The Kin

The Kin

Kin Colornames — these are often used affectionately or rudely, and
are simply a way to sort Kin by, really, temperament, for the most part.
It does not say anything about bloodline.

Gold – Sunkissed
Silver – Moontouched
Bronze – Burnished
Copper – Lambent
Brass – Amberwarm
Topaz – Dazzling
Sapphire – Glimmerdeep
Emerald – Mossglow
Crystal – Incandescent
Amethyst – Shimmerblooms
White – Ivoryboned
Red – Flamewreathed
Green – Shadesoft
Blue – Azurechill
Black – Shadowsilk
Mercury – Mirrorbright
Mist – Gentlebreezed
Steel – Sheersharpened

Kin:

Kin stats differ by gender, which is not an attempt at GM bigotry,
simply a result of the original Draconic tinkering that created the race. It
is interesting to note, of course, that male dragons are not necessarily
stronger than females, nor are the females more predisposed towards
magic, but those very stereotypes, which Draconic society had at the time,
were subconsciously molded into the magic that created the Kin. Players who
want to play a mighty female Kin barbarian, or a subtle male Kin
sorcerer, are welcome to do so, but they cannot take the other gender’s stats or
favored class. Polymorph spells and sex change magical effects DO
switch the stats, including favored class.

Male: STR +2, CON +2
Female: DEX +2, CHA +2

Wings: Unaltered Kin have draconic-type wings and can fly at double
their base land speed (usually 60’) , with Good maneuverability. Kin who
retain their wings are eligible for flight-related monster feats.

Darkvision 60’, from the race’s underground birth and early life before
the First Revolution.

Immunity to dragonfear and breath weapons.

Native Language: Draconic. Like dragons, they are born fluent in this
language.

A Kin with a Charisma score of at least 10 also has the following
spell-like abilities: 1/day—light, mage hand, prestidigitation.
Caster level 1st; save DC 10 + Kin’s Cha modifier.

Male favored class: Barbarian! The Kin males are particularly able to
tap into one of the race’s legacies, which they call Drakynrage, and are
particularly light on their feet in combat and often in touch with the
world around them. They are not particularly barbarous, however.
Female favored class: Sorcerer. The magical birthright of the Kin is
carried through the female line; this is why non-Kin sorcerers are
relatively unusual; there are some male Kin sorcerers but the females
are naturally more suited to it.

Theme:

Creation: The world is still young, but still this is the third era, as
far as we understand, from a mainlander’s perspective. The role of the
Kin has evolved — one might even say defined — major elements of each
era. They were created in the first by the dragons, who had been faced
with a dilemma exacerbated by the tremendous ego born of being the
undisputed masters of the world. They had expanded their realms within
the crevices and cavities of the underworld, and the high and low
places of the overworld, but they had reached a limit; there were many places
they were too large to enter, and many tasks they were too large to
accomplish easily. While they could change their forms, many of these
tasks they considered beneath them — mining, transcription,
exploration, and particularly the collection of silkwyrms and weaving of silk, which
would become an important part of Kin culture. Other races — the
dwarves and orcs and elves and humans — they kept as cattle, largely, mostly
separated by region, and though experiments were made involving
humanoid servants and slaves, dragonfear made a good working relationship
impossible and breath weapons, discharged during times of emotion, made
their tenure very, very short.

A council was called, first of the elders of each bloodline, and then a
Grand Council to take a fuller survey of Draconic opinion. A bizarre
alliance between the aloof Gold Dragonflight and the lazy Red
Dragonflight pushed through the motion in the end, and the decision to create a new
race, destined to serve Dragonkind, was made. Needless to say, the
nature of this service varied greatly in the minds of each Dragonflight; they
decided to set down laws to govern the Kin (the name stuck early)
before they even got around to creating them.

There was a lot of bickering over the wording of the laws, particularly
the third; the Chromatics, for the most part, were happy to
characterize the relationship as ‘master and slave’; the Metallics often preferred
‘patron and sponsored’ and the Gems liked ‘lord and servant’. The end
result was relatively vague, so that each bloodline could interpret it
as they pleased; the first law was enacted to avoid conflicts over the
nature of the third.

