Table of Contents
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.
- Master map of the Universe (6Mb PDF, as at 3212).
- Delta Green - some roleplaying campaigns about horror and conspiracy. The main one was set in Berlin in 1953.
- Free games rules - a collection of free rules for wargames and other sorts of face to face games that I have designed or run.
- Wargames rules - I'm not just a player of games, I also do rules for them from time to time as well as one-off games. A primary outlet for this is through Chestnut Lodge Wargames Group.
- Other free rules - at the moment just those for the 1689 (Orange or Lemon? and Bonnie Dundee, respectively about the debates in the Scots Parliament and then the military campaign of Viscount Dundee during 1689) and The Other Side of the COIN (about what makes people become insurgents). All games that I have have produced for Chestnut Lodge Wargames Group.
- Background for a near future universe where I have written some fiction and also run some roleplaying games in.
Comments and complaints to me at webmaster@full-moon.info please.
James Kemp
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The Mother
| Heading | Answer |
|---|---|
| Gender | Female |
| Pantheon | Nine Gods of Skyss |
| Affinity | Fertility, love, and harmony |
| Rune/Word | Red X |
| Colour | Red |
Domain
The Mother, often called the Mother of All, is the creator deity who dreamed the world into existence and grew it within her own body. Her primary affinity is fertility, love, and harmony, which defines the natural order of the Continent of Osnines. In the first days, she shaped the foundations of the world and gave birth to the first life forms, the Trolls, whom she fed with her own milk to give them strength. She is the source of all greenery, forests, and animals, having dreamed them into reality while the trolls worked to build her home. Her domain ensures that life continues and that different creatures can live together in a state of balance.
Followers
Followers of the Mother are most often those who deal with the start of life or the care of the land. This includes mothers, midwives, and healers who look to her for safe births and the health of children. Because she created the first crops and livestock, those who perform the work of farming and herding are also devoted to her, praying for the fertility of their fields and animals. People who seek to resolve conflict and restore harmony to their families or communities also follow her teachings, as she represents the love that binds her divine household together.
Celebrations/Observances
Ordinary folk celebrate the Mother through simple daily acts of gratitude for their food and family. During the birth of children or the arrival of new livestock in the spring, it is common to offer a cup of fresh milk or a loaf of bread as a sign of respect for her role as the nurturer of all things. Her name is frequently invoked during weddings to ensure a fruitful and peaceful marriage. Unlike her daughter Malfin, who is celebrated during the dark of the moon, the Mother is often thanked during the height of the day when the sun, created by her daughter Aeolf, warms the life she created.
The Mysteries of the Mother
Those initiated into the higher mysteries of the Mother focus on the sacred act of creation and the maintenance of the world's original harmony. They study the ancient sagas of the first days to understand how the Mother used her divine will to shape reality from her dreams. Initiates are often skilled in healing arts that go beyond simple medicine, using their connection to her life-giving power to mend deep wounds. They also act as senior arbiters in social disagreements, using the Mother's affinity for harmony to bring people back into a state of peace. Many high-grade initiates choose a life of service to the community, mirroring the Mother's own care for her children.
Relationships
People
- The Father: Her consort and the god with whom she populated the world.
- Malfin: Her eldest daughter and goddess of the dark.
- Aeolf: Her eldest daughter and goddess of flames.
- Frijdodr: Her daughter who worked with the trolls to make the world.
- Kari: Her daughter and goddess of the sea.
- Jorunn: Her son and god of the lost and found.
- Fafnir: Her son and god of justice and equality.
- Meniaxter: Her youngest son and god of war and death.
- Heroes: Those of her divine bloodline who possess her creative spark.
Places
- Continent of Osnines: The land she dreamed into existence.
- Kingdom of Skyss: The northern realm where her children are primarily worshipped.
- Trollheim: The northern wastes where her first children, the trolls, reside.
- The Longhouse: The mythical first home she built at the beginning of time.
