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The below guide will help guide you through the character creation process; if you have any questions or concerns not covered in the guide, or need some assistance finding resources, please contact Signe (@signecinders) on [https://discord.gg/PCaJ7FQDHy Discord]!
This guide will walk you through how your character comes to exist in New Ognos. This guide was last updated July 20th, 2026 to reflect New Ognos's shift into a settled, multi-generational era. Any changes made after the fact will be marked with a star (★).  


== Coming to Ognos ==
== Coming to New Ognos ==
Determining your character's background and their motivations can help you decide the potential directions for their growth!  We've provided a few ideas for how, when, and why a character may have come to Ognos. We are totally open to alternate ideas, however, we may need to help you adapt them to the site's lore if they are too far from the options outlined below.
While New Ognos is still a place of exploration it is no longer a frontier filled solely with fresh arrivals. It's been many years, in-character, [[History & Current Events#Recent History|since the island was first resettled]] and we're now seeing our third and later generations of characters being born and raised on-site. The island has begun to move on from the chaos of its early years, though its wild and rocky history still shapes everything about it: its leadership, its territories, and the people who call it home.


====== '''Standard Route Details''' ======
This means most new characters today are not "new arrivals", they're locals that were born here, raised here, and are now working, ruling, or causing trouble here. That said, immigration and unusual origins are still very much a part of the world, and this guide covers all of it below.


* Most characters will be new arrivals in town, having come to New Ognos in the Third Wave of settlers; they will often be either:
Before diving in: '''three of the background options below (Leadership, Vessels, and Temple leadership)''' require approval before you create your character. Please read those sections carefully if any apply to you.
** Refugees returning to New Ognos after spending time in a [[Five Faction Kingdoms|Five Faction Kingdom]] OR
** Former sea nomads coming ashore now that their home has been restored OR
** Pioneers coming to New Ognos for the first time -- usually from one of the [[Five Faction Kingdoms]]  OR
** Characters returning home after spending time in [http://www.shamanrpg.com/very16/boards/support.php?cmd=read&id=905&thread_id=356 Shaman]
* The Primordial Gods were so powerful that their visit to Ognos caused a time dilation that spread across the world.  As such, characters returning from certain areas will have only been away from home for a few months, while others have been gone for decades -- they might even be the children or grandchildren of Ognoshu refugees coming "home" for the first time!
* Members of this wave will typically be focusing on remapping, rebuilding, and resettling the island.  During the recruitment period for the Wave, individuals with experience as explorers, adventurers, treasure hunters, miners, farmers, and researchers were in highest demand.
* Most characters will likely be expected to join a group/team upon arrival; teams are usually between 3 and 6 people from different specializations who go out together to collect resources, scout the land, eliminate monsters and other threats, and/or perform other duties.
** Teams can consist of player characters, non-player characters (NPCs), or a mix.  For groups including NPCs, you can:
*** Create new NPCs at any time, even just one-off appearances in posts.  If you like the NPC you've created and want them to be able to possibly be adopted by a player, and/or so they can earn their own rewards during mini-games and events, you can add them to our database.
*** Use any NPC in our database that is not already in a player-controlled group.  These characters will earn their own rewards during mini-games and events if brought along.
** You're welcome to create a solo character as well, just know this may be viewed as a bit odd -- possibly even suspicious -- by others.


====== '''Alternate Route Details''' ======
== Character Origins ==


* Some characters 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, individuals will always become one of our core races unless the appropriate purchases are made from the [http://www.kinrpg.com/marketplace.php Marketplace].
=== Born in New Ognos ===
The most common origin for a new character today. Your character may be:


* You can also create characters from the First or Second Waves, meaning they would be here longer and be more established than the new wave.  At this time, there are no firm restrictions on how many First/Second Wave characters a player can join or adopt, and they do not require approval before joining, but we would prefer to keep these numbers lower at the start and may add a future cap if needed.
* A second, third, or later-generation descendant of an original settler
** ''First Wave:'' Focused on establishing the town; primarily scout teams, resource assessors, military vanguards, terraformers, and architects.
* Born into a settled territory, one of the Kingdom-immigrant communities, or a noble/leadership House
** ''Second Wave:'' Focused on expanding the infrastructure; primarily builders, merchants, craftsmen, bankers, and politicians.
* A descendant of one of the original Wave settlers, the Starchildren, or other notable figures from the island's recent history — feel free to draw connections to the events in [[History & Current Events]], but note that using a ''named'' historical figure as a direct ancestor may need a check-in via your private support channel to avoid overlap with other players' characters.
* ''Some example backgrounds include:''
** A character who's recently come into a noble title or inherited a House seat they weren't raised expecting to hold (younger sibling whose elder died/stepped back, distant cousin called in when a line ran out)
** Someone born during one of the sieges or crises (Shard-Touched Horde, Final Night, the Oracle's Fall) now old enough to have grown up entirely in the shadow of a story their parents lived through firsthand
** Someone raised in one of the newly-unlocked territories rather than Pyronmouth proper
** A character estranged from or actively rejecting their family's noble/leadership status — chose commoner life, ran from an arranged succession, etc.
** Someone born into one of the Shrines, factions, cults, or organizations rather than into a district or House
** A descendant of Starchildren or siege heroes who's spent their whole life being compared to a parent's legend, for better or worse
** Someone from a Riftborn or otherwise Rift-touched family line