The Kin laws were as follows:
1. No Kin shall disobey a Dragon’s command, unless it harms another
Dragon; fights between Dragons should not use the Kin as
intermediaries.
2. No dragon shall eat Kin, for it is as cannibalism. (Note: the
thought
of Kin eating Dragon didn’t even occur to them.)
3. Each Kin is the province of its master, and will accede to their
wishes above all others; mastership can be transferred through agreement,
conquest or inheritance.

Once this small structure was in place for the introduction of the Kin
into Draconic society, the current Patriarch and Matriarch of each
major bloodline - 45 bloodlines in all - gathered to discuss and implement
the actual making of a humanoid with certain desirable attributes.
Being not small themselves, the fathers decided to tap into the collective
dreams of the humanoid races to better understand how to fill the needs
of their Kin. They found that the orcs treasured strength, the dwarves,
stamina; the elves valued grace and the humans, a certain vivacity of
spirit. Their own subconscious influenced the dreams as well; their
observations of the tendency of the humanoid males to be stronger (and
their wish that it was true for dragons…), and the females wiser, for
example. The need for the Kin to be unafraid of dragons and
untouchable by dragons’ breath. From these dreams they crafted 360 gems. Then,
with the gems all in a great nest, the mothers of each bloodline poured
magic into their creations. Each bloodline donated an equal amount; any
hesitation on the part of any given bloodline’s mother to forever grant
a portion of their power to the Kin was quelled by the thought that the
Kin, without their influence, would favor aspects of a bloodline they
disliked.

The gems became seeds; each seed was absorbed into the mass of each
mother, eight to a mother; three months later, each mother laid eight
small, grey eggs; four months later, the eggs began to hatch.

The first 366 kin — there were four pairs of twins and one set of
triplets — were raised in the Great Nest collectively by their dragon
masters, each of whom secretly kept a close eye on the ones who had
been laid from their particular bloodline, though no real trends appeared
based on gestation identity. When they were old enough to understand the Kin
laws and their own roles, they were separated and dispersed among the
bloodlines, mostly based on original mother, with a couple of
exceptions — with the ratio of dragons to Kin tremendous, it was thought that the
twins and triplets should be distributed randomly, not kept together.

This first generation of Kin were largely independent from each other,
but never forgot the first few years of their upbringing, and missed each
other fiercely. Blood called to blood, and — always with Draconic
permission and mostly by bloodline — when they were old enough, they
were encouraged to breed, to propagate their species.

The fate of the Kin evolved according to their masters’ desires, though
their personalities did not, always; there were flamewreathed Kin in a
Gold enclave and sunkissed Kin among the Reds, and every other
combination possible. The Red Kin lived totally dominated by their masters,
largely forced to mine tremendous gems, cook delicacies, and perform torturous
labor to entertain the dragons; the Blacks, on the other hand, thought
that molding their Kin into brilliantly evil minions from birth, then
letting them operate with relative independence as agents among the
other slaves and extending their masters’ holdings was the better choice; the
Golds had really wanted glorified librarians, and the Silvers explorers
for the places they were too big to go to, and even then they often
accompanied their Kin on exciting missions into the wild beyond. Kin
became entertainers, craftsmen, therapists and, most interestingly,
weavers. They all felt a common bond to one another, and even the most
ill-used Kin found kindness and solace in the company of their kind.

The silkwyrms of the deep cavern roofs were easily collected by the
light-winged Kin, and their nimble hands quickly turned to processing
the fibers and weaving cloth, with and without Draconic instruction. Most
of the silk craft was innovated by them, and it became a badge of pride
for the entire race. The dragons were delighted, and set their Kin higher
and higher production rates, which made the task, a few generations later,
less fun and more difficult, but still it was done.

