Remova os anúncios assinando Kanka ou impulsionando a campanha.
New? Here's how to get started.
Welcome! The first steps to getting started are:
- Read the Server Rules.
- Join the Discord Server.
- Join the Kanka Campaign.
- Use this link to start working on your character. Just enter a tentative character name, put your player name in "Title," ignore everything else, and hit save. From there, you'll see what to do next!
- How to Play GURPS
- All Server Rules and Guides
- Playable Races
- Public Google Doc - for any time you want to collaborate on writing something with other players.
- Anything else you want added here?
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 Glaisinkyl. If 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?
Emily is a changeling with a somewhat draconic body; large, somewhat thick scales cover her much like a pangolin's, with much thinner, softer scales on her belly. With blue eyes contrasting her red scales, and any internal flesh being purple, she can come off as somewhat as cute once you get past the muzzle and somewhat sharp teeth. She's also rather kind usually, but it's easy to flip her opinion of you if she doesn't know you well. She does love her sweets however.
- Height: 6'2''
- Weight: 194lbs.
- Somewhat Greedy, but not selfishly
- Wont leave anyone behind if possible
Emily is a changeling that was raised by a blacksmith family, and was raised as one. Whilst she was a child she took a great interest in the blacksmithing her father did as a job, and despite it not being a very lady-like job, he still taught her the basics, then some of the more advanced things...
By her teenage years she was more or less helping her father with his job, from heating the metal to hammering and tempering it. Around 16 however was the first time she helped make cold iron, or at least tried to, as the second she handled it and touched the metal it burned, causing her to drop it. Believing it to be a fluke, perhaps some random pain, she attempts to pick it up again, but it continued to burn with every touch. She excused herself after she managed to move the blade, with her father watching with concern, before heading outside to clear her head.
Over the next few weeks she'd go to the library in her free time, trying to figure out why exactly she had such an adverse reaction. Slowly, she begun to realize what exactly she was. Not knowing how to feel about it, or even what to do, she kept quiet for a few weeks, before finally telling her parents. They were as surprised as her at first, before explaining that they had found her on their doorstep when she was a baby, and while initially they didn't want any children, they couldn't find her parents or anyone else to look after her, and thus took her in.
From there, she learned to control the powers innate to a fae, and discovered what she truly looked like, expecting it to be somewhat human-like at least like a normal fae, but instead was almost dragonlike, except her features were a lot softer, and also discovered her fire breath.
She continued to live and work with her father, keeping the seeming up, but she grew uncomfortable with it, and before long decided to leave her family behind, still unsure how to feel about who she really was. Since then she's become a lot more comfortable without her seeming, and only really using it when looking humanlike would be a great help. She even has made a few friends despite her more "monster-like" look, and still does smithing work now and then, whether she needs the money, or as a favour.
You are shaken and sickened by combat, but only after it’s over. Make a self-control roll at the end of any battle. It is up to the GM to determine when a battle has truly ended, and he may apply a penalty if the combat was particularly dangerous or gruesome. If you fail, roll 3d, add the amount by which you failed your self-control roll, and look up the result on the Fright Check Table. For instance, if your self-control number is 12 but you rolled a 14, roll 3d+2 on the table. The result from the table affects you immediately!