====== Restricted Routes ======
=== Immigrating from a Kingdom ===
New Ognos maintains contact and trade with several outside [[The Kingdoms|Kingdoms]], and immigration is ongoing. Your character might have:


* During Ognos' destruction and subsequent repair/evolution into New Ognos, the land was believed to be devoid of all humanoid life, however, we are open to at least considering that a (very, very small) population or collection of individuals was able to hang on while everything happened. At this time, there would need to be a strong plot/reasoning for why this background is key to your character and discussion of their experiences before you would be authorized to join one.  If you would like to explore this option, please contact Signe via DM!
* Left one of the Kingdoms recently, or years ago, for any of the reasons that have always drawn people to New Ognos (opportunity, refuge, curiosity, running from something)
* Joining a character from elsewhere in Kinship (outside of the Five Faction Kingdoms) is currently not permitted.  There are options to join characters from the Five Faction Kingdom races, though! This is explained in a section below.
* Family who immigrated a generation or two back, making your character New Ognos-born but Kingdom-descended
* ''Some example backgrounds include:''
** Sent specifically to represent Kingdom interests in New Ognos now that formal diplomacy/leadership exists — a minor noble posted here almost like an ambassador
** Left because of a Kingdom's specific internal tension (e.g., fleeing Pyraheim's Valka/Human unrest, escaping Vel'Kora's strict laws around True Names, a Rockfolk who doesn't fit the segregated social mold)
** Drawn by New Ognos's new formal Leadership system specifically — an ambitious character angling to claim or marry into a noble seat
** A trader or Guild-affiliated immigrant who came for the economic opportunity tied to a specific export/import shortage (e.g., Asteria's grain shortage, Vel'Kora's magical reagent shortage)
** Someone who immigrated generations ago and whose family has just never left — less "recent immigrant," more "permanently in-between" culturally
** A political or religious exile — someone who ran afoul of a Kingdom's laws or beliefs (Vel'Kora's memory-stripping punishments, The Sanctuary's severe penalties for magic against nature)
** Someone who arrived as part of a delegation for a specific event (the Version 7 battle, a leadership summit) and simply never left


== Valinor's Blessing ==
=== Displaced from Other Times or Places ===
* As an apology from [https://www.kinrpg.com/deityprofile.php?id=4 Valinor], each character will gain a Blessing when they land on New Ognos.
Characters transported to Kinship after stumbling across ancient traps, tools, or other anomalies left behind by the gods remain a valid background, arriving in New Ognos with no prior context for the world around them. This route works especially well for characters who need an "outsider" perspective on the setting.
* There are 68 possible blessings available from four tiers; Tier 1 blessings are the most common and Tier 4 blessings are the rarest. 
** The tier of blessing is randomly determined, but you can choose the specific power within that tier (a list will be provided to you in your private support channel when your character's tier is generated) or we can randomly generate the result if you prefer.
* Blessings are formally known as "Valinor's Blessing of X" but are more commonly referred to by the "X" portion.  Ex: Someone will Valinor's Blessing of Flow may say "I have Flow" while someone with Valinor's Blessing of Skystride may say "I'm a Skystrider".