In terms of generations, Kin breeding was practiced one way or another
by every bloodline. Many Chromatics, seeking to increase their influence
on the race, forced their female stock to lay egg after egg; the practice
of an egg quota was not unheard of among the Gem and Metallic bloodlines,
either. After all, they were Kin, and lesser, and the species did need
to propagate. The most notable exceptions to this practice were two of
the three Silver bloodlines, one of the Bronzes, one of the Golds, an
Amethyst (the dragons in question were philosophically opposed) and one of the
Blues, who claimed to seek quality, not quantity, in their servants.
The race continued to multiply, though more slowly, and those bloodlines
who did not force the females to lay forty eggs in a lifetime found
themselves purchasing Kin from other dragons to fill their increasing needs. Kin
mating arranged by dragons across society became the norm.

Kin interaction among the other humanoid races was inevitable but
somewhat scarce. The dragons watched this with great, if mostly academic,
interest; they found that the male elders’ dreamcraft had largely
succeeded, for each race saw within the Kin something of themselves,
and the males were admired for their strength, and the females,
particularly, their supple attractiveness. A few unfortunate incidents with an
overpowered female led to the discovery that female Kin could only be
impregnated by a male of their kind (or a dragon polymorphed into Kin
form) — male Kin could sow their seed where they willed, but it did
not breed true, and the offspring favored the features and talents of their
nonKin parent almost entirely. The enslaved races saw the Kin as a
sort of inferior dragon; either terrifyingly exotic because of their wings
and mysterious nature, or an easier target than their vastly more powerful
progenitors.

The ultimate result of creating the Kin on Draconic society was greed.
Even the most noble dragons who had previously gotten all that they
needed by hard work found themselves getting all that they wanted without
working at all — and they wanted more and more. The Kin were taken for
granted on virtually every level, and as they became less rare, the loss of
respect afforded them by dragonkind was almost total, and their living
conditions less and less humane. The Kin most knowledgeable about
ideas of freedom — Silver-raised Kin, or Crystal, or even Green — spoke at
length with the most educated Kin about their fate, and as the abuses
mounted — Kin arenas where they were forced to fight to the death as
proxy to settle disputes and debates for their masters, breeding
centers where Kin women were chained to their nests, Kin children who went
blind sewing silken sheets for their masters, and the worst practice of all,
the destruction of Kin wings, for all manner of purposes and reasons from
the petty to the supposedly ‘for their own good’ — it was decided that
something must be done.

Kin loyalty to their own race served themselves well. The Kin also had
a secret that was not a secret — dragons had long known that the blood
birthright of magic that suffused the race was used to make chores
faster and tasks easier. Since practical magic was most dragons’ preference
as well, they saw no reason to forbid the use of it to help their slaves
perform their task efficiently, though tutoring Kin was essentially
nonexistent. Now, though, the Kin bent their will to mastering their
own magic in earnest; a generation of mighty Kin-sorcerers sprang up.
Other Kin harnessed the Drakynrage within themselves, a rage stoked to white
heat beneath the heavy hand of their masters. The more charismatic Kin
sought assistance from all of the other races, and treated them as
equals, finding wary allies to their fight.

When at last the host of Kin rose up as one, the war was debilitating
for the dragons… who had created a race immune to dragonfear and their
breath weapons. The first strike was a string of assassinations, all
within the same twenty four hours (different dragons had different rest
schedules). Those Kin allowed to be close to their masters struck with
poisoned food and drink, dire curses, blades drenched in the element
opposed to the color of the master they sought to slay. The survivors
were slowed by the poisons and relatively easy to destroy. Some few
dragons untouched by the Night of Shed Scales were killed the
old-fashioned way; there are still legends surrounding the battle of
the Three Hundred Shadowsilk and the Great Red Mother Emberstryke, led by
Vulturus Mirrorbright, one of the great warriors of the time; so too
are the Thousand Coils, the legion of Kin sorceresses who harnessed magic
so mighty it tore their flesh asunder in order to banish a flight of
eighty dragons to the Abyss.

When it came to smashing the remaining eggs, however, so much larger
yet so similar to their own, the Kin faltered. Ultimately the leader and
only survivor of the Thousand Coils gave her life to fuel a blood-magic that
would bind the eggs in stasis for all time, or until the Kin deemed it
time to allow them to awaken; the location of the eggs and the great
magics that protect that place are a racial secret SO secret no other
race knows to even ask the question; it is assumed by all other histories
that the eggs were broken.

