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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? 

Description


  • Height: 5'11'
  • Weight: 150lbs. 
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while in his human looks Barnaby is a somewhat short man around 1.65 meters in height (5.4 feet) with skinny legs contrasted by his somewhat defined chest and arms. eye and hair color is identical-bright chestnut color.

Barnaby enjoys his identity as a mage and his cloth choice reflex it with his arm long robe he wears at all times over his clothes.
obscured behind his robe on his left side he wears a family crest he made on his own with a lotus over the diamond in real family crest 

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You have a spinal deformity that forces you into a twisted or hunched position, usually resulting in a noticeable hump or lump on one or both shoulders. This reduces height by 6” without changing weight or build. Normal clothing and armor will fit badly, giving you -1 to DX; to avoid this, you must pay an extra 10% for specially made gear. 

Most people find you disturbing to see and react at -1. Your appearance is also distinctive, which gives you -3 to Disguise or Shadowing skill, and +3 to others’ attempts to identify or follow you. 

Realistic hunchbacks should have the Bad Back disadvantage as well, but this is not required.

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