== ★ Essence Shards ==
== Leadership & Nobility ==
''This section was updated April 10th, 2024.''
With the island fully settled, New Ognos is introducing formal leadership. This section covers the structure and how to claim a role within it. All claims below must be finalized before you create the character tied to that title.
* The presence of the Primordial Ones was so potent that the latent magic energies within the island began to fracture and crystallize into physical form. These fragments are now known as ''Essence Shards''.
** The type of shard corresponds to the different magics that once flowed freely across Old Ognos.
*** Fire Shards contain the remnants of fire magic, Ice Shards hold fractured ice magic, and so on for other magic types.
* Essence Shards can be found naturally in the world as actual physical items, or summoned/condensed from ambient energies by [[Astrofel]] of the appropriate Affliction, level, and experience.
** ''In character:''
*** Astrofel can eat natural shards or absorb them from the environment.
*** Essence Shards may cause disruptions in the natural environment, meaning collecting them is a priority; they often sell for a high price.
*** Ognoshu can also absorb Grand Essence Shards, which are created by combining a specific number of Essence Shards.
*** The concentrated energy within Essence Shards also grant them great alchemical and enchanting potential. This makes the shards highly sought after for crafting potions, talismans, and other magical implements.
** ''Out of character:''
*** Astrofel will earn a specific quantity of shards whenever they are included in a post (including solo posts); learn more in the [[Astrofel]] guide.
*** Essence Shards and Grand Essence Shards can be found through mini-games, as event rewards, etc.; they will usually be automatically used to grant a Talent or specialized reward, rather than stored as something else you have to track!


== Joining a Human ==
=== The Hierarchy ===


* Humans typically have both a first and last name.
==== High Leadership Titles ====
* Most humans are born with the ability to summon and control a small number of nanites.
** Nanites 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 choose to study nanites by opting into the [[Character Progression System]]; this allows characters to create and control more nanites that are stronger and "smarter" than average.
*Characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted -- please include a character's natural air/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section.
*Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, however, each character may be joined with a single appearance-only trait.
**Appearance-Only Traits allow you some more creative control over the appearance of your character and are commonly altered using technology, surgery, or other "high tech"/scifi manipulation of the body.  They provide no offensive or defensive abilities.  Options include, but are not limited to:
*** Cosmetic 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 subcranial lights - Small lights embedded under the skin of the scalp or face
* Humans typically cannot use magic or shapeshift.


== Joining a Valka ==
* '''The Monarchy''' — Rules over all of New Ognos. Possible titles include High King/Queen/Monarch, Emperor/Empress, etc.; their spouse typically also has a companion title. Their children and their children's spouses carry lifetime titles, typically Prince (typically used by men), Princess (typically used by women), or Sovryn (gender-neutral).
* '''The Archduchies —''' Rule over one quarter of the island's territories (e.g., "Archduke of the Northeast") and oversees every Duke/Duchess within it. Within their own Quadrant, they answer only to the High Monarch. In any other Quadrant, they are second to both that area's ruler and the High Monarch. Possible titles include Archduke (typically used by men), Archduchess (typically used by women), or Archduxe / Archreeve (both are gender-neutral). Their spouse typically also holds a companion title, and their children and children's spouses carry lifetime titles of Dame or Thane.
* '''The Duchies''' — Rule over a single territory within a quadrant (e.g. "Duke of The Whispering Atoll"). They answer to both the archduchy of their quadrant and the Monarchy. Possible titles include Duke (typically used by men), Duchess (typically used by women), or Duxe / Reeve (both are gender-neutral). Their spouse typically also holds a companion title, and their children and children's spouses carry lifetime titles of Lord/Lady or Liege. You can use the method below to claim one of these positions; they will be open to all players on a first come, first serve basis.


* Valka typically have a first name only, however, they may adopt surnames based on their Clan or career.
==== Noble Houses & Estate Titles ====
* Most Valka are born with the ability to connect with the natural world, granting them access to magic.
Beneath the High Leadership tier sits a more local layer of nobility: Houses that hold and govern individual towns, areas, or estates rather than an entire territory. These titles can be inherited, granted, or claimed depending on the House's founding circumstances. You can freely create nobles (and the towns / areas / estates they run!), no special permission needed.
** 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.
** A mage's magic can even manifest a distinct "personality". For example, someone deeply connected to fire may have forceful, quick-burning magic allowing huge -- but very draining -- power surges. Others may have wild, animalistic magic requiring firm but gentle coaxing for cooperation.
** Characters can choose to study magic by opting into the [[Character Progression System]]; this allows characters stronger and more specialized control of their magic, as well as a deeper internal "well" of magic to draw from.
* Characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted -- please include a character's natural air/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section.
* Valka have two forms: a True Form and a humanoid form.  Their True Form is typically that of a single modern Earth animal, which they usually transition fully in to.  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.
** Appearance-Only Traits are basically 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.''
** Physical Enhancements 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.
* Valka typically cannot interface with technology.