Pantheons of the World
The people of Skyss worship a pantheon of gods that they know exist. Those gods at times manifest themselves and have been known to inter-breed with mortals. Mostly those are in the ancient sagas, but demi-gods and heroes with lineage from the main pantheon demonstrably exist. The Skyssian Creation Story is called The Mother's Dream.
Known Pantheons
I've not created an entire pantheon, I've simply used a handful of handy gods and goddesses, so this list isn't exhaustive. There are 9 gods in the Skyssian pantheon (and more in other pantheons). These gods are real. People have met them when they manifest (not so recently, they tend not to manifest except under extreme conditions - all the pantheons have made tacit agreements to largely stay out of the affairs of men, other than to offer advice and to work through priests).
The metaphysical landscape of The Continent of Osnines is defined by the verifiable existence of divine entities who have historically intervened in the progression of mortal civilisations. These gods are recognised not as abstract concepts, but as biological and spiritual realities who have featured prominently in the ancient sagas and inter-bred with humans to create noble lineages of Heroes. While the various deities have entered into agreements to limit their direct manifestations in the current age, they continue to exert influence through advised priesthoods and the practitioners of high-level rituals. The strength of an individual's connection to these powers is determined by the specific potency of their bloodline, allowing those with sufficient divine ichor to achieve effects that ordinary folk can only approximate through simple belief.
Known Pantheons and Divine Traditions
The following table provides an overview of the recognised divine structures currently active across the known world:
| Pantheon | Geographic Influence | Core Philosophical Approach |
|---|---|---|
| Nine Gods of Skyss | Kingdom of Skyss | Governance of natural forces, craftsmanship, and justice. |
| Old Gods of the Daelians | Kingdom of Dael Riata | Enforcement of law and the resolution of social disagreements. |
| Clewgist Faith | Affaraon / Estreham | Denial of exterior reality and improvement through intense communal criticism. |
The Skyssian Tradition
The Nine Gods of Skyss constitute the central spiritual authority for the northern realms and the Skyssian maritime empire. This pantheon is led by the Mother of All, who is credited with dreaming the world into existence and coordinating with the trolls to build its foundations. The nine deities possess distinct affinities, such as Malfin (Darkness), Aeolf (Flames), and Fafnir (Justice), which directly influence the magical abilities inherited by their heroic descendants. Skyssian society is deeply integrated with these powers, using specialized amulets to facilitate two-way mental communication between individuals who share a divine arcane connection.
The Daelian Tradition
The Old Gods of the Daelians provide the ethical and legal framework for the Kingdom of Dael Riata. Unlike the more personalised affinities of the Skyssian gods, the Daelian tradition is heavily focused on the administration of justice and the maintenance of societal order. This pantheon sponsors dedicated justices who use the law to settle disagreements amongst the ordinary folk, ensuring that reasonable behaviour is maintained throughout the earldoms and duchies.
The Clewgite Tradition
The Clewgist Faith is a religious and philosophical sect following the wisdom of Clewg, who is believed to know every individual’s specific and predestined place in the universe. Based around the Temple of Clewg near Estreham, the faith teaches that reality is a “garment of illusion” and that perfection can only be attained by mastering oneself through rigorous self-scrutiny. The highest-grade adepts of this tradition renounce the world entirely to focus on a contemplative life, providing high-level healing and cartographic expertise that is respected across the continent.
Interbreeding with mortals
When Gods or Goddesses breed with humans the offspring are demi-gods, and always of the same gender of the divine parent. Demi-gods have very long life spans, and inherit some of the powers of their divine parent. They aren’t immortal, but they tend not to get ill, and live for a very long time unless they are killed. Some have become Gods in their own right, but not of the Nine. According to the old legends the Goddesses who choose to bear demi-gods do so within a day of the liaison, several have been left with their mortal father to grow up in the world.
Offspring of Demi-gods and humans are Heroes. Anyone with 1/16th divine blood is classed as a Hero. Heroes tend to marry into the nobility or other Heroes. They have extended lifespans by human standards, and tend to be immune to most diseases. Depending on their lineage, and how far removed they are from the original divine coupling, they may heal faster or be able to call on the powers of the Gods & Goddesses that they are descended from. It is not the number of connections that count, but rather the strength of the connections.
