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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? 

I wish that I knew more about how I came into this world and why I am the way I am.  I, to the best of my knowledge, have always been unnaturally weak and frail but how could this have happened to me and where was I truly born.  So many unanswered questions but at least I know that wherever I am from and whatever I am I am not human at least not fully, my bright red eyes are enough to convince me of that.  I have no idea why the first memory I have is from such an old age I mean 10 years I lived with no memory?  Perhaps I was created or summoned here regardless what I do know is that no one deserves to suffer as I did all those years ago nearly starving to death in the woods.  If not for the old man I would have died and wouldn't have never been able to help those in need and find the truth about myself.  Whatever it takes, I will discover what happened to me and why I am like this while healing and rendering aid to those who need it along the way. 

When someone asks you for advice, gain Leverage on them. When you give someone advice (whether they asked for it or not!), they get +1 on rolls made to follow it. If they follow your advice and then later tell you about it, gain one character point.  When someone presents you with a problem they are having, you must make a Self-Control roll to avoid proposing a solution. You also get +1 to Body Language.