Kinnie

The Kinfolk, or Kinnies, are a race of centaur-like explorers with colonies on planets in many star systems. They're known for their ability to live almost anywhere and their complex social relationships.

## Anatomy & Physiology

Kinnies conform to a typical "taur" body plan, with a humanoid dorsal half connected to a quadruped ventral half. Their ventral body resembles that of ruminants such as deer or goats, with cloven hooves and a long thin tufted tail. They have very large, yellow tinted eyes which give them exceptionally good vision, small, flat noses, and long rabbit-like ears. They are covered completely in short, very dense fur which can come in a wide variety of colors ranging from golden yellows and browns to shades of pastel blue, pink, or purple, and can be solid or patterned with spots or stripes depending on the environment of their colony of origin. They also have a "mane," or ridge of longer hair running from the tops of their heads down their backs to the ventral "shoulder."

Their eyes have a secondary protective membrane, their noses and mouths can seal to keep out water or particulates, and their dense fur is a hindrance to most parasites and provides both thermal insulation and a barrier against UV damage and small cuts or abrasions, all of which allows them to be successful in a variety of harsh environments. Though most liquid doesn't penetrate the dense fur, simply sliding off, if the coat is soaked through they must be careful to dry it thoroughly as it can trap water close to the skin, leading to mildew.

Adults are generally six to seven feet tall (about four feet from hoof to ventral shoulder, the dorsal body adding another two or three feet) and weigh around three to four hundred pounds, though this can vary greatly between populations.

They notably have two hearts, one in each "torso", and can survive with only one heart pumping for short periods of time. They have only one set of lungs, a large pair in the dorsal body, with the equivalent space in the ventral body filled by part of the incredibly long and highly efficient digestive tract which enables them to break down and derive nutrients from almost anything they care to eat. Their spines are an evolutionary nightmare terrible to even contemplate, and disabling back issues are common later in life.

They're considered physically mature around sixteen years (though comparatively, this is closer to a human’s early 20s in terms of physical and mental/emotional development) and can live upwards of a hundred years, though complications leading from severe back problems and dangerous environments mean the average is closer to seventy.

### Reproduction

Biologically, they are single-sexed, all individuals capable of both siring and birthing children. They have a very long gestation period (18 months) and children are born almost fully developed, capable of supporting themselves within a day and walking within a week, and are physically and mentally comparable to a human four to six year old.

### Diet

Kinnie cuisine varies highly depending on the colony, as it adapts to the local environment and available foods, but generally focuses heavily on the nutritionally dense grain they've farmed since before they left the homeworld, and adapted to grow on almost every planet they've colonized. Their diets are highly varied and expansive and they're known to enjoy fruit and starchy vegetables. They will eat meat, especially when other options are slim, but it's not widely well liked. One of the few types of food they are incapable of properly digesting is dairy. All kinnies are lactose intolerant. Experimenting with new food types, either discovered on the planets they colonize or from other species they meet, is very popular and as such Kinnie-fusion cuisine is found widely throughout the galaxy.

## Society & Culture

Kinnie society is highly diverse, spread out as it is across various star systems and considering the value they place on adaptation. They have relatively few cultural constants between these colonies, and those they do share tend to have unique nuances depending on which cultural group you're referring to.

Of these constants, one of the most significant is the great value they place on exploration and on seamless integration with the environments of the planets they inhabit. Their cultural value for adaptation means outside of a handful of staples, their lifestyles, values, music, food, dress, and architecture vary dramatically from planet to planet. They have thousands of colonies, but most are relatively small, as few healthy adult kinnies choose to live on a planet. Planetside populations are thus primarily the elderly, the disabled, children and young adults still in training or searching for a crew, and pregnant parents in the final difficult trimester.

### Government

Kinnie communities organize themselves into neighborhoods numbering a hundred or so people, led by a directly elected foreman. The foreman's primary duties are involved with coordinating with other neighborhoods and the colony at large and taking responsibility for which issues can be handled directly and which should go to a vote. The foreman also nominates a quartermaster, who organizes labor and resource distribution for the neighborhood.

