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The isolated Isle of Luachmhar (pronounced like 'Lockmer') sits now in the Irish Sea, a thin barrier against the progress of Norman expansion. The Vikings settled this land long ago, and still lay claim to its soil; but no king has truly conquered the teeming wilderness and independent spirit of its peoples. Longships often dash against the rocks which guard the island's shores, and far travelers speak quietly about the unspeakable dangers that lurk deeper into the land.

Residents of the island, though, find these tales laughable; it's a place to live, like any other. A number of small communities populate the island: Tullach Port, Inishmore, and Ballingort, made of a handful of clans each. There are also some eccentric and accepting folks in GlaisinkylIf one uses their wits, and trusts the wisdom of their fathers, they can avoid all of nature's pitfalls and reap her bounties. 

Reality, however, falls somewhere in the middle. The island's isolation makes it the ideal home for any folk who wish to avoid prying eyes; Faerie, Cambion, Nephilim, Genie, Werewolf, and even Vampire may be found along its shores (just to name a few). This has long been the case, and many otherwise mortal natives of the island have "supernatural" ancestors somewhere along their family line, even if they don't know it. 

However, wherever those of the "other side" congregate, so too do any number of maledictions, beasts, and demons. Far from the prying eyes of the mainland hunters, dangerous beings do indeed roam the island and its surrounding waters. Many wish the same as the human residents - for peace in isolation - but others seek strong prey, whether by way of flesh or of innocent souls. Such is life, though; if you're crazy enough to wander in the wilds at night, only God knows where you'll turn up.

And, of course, the Mountain holds its secrets; The Monastery guards the entrance to a Nexus, which The Slingers, a loosely organized cadre of mages, help to keep watch over. It calls upon otherworldly energies, allowing spirits to pass through into our world, as well as spreading Mana for mortal use. This Nexus is a battleground for power in the spiritual realm, and these beings often involve mortals in their struggles for control over the endless fountain of energy.


Medieval fantasy RP! Drama! Intrigue! Romance!

The system we're using is GURPS 4e, but we've tailored the experience to be a breeze for newbies and experienced players alike! Pretty much all source material is contained within Kanka (exception: spellcasting), so finding what you want will be a breeze.

Play-by-post. Living World. You know you're the hero in your own story, but are you the villian in someone else's? 

Short description of your character goes here. Please write about 50-150 words (no, we're not going to count them) about who your character is and anything another player might need to know about your character while RPing with you.  You don't have to say much about their appearance if the picture says enough, but if they have an accent, any weird mannerisms, anything remarkable about their appearance, any rumors about them floating around, etc., you should include that here. It's also helpful to include a quick snapshot of their personality and where they came from. 


  • Height: 5'5''
  • Weight: 120lbs. 
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Optional other details. 

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  • Alternate Form (cat)You can concentrate for 10 seconds in order to transform into a cat.  You have black fur, pointed ears, and a white marking on your chest.  The cat form keeps the same weight as your humanoid form, and is about the height of a large dog.  Your traits and numbers all remain the same, but you also gain: Darkvision, Sharp Claws, Sharp Teeth, DX+2, Talent (brawling, jumping, climbing, survival, tracking) +2, Quadruped, Cannot Speak, No Fine Manipulators, Social Stigma (Animal), Horizontal, and Headpats: (The first time someone tells you a secret because they think you are an animal that doesn't understand, gain Leverage on them.  The first time someone pets your animal form and you enjoy it, give them Leverage.  The first time someone admires your animal form, gain Leverage on them.)
  • CatfallYou subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall (see p. 32). To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
  • Speak with FelinesYou can converse with felines. The quality of information you receive depends on the beast’s IQ and the GM’s decision on what the animal has to say. It takes one minute to ask one question and get the answer – if the animal decides to speak at all. The GM may require a reaction roll (+2 to reactions if you offer food).
  • Feth Fiada

    This advantage is only available to those with faerie blood. 

    You can become invisible at will, but with the following limitations:

    • You must stand very still and close your eyes for three seconds to activate this ability. 
    • You are always visible to faeries and those with Second Sight.
    • If you are in someone's line of sight when you activate this ability to become invisible, they can still see you. 
    • This ability functions as Glamour for the purposes of being dispelled. 
    • There are other ways to see through it.  (Hidden Lore (Faeries)

    This ability comes with Second Sight, you don't have to purchase it separately. 

  • Unaging
  • Glamour 1
  • A Promise Is A PromiseYA Promise is a Promise: Whenever someone makes a promise to you (including if it's a deal), they gain a character point. Whenever someone breaks their word to you, you immediaetly know. You gain a character point, Leverage on them, and take +2 to your next roll to get vengeance.
  • Pointed Ears

    When someone catches a glimpse of you out of the corner of their eye, they could have sworn you have pointed ears.

    When encountering you with your ears uncovered for the first time, a person may roll against Per-2. On a fail, they don't notice. On a success, they briefly notice, but only out of the corner of their eye.  On a critical success, they can see your pointed ears even when looking straight at you.

    If you confirm for someone that your ears are pointed, or if they learn of your Sidhe blood, they can see them permanently. 

  • Capricious

    Your moods are totally unpredictable.  One minute you are happy and laughing, the next you are ferociously angry or burst into tears.  People who know you are extremely wary around you, since they do not know how you will react to anything they do or say, so they react to you at -2.  If you are in a position of authority, or have the power to get your own way due to physical or magical power, your subordinates are afraid of you and react at -4. 

    In any stressful or emotionally-charged situation, roll 1d.  On an even number, your emotions stay the same.  On an odd roll, your emotions become completely different.  You may also make this roll whenever you see fit, and the GM can ask for it at any time. 

  • SmallYou are physically quite small, below average when compared to most humans.  Your height is under 5 feet and your weight is under 120lbs. This gives you -2 ST when you resist knockback.  You get -2 to Disguise and Shadowing. Your HT may not be above 14.
  • Curious

    You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”).

    Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often . . .

  • Cold Iron: Vulnerability Cold x3, and Revulsion

    You take extra damage from cold iron. Whenever an attack made with a cold iron weapon hits you, the GM applies a special wounding multiplier of x3 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

    Whenever you come in contact with it, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest it, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes.

  • Extra SleepYou need a total of 10 hours of sleep per day.  You love naps!
  • Secret / Social StigmaIt's inadvisable to announce your nature in the human settlements.
  • Numbers Per +1, Will +1, Talent +2 ( Camoflage, Climbing, Naturalist, Stealth, Survival, Tracking )
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