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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Rolf Wolfson
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Male | Yes | Electorate of Bledal | Rogue / Merchant / Spy | ~50 | 694 (80) |
Stories/Function
Rolf Wolfson serves as a veteran information broker and guide/navigator operating within the Electorate of Bledal. He collects intelligence on what's moving along the Great East Road. He is a practitioner of the “Opener of the Ways” affinity, a divine gift that allows him to excel in scouting, hunting, and the location of hidden paths. Rolf represents the stable but independent middle-tier of the Heroic class; he is a man whose loyalty is governed by contracts and honour rather than ideology.
Rolf has a linguistic quirk: he consistently speaks of himself in the third person, using phrases such as “This wolf is known as Rolf” or “This wolf requires payment.” This behaviour is a direct manifestation of his Freki heritage, which emphasizes the dissolution of the individual ego in favour of pack solidarity. Even though he is currently an outcast from his original pack, his speech patterns reflect a permanent psychological attachment to the communal ideals of the wolf god.
Description
Born during the Long Winter of 694 AM, Rolf possesses a divine bloodline (13% Freki) that grants him a life multiplier of 1.56. While his chronological age is 80, he maintains the physical vitality and apparent age of a man in his early fifties. Physically, he is characterized by striking orange eyes (a common trait among those of the wolf-bloodline) and a head of hair and full beard that have turned grey with age. His build is notably muscled but wiry, optimized for the physical demands of long-distance overland travel and the quick reflexes required of a rogue.
Attire
Rolf’s clothing is designed for the pragmatic requirements of a life spent on the trade routes of The Continent of Osnines. He typically wears a durable travel doublet made of heavy linen canvas, reinforced at the stress points with treated leather to withstand the rigours of the trail. Beneath this, he wears an unbleached linen shirt and woollen hose, often in earth tones or dark blues to maintain an inconspicuous profile. Given his Bledalense origins, his gear incorporates elements of northern tailoring, such as a heavy cloak for the “Long Winter” moons and thick-soled boots suitable for both the muddy swathes of the Riggin Dale and the few paved sections of the Great East Road.
Favoured Possessions
As an “Opener of the Ways,” Rolf carries specialised equipment that complements his divine talents:
- Travel Ledger: A well-worn book where he records contracts and travel data, reflecting his role as an occasional merchant.
- Scouting Dagger: A balanced blade used for both utility and defence, kept sharpened to ensure it can “open” whatever path he requires.
- Navigation Charts: Detailed maps of the northern trade routes, likely including notations on the customs terminals of Breite and the various inns along the way.
- Healing Pouches: Small bags containing dried herbs and medicinals, used to “open the way” for recovery in accordance with Freki’s healing affinity.
Personal Life
Rolf’s is an outcast from his pack. While the specific circumstances of this separation are not recorded in the Book of Heroes, his continued adherence to the wolf god’s philosophy suggests that the exile was not a rejection of faith, but perhaps a consequence of his choice to serve as a “sometime spy” for southern interests or the Board of Trade.
Rolf’s presence in Wolfburg indicates a preference for the mercantile stability of the Electorate over the visceral violence of the northern fjords. He has spent decades cultivating a reputation for pragmatic honesty; he is a man who stays bought until a contract is fulfilled, making him a highly valued asset for those who require reliable intelligence without the complications of ideological zeal.
Relationships
People
- Freki: His divine ancestor and the source of his “Opener of the Ways” affinity.
- The Archgraf of Bledal: The elected leader to whom Rolf owes nominal allegiance within the electorate.
Places
- Wolfburg: His city of origin and a primate hub for those of the Freki bloodline.
- Electorate of Bledal: The nation whose low-tax mercantile environment allows his trade to flourish.
- Great East Road: His primary place of labour and the source of his influence.
- Breite: The capital port where his mercantile ventures are formalised through customs.
Concepts
- Honour: The professional currency that ensures he remains a trusted contractor despite his rogue status.