When there are enough neighborhoods in a colony to require further division, they are grouped into quarters, and the foreman and quartermaster of each neighborhood sit on a quarter council. This council collectively handles issues affecting the entire colony, and nominates members of the interplanetary commission, which coordinates with other kinnie colonies across the galaxy. The interplanetary commission's primary concern is shipping and the flow of resources from planet to planet. Kinnies are strictly non-extractive, ie resources are not extracted from the colonies to be shipped back to a central colony or home planet. There is a strong focus on the self-sufficiency, independent governance and ecological stability of each colony. However, there is still trade between the colonies, and young colonies may need several years of outside support before they are strongly established enough to provide for themselves. Part of the interplanetary commission's charge is to ensure these young colonies are adequately supported (which occasionally entails voting to abandon an unviable colony or to evacuate a threatened one) and to regulate the exchange of resources to ensure established colonies are not destabilized.

Other than the interplanetary commission, the only kinnie organizations that operate across more than one planet are the guilds. The Pilot's Union in particular has influence on practically every colony. They oversee the training and licensing of pilots, and as such there are few kinnies who do not have at least indirect interaction with them at some point in their lives. The Medical Union is similarly influential, as they oversee not just the medical training of doctors and councilors, but the wider operation of emergency services in every colony. The cooperation of the Engineer's union is vital in establishing new colonies or expanding existing ones, and they also oversee the building of ships.

Work in the colony is distributed amongst all the inhabitants based on need and ability by the quartermasters. Work is not mandatory and there's no material consequences for not completing the work assigned to you. However, being known by the community as lazy or unreliable may make finding a crew difficult, in addition to other social consequences. Assigned work is generally expected to take no more than four to six hours outside of emergencies. The roles of foreman and quartermaster have no strict term limit, and either can be removed and replaced at any point through a direct vote, though the quarter council may vote to delay a foreman or quartermaster's removal if the community has no replacement chosen or in an emergency circumstance in which a sudden change in leadership could be dangerous. A neighborhood can demand they justify this delay to a third party, often the interplanetary commission or the Pilot's guild, who can overturn the delay if they find the cause for it insufficient.

Active crews take work from the colonies they pass in their exploration, and are the bulk of the kinnie shipping industry. If they stop in a kinnie colony for any significant length of time, they’ll generally be assigned work like any resident. When in space they fall under general intergalactic maritime law, but while in orbit they are beholden to the local government, though Kinnie citizenship grants them certain unalienable rights regardless.

### Education and Academics

Kinnie children are raised communally, either on the ship by their birthparent's crew, or more commonly in a foalhome. The foalhome is the center of every kinnie neighborhood, and generally the largest and nicest building in the area. It's home to any children, as well as pregnant parents. The children live there until they're old enough to be issued independent housing while they begin looking for a crew.

Responsibility for care of the children is a duty everyone in the neighborhood can expect to share in regularly. In larger colonies, some members of the community may be given additional training and semi-permanent positions as educators, but in smaller colonies the children's general education is handled by the same caretakers teaching from a standardized curriculum. They will also receive vocational lessons by instructors sent by the guilds which will prepare them to take on various roles on the crew of a ship. In progressive colonies, all children below a certain age will have the opportunity to pursue these vocational courses, so that they might familiarize themselves with the duties of different crew positions, the better to eventually choose which one they wish to fill. In more traditional colonies, the children will be separated by caste, which will determine which vocational courses they're given. Even in more progressive colonies, they are often divided into Command caste (captains and first mates) and Labor caste (engineers and gunners) with each group receiving different general education in addition to vocational courses. Whether doctors belong in command or labor varies by colony, as do the various rarer castes such as counselor or scientist.

There is no formalized higher education, though skilled individuals and experts in various subjects are expected to hold classes in their discipline for adults, either in their local foalhome or online. A system of apprenticeship is common, and ritualized especially in the case of those who intend to become captains or first mates. Young adult kinnies who have not yet formed a crew may join established crews as apprentices and shadow the crew member in their chosen position for a year or two before striking out to find their own crew. Aspiring captains may have difficulty acquiring a crew if they haven’t apprenticed, while apprenticing to well-known and accomplished captains can increase a kinnie’s prospects dramatically. Mentors releasing apprentices only to then accept them onto their own crew as full crew members is a divisive subject. It’s generally frowned upon and some colonies outlaw it entirely. However it is a common trope in some Kinnie romantic media, considered exciting specifically due to the taboo against it.