== Joining Other Races ''(optional)'' ==
'''Titles for Heads of Noble Houses'''
Players may also purchase access to less common lineages such as Amalgam (Human-Valka hybrids) or Telaspa (anthropomorphic Valka), as well [[Five Faction Kingdoms|Five Faction Kingdom]] races, from our [http://www.kinrpg.com/marketplace.php Marketplace]. However, joining as a non-core race requires submitting an application and receiving explicit approval from our support team. Approved characters may have access to unique progression and joining options but may also be subject to stronger restrictions in order to help maintain game balance.  Please contact our support team if you are interested!


== Time / Seasons ''(optional)'' ==
* '''Dame''' ''(typically used by women)'' / '''Thane''' ''(gender-neutral, typically used by men)'' — The head of a noble House, holding direct authority over their House's domain. Answers up the chain to whichever Duchy governs their territory.


* Time is quite flexible, allowing players control over their character's age and relationships. You can freely age up characters, fast-forward time periods, or refer to a character's past at any point.
'''Titles for Other Nobles'''
* We also offer Seasonal Events for those interested in synchronized storytelling. By completing themed challenges and tagging posts, you opt-in to collective world progression and earning prizes.
** Benefits of participating in Seasons:
*** Sitewide Unlocks - Drive community goals like new shop items, talents, landmarks, and events.
*** Personal Rewards - Each of your seasonal posts gives you a chance at themed prizes, site currency, sitewide progress, and more.
*** Coordinated Storytelling - Seasons let you align your character's experiences with other players for a shared timeline.
* Seasons are 100% optional! You can choose when to participate by tagging relevant posts -- you can switch back to fluid time for other threads whenever you need/want to.


== Mayor Position ''(optional)'' ==
* '''Lady''' ''(typically used by women/girls)'', '''Lord''' ''(gender-neutral, typically used by men/boys)'', '''Liege''' ''(gender-neutral)'' — Members of a noble House who are not its head — spouses, children, siblings, or extended family. May be granted authority over a smaller portion of the House's holdings at the family's discretion.


* The royal family acted very nobly during the fall of Ognos, staying on for as long as possible to try and save as many lives as possible.  Their flagship was seen departing from the island just moments before utter destruction, however, no one seems to be entirely certain whether or not they were aboard or where they fled to.  At this time, they have not returned to New Ognos.
==== Titles for Gentry & Commoners ====
* In the interim, Pyronmouth has a Mayor.  Mayors may be from any race, sex, social status, and Guild. Their duties include, but are not limited to:
* '''Ser''' ''(gender-neutral, typically used by women)'', '''Sir''' ''(typically used by men)'', '''Mistress''' ''(typically used by women)'', '''Master''' ''(gender-neutral, typically used by men)'' — Not nobility, but distinguished professionals, landowners, or officers of standing; the bridge between noble Houses and commoners. A gentry character may manage land or business on behalf of a noble House without holding a title within it.
** Overseeing the day-to-day operations and administration of the town government. This includes managing budgets, setting policies, hiring/firing of town employees, etc.
* '''None (Gentry or Commoner)''' — The default; most characters won't hold a formal title.
** Enforcing town laws and ordinances. The Mayor would have authority over the town guard/law enforcement to maintain order.
** Officiating town activities and ceremonies. The Mayor could host town halls, give speeches at events, ribbon cuttings, etc.
** Meeting with citizens to hear grievances and settle disputes. Holding "office hours" where citizens can voice concerns.
** Coordinating response in times of emergency or crisis. Being the point person to make important decisions for the safety of the town.
** Making proclamations and executive orders. The Mayor can issue decrees and mandates for the town within certain limits.
** Chairing town council meetings. The Mayor would set agenda and run the meetings of any town council or advisory boards.
** Acting as diplomat on behalf of the town. Meeting with nobles, guilds, or other leaders to represent the town's interests.
** Granting pardons, titles, and licenses. The Mayor has authority to bestow special privileges within reason.
** Issuing taxes and fees. The Mayor can raise or lower taxes on goods, services, property, etc.
* Both in character and out of character, this duty will cycle between individuals.  At the moment, we plan to have this duty cycle every 2 real-life months.
** Players can opt to have their characters enter the Mayor Lotto; this can be a conscious decision the character made to volunteer for, or something that gets forced on them.
** Both player characters and NPCs can hold the position, however, it will be weighted more towards player characters.
** While there is an oversight board (a collection of anonymous citizens from various races and positions), Mayors will have a lot of power while they hold the position.  This includes the ability to set laws, pardon or punish criminals, raise taxes, grant or remove titles, etc. There is some room for abuse, embezzlement, etc.
*** Characters may be randomly selected for the oversight board, you will be notified via DM in this case.
** At the end of each Mayor's session, we can vote on any laws they passed to formalize them.  If formalized, future Mayors will need to hold a vote to remove/undo the law; they can otherwise keep or scrap any laws made by predecessors.