A new era rose on smaller but no less beautiful wings. Freeing the
slaves that could not join the war, the Kin declared that they would fly
across the planet seeking places to settle far from the caverns of their birth
— and offered to guide and protect the races to their own legendary
ancestral homelands, as well. To the surprise and disappointment of
most Kin, they found that once settled in their lands, the races often
wanted nothing to do with them — they were too poignant a reminder of their
old, terrible masters, a sight that brought too many bad memories. Kin
villages, towns and cities sprang up across the earth, centered in the
land today called Adferre. Their government was loose and, it must be
admitted, modeled somewhat on the dragons’; there was a Grandmother’s
Council in each population center, large and small, with whom all
decisions that would have serious impact on future generations had to
be cleared by majority vote. The idea of a progressive tax — a shared
pot to pay for roads and buildings and irrigation systems and anything else
they needed for the good of all — or more accurately, to pay right
back to the Kin who would build these things — was quickly popularized, but
beyond that large, central government was rare. Kin loyalty, once
again, saved a great deal of strife — though sunkissed Kin and flamewreathed
Kin may have differed in every aspect of their worldview, they could agree
on the Kin Covenant, created before the races left the great caverns.

The Kin Covenant:
1. No Kin shall slay another, nor through inaction allow one to be
slain.
2. Kin shall help a Kin in need, knowing that they will be helped by
Kin
when they are in need.
3. Kin shall treat each other and all other beings with respect and
thoughtfulness, remembering the suffering caused by dragonkind, who
treated all others without the same.

From their loyalty and the formalized Covenant, no Kin feared another;
the level of trust among them was legendary, even to the other races. The
first time the newly noble orcs tried to take advantage of that trust,
accorded willingly to them, the loss of honor they received both
verbally and then on the battlefield, taught them its value, and after
apologizing for the Kin lives slain and offering reparations in the form of farming
tools and furs, they were shocked and pleased by the Kin’s willingness
to make peace, and found themselves piled high with silks and other
luxuries to take home with them, so that in the end they had not made a loss,
but a gain!

Kin readily shared the secret of silk collection and creation with the
other races so that there would not be some sort of mystery worth going
to war over, and it was soon common knowledge that there was no point in
trying to break the Kin monopoly on that trade, unless archmages wished
to levitate themselves to the silkwyrms, or dwarves wanted to build ten
thousand foot ladders. With that source of ill will diffused before it
could become a problem, the Kin lived in peace with the other races,
slowly mingling with them as the generations passed, though never
taking sides in the other racial wars that occasionally embroiled a region,
though they would raise arms for a nation who had hosted their family,
if it was appropriate.

The Kin bloodlines began to mingle as well; there was no real purpose
in holding one over another, as the dragons had often fought over; the
name of their line had naught to do with the color of their wings. Kin
mated for love and raised children at a pace they were comfortable with,
finally slowing the unreasonable growth of the race to a much more manageable
level.

As time passed, the Kin continued to harness Drakynrage and blood
magic, but without the feverish necessity of freeing themselves from slavery
or settling a wild world. They grew complacent in their peace, to some
extent, especially in the Kin-dominated central area, which had been
called Ghenn’aes’lyr, or Kin-land, in the Draconic tongue they had
continued to speak all these years. Unlike the dragons, they did not
grow greedy, nor hateful — they just simply found the glowing of the stone
monolith in the center of their largest city, and the pouring out of
screaming troops who promptly slaughtered a thousand Kin in a single
quarter-hour, totally unexpected. By the time word reached the
outlying Kin of the fall of Kirleojuu — the downside of a lack of centralized
government — it was far too late. The entire central region was
totally dominated and subjugated by these strange humans, who had no sense of
the Kin trust whatsoever, no notion of what they had violated.

The other races — shocked, uncertain, or afraid — did not flock to
their aid, though, predictably, most Kin in the far places of the world flew
heedlessly back to the center, only to be enslaved by the thousands.
Those Kin far enough afield that no word came for years, or who were
too far-sighted or too cowardly to return, were the only ones spared the
chains of a people who were well accustomed to empire and wise in the
ways of dominating another cultures wholly.

