Welcome to James Kemp's Wiki

This is a collaborative web platform that allows people to edit1) the web pages to provide additional content for some of the stories I have written and the roleplaying games that I am involved in, whether as a player or GM.

There are several namespaces operating slightly different wiki subjects. These are, in no particular order:

  • Skyss - Story Background - a fantasy novel I wrote for NaNoWriMo 2016.
  • Perfects - background for the near future story and some police roleplaying that I ran in that universe
  • Theocracy of Daprav - A D&D campaign that I ran with Glasgow University Games Society around 2002-3.
  • Jim Wallman's Universe - a roleplaying by e-mail campaign that I play in, this is an unofficial wiki and none of it is canon unless Jim says it is.
    • Interstellar Freelance Unlimited - subset of the Universe pages covering the activities of a mercenary company that we are currently roleplaying every Full Moon.
    • Earth Imperium pages. These cover the activities of the Government of the Solar republic (aka Earth Empire) in Jim's Humanity Will Prevail campaign, including the Earth Imperium News Items.
    • Free Worlds Alliance - covering the activities of another emerging polity in the Humanity Will Prevail campaign. Mostly contributed by Eric Moroney.
    • Universe Background - page collecting the various bits of background info that have come up in various e-mail discussions for the campaigns set in Jim Wallman's Universe.

Comments and complaints to me at webmaster@full-moon.info please.

James Kemp

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The Characters

There are eight characters in the patrol. This is a short description of each of them.

Triste of Templeton

The patrol leader, she's slightly older than the others at 21 and comes from a church family, both her parents are in the bureaucracy at the capital, Templeton. She grew up in the centre of Church power and is clearly going places. stats

Flynn of Dunwin

Flynn is a pious young man who is almost fanatical about carrying out the will of the Church and protecting the nation. He has a very simple view of what is right and wrong and believes what he is told by the priesthood without question. Brought up by a very strict father who was a woodsman in the Norther borderlands. Also spent some of time defending his uncle's farm from raiders. At 17 he's one of the youngest in the patrol. stats

Ostler of Dyvers

The son of a blacksmith, Ostler had already picked up most of the skills before going into Church Service. Although well muscled, as one would expect, Ostler is wiry and slim. He sticks to the rules and has a well balanced approach to life. He's also 17. stats

Melody of Hornwood

The stunningly beautiful daughter of an inn-keeper. Growing up in a tavern on a busy trade route Melody was exposed to a number of performers which helped nurture her own talent. She can sing, dance, play the harp and has picked up many rivetting tales from the travellers that stayed at her parents' inn. At 20 she is the second oldest in the patrol. stats

Ashrem of Hornwood

A natural woodsman. Ashrem is most at home in the woods where he is a lightning fast hunter and can live for weeks without needing contact with civilisation. However this has its price and he isn't the best in dealing with people. He's 19and makes leather clothes for himself. stats

Ylva of Blackmoor

Ylva is a town girl, she's happiest in crowds although she's not above sneaking around in the middle of the night if it helps her find out a bit more about what's going on. She's 18, 5'7“ and not the best looking woman around. However she is very fast and quite storng, so best not to annoy her. stats

Valanthe of Hornwood

Another agent from Hornwood. Valanthe is the son of a farmer and has spent much of his time working on the farm, especially in looking after the animals. Despite being short (a mere 5'0”) he is very muscular and agile. He's 19 and very useful in a fight. stats

Meta Character info

Triste of Templeton

Cleric 2nd Level, Neutral Good, Human NPC

Feats: Combat Casting, Iron Will
Domains: Protection, Healing
Skills: Scribe 8; Knowledge, Religion 7; Diplomacy 6; Sense Motive 4; Spot 4; Calligraphy 4; Search 3; Gather Information 2.
STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged
14 12 14 14 16 12 14 +1 +5 +8 +1 +3 +2
Flynn of Dunwin

Fighter/Cleric 2nd/1st Level, Neutral Good, Human PC

Feats: Ambidexterity, Dodge, Focus: Longsword, Improved Initiative
Domains: Protection, Destruction
Skills: Ride 7; Climb 6; Jump 6; Gather Information 3; Knowledge, Religion 3; Move Silently 3; Spot 2.
STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged
16 17 16 13 13 15 15 +3 +8 +3 +7 +5 +5
Ostler of Dyvers

Fighter/Cleric 2nd/1st Level, lawful Neutral, Human PC

Feats: Endurance, Focus: Longbow, Great Fortitude, Improved Initiative
Domains: Luck, Protection
Skills: Blacksmithing 5; Ride 4; Gather Information 3; Handle Animal 3; Knowledge, Religion 3; Balance 2; Listen 2; Move Silently 2; Search 2.
STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged
16 15 17 13 13 12 14 +2 +10 +3 +6 +5 +4
Melody of Hornwood