Pilots are educated entirely separately from the rest of the children due to the specialized and intensive nature of their eventual profession. Though conformation to caste is enforced for Pilots in some very traditional colonies, generally even the more rigidly old fashioned colonies agree a Pilot can come from any caste. Representatives from the Pilot's Union visit each colony regularly and test the children under a certain age for pilot potential, measuring not just their innate spatial reasoning skills and aptitude for math, but the psychic and empathic skills that will allow them to successfully bond with an AI. High bond potential can even make up for relatively low scores in other areas. Those with enough potential are removed from the foalhome to the nearest pilot academy. They will live and train there for the rest of their childhood. Upon completion of the first year of training they will be tested again, with those that fail dismissed from the program and returned to the foalhome. Those that continue will receive their first pilot's rig and be paired with a ship.

### Technology

Kinnies lead the galaxy in terms of ship building and space faring technology, and their research and advances in xenoecology, xenobiology, and xenobotany are invaluable to the galactic community at large. It’s become something of a standard practice among the other races to consult with the kinfolk before establishing a new colony anywhere, and kinnie shipbuilders are highly sought after. Most notable of their technological achievements are their advances in AI and AI interfacing.

Kinnie ship AI is a marvel and largely responsible for the spread of Kinnie colonies across the galaxy. As most species first venturing out into the universe have discovered, space travel, especially at or near FTL speeds, is monstrously difficult, and the brains of most species simply cannot process the information fast enough or accurately enough to make regular flight viable. A supercomputer can make the calculations fast enough, but their ability to make quick decisions on their own is questionable, and relaying the information to a person, who then needs to process that information, make the decision, and relay that back to the computer, takes so long the entire exercise is rendered pointless. Additionally, when most species begin experimenting with space travel few have yet mastered miniaturization technology, and their supercomputers are huge and bulky, raising the costs of space travel significantly. There are myriad solutions to this, but the one which became the standard for Kinnies was to merge pilot with computer. Pilot rigs, a complex prosthetic implanted throughout a pilot's brain and parts of their nervous system, allows them to communicate directly and instantaneously with the ship's computer in a way that doesn't require the translation of information from person-readable to computer-readable and vice versa, saving a great deal of time. It also allows the computer to offload portions of its memory and processing to the pilot's brain, meaning there's less need for huge processors and memory banks taking up space on the ship. As technology advanced, the supercomputer was replaced with an advanced AI, greatly increasing its speed and ability to process the unique scenarios a ship might encounter in unexplored space. However, these AI's require extensive "training," and are far more effective when they are trained alongside a permanent pilot, developing their ability to understand and work with one another until they can operate essentially as one mind. Any pilot could communicate with and fly a ship alongside any AI, even if they had never met before, but far, far less effectively than a bonded pair.

The bond between a pilot and their ship is intense and somewhat romanticized by Kinnie culture. Pilots tend to become very dependent on the relationship, which may become unhealthy. A pilot may begin refusing to leave the ship for any reason, and cut off or neglect other relationships, sinking into depression. Pilots are expected to have regular checkups with a counselor employed by the Pilot's Union, who may recommend the Pilot's license be revoked if they determine the pilot's mental health to have declined too steeply. An overdeveloped bond is especially harmful in the event that the ship is ever destroyed, which is not uncommon for crews exploring unknown regions of space. Losing a ship will have a terrible impact on even the most healthy of pilots, and may leave them permanently disabled. But for a pilot with a particularly strong bond, losing a ship can be outright fatal. Few pilots who have lost their ship ever fly again.

### Art

A great love for music is common among Kinfolk. Kinnie music frequently features complex multipart vocal harmonies and layered sounds and often include the distinctive sound of the multiphone, a large, droning string instrument intended to be played by several people in tandem, which has been described as sounding somewhere between a harpsichord, a hurdy gurdy, and a sack full of crystal chimes falling down the stairs.

There are great kinnie artists of every medium and discipline, but traditional kinnie art tends to be utilitarian. Paintings and carvings on tools and the beams of a ship are common. Space tends to be at a premium on board a ship, so bulkier art forms like canvas painting or sculpture are rarely seen.

Kinnie textile arts are particularly renowned and a chief display of the forms and motifs common to kinnie cultural art. Blankets, tapestries and caparisons are richly decorated with dense patterns of plants and geometric shapes, favoring shades of black, yellow and red. What plants are featured is traditionally reflective of the environment the garment was made in.

