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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. 

Default DX-5

Attacking with Nets

A net is a thrown entangling weapon. The target may dodge or parry it. If he successfully parries with a cutting weapon, he damages the net; treat a net of any size as a diffuse object with DR 1 and normal HP for its weight. If the target fails to defend, he is entangled, and cannot move or attack until freed.

To escape, the victim requires at least one free hand, and must make three successful DX-4 rolls. Each attempt counts as a Ready maneuver, during which time the victim may take no other actions. Animals roll at an extra -2, as do humans with only one hand available; rolls to escape from a small net are at +3. If the victim fails three consecutive rolls, he becomes so entangled that he must be cut free.

It is also possible to escape a net by damaging it. The victim can only use attacks with reach “C,” but they hit automatically. Use the Breaking a Weapon rules (p. 401) – but treat a net as diffuse (see Injury to Unliving, Homogenous, and Diffuse Targets, p. 380).

You may also use a small net as a melee weapon. It has a reach of 1 or 2 yards. Handle the attack as per Lariats (above) and the victim’s attempt to break free as per Bolas (p. 410).

Attacking with CloaksThis is the skill of using a cloak or a cape as a weapon. It covers the use of two types of cloak: the waist-length “light cloak” (any cloak, cape, or coat weighing less than 5 lbs.) and the fulllength “heavy cloak” (any cloak weighing 5 lbs. or more). Offensively, you can use a cloak to entangle an opponent – see Special Melee Weapon Rules (p. 404) for details. You can also snap a cloak in your opponent’s face or simply use it to block his vision, either of which counts as a Feint maneuver. Defensively, a cloak works much like a shield. It provides a Defense Bonus (+1 if light, +2 if heavy) and gives a Block defense equal to (skill/2) + 3, rounded down. A cloak is not as robust as a shield, though! A light cloak has only DR 1 and 3 HP, while a heavy cloak has DR 1 and 5 HP.


To use a cloak as a shield, put points in Shield.

See also: Buying Weapons and Armor