Bard/Cleric 1st/1st Level, Neutral, Human PC Feats: Iron Will, Skill Focus: Perform Domains: Protection, Sun Skills: Perform 10; Diplomacy 8; Gather Information 8; Bluff 7; Decipher Script 7; Disguise 7; Knowledge, Religion 7; Listen 6; Tumble 2. STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged 12 14 14 17 14 18 14 4 4 8 2 1 2

Ashrem of Hornwood

Ranger/Cleric 1st/1st Level, Neutral, Human PC Feats: Focus: Longsword, Martial: Longsword, Toughness, Track, Weapon Finnesse Short Sword Domains: Protection, War Skills: Ride 6; Tanner 6; Animal Empathy 4; Intuit Direction 4; Knowledge nature 4; Sense Motive 4; Wilderness Lore 4; Knowledge, Religion 3; Gather Information 2; Handle Animal 2. STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged 16 18 16 14 15 11 17 4 7 4 4 4 5 back

Ylva of Blackmoor

Rogue/Cleric 1st/1st Level, Lawful Neutral, Human PC Feats: Alertness, Improved Initiative Domains: Healing, Protection Skills: Open Lock 8; Move Silently 7; Pickpocket 7; Search 7; Tumble 7; Climb 5; Decipher Script 5; Hide 5; Knowledge, Religion 5; Sense Motive 5; Diplomacy 3; Gather Information 3; Handle Animal 3; Swim 1. STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged 15 18 15 17 13 12 16 6 40 3 8 2 4

Valanthe of Hornwood

Fighter/Cleric 1st/1st Level, Neutral, Human PC Feats: Ambidexterity, Dodge, Weapon Finesse Short Sword Domains: Protection, Sun Skills: Ride 6; Climb 4; Jump 4; Handle animal 3; Gather information 2; Knowledge, Religion 1. STR DEX CON INT WIS CHA AC REF FORT WILL INIT Melee Ranged 17 18 16 11 13 12 16 4 7 3 4 4 5

12 Aug 2018 13:17 · james

The Ministries

There are eight major Ministries and a host of smaller specialised offices, some of which are affiliated with the 'big eight' and others which are independent. The 'big eight' are:

  1. Office of Procurement
  2. Ministry of Internal Affairs
  3. Ministry of Food
  4. Bureau of Planning
  5. Office of Religious Orthodoxy
  6. Ministry of Public Works
  7. Central Office of the Patriarch
  8. Department of Standards, Weights and Measures

The Theocracy's Hierarchy

Like most systems of Government the Theocracy has a hierarchy. In general promotion is on merit and talent will rise to the top. It helps if you also know the right people and they respect your ability.

Starting from the bottom we have a whole load of lay members that perform routine administration, stock control, cleaning, and other minor tasks. Above them are the various members of the priesthood:

  1. Acolyte (lowest level of management - what the PCs are) Denoted by plain robes in the colour of their Ministry and with a thin white edging.
  2. Priest (Generally each village has a Priest). Similar robes to the Acolyte but with a silver stripe round the edge of the robes.
  3. Sub-Deacon (Larger villages may have a Sub-deacon). Two silver stripes on robes coloured by the Ministry.
  4. Deacon (Usually in charge of towns or Section Head in a Ministry). Three silver stripes on coloured robes.
  5. Archdeacon (Usually responsible for a District or a Head of Division in a Ministry, there are around 250 in Templeton). One thick silver stripe on Ministry coloured robes.
  6. Bishop (the first level of Senior Priests who wear black robes. there are 110 Bishops based in Templeton). Has one gold stripe on black robes, sometimes with a coloured stripe outside the gold stripe showing the ministry.
  7. Archbishop (There are 40 all based in Templeton and working in Ministries). Two gold stripes on black robes, sometimes with a Ministry coloured stripe between the gold stripes.
  8. Cardinal (60 all based in Templeton, but around half are repsonsible for Areas of the country and travel regularly. Some are also heads of Colleges, smaller Ministries and Temples). A thick gold stripe, possibly with a thin Ministry coloured stripe outside it.
  9. Chief Priest (there are 8 Chief Priests each of whom heads a major Ministry and one of the branches of the Church). Whatever they fancy, normal black robes with two thick gold stripes are the official robes, but it is also common to see them in Ministry coloured robes with two thick gold stripes and also in black robes with a thick Ministry coloured stripe edged in gold.
  10. Supreme Patriarch (only 1 and the head of the Church for life). Golden robes, or sometimes plain black robes with three thick gold stripes.
12 Aug 2018 12:54 · james

The Theocracy's History

One of the major subjects taught to children at school is the history of the Theocracy of Daprav. There was a time in the past where greed ruled everywhere and people were allowed to starve and die while others accumulated excessive wealth. The Church preached a message of land reform and wealth re-distribution and was repressed for it by the King.

