Game Overview: Difference between revisions
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== The Island == | == 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]]. | |||
== The | == 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 '' | * '''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 '' | * '''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|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|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 | |||
* [[Posting Guide]] - learn how to use our custom-coded boards | |||
[ | 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!
- Guidebook - a brief look in to game setting & mechanics
- Getting Started - your character creation companion
- 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 registering for an account here.