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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? 

son to the formerly great Dublin Viking clan, Sealgair was part of the troops for another raid on the isle of Luachmhar by the greater Viking clans demands. the expedition arrived at the isle when sealgair was only at the young age of 16 landing on the far side of the isle from civilization. The plan was to conquer smaller encampments before turning towards Tullach port. however the plan was destined to fail as many of the troops were unready with equipment meant for colder environment they given up on it, and as the first day ended many became prey to wild werewolves and vampires. with an original force of 200 man strong about 100 died in the first 2 weeks of the expedition but far worst came after as the force trad into a sacred area to fae the expedition members were ferocious warriors but the fae were blessed with magic and using a ritual spell cursed them to become wondering shades however sealgair had escaped before the ritual ended be it by dumb luck or the will of the gods his instincts told him to run and so he was left the last survivor of the expedition.

-athletic combat style relies on hit and runs or quick sneak attacks

-cursed by the fae to lose half of his life wondering the isle as a shadow (shadow form in day light)

-no magic of his own uses either skills honed by practice, magic items or repurposing his curse to gain some advantage 

You can detect the location and size of objects by sensing vibrations with your skin, whiskers, or antennae. You must specify whether this ability works in the air or in the water.

Vibration Sense is not a substitute for vision. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark chamber, you would have only a vague notion of the size of the area, but you would be able to sense a barrier before you ran into it, and could find openings by sensing the flow of air or water.

To use Vibration Sense, make a Sense roll. Consult the Size and Speed/Range Table (p. 550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind (in air) or swift currents (in water) will generate “noise” that interferes with your sense. Find the speed of the wind or current on the table and assess the relevant speed penalty

A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to your Sense roll also apply to your attack roll, but can never give you a bonus to hit.

If you would like your Vibration Sense to work both in the air and in the water, increase the cost by +50%.