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Troubles in Alanya is online campaign that began on September 10th, 2024.

About[edit | edit source]

Looks menacing

You may not have heard of Alayna. Few have. It's a small quiet, region in Western Amusa that exists during the Holy War. You can easily walk across it in three days, and the war has largely skipped right over it.

Recently, there have been a occasional troubles on the borders, but few are concerned. Those troubles, however, are harbingers of a bigger menace to Alanya. This campaign is about solving the mystery of that menace and eliminating it, starting by investigating and dealing with the troubles it has created.

Player Characters[edit | edit source]

  • Valosbalandra
  • Sephie
  • Mavinda
  • Sapphira; a healer with the Community of Healers

NPCs[edit | edit source]

Berna: Novice mage in the Fire Guild.

The Story So Far[edit | edit source]

See: Troubles in Alanya/The Story So Far

House Rules[edit | edit source]

The campaign uses the Epic Power TTRPG system.

Tristan, sword bared, turns a corner, and sees Lyndis, his nemesis, ahead. She leers, and starts weaving a spell to immolate him. Even a sprint won't get him to her first. Foiled by a couple of paces.

No! Tristan is epic. He can stretch beyond the limits of ordinary mortals. With an epic boost of speed, he surges to Lyndis before she can cast. He swings, and holding nothing back, he draws on his epic reserves to make his sword cut like a razor.

Luck unites with swordsmanship in Tristan's swing; it would blow past Lyndis' defense. And with its amplified cutting power, it would drop her in one blow. Would. Lyndis is epic, herself. She taunts Tristan, as she defies gravity with an epic dodge.

But that taunt is a sham. Dodging that deadly blow depleted her epic power, leaving her only enough for one more desperate dodge for now. And Tristan's allies are coming up. Time to flee!

Tristan and his allies give chase. Slaying Lyndis would not only cleanse the land, but fuel their own epic rise, especially if fame awaits – time to hire a bard and etch their legend.

By making epic power part of the rules, the Epic Power system gives players and GM's more scope to build their story:

  • Each turn, a player chooses both what to do, and how to epically enhance it. The more skilled they are, the better they can do, and the more epic they are, the further they can stretch those abilities.
  • When creating a character, and when advancing them, their player chooses both what skills they are best at, and any special ways they have of using epic power.
  • The rules are modular. Only the first 30 pages are essential. Everything else is optional  clarifications and extensions. They play nice with each other, and invite further extensions. For example, adding a completely novel character motif typically requires only a couple of pages: a few new ways to use epic power, and maybe a new skill or two.
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