==== Specialty Titles ====
Some characters may receive titles outside of the normal leadership system.
* '''Exile''' — Exiles are ancient beings that predate most life on Kinship; they are old, powerful, and not always inclined to listen to mortal leadership. Exiles were introduced as a [[Eonmere Exiles|special character opportunity]] during our Eonmere arc. If you are a new player interested in taking on an Exile, please contact Signe to discuss options.
* '''Mayor''' — An appointed or elected administrative leader of a settlement; Mayors handle the day-to-day governance of a town rather than holding an inherited seat. The Mayor of Pyronmouth answers directly to the High Monarch while Mayors of other settlements answer to the Duke/Duchess of the territory their town sits within, and may need to work closely with Dames/Thanes in the area. A Mayor and a Dame/Thane may both hold authority in the same town at once — a Mayor handles civic administration, while a Dame/Thane (if one exists there) owns the physical ground under the town, holds the noble House, and manages their own estate/investments. The two aren't mutually exclusive, and a single character could theoretically hold both.
** Duties of a Mayor may include, but are not limited to:
*** Oversee town government operations and manage budgets.
*** Enforce laws and maintain order through the town guard.
*** Officiate town activities and ceremonies.
*** Meet with citizens for grievances and disputes.
*** Coordinate emergency responses.
*** Issue proclamations and executive orders.
*** Chair town council meetings.
*** Act as a diplomat for the town.
*** Grant pardons, titles, and licenses.
*** Manage taxes and fees.
* '''Vessel''' — Vessels carry a fragment of a deity; they have access to limited forms of Divinity and will typically be respected by those who know their true nature. Known Vessels carry enough weight that even the High Monarchy and Archduchies tend to give them an ear — not out of obligation, but because turning away a god's fragment is rarely wise. You can learn about them [[Divinity|here]].
==== Temple Titles ====
Alongside secular leadership, New Ognos recognizes a structure for organized worship: '''[[The Temple]]''', the umbrella body over every individually recognized Shrine. Temple titles run separately from secular nobility — a Shrinekeeper doesn't outrank, or answer to, a Lord or Dame, though the two frequently work together.
* '''High Voice (gender-neutral), High Priest (typically used by men), High Priestess (typically used by women)''' — Presides over the High Table, the Temple's governing council made up of every Shrine's Shrinekeeper. Sets Temple-wide policy and represents the Temple as a whole to the Crown.
* '''Shrinekeeper (gender-neutral), Priest (typically used by men), Priestess (typically used by women)''' — Leads a single Shrine, the formally recognized worship of one deity. Holds full authority over that Shrine's internal doctrine and clergy, and a seat on the High Table.
* Other Temple clergy titles are set by each individual Shrine and vary widely — see The Temple guide for suggestions.
=== Claiming a Duchy ===
If you want your character to '''hold, inherit, or be closely related to''' a leadership title — whether founding a new duchy over a territory, or joining an already-established one as a relative or heir — this must be arranged ''before'' your character is created. If there is no one in this position/no player has made a claim in the area, it is currently being run by a NPC and you can proceed with the below process. If someone is already playing characters from the family, please contact them directly to discuss options.
'''Process:'''
# Post in '''#leadership''', for example: ''"I would like to found the duchy overseeing [Territory]"'' or ''"I want to create the sister of the [Territory] Duke and have her brother be a NPC"'' (or the equivalent).
# Support will check your request against the current availability (ideas already under discussion, approval already given, etc.) and confirm whether you're clear to proceed. If the position has already been filled, or another issue has come up, Support will let you know and can suggest alternatives.
# Once approved, you're clear to build and submit your character through the normal Joining form. If you are moving an already-established character into the position, Signe will handle the updates from her side and notify you once complete.
#* Please make sure to put "[Title] of [Area]" (ex: "Duke of Aethelreach") in the Alias section prior to any actual nicknames/aliases.
''Our current Monarch and Archduchy positions were selected through polls, surveys, and list randomization based on the number of players available. While we are open to the idea of allowing other players to experience the position at some point in the future, there are currently no timelines for when that may occur; if this is something you would be interested in in future, please contact Signe.''
=== How Leadership Works ===
Holding a leadership title doesn't mean every decision needs a full IC thread before anything can happen. Most leadership calls work like this:
# A player asks in '''#leadership''' whether their character can do something that falls under your authority (e.g., "can my character open a trade route through your territory," "would your Archduchy allow X").
# You give a yes/no answer OOC — no IC post required to make that call official.
# If you'd like to follow up with an actual IC scene or thread reflecting that decision, you're welcome to write one whenever it's convenient.
This means other players' plots are never stalled waiting on an IC post from you, and you're never on the hook to drop everything and write something right away. The OOC answer is what makes the decision real; anything IC after that is just extra flavor if you want it. For pacing, we ask for an OOC response within a few days for small requests, and up to a week for bigger ones; Signe is also always available to help work through requests, especially bigger ones.
== Deity's Welcome ==
Upon joining, each character will be approached by one of our on-site deities and receive a special boon; players can select the deity, or have it randomized. These gifts may be pets, items, or Talents (energy-based abilities). Deities will also reward the pair when a new bond is formed with a [[Companion Creatures|Companion Creature]].
== Next up... ==
== Next up... ==
You can check out the other Essential Guides using the links below!
You can check out the other Essential Guides using the links below!
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* [[Guidebook]] - a brief look in to game setting & mechanics
* [[Guidebook]] - a brief look in to game setting & mechanics
* [[Game Overview]] - a brief look in to game setting & mechanics
* [[Game Overview]] - a brief look in to game setting & mechanics
* [[Playable Races]] - learn more about the people of New Ognos
* [[Posting Guide]] - learn how to use our custom-coded boards