Their oral and later literary tradition is rich and ancient, passing down stories first told before they left their homeworld. Learning to recite the most important of these stories is part of a young kinnie’s education, to ensure they are passed on accurately. As it is taboo to record some of these stories, the oral tradition is the only way they can be preserved.

### Religion and Spirituality

Kinnie spiritual beliefs are as varied and diverse as their cultures, but most involve ancestor worship. The largest revere either a specific pantheon of semi-mythical ancestors to all kinnie kind or worship of one’s specific genetic ancestors. The former, called Heroism, has both a radicle and an orthodox sect that divided a few thousand years ago over whether the pantheon was static, or if new ancestors could join it. The latter, called Exultism, is older, but both are notable for their impacts on kinnie culture even for those that don’t actively practice a religion.

As kinnie parents generally don’t raise their children personally, genetic familial relationships tend not to be close. However, kinnie children are almost always aware of who their parents are, and the genetic line of their birth parent going back many generations. Kinnie culture holds ones parents in the highest respect and reverence, regardless of religious affiliation. Betrayal of one’s parent is one of their highest cultural taboos.

It is a widely held cultural belief that the spirits of ones ancestors follow you, and in times of need a kinnie can embody these spirits, gaining access to their strength, skill, and some say even memories, though which spirits one might “kin” depend on religious and cultural background. Someone with an Exultant background would generally only kin their direct genetic ancestors. Orthodox Heroists would select their kins from the orthodox pantheon of 6 major and 6 minor heroic ancestors. Radicle Heroists are further divided into formal and informal. Formal Radicle Heroists have a centralized structure and maintain a pantheon with new heroes added periodically by the clergy according to strict rules and rituals. Informal Radicle Heroists are not centralized and may choose to kin any non-living figure, though different churches draw the line of what may or may not be kinned differently. The most popular, and the one culturally emulated most often even by kinnie who are unreligious, allows kinning of even non-kinnie species, as well as fictional characters. It is very common among secular kinnies to kin popular characters from movies, novels, and games.

Though the No Doubles doctrine has been declared heretical by both the Exultant, Orthodox Heroist, and Formal Radicle churches, it is still considered somewhat rude to bring up kinning someone another person present kins, and it’s considered unlucky to have doubles on the same crew.

### Crewmance

Of the constants that bridge Kinnie culture regardless of location, the most significant is their approach to romantic and familial relationships, or “crewmance.”

The goal of any young kinnie is to find a crew- a group of minimum three to six or more romantic partners and a ship with which to leave behind their home colony and venture out into the universe in search of adventure and, ultimately, new uninhabited planets to colonize. Upon reaching maturity, they'll spend the next several years pursuing a crew, usually experimenting with several before finding a long term commitment.

A crew must have, at the very least, a captain, an engineer, and a pilot—known as the Essential Trio— to be considered legitimate. A gunner and a doctor, for example, may begin a courtship independently, but they won’t be a crew and will have difficulty attracting one if they cannot, at the very least, first attract a pilot.

Pilots are considered extremely desirable, being the one thing no crew can do without and seeing as their bonded ship will be not just a vehicle but a prospective home for any eventual crew. As such, pilots generally have little difficulty attracting proposals and in fact generally report receiving far more offers than they’d like, even after they’ve formed a crew. This is especially true for pilots that completed their training with a particularly high ranking. S and A level pilots can expect to be courted by the best crews in the galaxy and to have their pick of partners. Even D level pilots can expect no shortage of offers, but their options may be significantly less glamorous. For a captain looking to form his first real crew, attracting and keeping a good pilot is the first order of business.

The title of captain is one that often causes confusion for non-kinnies, who assume the captain must have some sort of power or authority over the crew, and that the crew exist to serve them. This is dangerously incorrect. The captain has no more power over the members of their crew than any person in a relationship has over their partners. They can’t force their crew members to stay or go, or punish them if they disobey. In reality, the captain is more of a designated tie breaker. Their primary function is to have the final word on decisions for the crew, especially those that need to be made quickly without time for debate or discussion. A crew exploring unknown parts of space may find itself in dangerous situations fairly often, in which any delay to action might be deadly. It is the duty of the captain to steer the crew through these situations with confidence and consideration, always prioritizing the safety and happiness of the crew. Their decisions may be questioned later once the danger is passed, but to question them in the moment would eliminate the purpose of having a captain. Issues that do have time for debate will almost certainly be debated by the entire crew, but if a consensus can’t be made, the captain makes the final decision, and accepts responsibility for any resentment by those that don’t agree with the choice, as well as the outcome of the choice itself. In addition to streamlining group decision-making, this also helps minimize conflicts between other members of the crew.