The third era began with the wave of red-crested humans, and the
pattern continued — the Vaxians rose from their home and went to war with the
orcs, who suffered a like but unlike fate to the Kin — the humans and
dwarves bordering what was now Adferre tightened their organizations
and borders lest they suffer the same fate as the Kin and began a long war
to resist Imperial control. Old racial tensions sprang up, the
stabilizing force of the Kin Covenant no longer present to quell them.

Meanwhile, in the center of Adferre, a brave group of Kin whose names
may never be known gave their lives to close the central portal and seal it
forever. It had long been one-way, to the amazement of the invaders,
and closing it forever struck a blow to their morale but also forever
sealed their fate upon the new world they had found. Instead of serving a
distant emperor, they elected a new one, and created a new society,
right where they were. They had been almost entirely male with just a few
female camp followers, and found to equal parts frustration and delight
that the Kin women whom they found incredibly delectable were
impregnable to their seed; kidnaping or trading for females abroad became
necessary, and they continued to export the silk stores of the Kin, though it took
threats of mass egg destruction, something anathema to the species, to
get them to show where the silkwyrms grew and how to process the material.

Once again silk production became a forced role instead of a fun
pastime, to the woe of the Kin. Whole underground colonies were established by
brutal taskmasters, forcing many Kin back into the caverns they had so
hated to serve within. Racial memories stirred to life, and a great
hatred grew within them, very different from the respect with which
they had been taught to treat all races. Still, the Kin Covenant was
upheld, at least to other Kin — no Imperial abuse could break that particular
spirit.

In a mockery of the Imperials’ own plight, it became a common practice
to segregate Kin by gender — the silk colonies, for example, were totally
male — and the most productive men were given the ‘honor’ of
continuing their species for one night on the surface world. Silk weaving and
crafting were assumed to be feminine tasks, and given to great
factories of them, although it had not originally been; other Kin women were kept
solely as breeders, chained to their nests as in the past, and a great
many others did not breed, per se, at all, but were kept for satiating
the frustrated lust of the male-dominated population. Every other purpose
the Imperials could dream to use a slave for — farming, herding, mining,
industry, housekeeping — arenas were reinstated — were fulfilled,
though due to the initial slaughter there were not enough Kin to fill every
task. Today, having a Kin is not quite a mark of status in Adferre, since
they are reasonably common, outnumbered about 3:1 by Imperials. They are
less often found singly as a house’s servant and more often kept together in
silk colonies and factories, farms, harems, and various other places.

One particularly brutal and spirit-breaking practice of the Imperials
was the removal of Kin wings, for those ‘who did not need them’. Farmers,
herders, some miners, and many factory workers, were allowed to keep
their wings — though never fly — until they were fifteen, when they had
their wings torn from their backs, an excruciatingly painful process that
Imperials perfected, preventing the battered Kin from passing out or
dying from blood loss or shock. Some harem females (between a third and
half) were desired wingless to more resemble women of a lost world, but to
prevent the emotional mayhem in their most nubile years, their wings,
and the wings of any other Kin desired to be particularly ‘loyal’, were
removed at birth. Ironically, the men of the silk colonies, whose
wings were vital to reach the silkwyrms, were one of the only large
populations of Kin who were always winged. Any winged Kin was required to bind
their wings in public, on the surface world, to remind them that despite
their special status, their feet were still forced to the earth.

Though the Imperials could not quite grasp the source or implications
of Drakynrage and blood magic, their effects had been felt dramatically
during the swift, brutal war and subsequent raids from outlying Kin,
and the practice of either was completely outlawed. Of course, secret
societies continued to teach their uses, and a rich oral tradition in
Draconic — also outlawed, but impossible to wipe out, as Kin children
are hatched with it on their tongue — ensured that though generations
passed and few Kin lived to their potentially very long ages, until none alive
had seen the second era — all remembered it and the Kin Covenant, and
also the Kin Laws of the dragons years past, and the uprising that had
been.

