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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? 

Ivy lived on the streets for most of her life without ever knowing her parents. She lived by stealing from whoever she could. One day, she managed to almost managed to rob a high ranking bounty hunter before getting caught. The bounty hunter was so impressed that he offered her to take her in, which she agrees with. With Ivy being a apprentice of a famous bounty hunter, she earns herself the name "Nightfall" where she specializes in bring her targets alive. But one day after catching a monk, she is called "The poison of this world" and it hits her really hard. So she decides to go rogue and abandon being a Bounty Hunter all together and gets a bounty on her head. She becomes a Cleric named "Ivy" to hide from her brother and sisters that are after her.


  • Height: 5'0''
  • Weight: 100lbs. 
  • Careful, she doesn't seem to really like strangers so it's pretty hard to earn her trust.
  • Warm blooded, she does pretty badly in warmer climate so she tends to stick in colder places.
  • Vain, you may say things about about her but she doesn't seem to really care.
  • Bare minimum, she always completes her job well, but she only does what she is supposed to and nothing more.
  • Quirk

Optional other details. 

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You take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonorable” (whatever that means to you).

Please use the "Note" section of your abilities page to detail how this ability works for you and how its point cost was calculated. To do this, you'll want to view the full text here: Code of Honor

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