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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? 

Giola is a learned Christian monk, who serves the Isle of Luachmhar as a runner between the various communities and the mountain monastery. He also tries his best to serve the people of the island spiritually, offering a listening ear and a comforting hand whenever he finds someone in need. He often stays in Tullach Port for many nights, but returns to The Monastery often to bring supplies and carry messages.

He has a dark secret; he was born a werewolf. Abandoned by his parents and raised by the kind monks due to his terrifying condition, they taught him to keep his emotions within, and to live ascetically. During every full moon, they bind him in his chambers until the night is over, in order to protect the town and himself from what they see as a violent, raging madness. Rarely, he escapes and prowls the night.

His uncontrollable shifts into an anthropomorphic form catch him off guard, and he often makes sudden returns to the monastery in the dead of night, hoping to save others from himself.

When he stays in town, he sleeps in the quarters of the Church.


  • Height: 5'10"
  • Weight: 150 lbs.
  • The Nose Knows
  • Innocent
  • Quirk
  • Quirk
  • Quirk

- Prayer Book -

Once per scene, you can give someone Leverage on you to get +2 to your next roll to perceive or read them, such as Empathy, Perception, Observation, Body Language, or Detect Lies. Gain a character point whenever you fail a Per-based roll. Whenever someone surprises you with their actions, give them Leverage.

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