The Old Gods of Dael Riata
Summary
The spiritual landscape of the Grand Duchy of Dael Riata is defined by a transition from primal, animistic tribal worship to a more structured pantheon influenced by the Nine Gods of Skyss. Given that Dael Riatan culture is rooted in tribal raiding, seafaring, and bloodfeuds (reminiscent of the ancient Picts) their “Old Gods” are chthonic, elemental, and deeply tied to the specific geography of the Continent of Osnines. Whilst the Skyssians worship the Nine in a civilised, mercantile context, the Daels maintain a “Sept of the Spear”, seven primary deities (or perhaps a Daelian variant of the Nine) who represent the harsher realities of the North.
The Primal Nine: the old Daelian Pantheon
In accordance with Gudrid’s Prophecy, which speaks of “Sacrifice to the old gods” and “blood in rivers,” the Daelian pantheon is visceral and demands physical tokens of loyalty.
| Deity Name | Daelian Title | Domain & Attributes | Noble House Affinity |
|---|---|---|---|
| Uisde-Maer | The Maiden of the Maer | Goddess of the Turbulent Strait, shipwrecks, and salvage. She is the patron of those navigating the dangerous Easter Isles. | House Murchadh |
| Sithech-Mhor | The Great Wolf | God of the Deep Woods, silence, and the Timber. He oversees the forests of the River Aodh | House Sithech |
| Arigh | The Stallion of the Steppe | God of horse breeding, swift travel, and the Great North Road. | House Ahearn |
| Gil-Frijdr | The Iron Father | A harsher aspect of Frijdodr. God of the forge, smelting, and more recently industrialisation. | House Gilruary |
| Ran-Fafn | The King of Justified Blood | An ancient version of Fafnir. God of bloodfeuds, “blood money,” and the high justice of the Crown. | House Ranald |
| Siol-Corn | The Horned Watcher | God of hidden paths, fairy-blood, and the Unicorn Troop. | House Sioltach |
| Suibh-Auna | The Hearth-Mother | Goddess of hospitality, the “door drink,” and the sacred rules of hosting. | House Suibhne |
| Malf-Inis | The Lady of the Dark Cape | A primal aspect of Malfin. Goddess of the “dark time” (winter) and the preservation of smoked fish. | General Devotion |
| Kari-Vahr | The Sea-Reaper | God of raiding, the “Flower of the Sea,” and the taking of prizes. | General Devotion |
Theological Characteristics and Cultural Alignment
The Daelian faith differs from the Skyssian orthodoxy in its emphasis on the “Sinews of War” and the transactional nature of divinity. Animism and Sacred Groves are ancient traditions, the Daels believe that specific spirits inhabit the mountains of the Dipthorn Range. This is why the University of Dalreoch is sited outside the city to avoid disturbing the ancient spirits of the Reoch with dangerous transmutation experiments. The old gods of raiding are being re-interpreted as gods of market making and commercial dominance. Blood as Currency: The Daelian gods do not merely require prayer; they require “blood in rivers”. This justifies the continuity of the bloodfeud system, which serves as a religious mechanism for settling accounts between noble houses.
Effect of Industrialisation on Worship
The rise of the 400-tonne Daelian Caravel has elevated the status of Gil-Frijdr (The Iron Father). The scrupulous standardisation of parts at Dalmuir is seen by the Daelian Clerks as a form of ritual geometry. By sponsoring chairs at the University of Dalreoch, the Earl of Dalmuir has essentially created a “Technological Priesthood,” where naval architecture is the highest form of service to the Old Gods.
Relationships
People
- King Alasdair V: The “Senior Arbiter” who mediates between the laws of the Nine and the old tribal ways.
- Earl of Dalmuir: The industrial pioneer transforming the worship of Frijdodr into a state engine.
- Sir Iain Alpin: Commander of the Life Guard, representing the veteran, professionalised face of Daelian devotion.
Places
- University of Dalreoch: The academic hub where old myths are scrutinised and naval engineering is perfected.
