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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? 

  • Magery 0 + Sorcery 1You have innate magic in your blood. The type is your choice!
  • Language TalentYou have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next higher level.
  • DarkvisionYou can see perfectly well even without any light whatsoever, but you can only see in color if there's light. 
  • Aura of Apparently EvilFunctions  and  detects  as  Evil,  regardless  of  true morality, whether this helps (“Enter, Son of Lucifer!”) or hinders  (“Only  injures  beings  of  true  Evil”).
  • Spirit EmpathyYou are in tune with spirits, and receive the benefits of Empathy when dealing with them. You can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM’s option, it might make it easier to detect and counter their plots.
  • FitYou get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate.
  • LecherousnessYou have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive. If they are very attractive, give yourself -5.  If they are drop-dead gorgeous beyond belief, give yourself -10. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear.
  • Supernatural FeaturesYour body temperature runs high, and you're always warm to the touch. Other than that, the look of your supernatural features is up to you, but it should be subtle, and you should be able to pass for human unless someone takes a closer look. Perhaps you have a subtle glow to your eyes, or a halo, that can only be seen in darkness or very dim light. If you want to appear more supernatural than that, you may take an additional Supernatural Features disadvantage.
  • Frightens AnimalsAnimals react to you with fear and aggression. Horses do not permit you to ride them, dogs shy away from you or attack savagely, and your mere scent is enough to panic most creatures. You get -4 on all reaction rolls made by animals. Anyone who sees how animals react to you – and those with Animal Empathy – reacts to you at -1. Note that guards or police with guard animals, “sniffer” dogs, etc. decide how to deal with you based on the animal’s reaction roll, not their own! Observers get +1 on all rolls to deduce your secret!
  • Weakness (blessed areas)If you ever find yourself in an area that is blessed or of high sanctity to Good gods, you take 1d damage per minute.
  • Social Stigma -or- SecretThis depends on how obviously demonic you are.  If you can pass for human, take Secret.  If not, take Social Stigma.
  • NumbersDR+1, DX+1
  • Compelled by True Name
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