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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? 

Kyna is a odd fae who chooses to not use magic at all but instead relies on her skill with her swords she wields.  She fought the demons attempting to take Luachmhar and despite her being physically weaker and much less skilled using the sword compared to how she would be in the future she not only managed to survive but take out many demons in the battle.  As a reward for her bravery the angles bestowed a gift onto her that was unique for her kind since her wounds would mend themselves much faster than normal.  To this day she remains convinced that demons are going to hunt her down for what she did to them and is always ready despite none coming for her and she has a dislike to all cambions and still strikes down those who worship demons to this day.

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  • Magery 0 and Wish Only Magery 3 You have Magery 3; it only applies when you are using spells in pursuit of granting a wish.
  • Wild Talent, Wish OnlyOnce per scene, when it would help you grant a wish, you can simply do things without knowing how. Once per game session per level of this advantage, you may attempt a roll against any skill, using your score in the appropriate attribute: IQ for IQ-based skills, DX for DX-based skills, etc. You do not incur any default penalties, but situational and equipment modifiers apply normally, as do any modifiers for advantages or disadvantages. Wild Talent does apply to skills that normally have no default, provided you meet any advantage requirements. For instance, you could cast unknown magic spells provided you had Magery. Wild Talent has no effect on skills you already know.
  • Answer the CallWhen someone spends a point of Leverage to call out to you, you can choose to roll versus Will to instantly go to them. After rolling, but before results are determined, you can spend any number of Leverage that you have on them to improve your roll (+1 per Leverage). On a critical fail, you have a mishap determined by the GM. On a fail, you don't manage to go anywhere. On a success, you appear at their side. On a critical success, you arrive and then take up to two seconds to assess the situation, and then you can immediately take them back to where you were. Unless you get a critical success, the amount of objects/people you can take with you is limited by your Basic Lift.
  • EmpathyYou have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! You also get a +3 to Detect Lies.
  • Your Wish Is My CommandWhen your Master makes a wish, they gain a character point. When you grant the wish, gain a character point and Leverage on your master.
  • LampYou have a "Lamp" (which could be any appropriately-sized object of your choosing) that you call home. You, and only you, can go inside, where you have a simple bedroom. You can bring in and take out posessions up to your Basic Lift. Your Master can summon you out of it by shaking it, cleaning it, or whatever makes sense for the item. If someone steals your "Lamp," they become your new master. When you grant your third wish and change masters, the Lamp falls into the posession of your new one. You can never move or manipulate your own Lamp.
  • Acquired Language (depends on master)You speak Genietongue natively. The first time you hear your master speak, you gain that language natively as well. This persists until you gain a new master and hear them speak.
  • One-College Magery 2You have Magery 2 in the college that matches the type of Genie that you are.
  • Duty (Qarin)Mechanically, your Qarin is a Duty, which is a type of Disadvantage.
  • Secret (Genie)You may not want to go shouting out in the town square that you are a Genie that has to do everything your master wishes. If you do, and if people don't assume you're mad, then you and your current master are likely in danger! Those who seek power will likely try to steal you away for their own ends. Your Qarin still continues despite this, and you will most likely have to suffer through their three wishes before returning to another Master whom you trust.
  • Vulnerabilty [Opposing Element, x2]You take x2 damage from your race's opposing element.
  • Compelled by True Name
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