When you've read everything over, you can get going by joining your character [http://www.kinrpg.com/join.php here].
When you've read everything over, you can get going by registering for an account [http://www.kinrpg.com/register.php here].
 
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Latest revision as of 17:28, 27 July 2026

This guide will walk you through how your character comes to exist in New Ognos. This guide was last updated July 20th, 2026 to reflect New Ognos's shift into a settled, multi-generational era. Any changes made after the fact will be marked with a star (★).

Coming to New Ognos

While New Ognos is still a place of exploration it is no longer a frontier filled solely with fresh arrivals. It's been many years, in-character, since the island was first resettled and we're now seeing our third and later generations of characters being born and raised on-site. The island has begun to move on from the chaos of its early years, though its wild and rocky history still shapes everything about it: its leadership, its territories, and the people who call it home.

This means most new characters today are not "new arrivals", they're locals that were born here, raised here, and are now working, ruling, or causing trouble here. That said, immigration and unusual origins are still very much a part of the world, and this guide covers all of it below.

Before diving in: three of the background options below (Leadership, Vessels, and Temple leadership) require approval before you create your character. Please read those sections carefully if any apply to you.

Character Origins

Born in New Ognos

The most common origin for a new character today. Your character may be:

  • A second, third, or later-generation descendant of an original settler
  • Born into a settled territory, one of the Kingdom-immigrant communities, or a noble/leadership House
  • A descendant of one of the original Wave settlers, the Starchildren, or other notable figures from the island's recent history — feel free to draw connections to the events in History & Current Events, but note that using a named historical figure as a direct ancestor may need a check-in via your private support channel to avoid overlap with other players' characters.
  • Some example backgrounds include:
    • A character who's recently come into a noble title or inherited a House seat they weren't raised expecting to hold (younger sibling whose elder died/stepped back, distant cousin called in when a line ran out)
    • Someone born during one of the sieges or crises (Shard-Touched Horde, Final Night, the Oracle's Fall) now old enough to have grown up entirely in the shadow of a story their parents lived through firsthand
    • Someone raised in one of the newly-unlocked territories rather than Pyronmouth proper
    • A character estranged from or actively rejecting their family's noble/leadership status — chose commoner life, ran from an arranged succession, etc.
    • Someone born into one of the Shrines, factions, cults, or organizations rather than into a district or House
    • A descendant of Starchildren or siege heroes who's spent their whole life being compared to a parent's legend, for better or worse
    • Someone from a Riftborn or otherwise Rift-touched family line

Immigrating from a Kingdom

New Ognos maintains contact and trade with several outside Kingdoms, and immigration is ongoing. Your character might have:

  • Left one of the Kingdoms recently, or years ago, for any of the reasons that have always drawn people to New Ognos (opportunity, refuge, curiosity, running from something)
  • Family who immigrated a generation or two back, making your character New Ognos-born but Kingdom-descended
  • Some example backgrounds include:
    • Sent specifically to represent Kingdom interests in New Ognos now that formal diplomacy/leadership exists — a minor noble posted here almost like an ambassador
    • Left because of a Kingdom's specific internal tension (e.g., fleeing Pyraheim's Valka/Human unrest, escaping Vel'Kora's strict laws around True Names, a Rockfolk who doesn't fit the segregated social mold)
    • Drawn by New Ognos's new formal Leadership system specifically — an ambitious character angling to claim or marry into a noble seat
    • A trader or Guild-affiliated immigrant who came for the economic opportunity tied to a specific export/import shortage (e.g., Asteria's grain shortage, Vel'Kora's magical reagent shortage)
    • Someone who immigrated generations ago and whose family has just never left — less "recent immigrant," more "permanently in-between" culturally
    • A political or religious exile — someone who ran afoul of a Kingdom's laws or beliefs (Vel'Kora's memory-stripping punishments, The Sanctuary's severe penalties for magic against nature)
    • Someone who arrived as part of a delegation for a specific event (the Version 7 battle, a leadership summit) and simply never left

Displaced from Other Times or Places

Characters transported to Kinship after stumbling across ancient traps, tools, or other anomalies left behind by the gods remain a valid background, arriving in New Ognos with no prior context for the world around them. This route works especially well for characters who need an "outsider" perspective on the setting.

Leadership & Nobility

With the island fully settled, New Ognos is introducing formal leadership. This section covers the structure and how to claim a role within it. All claims below must be finalized before you create the character tied to that title.

The Hierarchy

High Leadership Titles

  • The Monarchy — Rules over all of New Ognos. Possible titles include High King/Queen/Monarch, Emperor/Empress, etc.; their spouse typically also has a companion title. Their children and their children's spouses carry lifetime titles, typically Prince (typically used by men), Princess (typically used by women), or Sovryn (gender-neutral).
  • The Archduchies — Rule over one quarter of the island's territories (e.g., "Archduke of the Northeast") and oversees every Duke/Duchess within it. Within their own Quadrant, they answer only to the High Monarch. In any other Quadrant, they are second to both that area's ruler and the High Monarch. Possible titles include Archduke (typically used by men), Archduchess (typically used by women), or Archduxe / Archreeve (both are gender-neutral). Their spouse typically also holds a companion title, and their children and children's spouses carry lifetime titles of Dame or Thane.
  • The Duchies — Rule over a single territory within a quadrant (e.g. "Duke of The Whispering Atoll"). They answer to both the archduchy of their quadrant and the Monarchy. Possible titles include Duke (typically used by men), Duchess (typically used by women), or Duxe / Reeve (both are gender-neutral). Their spouse typically also holds a companion title, and their children and children's spouses carry lifetime titles of Lord/Lady or Liege. You can use the method below to claim one of these positions; they will be open to all players on a first come, first serve basis.

Noble Houses & Estate Titles

Beneath the High Leadership tier sits a more local layer of nobility: Houses that hold and govern individual towns, areas, or estates rather than an entire territory. These titles can be inherited, granted, or claimed depending on the House's founding circumstances. You can freely create nobles (and the towns / areas / estates they run!), no special permission needed.

Titles for Heads of Noble Houses

  • Dame (typically used by women) / Thane (gender-neutral, typically used by men) — The head of a noble House, holding direct authority over their House's domain. Answers up the chain to whichever Duchy governs their territory.

Titles for Other Nobles

  • Lady (typically used by women/girls), Lord (gender-neutral, typically used by men/boys), Liege (gender-neutral) — Members of a noble House who are not its head — spouses, children, siblings, or extended family. May be granted authority over a smaller portion of the House's holdings at the family's discretion.

Titles for Gentry & Commoners

  • Ser (gender-neutral, typically used by women), Sir (typically used by men), Mistress (typically used by women), Master (gender-neutral, typically used by men) — Not nobility, but distinguished professionals, landowners, or officers of standing; the bridge between noble Houses and commoners. A gentry character may manage land or business on behalf of a noble House without holding a title within it.
  • None (Gentry or Commoner) — The default; most characters won't hold a formal title.

Specialty Titles

Some characters may receive titles outside of the normal leadership system.