The main Church presence was in Templeton, which became the centre of a revolution to redress the balance and bring the corruption and greed to an end. The hold of the Church radiated out from Templeton and grew in strength as those that the King and Nobles had dispossessed and abandoned flocked to the Church banners and fought for their freedom.

The major decisive battle of the revolution was fought near the garrison post at Narmaren. The Church Paladins lead by Sir Waldo held out against a force ten times their number for two days despite being surrounded. In the end the Paladins were reduced to less than a tenth of their original number and all around them were strewn the dead of the King's men. Just as it looked like the Sir Waldo's Paladins would be overwhelmed and defeated the main Church Army turned up to engage the King's forces. The story is immortalised in the famous ballad “The Last Stand of Sir Waldo's Paladins”.

12 Aug 2018 12:58 · james

Background to the Campaign

The The Theocracy of Daprav is an ideal state bordered by Barbarians, but it wasn't always this way. The God Daprav looks after his people and ensures that no-one goes hungry and that all have a part to play in the great wheel of life. In many aspects, male, female and both or neither, Daprav looks after the people and ensures that all goes according to his grand plan.

All citizens go through a community service programme in their late teens, usually shortly after their 16th birthday. They spend a year working on a variety of community projects and trying their hand at a range of skills to see what they get on best at. They also get tested for their ability with administration and at the end are selected for a suitable job.

A number of those finishing community service will then go on to join the church bureaucracy which needs an ever increasing number of people to aid it in holding back the barbarian hordes on the southern border as well as in the mammoth task of organising the state and ensuring that everyone gets a fair share of the produce of the country.

It is amongst these that we find the members of the party. They belong to a Ministry of Internal Affairs Patrol. These are an elite that are used for investigating incidents along the Southern border (and elsewhere). They are supported by Ministry troops that perform a more overt border guard role as well as dealing with occasional large scale incursions of bandits across the border.

At the start of the campaign the patrol are straight out a year at training camp in the North of the country. There are eight agents in the patrol (although not all are player characters) and they are lead by one of the more senior agents. They have been assigned to Camp Albany in the Southern Border region. This is their story...

12 Aug 2018 12:42 · james

Stoolball

The Official Rules (Summary)

Daprav Stoolball Society
Introduction

Stoolball is the most exciting sport in the world. The epitome of skill and teamwork combined with the renowned Dapravian sense of fair play make it an absolute joy to watch. Even better fun is playing the game! What other sport gives you the same thrill, or fast paced action combined with the competitive edge and danger of stoolball?

Choosing Your Team

Stoolball is a full contact game requiring fast reflexes ant a measure of skill with a paddle. Players also need to work well as a team and to have no fear of injury. You should choose the largest two as your defenders, but the most fearless ought to be the stool-keeper as the 'keeper cannot flinch when the ball comes towards the stool. The swiftest and surest of foot should play in the mid part of the field as they will be the fastest to the ball and may even score from there.

Last, but by no means least, come the attackers. These two are the most skilful with the paddle and should be capable of hitting an unguarded stool from the other side of the pitch with ease. They also need to be swift of foot and able to put themselves in the correct place to receive the ball.

In all you need seven stout-hearted sportsmen to form your team. One must be designated at the stool-keeper, no more than two may be designated as defenders and the others must play in the outfield and attempt to win control of the ball and glory for the team. Each team will have a Captain to control the players and ensure that they play to the spirit of the game. The Captain may play in any position on the field.

The Umpire

The umpire must be of good sight and clear mind and be conversant with the rules and spirit of the game. He shall be the sole determiner of what constitutes fair and unfair play and none shall argue during the course of the game with the umpire’s decisions at lest they be excluded from play. Should the umpire find that a player is acting unfairly then he may stop play and award a penalty to the opposing team. He may also warn the player, and for extreme or repeated unfair behaviour he may remove the player from the playing court.

Equipment

Each team must have its own stool, stoutly constructed from wood so as to withstand sudden impact of one or more players unbalanced, or the high speed of the ball hitting it. It must also be able to bear the weight of the stool-keeper sitting or standing on it in its defence.