The engineer completes the essential trio, being the one responsible for keeping the ship in the air despite whatever unknown conditions it may fly into. Their bond with the ship is similar in intensity to the pilot’s, but where a pilot’s bond is emotional, concerned with the mind of the ship, an engineer’s is physical and focused on the body. There must be complete trust between the engineer and their captain and pilot. Both rely on the engineer to keep the ship in the air, and must make decisions based on the information the engineer provides about the state of the ship.

Of the Secondary trio, the other half of the most common crew roles, the most often filled is the First Mate. The first mate assists the captain in his duties and advocates on the behalf of the crew, and is generally responsible for distribution of duties. They also generally have some kind of specialty they add to the crew, such as skill in a particular science or familiarity with an alien culture. Aspiring first mates hone these specialties as part of attracting a crew. It’s not uncommon for aspiring captains to spend time as first mates even after completing a traditional apprenticeship. This additional experience helps increase their familiarity with not just the captain’s duties, but the work of the rest of the crew. For captains who might otherwise have difficulty attracting the crew they want- whether due to a lackluster apprenticeship or poor social skills- having this on their resume can up their attractiveness significantly.

The doctor is a critical position to fill for crews that plan to venture into particularly dangerous areas of space. While pilots receive some medical training as a matter of course and taking classes in field medicine is a common way of increasing ones appeal, there’s no substitute for having a properly trained doctor on the crew when things go wrong.

The most controversial of the primary six roles is the gunner, who are in charge of security and defense of the crew, particularly when away from the ship, though they also man the ships secondary weapons, assuming they have any, during ship based conflicts. Some groups believe it’s an unnecessary role, and that a skilled captain should be able to avoid violent conflicts. People of this opinion often advocate for a formal replacement of the gunner role with the far less common ambassador role. But it’s a much more widely held opinion that the dangers exploring crews face are often something even the most skilled negotiator or ambassador couldn’t resolve without violence.

Beyond these primary roles are numerous niche roles such as counselor, ambassador, chef, scientist, or rat. Kinnies aspiring to one of these roles face a challenge in finding a crew, as most young crews are more focused on filling the essential trio or rounding out the primary six. Generally, they either end up joining an already established crew, which can present its own issues in integrating with the existing relationship dynamics, or they attach themselves to a pilot or captain without a crew and together build a new crew around the niche role.

How these relationships develop depends upon the role on the ship the participants fill. Kinnies believe there are six distinct types of romance, and that different crew roles lend themselves to particular forms of love.

Kinnies have no concept analogous to the human understanding of gender, though some may adopt gendered pronouns when speaking with a species that uses them. In some aspects, crew role is the closest equivalent, in that it is a social construct that defines ones place in society and which is associated with a variety of stereotypes. However they should not be treated as interchangeable.

## History

Much of both kinnie prehistory and early history is highly theoretical, as the kinnie home world was lost a few thousand years ago, not long after the discovery of space travel. It’s believed they abandoned their home world to escape invasion from a hostile colonial alien species, and that is was this which motivated their spread out into the galaxy to begin with. Though there are many theories about the location of the original kinnie homeworld, its precise location was lost when it was abandoned and no proposed location has ever been formally accepted.

It is believed that the earliest recognizable ancestor of the kinnie evolved from a more typical ungulate-like species during an extended ice age on their home planet. It’s thought that this early ancestor already had six limbs, highly unusual for a mammal, due to some unknown unique evolutionary influence, and that developing more simian traits somehow helped these early ancestors survive the intense cold and sparse food supply of their icy planet. When the planet moved into an interglacial period, the seas rose significantly, covering the vast majority of the planet’s land masses, leaving only a few isolated island chains. The kinnie ancestors became concentrated on these islands and branched into many different sub species which would, over hundreds of thousands of years, interbreed and die out and become the modern kinnie species. Technically speaking, there are still several genetically distinct sub species present in the modern kinnie population, but all are capable of interbreeding and not meaningfully distinct from one another outside of a scientific setting.