- Dalmuir: The world's most productive shipyard and the primary temple to Dael Riatan industrial might.
- Easter Isles: The ancient heart of the raider economy and the primary seat of Uisde-Maer.
Frijdodr
Frijdodr is the third child of the Mother of All and the Father, occupying a central role within the Pantheon of Skyss as the Goddess of Creativity, Craftsmanship, Makers, and Miners. She represents the industrial and artistic spirit of the Continent of Osnines. Characterised by her affinity for the colour yellow and a rune resembling a musical clef, she is the divine architect who bridged the gap between the raw elements of the world and the refined crafts of civilisation.
| Metadata | Details |
|---|---|
| Gender | Female |
| Pantheon | Nine Gods of Skyss |
| Affinity | Creativity, Craftsmanship, Makers, and Miners |
| Rune/Word | Musical Clef |
| Colour | Yellow |
Domain
Frijdodr’s domain encompasses all acts of creation, from the forging of legendary weapons to the macro-economic labour of industrial shipyards. She is the patron of those who transform raw materials into items of utility and beauty.
The Maker Goddess
Following her birth after the twins, Malfin and Aeolf, Frijdodr became obsessed with the labour of the Trolls. She surpassed their innate skills, learning not only to craft and shape the fabrics of reality but to “blow life” into her creations. Her influence is seen as the divine inspiration behind the standardisation of maritime industry, particularly the naval architecture used in the yards of Kronstadt.
The Refiner of Humanity
While Jorunn fashioned the first humans from riverbank clay, it was Frijdodr who refined their forms to be more lifelike. This synergy between mischief and craft allowed the “little people” to possess the physical dexterity required for advanced civilisation.
The Creation of the Sea
Frijdodr’s history is marked by a significant tragedy. When the god Meniaxter brought chaos into the world, he destroyed many of Frijdodr’s early creations. The intensity of her grief was such that her tears transformed the world's freshwater lakes into the salty sea, which then became the domain of her sister, Kari.
Followers
The followers of Frijdodr are primarily drawn from the industrial and artistic classes of Heimdal and Dael Riata.
- Artisans and Silversmiths: Those who work with precious metals, such as the master craftsmen of Kronstadt, invoke her name to ensure their will flows into the material.
- Miners: Because she is the Goddess of Miners, those who extract iron from the slopes of Aeolfberg view her as their protector against the dangers of the deep earth.
- Shipbuilders: The architects of the Skyssian fleet view the creation of 400-tonne caravels as a modern manifestation of Frijdodr’s maker aspect.
- The Heroic Lineage: Prominent Heroes like Lady Helga Trollslayer carry her blood, allowing them to channel divine creativity to forge protective amulets.
Celebrations and Observances
Ordinary folk celebrate Frijdodr through the daily performance of their trades and specific communal rituals of dedication.
The Blessing of the Tool
Peasants and craftsmen often carve Frijdodr’s rune into their primary tools of trade. A small ritual involving the application of freely given human blood is used to power these runes, ensuring the tool remains sharp and the work remains true.
Rites of Metallurgical Labour
In industrial centres like Frijdodrsburg, the first casting of a new forge or the completion of a ship's keel is accompanied by prayers to Frijdodr. These ceremonies acknowledge that while Aeolf provides the heat of the fire, it is Frijdodr who provides the wisdom to shape the metal.
The Architects of Craft
The Architects of Craft is the mystery cult of Frijdodr, reserved for those seeking to master the interpolation of physical tools and Divine Intervention.
Levels of Initiation
Initiates of the mystery, such as Eskil at the Troll’s Head, are taught to “bend their will” to make materials flow like water.
- The Weaving of Matter: Advanced adepts can shape silver, gold, and iron with their hands as if they were soft clay, needing only a clear mental image and their divine blood to achieve perfection.
- Enchantment and Detection: Adepts of this mystery are skilled in crafting complex reliquaries, including “geas detectors” that can sense the presence of magical compulsions.
