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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? 

Nightshade has been working in the Garden of Simple Pleasures for years, and recently inherited leadership of it.  She has a certain magic touch that can give someone a feeling of pure ecstasy, as well as an empathic sensitivity to those around her, which makes her really good at her job - both parts of it, the customer service part and the leadership part.  Nightshade is caring to those in her care, and vengeful to those that wrong them.   

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Gabriel is...
Higher Purpose (Spread the Faith)If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus...  and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.
Power Investiture 1 (Messenger)Increasing your PI level will increase your effectiveness with spells and unlock new ones.
Blessed You sometimes receive wisdom from the heavens. After spending at least one hour in prayer, you see visions or witness omens that have some bearing on future events. Work out the details with your GM; for instance, the God of Fire might require you to stare into flames for an hour, after which you hear a voice in the flames. The GM rolls secretly against your IQ to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, devout Christians sense your special status and react to you at +1.
Charisma +2You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls, p. 359); and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.
Danger SenseYou can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong... The GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger. Please remind us constantly if you have this.
HonestyYou must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise. This is a disadvantage, because it often limits your options! Make a self-control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities!
Sense of Duty (Christians), and Sense of Duty (The Downtrodden)You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help.

Holy Advantages
Holy is a modifier that you can apply to many of the advantages you take (requires approval).  Holy abilities depend on the possessor living a virtuous life. If  he  transgresses, he loses his power – although his god won’t endanger him  unless  the  sin  is  terrible.  To  recover  his  power,  he  must offer significant penance:  2 wealth, a full month of fasting, a major quest, etc. When a Holy ability requires a roll, add your level of Power Investiture to it.  Making an advantage "Holy" makes it cost 10% less.

Playing a Nuntius
  • You can think of the disadvantages that come with this template as "prerequisites" for the archangel's faith in you. If your character ever develops in such a way that you lose those disadvantages... it won't be pretty. 
  • It costs 35 points to apply this template. 

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