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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? 

The GMs will love to read any amount of description you want to write, but other players just want a TLDR... This section is for the other players. For right here, about 50-150 words will do it (no, no one's going to count). Tell us what the character is like, as if you're explaining them to a friend who can only talk for a minute before they have to go. "Elevator Pitch," if you will.  If you want to give more information than that, it's optional but encouraged, and there is more space for that down below! 


Here is how to fill in the info, you can delete this whole section:

  • Description above doesn't need to be done now, just hit Save and you can come back to it later. 
  • Name = the character's name. 
  • Title = the player's name. 
  • Family = leave blank unless you want to be part of one of one of these families or make your own important family. 
  • Race = choose one by going here: Playable Race
  • Location = where you live.  Leave blank if you're not sure.  The Badger Den: Tenement Building is a good default starting home. 
  • Tags = leave blank. 
  • Type = PC (Hero) or PC (Buddy)
  • Age/Gender/Pronouns = self-explanatory. 
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You can come back from the dead! No matter how sure your foes were that they killed you, you didn’t really die. Work out the details with the GM. Every time you come back from the dead, you use up one Extra Life – remove it from your character sheet and reduce your point total by 25 points. The GM may wish to let players spend earned points to buy Extra Lives in play.

Copy: When you die, you revert to a “backup copy.” To create this copy takes minutes or hours, possibly at a special facility. Details are up to the GM. Make a copy of your character sheet whenever you update your backup. If you die, you revert to those statistics, losing any traits or character points acquired since then. Note that a copy exists before you die. You must tell the GM where you store it. You will return to life at that location . . . and if your enemies discover where you store your copy, they may tamper with it! -20%.

Requires Body: You come back in disembodied state – for instance, as a spirit or a digital copy on a computer. All your experiences and abilities are intact (unless you took Copy), but you cannot interact with the physical world at all until you acquire a new body. This might be a clone, an undead corpse, or even a robot “shell.” -20%, or -40% if the required body is illegal, rare, or expensive (GM’s decision).

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