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Origins

Origins

Origins are social roles and institutions, not combat classes. Use the comparison below to choose how your character lives, organises and progresses.

Choose an Origin

There are seven current Origins. They shape residence, social responsibilities and long-term progression, while ordinary systems such as trade or Faith-following can still cross Origin boundaries.

OriginWhere you liveCore gameplayLeadershipLand ownershipGroup / soloMain progression
NobleOwn Town or landlessDynasty, rule, heraldry, successionHouse HeadTown founding / political landGroup-ledHouse Prestige
SmallfolkTownActive community life and LoyaltyNone requiredNo Origin-specific claimGroupReputation + Loyalty
BurgherTownMerchant House, trade, staff, ordersProprietor / FactorRegistered Towny premisesSolo or staff teamRenown
FreeholderWildernessPersistent independent homesteadSelf1–5 connected chunksMostly soloEstate upkeep & expansion
NomadTemporary wilderness campMigration, gathering, herds, BandsBand optionalTemporary personal campSolo or Band10-day migration cycle
KnightNot fixedKnighthood, oaths, Fealty, OrdersOrder / liege optionalNone from OriginSolo or OrderHonour + Standing
ClergySettled / Town-basedFaith office, Institutions, ritesReligious officeInstitution sites on valid Towny landGroupFaith community & Institutions

Origin guides

Connected social systems

These are not Origins. They are systems that Origins can create, join or interact with.