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.
| Origin | Where you live | Core gameplay | Leadership | Land ownership | Group / solo | Main progression |
|---|---|---|---|---|---|---|
| Noble | Own Town or landless | Dynasty, rule, heraldry, succession | House Head | Town founding / political land | Group-led | House Prestige |
| Smallfolk | Town | Active community life and Loyalty | None required | No Origin-specific claim | Group | Reputation + Loyalty |
| Burgher | Town | Merchant House, trade, staff, orders | Proprietor / Factor | Registered Towny premises | Solo or staff team | Renown |
| Freeholder | Wilderness | Persistent independent homestead | Self | 1–5 connected chunks | Mostly solo | Estate upkeep & expansion |
| Nomad | Temporary wilderness camp | Migration, gathering, herds, Bands | Band optional | Temporary personal camp | Solo or Band | 10-day migration cycle |
| Knight | Not fixed | Knighthood, oaths, Fealty, Orders | Order / liege optional | None from Origin | Solo or Order | Honour + Standing |
| Clergy | Settled / Town-based | Faith office, Institutions, rites | Religious office | Institution sites on valid Towny land | Group | Faith community & Institutions |
Origin guides

Noble
Found and rule Towns, establish a Noble House, build a family and preserve a dynasty.
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Smallfolk
Live in a Town, build Reputation and benefit from long-term Loyalty.
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Burgher
Build a Merchant House, hire staff, source goods and expand into other towns.
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Freeholder
Live independently outside Towny with a persistent one-to-five-chunk Freehold and scaled daily upkeep.
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Nomad
Travel on a 10-day camp cycle with local gathering, herds, a managed pack mule and optional Bands.
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Knight
Formal Knighthood, Honour, Fealty, Squires and Knightly Orders.
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Clergy
Administer settled Faiths, doctrine, Institutions, congregations, services and consent-based rites.
→Connected social systems
These are not Origins. They are systems that Origins can create, join or interact with.