Outside of Adferre, a more conflicted world led those races willing to
keep slaves often assuming that any given Kin in their midst was fair
game. Only in the most enlightened places were Kin citizens safe from
kidnap. Additionally, Adferre began exporting Kin slaves in small
numbers, for outrageous prices, often in egg form. The few remaining
free Kin have villages in places unreachable to the wingless — some have
joined Arileon monasteries — and consider anyone in possession of a
bought Kin egg a criminal. They go to great trouble to retrieve these
eggs, though their success is limited by their small numbers and the
necessity of anonymity, lest the Empire turn a baleful eye upon them
and crush them with full force.

On Kin bloodlines:

Bloodline passes maternally; in theory, a mother’s son has her
bloodline but his child will have his mate’s. In practice, mixing occurs when a
mating occurs between members of two bloodlines; the child will
dominantly have the mother’s bloodline, but some part of the father’s is passed
down as well, a sort of recessive trait that could be important later in
future matings. This does not occur in every match, or even most; the father
has to have especially potent blood - sorcerers are the prime example,
though it has been observed in other especially spirited Kin males as well -

to begin to infringe upon the mother’s birthright in the child.

A portion of the Matriarchs’ blood magic resonates with the descendents
of those Kin whose eggs they laid personally; when a Kin dies, normally
that magic passes to all living descendents, and of course those who are
born. That creates the potential for a Kin, with fel rituals, to gain greater
power over blood magic by slaying Kin of their own bloodline, taking
that magic out of the natural cycle for themselves. A Kinslayer would have
to be from a relatively rare bloodline in the first place for this to be
at all worthwhile; of course, Kin slaying Kin, and worse in a way,
bloodline Kin, to gain personal power, is totally anathema to the Kin Covenant
that beats within the heart of the race; there are no known examples of a
publicly recognized outcast, nor a ritual to create one, but if the Kin
had any control over their own destinies at the moment and found out
about a Kinslayer, surely one would be created.

Originally there were forty-five, three to each color, for the
forty-five Matriarchs who each gave birth to eight, ten or eleven Kin. The
triplets were female, which made a real difference, causing the bloodline they
came from — it was an emerald one — to multiply relatively quickly in the
early generations, and since two of the three were placed with other
bloodlines, that original mingling made a bit of the second Emerald
bloodline, Qiraj, extremely common.

At the end of the first era there had been controlled cross-breeding
but still a great many Kin who had been, for lack of a better term,
purebred; their magical genes were quite immune to the decay of incest, as the
dragons had known they were creating a whole new race out of less than
four hundred people.

At the end of the second era the mixing was much much greater, as
matches had been made from love, though simple rarity of certain bloodlines due
to the initial numbers and earliest generational breeding habits made some
rarer than others. One (a White bloodline) died out entirely after
birthing, on every level, an entire generation of sons! The original
six rare bloodlines of the forty-five — one gold, two silvers, one bronze,
one amethyst and one blue — remained relatively scarce. The first
silver bloodline is particularly notable because its blood runs so strongly;
during the first era matings between polymorphed Silver dragons and
their beloved Kin were not well known or common, but did occur notably often
(compared to every other bloodline) within the explorer family, which
infused and reinfused the bloodline’s strength with new draconic
influence.

At the beginning of the third era SO many Kin were slaughtered
outright, culling the population of the Kin by about 80%, that the balance of
bloodlines shifted somewhat dramatically. The Kin far from the center
were most often Silver, Sapphire, Emerald, Red, and Black in color but
not necessarily from those bloodlines. The Emerald mixing that had been
prominent in the race’s early life became important now, binding easily
thirty percent of the remaining population. Several more bloodlines
were lost forever in the early years of Imperial occupation: an Amethyst, a
Topaz, a Brass, a Blue, and a Bronze — the rare Bronze bloodline,
actually, though not the rare Blue. It so happened that a Green
bloodline was relatively common among Kin outside the Empire, which thus became
relatively prominent thereafter as free Kin searched for mates.