- The Pack: The lost social unit that still defines his speech and psychological makeup.
- Ego-Death: The philosophical state he approximates through his rejection of “I” in speech.
Board of Trade (Dry Hook)
| Role | Jurisdiction | Head Office | Personnel | Key Assets |
|---|---|---|---|---|
| Trade Authority / Intelligence | Kingdom of Zushonia | Kronstadt | 50–80 (Estimated) | Numbered Warehouses / Packet Ships |
Summary
The Board of Trade (Dry Hook) is the regional administrative and commercial hub for the Skyssian Board of Trade within the Kingdom of Zushonia. Sited at the mouth of the volatile River Wackle, it serves as the principal interface between Zushonian riverine commerce and the Skyssian deep-sea merchant fleet. The organisation provides an anchor point for Skyssian interests, managing the export of agricultural surplus while coordinating a vast intelligence network that monitors local circumstances to maintain northern maritime hegemony.
Description
Physical Infrastructure and Facilities
In accordance with the high volume of traffic moving through the Wackle delta, the Board of Trade maintains two distinct facilities within the city of Dry Hook:
- Main Office: Located immediately to the south of the West Dock, this building serves as the administrative heart of the mission. It follows the state standard for BoT architecture, being painted a distinctive bright blue and flying the green ship flag. This site includes specialized warehouses and dormitories to house stationary clerks and transient messengers.
- Sea Gate Outpost: A secondary facility situated at the corner of the Old Market near the Sea Gate. This outpost is positioned to monitor the entry and exit of hulls and to provide immediate customs services to mariners as they come ashore.
Logistical Operations and the Kit System
The Dry Hook mission is a vital link in the global Skyssian maintenance network. To ensure that the fleet of merchantmen and coastal cogs remains operational despite the hazards of the Wackle delta (such as submerged trees and shifting silt) the BoT uses its numbered warehouse system. These facilities store standardised pre-fabricated components to enable swift repairs. This allows vessels that suffer damage to their masts or rigging to be repaired in two to three days through modular swaps, rather than the weeks required for bespoke artisanal repairs.
Estimated Team Scale
The Board of Trade detachment in Dry Hook needs to be sufficient to operate its two separate facilities: the main office south of the West Dock and the secondary outpost near the Sea Gate at the Old Market. The permanent team is comprised of 50 personnel with up to 30 extra during seasonal surges. This personnel count would be divided into several specialised cadres:
- Customs and Factors (25, surging to 35): Tasked with the scrupulous collection of trade data and the enforcement of standardisation in weights and measures used by Skyssian merchants.
- Intelligence and Clerical Staff (15 surging to 25): Responsible for collating “trend data” on commodity pricing (grains, cured meats, dried fruits) to ensure Skyssian merchants trade at the peak of market cycles.
- Messengers and Couriers (10–20 all transient): Using the BoT's high-redundancy protocol where merchants routinely carry despatches, ensuring Dry Hook remains synchronised with Kronstadt despite the 780-mile distance.
- Security (10): Local security and sometimes roving special agents from the Department of Resolutions who operate undercover to prevent political or military disruptions from interrupting the flow of trade.
Intelligence Collection and Dissemination
The primary function of the Dry Hook team is the collection of “trend data” regarding the Zushonian agricultural exports and their more varied import demand data. Agents monitor the production of grain, cured meats, and dried fruits in the 11 provinces, allowing Skyssian merchants to plan their purchases at the peak of the market cycle.
- Message Redundancy: To overcome the 780-mile distance to Kronstadt, the office uses a high-redundancy protocol. All critical despatches are duplicated and carried by Skyssian merchants as part of their regular travel.
- Fast Packets: For urgent diplomatic or commercial intelligence, the BoT coordinates with the Skyssian Navy to use fast packet ships that can outpace standard cargo vessels.
