This page will provide you with everything you need to know to get started in the world! We reserve the right to add, edit, or remove features as needed; such alterations will be dark red
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- The name of our game is Kinship.
- Kinship is a play-by-post roleplaying game that utilizes threaded message boards and Discord.
- The game is set in a country called Ognos.
- Ognos is an isolated island country; other countries and at least one continent exist in the world, but we will not be visiting them quite yet.
- This is a mixed-genre game, featuring a little bit of everything from SciFi to High Fantasy.
- Magic, mythical creatures, player-created species, advanced technology, and much more exist in the world in various forms and perform various functions. As far as time period, Ognos is very similar to a medieval-like era in many ways - for example, most people will use weapons such as swords and axes and get around on foot, by mount, or by carriage - but technology, some modern weaponry, and advanced magics add spice to our character's everyday life.
- There are currently 6 types of characters available to players at joining, each with their own unique aspects.
There is also a sixth character type, a Solo Astrofel, which can only be created by breeding two existing Astrofel.
- are the "dominant" species in Ognos, with the highest and most concentrated population.
- live in expansive walled cities, often for generations - some may have never seen the world outside of their walls.
- are almost entirely patriarchal, but some women have been working to change this since High King Amils came into power.
- have a fairly rigid class system with a distinct and often wide divide between the wealthy nobles and the poor commoners.
- are typically quite religious as a society, they have a duotheistic religion you can read more about here.
- rely heavily on technology to the point that they are often quite adept with it from early childhood.
Humans start with Primary Tech and one Archetype-based Skill.
- appear very much like "normal" humans unless magic or tech is used to alter their appearance.
- Read more about human society here
- often called "Beasts" by humans, Valka are shapeshifters which can resemble any animal species currently found on Earth.
- may live in tight-knit communities/family groups, called "Clans", or lead solitary lives; most are nomadic.
- Because of their looser society the exact count of Valka in Ognos is unknown but estimated to be significantly less than humans.
- have a looser society with traditions and laws that vary greatly from Clan to Clan, however, most are matriarchal.
- religious practices also vary greatly, but most are polytheistic - many worship the Chinto and a number of lesser gods.
- are deeply connected to magic to the point it often "lives" on their skin as tattoo-like markings.
Beasts (and all subtypes) start with a Magic Marking and one Archetype-based Skill.
- may have a more "wild" appearance, including but not limited to unique hair, eyes, skin, and even animal parts in their human form - all traits, patterns, and colors should be natural to their animal form.
- Read more about Valka society here
- are an exceptionally rare variation of Valka, also known as "Wild Type Beasts".
- are rather mysterious, often keeping to the wildest parts of Ognos; very little is known about their customs or cultures.
- have extreme animal traits which carry over into their "human" forms like keeping paws, hindlegs, or even animal heads.
For example, a fish shifter could retain their entire fish lower half, basically making them a "mermaid".
- do not have a fully human form - their animal traits can only be supressed using items, magic, or tech.
- often have a deep bond with magic, perhaps even moreso than other Valka.
- were created based on suggestions/ideas submitted by Aspelta!
- are Valka who have lost - or possibly never had - the ability to change forms.
- may be trapped in either their animal form or human form; if in human form they often have no carryover traits.
- are often seen as "less than", even if they were born to high ranking Valka parents and/or have full Valka blood. Many leave home to either try blending in among humans or live in the wild, sometimes among other animals (ex: a wolf may join a pack).
- some may also be unable to access their magic, as if a piece of them is missing due to their inability to shift.
- can unlock their restricted features through the completion of quests or by using items.
- are typically quite rare, since humans and Valka have only recently started to get along.
- if born prior to the end of the war, they likely had to hide their lineage depending on which "side" they grew up with.
- have some human blood and some Valka blood; they may be of any dilution (more human, more Valka, or an even mix).
- known hybrids will likely have experienced some form of discrimination in their lifetime.
- have much more freedom in terms of character creation. You can select if your Hybrid starts with magic or tech, if they can shapeshift or not, and what animal traits they have - if any.
- Read more about Hybrids here.
- were thought to be an extinct Hybrid sub-race until fairly recently.
- can be born into any family with any amount of mixed blood.
- possess many strange traits, and most are also quite powerful.
- can live off of the blood of any living creature (including Ognoshu).
- Characters may also be natives, Travelers, or Outsiders.
- Travelers have come from elsewhere on the planet; as Ognos is very isolated and focused on its own issues, very little is known about the world beyond the island so feel free to make up your own background as you see fit; we may eventually expand to the mainland or other islands in the future as well! Outsiders originate from other worlds, universes, planets, times, etc. and can be anything/anyone before they arrived; they can be brought to Ognos in a variety of ways, as determined by their player. Upon arrival, both Travelers and Outsiders will always become an Ognoshu; you can explain this however you wish ICly.