In the hundreds of years following, the choice of ‘professional’
breeders by Imperials was made wholly without regard to bloodline, something
that they have no concept of, but it had a very important effect, as slave
Kin who were not breeders had far fewer children, at the whims of their
masters. The Emerald line’s importance continued, joined by, by pure
chance, a Topaz line, a White line and a Gold line — of modern
enslaved Kin, if their bloodlines are not so mixed that telling a dominant one
is a hopeless venture (about 50%), 80% are of one of those four lines. Of
the other 20%, 15% are of one of the other lines, which remains in
reasonably large numbers; a little over 4% are of a line with some potential for
blood magic power due to its rarity (there are fifteen of these, one
from each color), and less than 1% are of an extremely rare line; today
those lines are the initially rare Blue, Gold, Amethyst and the stronger of
the two Silver lines, as well as a Red and a Sapphire line, each of which
became rare by pure chance further down the road, due to the ravages of
war and enslavement upon the race. The ultra-rare are marked in a very
simple way: they bleed their bloodline Matriarch’s mother’s color.

The 39 Modern Bloodlines (named for their Matriarchs, though the names
are mostly lost to time):

Common (80%):

Emerald: Galetalon
Topaz: Rainbowscale
White: Moonfang
Gold: Emberheart

Uncommon (15%):
Black: Silentwing
Black: Nytecomet
Green: Ferncoil
Green: Brashbreeze
Red: Firstflame
Crystal: Diamondwind
Crystal: Pearldawn
Emerald: Secretkeeper
Sapphire: Wyrmhunter
Brass: Fyrestream
Copper: Talonburn
Copper: Sandgem
Bronze: Lightningskye
Silver: Argentia

Unusual (4.5%):
Black: Ebonyfall
Blue: Copperstalker
Green: Kynrasoarer
Red: Rubyeclipse
White: Sad Ivory
Amethyst: Deeppool
Crystal: Cloudlight
Emerald: Dewdrake
Sapphire: Mirrorlake
Topaz: Ambercoil
Brass: Twilitstorm
Copper: Slowstrength
Bronze: Quietwing
Silver: Flickerflash
Gold: Aurencia

Rare (0.5%):

Blue: Stormpyre
Gold: Brightguardian
Amethyst: Duskwing
Silver: Aeriastra (rename?)
Red: Starblood
Sapphire: Deepriver

Lost:

White: Viletalon
Amethyst: Graybringer
Topaz: Highriven
Brass: Ignatius
Blue: Mistlight
Bronze: Dawnglider


On Kin reproduction:

A female Kin can only be impregnated by a male Kin or a dragon or Kin
polymorphed into a male Kin — no elven mage could manage the feat.
Afterwards, she lays an egg after three months which has to be tended
(kept warm, mostly) for an additional four before hatching. Male Kin
who reproduce with non-Kin, produce non-Kin who will have, at best, perhaps
odd-colored eyes.

Every 1d4+2 years, depending on the person, a Kin woman, like a dragon,
goes, for lack of a better term, into heat. Actually, the Kin have
their own term for the experience: revelrie (not to be confused with elven
reverie). They become immensely desirable, and extremely uninhibited,
both sexually and with other judgments. The primary, immediate clue
that this is happening is that the Kin will begin to glow her color,
radiating light with an intensity proportional to the strength of her feelings.

In system terms, roll an open 1d6 (continue rolling on 6s). This
number determines several things: the number of days revelrie lasts; it is
added to the Kin’s Charisma score, and subtracted from her Wisdom, down to a
minimum of 3. The higher the roll, the stronger the glow emanating
from her person; even the lowest level of glow is impossible to hide under a
cloak. During this period her judgment is seriously impaired
(adventuring is almost certainly out of the question, though it can depend on the
urgency of the mission and the strength of the revelrie). Her foremost
concern is the satisfaction of her need, and revelrie either ends at
the end of the days rolled, or when she is impregnated by a male Kin, which
has a 100% chance of occurring if she has intercourse with one.

Culturally, revelrie is a celebration of life for free Kin, as it was
within the second era and to some extent, the first; a girl’s first
revelrie is a rite of passage, and if she has found a love she is ready
to bear children with, the act is tenderly done. If not, she is protected
by other female Kin, who are well versed in ways to keep their sister
happy until the state passes.

