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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? 

Default: None.

This skill represents the art of drawing magical symbols, which involve Celtic Oghams with Sylvan symbols drawn through them.  This is part of the ritual for casting spells, but no roll for it is required in order to cast spells.  However, your skill level in any spell can never be higher than your skill level in Symbol Drawing. 

In order to use Symbol Drawing to cast spells, you need a way to draw them.  You can always draw them with charcoal/chalk/ink/etc. but that may not be practical on the go.  Instead, you can roll with this skill to create an Implement, a tool that allows the symbols to be drawn in the air.  The process takes one hour and can only be attempted once per day.  Common Implements include wands, staves, rods, little magic rocks, and daggers, but you could use anything you could draw precisely with.  On a success, you can use the Implement to draw symbols in the air and cast spells.  On a critical success, you have a +1 bonus to Symbol Drawing and all spells for the next 24 hours.  On a failure, you fail to attune to the object.  On a critical failure, the object is also destroyed.  Your Implement can only work for you, and you can only have one attuned at a time.

If you speak Sylvan natively you get +1 to this skill (only if it's your first language or if you spent the 6 points it at Native level as a second language). Most people pick up Sylvan as they study Symbol Drawing.

  • If your Symbol Drawing is 12-14, your comprehension level is Broken.  You can understand important words and understand simple sentences if they are spoken slowly. 
  • If your Symbol Drawing is 15-17, your comprehension level is Accented.  You can communicate clearly, even under stress, but you have a heavy accent. 
  • If your Symbol Drawing is 18+, your comprehension level is Native. You can pass for a native speaker.

For more information about communicating in languages you're not quite fluent in, see Social Characteristics

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