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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? 

Many who have met him would describe Fínn as mercurial, the roving warrior might one moment be downing ale and singing along with a room full of fellows then the next stone faced and distant as he slaughters everyone around him. The change from the jovial reveler to cold hearted warrior can be as sudden as a heartbeat. Few come to know him as more than a stranger, a drifter who rarely remains anywhere for long. But he is quick to make friends with those he meets when given the opportunity, and just as quick to kill if needed.


Quirks:

  • Almost every inch of his skin is covered in spiraling tattoos of Celtic knotwork with various symbols. The most distinctive is the mark of the Mór-Rhígean above his heart
  • Pick
  • some
  • more
  • quirks!

Appearance: 

  • Height: 6’2
  • Weight: 240
  • Dark red hair shorn on the sides of his head and the rest  tied into a braid that hangs to his neck. His cheeks are bare except for a mustache and long braided goatee.
  • Pale freckled skin
  • Bright green eyes
  • A soft Irish accent 
  • Pic is mostly accurate.
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