In Imperial Adferre, however, and other places where Kin are enslaved,
revelrie is nowhere near so pleasant an experience. Within the harems,
girls in revelrie are offered to the highest bidder, or else whomever
the owner wishes to grant the highest honor, and indeed the sex is
incredible, almost without fail. Better, a non-Kin cannot really satisfy the
slave’s need, and she will continue to be in the state for days on end -
plenty of time to share her pleasures among as many men as the owner desires.
If he wishes an egg, he can always commission a male Kin for the last
moments… although it is difficult to tell how long revelrie will
last, a reasonable estimate can be made from the state of the girl -
her glow,
the change in her appearance, the change in her personality and
behavior. Kin slaves who are not in harems are sometimes lent to them — for a
substantial fee — or simply used by the taskmasters of her factory or
field or house that she serves.

Although if she’s far enough gone, the girl will probably enjoy
whatever she gets on a physical level, the emotional damage is incredible;
furthermore, it is not only her sexual inhibitions reduced by revelrie.
A Kin woman enraged during revelrie is a dangerous weapon… as revelrie
strengthens the magic coursing through her blood, and can have
literally explosive results when roused. No less a person than the third
Imperial emperor was slain while abusing a girl in revelrie, prompting the
burning of his entire harem at the stake. The next emperor outlawed emperors
touching a Kin woman in revelrie to prevent a repeat performance, and
although throughout the generations that law has not always been
obeyed, it is frowned on. It also introduced the idea of drugging up girls in
revelrie, but that does undeniably decrease the experience for all
parties, and is far from always done.


Appearance:

Kin tend to have very finely chiseled forms, very well-defined
features, as though they were deliberately carved by master craftsmen. Their
ears are slightly, gracefully pointed in a way that evokes fey but not elf.
Their skin is very reactive to its environment; hatchlings generally
achieve a skin tone within five hours of birth based on the local
temperatures, which can then vary several shades in many directions
depending on where they live as their life passes. They tan easily,
rather than burn. In the darkness of the caverns, colony men are very
pale; in the heat of the fields, farmers are rather brown. Twistedly
enough, Imperials sometimes attempt to breed Kin for specific skin
colors by ensuring that the eggs they own hatch at specific temperatures and
humidities of their choosing, to the best of their control.

Kin eyes are large in their faces, innocent on the young and very
expressive no matter their age; eye color varies a great deal but does
sometimes generalize by bloodline; for example, the very common Emerald
bloodline tends to produce golden, grey and pale green eyes, though not
always; bloodline trends in color become more pronounced when the blood
is rare. Their fingernails tend to grow long and sharp, though their
hands are not clawed.

Normally, draconic wings unfold in full glory from their back; their
hair can have many textures, though softness is common; they have a small,
inch-or-so-long ridge rising from each temple towards the back of their
head; and their skin is marked by the beginnings of scales without
actually being scaled, so that it appears that they are painted with
occasional jagged lines. All of these attributes have a specific color
based on the alignment and personality of the Kin — the draconic
colors, of course. So, a lofty, noble, brilliant, and utterly dedicated to
goodness Kin might have golden wings, hair, head ridges (possibly
covered by the hair), and seem as though they have little lines of gold here
and there upon their body. Sometimes the almost-scales get a bit patchy
and rough, an effect that can be smoothed by oil; Kin with access to oil
keep their skin soft and smooth, and Kin without can get very aggravated,
itchy skin that is uncomfortable to touch and worse to wear.

Children are born gray, and as they gain personality and experience,
they gain color as well. Adults can change their natures knowingly or
unknowingly, suddenly or gradually, but only when they recognize what
they have become will their color change.

Kin men are often, though not always, large-muscled and
tree-trunk-limbed almost like modern bodybuilders; they radiate toughness and bristle
with strength… even those who neglect their fitness have an undeniable
resilience of will. Kin women tend to be sinuous, graceful as any elf,
and with an attractiveness that crosses racial boundaries, much to
their current misfortune. After all, most races value ample, well-formed
bosoms, frames lush with curves, including hips and behinds, large
eyes, nimble fingers, good postures, sweet lips, and a certain quality of
spirit…

  • The Kin, while inspired by myself (Mycol Reamer), were completely written by our very own Liz.

The Kin

Tiralth, Quest for Freedom MycolReamer