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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.
* Mortals, often forced to fight or commit heinous acts against each other, suffered greatly; their prayers for survival, peace, or victory fueled the gods backing their side of the conflict, creating a cycle where destruction fed divine power. The scars from these battles still linger in Kinship’s cultures and societies today.
* Kinship's history of divine meddling has made it a cultural patchwork of different eras and worlds -- remnants of ancient dialects and futuristic argots pepper everyday conversations while songs, stories, and names carry echoes of both familiar and foreign origins.
* Eventually, the Primordials intervened, transforming Kinship into a Sanctuary Planet. Though some gods continue to oversee it, their influence is now more structured and controlled, focusing on guidance and stewardship rather than chaos and conflict.
* On Kinship, magic and technology intertwine in surprising ways. Wands and laser pistols are common tools. Mystical ruins hide behind force fields, while magic imbues mechs and motors. This blend of swords and sorcery, ancient and futuristic, creates a world where the mystical and mechanical complement one another.
* Kinship's kaleidoscope of cultures means social mores and material goods vary wildly between realms. A wizard may wear mythril robes and dwell in a tower topped with astrolabes in one country, while a cyborg bounty hunter dons graphene armor in the minimalist skyrise of another. People's views span the spectrum from mystical to pragmatic, traditional to progressive, fatalistic to ambitious.


== The Island ==
== Modern Day ==
* The island of ''New Ognos'' is the primary setting for our game. For centuries, it was an isolated nation preoccupied with internal conflicts and wary of outside influence; this changed when a divine war between Ognos' patron gods broke out at the same time as a slumbering god woke up.  The combination caused  havoc on Kinship, decimating Ognos and forcing its inhabitants to evacuate.
Today, Kinship is a world where magic and technology coexist, woven together by its rich and often painful history.
* With their homeland destroyed, the surviving Ognoshu became refugees. Some integrated into 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; unfortunately they were unable to completely repair the damage done to the world -- the many layers of ancient divinity already present in the land were too complex even for them -- however, they were able to make the island livable again.
* The warring gods came together to build the first town on New Ognos
* After restoring the island, the first town was built and divine messages have gone out across the world announcing Ognos' reopening and asking the Ognoshu refugees to return home.
*
*
* Most characters joined this version will be new arrivals coming to the island of New Ognos in the third wave of returnees; the third wave will primarily consist of adventurers, crafters, farmers, etc. who are here to help remap, rebuild, and resettle Ognos.
** We've set the above to help you with character creation and to hopefully help you  We are open to having a few characters who arrived during the first or second waves however, we are open to having a few characters who arrived during the first or second waves -- please contact Signe to discuss prior to joining.
***
* Most characters will be
*
* The island is forever changed, and it will take a long time for all of the secrets, dangers, and transmutations to be discovered.  There is a strong emphasis on adventuring, exploration, and discovery in this and future versions.
*
*


** For example, for some a few months to a few years may have passed, while others may be from an entirely new generation (up to 20 years).
* 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.


== Races ==
== The Island ==
* Players can join characters from one of our two primary races, Valka and Humans, for free.
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.
** Some characters and Astrofel may be transported to Kinship from other places or times, typically after stumbling across ancient traps or tools left behind by the gods on their homeworld.  Upon arrival, they will always become one of our core races unless the appropriate purchases are made from the Marketplace.
* Residents of Ognos, regardless of race, are called "Ognoshu"; this term can be used for things that apply to both/all races, or when discussing a group consisting of individuals from multiple races.
 
==== Humans ====
''This versatile core race may allow some new players to more easily immerse themselves in our fantasy world; they provide a comfortable starting point to learn the mechanics and stories of the game before venturing into more complex options.''


*
* 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.


==== Other Races ====
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]].
Additional races and unique core race lineages may be purchased from our Marketplace; while anyone may buy access to them, they are often better suited for seasoned players who want to go beyond the basics of our setting. We suggest playing a character from at least one of our core races for a bit before taking the leap with a new race, so you can fully engage with and immerse yourself in their unique traits and backgrounds.  


==== Valka ====
== Pyronmouth — The Sovereign Capital ==
Valka are shapeshifters with two base forms: a True Form and a human form.
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.
** A Valka's True Form is typically a single ordinary Earth animal.
** Valka in their human form may have 0 - 2 carryover traits, appearance-only features that are based on their animal form.  A wolf Valka might have canine ears and a wolf tail, for example.
*** Additional traits may be purchased or earned as rewards from mini-game participation.
* Valka are able to use magic; this is an innate connection with the natural world that can be channeled in many different ways. 
** A character's magic will usually develop between the ages of 8 and 10; once their magic develops, they can choose to specialize in a specific type of magic.


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.


* Astrofel: Explain companion familiars and their role
The town is divided into distinct districts, each with its own cultural and economic focus:


== Core Features ==
* '''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.


* Plot: Teaser about main in-game story and conflicts
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.
* Progression: Explain levels, skills, abilities
* Rewards: Overview of prizes, coppers, mini-games


== World of Kinship ==
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.


* Magic vs Tech: How they coexist in this realm
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.
* Environments: Types of areas to explore


== Character Creation ==
== New Ognos Society ==
New Ognos is governed by a formal, tiered leadership structure:


* Character Creation: Brief instructions to start playing
* '''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.


== Deeper Dives ==
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.


* More Details: Links to full guides on each topic
== Version Seven Features ==
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/FHznhXAxKf 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.