island

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

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

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

Pyronmouth — The Sovereign Capital

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

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

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

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

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

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

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

New Ognos Society

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

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

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

Version Seven Features

Check out our Version 7 guide for more information!

Next up...

You can check out the other Essential Guides using the links below!

When you've read everything over, you can get going by registering for an account here.