  • Exile — Exiles are ancient beings that predate most life on Kinship; they are old, powerful, and not always inclined to listen to mortal leadership. Exiles were introduced as a special character opportunity during our Eonmere arc. If you are a new player interested in taking on an Exile, please contact Signe to discuss options.
  • Mayor — An appointed or elected administrative leader of a settlement; Mayors handle the day-to-day governance of a town rather than holding an inherited seat. The Mayor of Pyronmouth answers directly to the High Monarch while Mayors of other settlements answer to the Duke/Duchess of the territory their town sits within, and may need to work closely with Dames/Thanes in the area. A Mayor and a Dame/Thane may both hold authority in the same town at once — a Mayor handles civic administration, while a Dame/Thane (if one exists there) owns the physical ground under the town, holds the noble House, and manages their own estate/investments. The two aren't mutually exclusive, and a single character could theoretically hold both.
    • Duties of a Mayor may include, but are not limited to:
      • Oversee town government operations and manage budgets.
      • Enforce laws and maintain order through the town guard.
      • Officiate town activities and ceremonies.
      • Meet with citizens for grievances and disputes.
      • Coordinate emergency responses.
      • Issue proclamations and executive orders.
      • Chair town council meetings.
      • Act as a diplomat for the town.
      • Grant pardons, titles, and licenses.
      • Manage taxes and fees.
  • Vessel — Vessels carry a fragment of a deity; they have access to limited forms of Divinity and will typically be respected by those who know their true nature. Known Vessels carry enough weight that even the High Monarchy and Archduchies tend to give them an ear — not out of obligation, but because turning away a god's fragment is rarely wise. You can learn about them here.

Temple Titles

Alongside secular leadership, New Ognos recognizes a structure for organized worship: The Temple, the umbrella body over every individually recognized Shrine. Temple titles run separately from secular nobility — a Shrinekeeper doesn't outrank, or answer to, a Lord or Dame, though the two frequently work together.

  • High Voice (gender-neutral), High Priest (typically used by men), High Priestess (typically used by women) — Presides over the High Table, the Temple's governing council made up of every Shrine's Shrinekeeper. Sets Temple-wide policy and represents the Temple as a whole to the Crown.
  • Shrinekeeper (gender-neutral), Priest (typically used by men), Priestess (typically used by women) — Leads a single Shrine, the formally recognized worship of one deity. Holds full authority over that Shrine's internal doctrine and clergy, and a seat on the High Table.
  • Other Temple clergy titles are set by each individual Shrine and vary widely — see The Temple guide for suggestions.

Claiming a Duchy

If you want your character to hold, inherit, or be closely related to a leadership title — whether founding a new duchy over a territory, or joining an already-established one as a relative or heir — this must be arranged before your character is created. If there is no one in this position/no player has made a claim in the area, it is currently being run by a NPC and you can proceed with the below process. If someone is already playing characters from the family, please contact them directly to discuss options.

Process:

  1. Post in #leadership, for example: "I would like to found the duchy overseeing [Territory]" or "I want to create the sister of the [Territory] Duke and have her brother be a NPC" (or the equivalent).
  2. Support will check your request against the current availability (ideas already under discussion, approval already given, etc.) and confirm whether you're clear to proceed. If the position has already been filled, or another issue has come up, Support will let you know and can suggest alternatives.
  3. Once approved, you're clear to build and submit your character through the normal Joining form. If you are moving an already-established character into the position, Signe will handle the updates from her side and notify you once complete.
    • Please make sure to put "[Title] of [Area]" (ex: "Duke of Aethelreach") in the Alias section prior to any actual nicknames/aliases.

Our current Monarch and Archduchy positions were selected through polls, surveys, and list randomization based on the number of players available. While we are open to the idea of allowing other players to experience the position at some point in the future, there are currently no timelines for when that may occur; if this is something you would be interested in in future, please contact Signe.

How Leadership Works

Holding a leadership title doesn't mean every decision needs a full IC thread before anything can happen. Most leadership calls work like this:

  1. A player asks in #leadership whether their character can do something that falls under your authority (e.g., "can my character open a trade route through your territory," "would your Archduchy allow X").
  2. You give a yes/no answer OOC — no IC post required to make that call official.
  3. If you'd like to follow up with an actual IC scene or thread reflecting that decision, you're welcome to write one whenever it's convenient.

This means other players' plots are never stalled waiting on an IC post from you, and you're never on the hook to drop everything and write something right away. The OOC answer is what makes the decision real; anything IC after that is just extra flavor if you want it. For pacing, we ask for an OOC response within a few days for small requests, and up to a week for bigger ones; Signe is also always available to help work through requests, especially bigger ones.

Deity's Welcome

Upon joining, each character will be approached by one of our on-site deities and receive a special boon; players can select the deity, or have it randomized. These gifts may be pets, items, or Talents (energy-based abilities). Deities will also reward the pair when a new bond is formed with a Companion Creature.

Next up...

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