- Ognos is a multicultural country that has only recently found peace.
- While an outright war has never been officially announced, the Valka and humans have long been at odds with the last 300 years of bloodshed and turmoil now being called the "Silent War". The exact reasons the fighting began are unknown, however, humans have historically repressed Valka while Valka have often refused to acknowledge human laws - sometimes even behaving like bandits or outlaws. Ten years ago a proclamation ending the war was passed down by High King Pius but it's only been in the last five, since his son Amils took the throne, that real progress and steps towards a peaceful, unified country have been made. Most recently, a race of rare hybrids - called Sanguinists - have reappeared in the world; the boogeymen of legend, their resurgence is sure to cause waves - and maybe force progress. Maybe.
- Ognos is under attack, drawing both sides closer than ever before.
- After fighting each other for so long humans and Valka must now work together to try and survive the strange happenings, presumed to be caused by the gods, occurring throughout the island. Of course, uniting against a common foe does not mean old hurts are healed - many characters will have lost someone close to them during the war in one way or another, and may carry grudges to this day.
- Ognos has fallen into darkness.
- As part of the new plot, the island (and perhaps even the world as a whole) has been plunged into eternal darkness. Read more about the current sitewide plot here.
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- Also called Bonded, Astrofel are a species of creature unique to Ognos.
- There are three known subspecies - Shades, Spirits, and Hesper, also called Hybrids, which have both Shade and Spirit blood. Astrofel are unique from other animals in a number of ways, but the most obvious ones are their unusual color patterns, their extended lifespans (routinely living to be 300+), and their ability to bond with Ognoshu.
- Shades and Spirits have evolved to be very different from one another.
We've outlined a few primary differences below; you can read more about Astrofel & their differences here.
- are typically peaceful creatures, even in more predatory forms.
- are brightly colored - often in jewel tones.
- almost exclusively bond with Humans.
- often remain with a family for the rest of their life; when their partner passes, they often bond with his or her close relative.
- are far more aggressive, even going so far as to attack and eat Spirits and weaker Shades.
- are often black, white, grey, or some mix of the three.
- are difficult to bond with, often doing so only when injured, ill, starving, or forced, but will almost always select Valka partners.
- can be extremely loyal companions and often deeply mourn the loss of their partners; they usually return to the wild and may not bond again for hundreds of years - if ever.
- can have a blend of Shade and Spirit traits.
- may bond with either humans or Valka, however, they are typically drawn to their fellow Hybrids (human x Valka).
- Astrofel have a symbiotic relationship with Ognoshu.
- Bonded Astrofel are typically smarter, stronger, better fed, and grow more quickly than those in the wild; Spirits, curious by nature, gain access to a host of new experiences while Shades, always seeking the upper hand on their competitors, get easy access to a wider variety of challenging prey. In return, Astrofel grant their Ognoshu lifelong companionship and often also provide a variety of services/support through physical and/or magical means.
- Most Ognoshu bond with a single Astrofel.
- Ognoshu can technically have up to three Bonded Astrofel at a time, but this act is generally frowned upon. It increases the likelihood of Ognoshu being injured or killed and can be taxing for them in a variety of ways; it can also put unhealthy stress on the Astrofel. Multi-bonds including Shades are particularly dangerous since they are drive by instinct to kill and eat other Astrofel.
- Astrofel have many magic-like attributes.
- They are capable of telepathic speech, even without being Bonded, and can develop other features/skills as they age and through training with their Ognoshu. Older Bonded are extremely powerful and in high demand, and there is even a thriving underworld market where they are bought and sold. Older Shades are extremely dangerous and may even prey on Ognoshu; taming one would be quite an undertaking and great risk would be associated with it, but the potential prestige drives thousands to make the attempt every year - often with disastrous results.
- To unlock a Bonded, create a 300+ word post where your character and their Bonded meet or interact.
- Your post can be put on any In Character board, have any setting, and the interaction can be anything you want. Once your post is completed you can fill out the bonding form to finalize things!
- Bonded unlock one Class Skill upon creation.
- Additional Skills & Enhancements - or access to stronger, rarer, or more unique Bonded - can be purchased from the Marketplace or earned through events and Catalysts.
Currency & Challenges
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- Characters and players can earn and spend special currency.
- Currency, both IC and OOC, is called "bones" and represented by a number followed by a lowercase "b" - for example, 300b is 300 bones. Bones can be spent to buy a variety of items from the Marketplace.
- A variety of IC rewards can be earned and found.
- Along with bones and items from the Marketplace, characters can find unique items by exploring the world and participating in Catalysts. These can be kept, sold, traded, or given away as the player/character sees fit.