Sentient Reliquaries
The most famous creation attributed to Frijdodr’s mystery is the sentient black blade Jafnadr. Forged from star steel for Fafnir, the blade embodies the ultimate expression of Frijdodr’s ability to imbue an object with consciousness and a sense of justice.
Relationships
People
- Helga Trollslayer: A great-great-granddaughter who channels Frijdodr's creativity to craft silver amulets.
- Alfinna Afarinnsdottir: A descendant possessing 10% Frijdodr blood who utilises her craft to create sculptures and sculptures.
- Yngvild the Fierce: The current wielder of Frijdodr’s greatest forging, the sword Jafnadr.
Places
- Frijdodrsburg: A city on the slopes of Aeolfberg dedicated to mining and metallurgy.
- Kronstadt: The industrial heart of the Skyssian navy where her maker aspect is most active.
- Trollheim: The ancestral home of the Trolls, who were her first students in the arts of the forge.
Wall
| Gender | Hero Status | Allegiance | Role | Apparent Age | Year of Birth (Age) |
|---|---|---|---|---|---|
| Fluid / Unknown | Likely Hero or Adept | Clewgists | Philosopher / Guide | 50s | Unknown |
Wall is a high-level adept or emissary of the Clewgist faith, serving as a primary point of contact for Heroes seeking sanctuary or wisdom within the Temple of Clewg in the valley of Estreham. Known for their profound inscrutability and mastery of Clewg's paradoxical teachings, Wall provided the critical esoteric knowledge required to resolve the crisis involving Noren's magical binding.
Stories/Function
Wall serves a vital expository and philosophical function in the narrative, appearing at the Temple of Clewg to guide the Heroic class through periods of spiritual and strategic uncertainty. Their role is to challenge external “objectives” and force seekers to look past the “garment of illusion” that the Clewgists believe constitutes reality. Wall was the individual responsible for explaining the tripartite methods of breaking an involuntary geas, thereby facilitating the eventual restoration and recovery of Noren.
Description
Physically, Wall is a striking figure who embodies the fluid and transformative nature of the high-level adepts of their order. They stand taller than Yngvild the Fierce, possessing broad shoulders and a muscular build. Their face is noted for its smooth, unbearded skin which shows no sign of being shaved, despite their close-cropped iron-grey or silver hair. They typically wear loose, flowing, hooded robes that make it impossible for observers to determine their biological sex.
Wall is characterised by a “rich warm smile” and a voice that remains friendly even when delivering harsh truths. They are described as being exceptionally hard to read; even the sentient blade Jafnadr observed that while everything Wall spoke was true, their words were carefully chosen to leave much unsaid. Their gaze is described as inscrutable, making them a formidable presence in any interpersonal confrontation or debate.
Personal Life
In early autumn of 774, Wall encountered Yngvild the Fierce within the sacred grove at Estreham. In a moment of high tension, Wall used a physical embrace to impart a warm sensation that “squeezed the tension” out of the young hero. During their subsequent discourse, Wall dismissed Yngvild's stated objective of saving Noren as a temporary and unsuitable “life objective,” instead steering her toward a deeper understanding of destiny and the belief that “everyone has their time”.
Wall correctly prophesied that Noren would be “saved or beyond help” before the current moon had waxed half away. They accurately detailed the three ways to end a geas: relinquishment by the geasor, the death of the geasor, or direct Divine Intervention achieved through the sacrifice of something “very dear” to the seeker. This guidance directly informed the blood sacrifice and intercession ritual later performed by Yngvild to save her friend.
Relationships
People
- Clewg: The deity whom Wall identifies as their master and the source of their mission.
- Yngvild the Fierce: The hero whom Wall mentored in the secrets of spiritual perfection and ritual magic.
- Noren: The subject of Wall's temporal prophecy regarding survival and metabolic decline.
- Alfarinn: The demi-god matriarch whose reclusion at the temple is respected by Wall's order.
Places
- Estreham: The valley and sanctuary where Wall performs their spiritual labour.
- Temple of Clewg: The specific sanctuary where Wall welcomes initiates and provides counsel.