Security & Resolutions
Hidden within the security structure of the Dry Hook office is a small contingent from the Department of Resolutions. This clandestine unit is comprised of special agents tasked with resolving political or military disruptions that threaten trade stability. These agents operate under cover and are authorised to use “other methods” to protect prosperity. However, recent intelligence suggests that renegade elements associated with Rojden have attempted to subvert local station chiefs to feed disinformation back to the capital.
Relationships
People
- Yngvild the Fierce: A hero whose despatches regarding southern blockades were facilitated by BoT agents.
- Erik: The local agent in Beretha who coordinates regional intelligence with the Dry Hook office.
Places
- Dry Hook: The primate port city where the organisation is based.
- Board of Trade: The parent organisation headquartered in Kronstadt.
- Kingdom of Zushonia: The sovereign territory whose trade the BoT manages.
- River Wackle: The primary waterway monitored by BoT river pilots.
Concepts
- Standardisation: The core goal for all weights, measures, and ship components managed by the office.
- Trend Data: The collated intelligence that provides Skyssian merchants with a competitive market edge.
River Wackle
Summary
The River Wackle is a major waterway on the Continent of Osnines, forming the international border between the Kingdom of Berenicia and the Kingdom of Zushonia. It flows through the wide and fertile Fruitbar Plain, eventually emptying into the Okkar Sea. The river is notorious for its unpredictable nature, frequently changing its course and flooding the surrounding lowlands. It is a vital artery for the transport of agricultural surplus, specifically grain, cured meats, and dried fruits, which are moved via specialised flat-bottomed barges.
Description
Hydrology and Volatility
The Wackle is characterised by its meandering path and unstable banks. Following heavy rains, the river possesses enough force to burst its banks and divert its entire course, sometimes moving around whole towns within a single season. This geographic instability occurs roughly every decade and has historically been a source of border disputes between neighbouring states. The river bed is prone to rapid siltation, creating shifting channels that require constant maintenance and dredging to remain navigable for commercial traffic.
Hydraulic Engineering
Managing the Wackle is a central component of Zushonian civil engineering. Communities along the river work together to build extensive systems of canals, earth banks, and dykes. A unique method of flood control involves keeping agricultural fields lower than the surrounding farmsteads and towns. This creates a controlled flood zone that enhances soil fertility while protecting human settlements.
At the river's mouth, the people of Dry Hook have completed massive engineering projects to tame the delta:
- The Tree-Dam: A historical project where wooden posts were driven into the river bed and whole trees were floated down to create a barrier. This dam traps sediment and rubbish to form stable, reclaimed land. Willow Trees were later planted on top of the dam to provide additional strength.
- The Oyster Fence: A reef-like structure built from wicker baskets filled with cockle and oyster shells. This fence calms coastal waves and encourages the formation of beaches, further protecting the river mouth from erosion.
Navigation and Trade
The river is the primary interface between the interior agricultural heartlands and northern maritime markets. Because the delta is shallow and volatile, it is navigated almost exclusively by Zushonian barges and small coastal cogs. Deep-sea vessels, such as those overseen by the Skyssian Board of Trade, must wait at specialised terminals like Dry Hook to exchange cargo. Navigation is hazardous due to submerged snags from the tree-dams and the constant shifting of the deep-water channels.
Settlements
Dry Hook
The primary port city and commercial terminal located at the river's mouth. It is built across three reclaimed islands and is protected by a system of dykes built to six metres above sea level.
The Bend
the_bend is strategically situated on a rocky outcrop where the river turns from flowing westwards to northwards. Its elevated position is a necessity due to the surrounding flood-prone terrain.
North Fruitbar
A bustling agricultural hub on the northern bank of the river, directly opposite the larger Zushonian city of Fruitbar. north_fruitbar relies on extensive canals to protect its iron and wool processing facilities.
Greenbank
greenbank is a riverine settlement that uses Zushonian-style engineering to maintain its position on the lower reaches of the Wackle.