- Complete Feats for special rewards.
- Complete in-game and out of character challenges, called Feats, by answering prompts, marking milestones, or meeting goals. Rewards for these challenges include Bones; Marketplace items; custom items; and unique experiences & opportunities.
- There are a variety of opportunities to engage with the world.
- Characters can explore new areas, make new discoveries, visit all five territories (and more), take advantage of features like animal breeding, participate in Mini Games/Catalysts, celebrate holidays, and, of course, interact with other characters and NPCs.
Leadership & NPCs
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- This version we have filled a number of leadership positions with adoptable NPCs.
- These NPCs often come with built-in plot suggestions or general character ideas which you are welcome to use, or ignore, as you see fit. You'll note that many details start with "according to gossip" or "rumors say" - this is deliberate so, for example, if you wanted to make the supposedly "terribly plain" Lady Agamede a beauty slandered by haters you're free to do so.
- Once an admin-created NPC is adopted, that character and their family are now under player control.
- This doesn't mean you can't still adopt other NPCs within the family or propose new directions/plots, it just means you will need to coordinate with the other player(s) first.
- Unadopted admin-created NPCs are extremely freeform.
- You can make any changes to the original NPC and their family free of charge at adoption. This includes changing their name, appearance, personality, relationships with family members and friends, Bonded Astrofel, leadership style, etc. If player created and/or if another family member has already been adopted, you will need to coordinate with the other player(s) before reformatating.
- There are few restrictions when it comes to interacting with or changing most uncontrolled admin-created NPCs/families.
- You can freely procreate with; duel with/injure; assassinate; kill off; plot against; investigate; arrest; or bribe any unadopted NPC or uncontrolled NPC family - you can even have affairs, break up marriages, or take them along on expeditions (or, if they're higher rank, join them on theirs)! Post on Updates to record any changes made to a NPC; in the event of death, admin will make a new character to fill the position unless you intend to have your character take over; you can also submit a new adoptable NPC to take their place if you have something specific in mind.
- Uncontrolled admin-created NPC families may progress on their own.
- This means they may have children, pass away, experience positive or negative happenings, go on journeys, become corrupt or go straight, develop ilnesses, etc. with or without player influence. In addition to the IC methods above, players can also directly influence these families through OOC voting in periodical progression polls.
- If you want to replace an admin-created NPC with your own character, that's fine too!
- If you want to replace a NPC leader with your own, just contact Signe - we can either plot a reason for the switch or completely overwrite the NPC so that your character has always been in the position, whichever you prefer!
- You can freely create or adopt player characters or NPCs from the following character types:
- Imperial Prince/Princess/Child of the King (legitimate/acknowledge or otherwise)
- Full or Half Sibling of the King (legitimate/acknowledge or otherwise)
- Spouse of Uncontrolled Duke
- Child of Uncontrolled Duke (legitimate/acknowledge or otherwise)
- Other Family of Uncontrolled Duke
- Earl or Countess
- Lord Heir
- Lord or Lady
- Valka of any social standing, from leader to slave
- Territory leadership positions are more limited.
- There are currently five spaces for Dukes, one for each of the 5 territories, but we are open to "discovering" colonies or sub-islands, or even breaking up the major territories, to introduce additional positions as requested - just ask! Because of the limited quantity, each player may only have one Duke at a time.
- Players with leadership characters (Duke/Duchess or above) will need to be flexible and open to change.
- In most cases, leadership is not going to be 100% permanent for your character until the end of time; if there is no progression for a long time we will likely approach you about shaking things up in some way. Your character will NEVER be taken away or changed without your say-so, but we do want to see the world grow and change from time to time.
- Things may change if you disappear without notice.
- If you play a limited position, like a Duke, or a high ranking position, like a Prince, and disappear without warning for several RL months, including being unreachable through all available means, we may need to remove your character from their position, or the site may progress without them. You can determine what happened to your character upon your return.
- The High King is a permanent NPC.
- This means that he will act as a quest-giver and occasionally feature in sitewide plots, specials, and events, much like the gods. You can also freely procreate with him and suggest changes or updates to his character. This goes not only for the current King, but for the rank in general. In the event of his death, admin will make a new character to fill the position; players can also make their own submissions in the event of a vacancy or even take the throne with their own character.
Note: If a player-character takes over the position they will turn into a NPC quest-giver for the duration of their reign, up to 6 RL months. Admin will discuss with you what you are open to (for example, free procreation or not) and will come to you for approval on any quests/events/etc. using your character, but you will need to respond to requests within 2 RL weeks to maintain the position. How your King loses their position and when (within the 6 RL months) they do is completely up to you!
kinship © signe & friends 2019 and beyond