The first kinnie civilizations emerged on large fertile volcanic islands near the planet’s equator, and already at this point had a cultural value for exploration, traveling out in small groups (the precursor to modern crews) to discover new islands and the resources and space their civilization required to grow. A few thousand years later the first of these civilizations met and began trading and traveling. It’s worth noting that, as far as can be told from the limited records remaining, even in these early days the kinfolk never had any large scale conflicts between their various civilizations, and never independently developed a concept of war. While small skirmishes and violent conflicts did occur, nation never mobilized against nation.

Many thousands of years later, they continued the legacy of their explorer ancestors by beginning the push into space, their technology towards this end advancing rapidly. At some point after this, their various world governments came together to build a massive fleet of ships and abandon the planet, fleeing unknown enemies. They scattered over a wide area and settled on numerous planets, but remained in contact and still consider themselves a unified people. Soon they began sending ships back and forth between the new colonies and the modern Kinnie civilization was born.

## Naming Conventions

Kinnies generally have six letter names. Pilots often go by simply “Pilot” as, when they become pilots, they and their ship are each assigned a complex binary signifier which combines to form the ship’s call sign, and pilots often adopt this as their formal given name. These are used during ship to ship communication, as well as between the pilot and their ship itself.  They’re faster and more accurate than traditional names in a digital setting, but far too long and complicated to use in face to face communication. Pilot is thus used in place of a name in most public and formal occasions. In private, some may still use their childhood name with members of their crew. A pilot sharing their childhood name is considered overtly romantic, and for someone given that name to then share it with others is considered the highest breach of trust.

## Named/Notable Characters

### Malfon

The heir to a long and prestigious line of councilors and ambassadors, Malfon caused something of a scandal in his home colony when he declared his intentions to be a Captain. The colony was a progressive one, but not so progressive that seeing such a well-known family line changing castes didn’t cause some upset. Malfon seemed to enjoy the scandal, using the infamy it brought him to his advantage in increasing his own profile, and in attracting a very dramatic and very public series of romantic flings which gained him further scandalous reputation. Regardless, Malfon secured an extremely enviable apprenticeship with a highly renowned and respected Captain. It was generally assumed that she was setting herself up for a prestigious planetside political career, aiming for an eventual spot on the intergalactic council, though rumors continued to circulate about their alleged romantic entanglements, including some which implicated her mentor. Despite her pedigree and excellent apprenticeship, in part due to these rumors she had few serious offers from crews and seemed likely to have difficulty finding a permanent crew.

He maintains an air of aloofness that causes many to dismiss him as vain or shallow. However she is not to be underestimated, with a keen strategic mind and a skill for manipulation. He can also be a bit of a hedonist, with a passion for rich food, fine clothes, and good company.

### Gimlet

Gimlet was raised in a remote and highly traditional Exultant colony and trained as an Engineer in accordance with her caste and apprenticed for several years. She was known to be quite capable, reliable and dedicated. However her somewhat abrasive personality and quick temper made it difficult for her to find a crew once her apprenticeship was over.

Her skill as an engineer is middling, but her loyalty is second to none. She enjoys kinnie folk music and human western movies.

### Pilot

Pilot grew up in an average colony, and was well known in his pilot academy, both for his spectacular scores and general skill as a pilot, and because he was singled out early on as a prime candidate for over-bonding with his AI. Physically small and socially anxious, no one was surprised when he left the academy with no close friendships and almost immediately stopped leaving his ship. He was practically a walking stereotype. Pilots are rare and needed everywhere, so he was allowed to continue through his training despite the obvious signs. However he was likely to have his license revoked eventually for his own health. As a result, despite his considerable skill, most respectable crews wouldn’t touch him. However, since joining Gimlet and Malfon he opened up considerably, and might have proven the predictions about him wrong, had the world not ended.

When nothing is triggering his anxiety, he’s a laid back and goofy person who loves Jimmy Buffet and adventure novels. He’s always dreamed of going on a real adventure.

## Trivia

Kinnies, being as widespread as they are, are not an uncommon site on any populated planet, and live alongside most other space faring species quite well. Although it’s rare, it’s not unheard of to even see a non-kinnie accepted into a kinnie crew.

## Etymology & Inspiration

I was inspired by homestuck to make another alien species based on an internet subgroup like trolls, thus kinnies. Everything else just spiraled out from there. There’s also some obvious influence from Andalites.

## Gallery

Malfon's profile cardGimlet's profile cardPilot's profile cardA random kinnieA random kinnieA random Kinnie