Relationships
People
- The King of Zushonia: Relies on the river for national revenue and food security.
- Queen Eleanor I: The monarch of Berenicia whose western border is defined by the river's course.
Places
- Continent of Osnines: The broader landmass that the river bisects.
- Fruitbar Plain: The fertile region that provides the bulk of the river's exports.
Concepts
- Honour: The social currency governing the blunt and direct communication of the river-folk.
- Water Management: The technical expertise that permits permanent civilisation along the volatile banks.
Merchants Row
Summary
Merchants Row is the exclusive residential and commercial district for the wealthy elite within the port city of Dry Hook, Zushonia. Characterised by high-status, narrow terraced housing, it represents the most valuable real estate on the densely packed delta islands. It serves as the primary residence for successful Zushonian exporters, foreign mercantile factors, and high-ranking officials.
Description
Urban Architecture and Layout
In accordance with the extreme spatial constraints of Dry Hook, where land has been reclaimed from the River Wackle through centuries of engineering, Merchants Row is defined by its verticality and density. The houses are constructed in a narrow-frontage style, typically one perch (approximately 16.5 feet) in width but extending deep into the plot. These structures often reach four or five stories in height to maximise the limited ground area.
The ground floors frequently serve a dual purpose, functioning as high-end counting houses or specialised retail spaces for luxury goods like jewellery, fine silks from Mangandalay, and refined metal tools. The upper stories provide opulent residential quarters for the mercantile families. Unlike the more chaotic Docklands or the traditional Strand, the streets of Merchants Row are well-maintained and typically paved, reflecting the status of its inhabitants.
Engineering and Elevation
Merchants Row is situated on the primary island of the delta, positioned at a safer elevation than the industrial docks. While the docks are at an elevation of four metres above sea level, the residential terrace of Merchants Row sits higher, though it still relies entirely on the protection of the massive River Dyke. This dyke, built to a uniform height of six metres, is the only barrier preventing the volatile seasonal surges of the Wackle from inundating these high-value properties. The maintenance of the dyke is a constant communal effort, often funded by the heavy customs duties collected from the nearby terminals.
Economic Function
The Row acts as the nervous system for the southern agricultural trade. It is here that contracts are negotiated and sealed for the massive export of Zushonian surplus, including bulk grains, cured meats, and dried fruits. Its proximity to the Board of Trade main office near the West Dock ensures that information on market trends and commodity pricing is moved rapidly between the counting houses and the Skyssian maritime authorities.
The social atmosphere is one of pragmatic commerce and professional honour. The residents are known for the characteristically Zushonian “plain speaking” manner, which is essential for ensuring clarity in complex international maritime contracts.
Relationships
People
- Yngvild the Fierce: A Skyssian hero who visited the city and observed the stratified social geography of the islands.
- Erik: A Board of Trade operative who coordinates with the factors residing on the Row.
- The Merchant Admiral: Oversees the international guilds whose senior representatives occupy the Row's terrace.
Places
- Dry Hook: The primate port city of which the Row is a central district.
- Kingdom of Zushonia: The sovereign nation supported by the trade managed on the Row.
- The Strand: The neighbouring historic district inhabited by the city's older, established families.
- West Dock: The primary industrial terminal located immediately north of the mercantile district.
Concepts
- Honour: The professional currency governing the high-value contracts negotiated within the district's counting houses.
- Water Management: The technical expertise that permits the existence of high-status housing in a reclaimed flood zone.
Dry Hook
Summary
Dry Hook is a major port city and commercial terminal located in Zushonia, on the northern coast of The Continent of Osnines. It functions as a specialized relay point where Zushonian canal and river barges exchange goods with ocean-going ships. The city is defined by its extensive water-management infrastructure, including historical reclamation projects that have allowed a dense urban population to occupy a once-volatile river delta. It is a primary exporter of grain, cured meats, and dried fruits for the international market.