Also each player must have a paddle for playing the ball. No other part of his body may be used for this purpose, save that of the ‘keeper who may deliberately interject any part of his body between the ball and the stool. The paddle should be flat or convex on both sides; any player that has a concave paddle should not enter into play with it other than as a stool-keeper. The paddle must have blunt rounded edges and be at least one inch in thickness along the blade. In total it should be no more than three feet in length and at least one foot six inches. The blade should be no more than four inches across at its widest point.

One ball is required for the game, although it may be prudent to have spares available should anything befall the ball during play, it not being unknown for a ball to break when hit with extreme force. The ball should be constructed from a two-inch core of cork tightly wound with wool and then covered with buff leather. The leather should be shrunk onto the core to ensure a tight fit and therefore allow the ball to bounce.

Protective equipment may be worn if the player wishes. However any protective equipment that is worn should not be enchanted in any way whether to improve its level of protection nor to deflect or attract missiles. Perform any active measures to improve defence, movement or agility.

Playing Court

The game is played in a court 50 yards square. This should have stout walls between 12 and 18 feet high. The walls can be of either stone or wood, but should be of hardwood if so constructed to allow the ball to bounce.

The court is divided lengthways into three areas. Each team has a defence area 16 yards deep and the middle of the field is 18 yards deep. Within each defence area is a close defence area that forms a rectangle round the stool four yards deep and 16 yards wide.

The stool is positioned in the middle of the close defence area four yards from the back wall. Round the stool is marked the close defence area two yards in front and behind the stool and eight yards either side. Within this area the designated defenders and stool-keeper may tackle opposing players with no risk of penalty. The keeper may also block the ball with any part of his body so long as he remains within this area. Designated defenders may not leave the rear area except for starting play.

The middle area has a four-yard square right in the middle of the pitch. One yard from this on either side and running parallel with the team defence areas are the start lines. Each of the six start lines are 10 yards wide and they run one yard apart back towards the defence area. The line nearest to the centre of the court is known as the ‘initial start line’ or the ‘zero line’ as that is where a team that has yet to score will stand when the game is started (and re-started following one team scoring). On either side of the four-yard box there is a line ten yards from the box for the umpire to stand on when re-starting the game.

Play

The object of the game is to hit the opposing team’s stool with the ball. Only the paddle may be used to strike the ball for this purpose. Each time a stool is hit the game will be re-started by the umpire. The game ends once a team gains a clear lead of three strikes or achieves a total of 6 strikes. For every strike that a team has scored they start one-yard further back from the initial start line in the mid-field of the court.

The umpire throwing the ball into the centre of the four-yard box starts the game. Players may not move forward of the start line until the ball hits the ground inside the box. If the ball does not land inside the box then the umpire should retrieve the ball and re-start the game.

Tackling

Only the designated defenders and the stool-keeper may tackle players by making contact with them with any part of their body or with the paddle. Other players may come into contact with each other in the course of contesting possession of the ball but may not deliberately trip or hit opposing players.

Use of Magic

Magic may not be used by any player or umpire when the ball is in play. When the ball is not in play then it is permissible for a player to use magic for the purpose of healing injuries to players or to repair equipment with the permission of both captains and the umpire. In no case should magic be used to improve the capabilities of players beyond those that they started the play with.

Stoolball uses the combat rules for play.

order of play

Players move in initiative order and NPCs are assumed to have an init modifier of +2 (although you may vary this to suit the quality of the team you want to achieve). Where a player is acting in defence they may opt to delay action pending the outcome of a lower ranked player. (Basically they forgo their action and get an attack of opportunity if appropriate.)

Hitting the ball

To hit the ball is a DC 15 task (again NPCs have an assumed +2 skill). The paddle is a club and if the player has a relevant weapon proficiency then it should work as normal.

Once the ball is hit the player should roll against their dexterity to see how well they controlled the hit and whether the ball goes where they desired.

  • On a natural 1 it goes straight up in the air.
  • For DC 5 it went the correct distance but direction randomly determined by the umpire (bearing in mind the direction the ball came from).
  • DC 10 goes within 90 degrees of intended direction.
  • DC 15 goes where it was intended to go.
  • DC 20 is required to score a goal unless within the close defence area.
  • DC25 is required to score a goal from the mid-field
  • DC 30 to score from the other end of the pitch.

There must be a clear line between the player and the goal to score. Any other players (including NPCs) within a yard of the direct line may get a chance to hit the ball as it passes, but must score more on their skill check than the original player did.

Tackling other players

Tackling is done as per the melee rules, damage from a paddle is 1d6 and is only subdual (except a natural 6 which does 1 HP damage and 5 subdual).

12 Aug 2018 12:53 · james
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