Kinhaven: Tend. Wonder. Resist
Par Roll Play Studio
Statut actuel
À venir
Fin de campagne : 05/11/2026

A land worth protecting
Kinhaven is a land of deep forests, wide grasslands, desert dunes, and fogbound islands, and it is home to many kinds of animal-folk. Most of them live in small villages among their own kin. Others make their lives in busy towns where fox and tortoise, hawk and bear, work and trade and celebrate side by side. Magic is part of everyday life here, carried by healers, herbalists, and those who listen closely to the spirits of the land.
It is also a land under pressure. Ships from the Kolumbidae Empire have been arriving along the coast, bringing soldiers, mining equipment, and logging camps, along with the belief that Kinhaven's forests and mountains are theirs to take. The people of Kinhaven are answering that pressure together, each in their own way.
Kinhaven is a tabletop roleplaying game about living in that world. It's about caring for a place and the people in it, noticing the wonder that is still there, and standing up for it when it matters.
Tend. Wonder. Resist.
Where things stand

The Core Rules Manual is written and laid out. A playtest preview is available now, and feedback from the tables playing it will help shape the final book. Cultural consultant readers from a range of backgrounds have read through the setting, and their insights have made it more thoughtful. The cover is finished, painted by Ariko Rmdn.
What the book still needs is its art. Right now, pencil sketches hold the places where finished illustrations will go. This campaign is here to fund that artwork.
What your support pays for
Pledges will go toward commissioning illustrators for the Core Rules Manual. That means portraits of the animal-folk, the tools and weapons they carry, the places they call home, and a handful of full-page scenes.
The book itself isn't getting bigger. The goal is to give the book that already exists the illustrations it has been waiting for, so the people and places inside it are easier to picture, and easier to care about.
The world

The people of Kinhaven belong to three loose kingdoms. The Mammalia are the furred folk. The Aves are the feathered folk. The Herpetón are the cold-blooded folk. These kingdoms are shaped more by kinship than by borders. Each governs itself and keeps its own traditions, and all three have set their differences aside to face the Empire together.
The world of Kinhaven draws on the many ways people around our world have built communities, welcomed guests, cared for one another, and found meaning. No single culture is treated as the default. Signed languages, mobility aids, diverse body shapes, and many ways of being are simply part of ordinary life in Kinhaven.
Playing Kinhaven

Kinhaven uses a single twenty-sided die. The rules lean towards streamlined, intuitive, and easy to learn.
The Core Rules Manual includes 28 playable species, from Otter Folk and Raven Folk to Tortoise Folk and even humans. Characters follow one of three archetypes. Guardians look after and protect others. Mystics work with herbs, spirits, invocations, and enchantments. Cloaks move quietly and rely on their wits.
There are weapons, armor, and rules for combat, and sometimes a fight is what the moment calls for. It just isn't the only way forward. Conversation, care, craft, and quick thinking can carry a story just as far.
The book also offers guidance for creating your own species, equipment, skills, and magic, so each group can add to the world in ways that fit their table.
The manual was laid out to be easy to read, easy to scan, and easy to find your way back to a rule in the middle of a session. It's meant to feel welcoming at a table where some players have been doing this for years and others are rolling a die for the first time.
About me
I'm Tucker, and Kinhaven is a homemade project, written and designed from my home just outside Seattle.
I work as a user experience designer, and the things I care about in that work, like clarity, accessibility, and careful systems, have shaped how this book reads and how its rules fit together.
I'm also a parent, and I've spent a lot of years sharing tabletop games and fantasy stories with my kids. Kinhaven grew out of those evenings, and out of the hopeful animated films, cozy fantasy novels, and community-minded games we loved along the way. I wanted a game where kindness and courage both have a place, and where people looking after each other sits at the heart of the story.
If Kinhaven feels like somewhere you'd like to spend some time, I'd be grateful for your help filling its pages.
Coming Next: Enhanced Rules Manual

Kinhaven's Core Rules are built to be complete and easy to pick up. For tables that want more, the Enhanced Rules will follow early next year. It's a roughly 170-page companion that adds crunch, nuance, and tactical depth without replacing anything. Every system is opt-in, so groups can add one piece at a time or use all of it. Play 3d6 for a less swingy game, add Breakthroughs and Fallout dynamics to rolls, and track Focus and Exhaustion. Characters get finer-grained attributes and richer inner lives, and each species gets its own detailed hearing, sight, movement, and natural attacks.
The expansion touches nearly every part of the game. It adds skill clusters and martial traditions, specialized Roles for Guardians, Cloaks, and Mystics, and scalable Mystic Arts. Weapons and armor interact through damage types, reach, and encumbrance. Combat gets the deepest overhaul: facing, cover, holds, knockbacks, and lasting injuries.
The Enhanced Rules raise the ceiling on how detailed and crunchy the mechanics can get in granular, opt-in ways that keep the game cohesive and customizable.
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