Description
Historical Engineering and Reclamation
The existence of Dry Hook is the result of two centuries of dedicated civil engineering. The city was founded following the completion of the tree-dam, the first successful attempt to control the flow of the River Wackle. This project used whole trees and sunken posts to trap sediment and sediment, forcing the river into a stable channel.
The second major project, the Oyster Fence, took twenty years to complete. By driving posts into the shallow seabed and filling wicker baskets with shells and rubbish, the Zushonians calmed the coastal waves. This allowed the salt marshes to silt up and eventually form the stable ground upon which the modern city stands.
Topography and Infrastructure
Dry Hook is built across three primary islands within the delta: Willow Bank, East Bank, and Bird Park. The city is protected by a massive River Dyke and a series of causeways. The dykes are built to a uniform height of six metres above sea level to safeguard against seasonal flooding.
The city's industrial heart consists of three major docks: West Dock, East Dock, and Central Dock, featuring specialized berths for different classes of vessels. These docks sit at an elevation of four metres above sea level, placing them below the main residential areas but well above the standard waterline. Terrestrial traffic enters the city via the Dyke Road, which connects the port to the fertile interior plains. The city operates as the interface between Zushonia's 1,960 hulls and the global Skyssian merchant fleet.
Berthing and Ship Traffic
On any given day, the harbour hosts approximately 60 to 90 vessels. The traffic is a mix of:
- Zushonian Barges: Flat-bottomed craft for interior riverine navigation. (more than half of the total as they bring goods up-river to transfer to larger seagoing vessels)
- Skyssian Merchants: Large ocean-going vessels, including 200-ton caravels. A little over a quarter of all the vessels are Skyssian flagged merchants.
- Berenician Cogs: 50-ton coastal carriers of iron and wool. A minority of the ships, but still a regular trade with one or two arriving or departing on each tide.
- Mangandalese Junks: Distinctive 100-ton riverine vessels trading in silks and spices, a rare sight, but there's usually one in loading or unloading most days.
Urban Society and Housing
By the late eighth century AM, the island had become a densely packed urban environment where space is at a premium. Dry Hook supports an estimated population of 45,000 to 55,000 citizens, making it one of the largest and most densely populated settlements in Zushonia. The city is a masterpiece of civil engineering, constructed upon reclaimed land and protected by a massive River Dyke and the “Oyster Fence” reef. The social geography is clearly defined by elevation and location:
- Merchants Row: The most successful and wealthy traders reside here in narrow, high-status terraced housing.
- The Strand: This area is home to the city’s older, established Zushonian families known for their direct, plain-speaking manner.
- The Docklands: A bustling and crowded district where transient mariners, Skyssian BoT agents, and local labourers reside in dwellings mixed directly with or built within large-scale warehouses to maximise space.
Administrative Presence
The Skyssian Board of Trade maintains a significant presence in Dry Hook to monitor the flow of Zushonian agricultural exports. The organisation operates two primary facilities: a main office located to the south of the West Dock and a secondary outpost situated near the Sea Gate at the corner of the Old Market. These outposts serve as the principal intelligence hubs for Skyssian interests in the region.
Relationships
People
- Yngvild the Fierce: A notable traveller who visited the port during her transit through the southern kingdoms.
- Merchant Admiral: Oversees the League of Traders members who frequent the city’s deep-water berths.
Places
- Kingdom of Zushonia: The sovereign state that relies on Dry Hook for its maritime trade.
- River Wackle: The primary waterway that provides the city with its industrial purpose.
- Board of Trade: The Skyssian authority that monitors the city’s customs and trade data.
- Merchants Row: The residential district for the city’s mercantile elite.
- The Strand: The historic residential heart of the delta islands.
Concepts
- Honour: The social currency that ensures the stability of contracts between river bargemen and deep-sea mariners.
- Water Management: The core technical expertise that allows the city to resist the natural cycles of the river.