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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Geas
Summary
A geas is a magical bond or compulsion laid upon an individual through the use of Words of Power. It serves to ensure that a person performs their service faithfully or adheres to specific rules. Geasa are a fundamental tool of Skyssian statecraft and heroic control, ranging from non-onerous promises of devotion to life-threatening involuntary bindings.
Description
Nature and Creation
Geasa are created when a practitioner of sufficient power (usually a Hero or an initiate of the mysteries) speaks specific words to bind another's will. In the Kingdom of Skyss, this is frequently used in a judicial capacity to bind captured pirates into the King's Service. A bound individual must follow all orders given by the King or appointed officers, often under penalty of death if the bond is resisted.
Protective Geasa
Not all geasa are punitive. Many are established as part of a reciprocal agreement for protection. For example, to gain the protection of a silver amulet, a bearer like Yngvild the Fierce must accept a geas to follow the teachings of a specific deity and pray to them first among the gods. These bonds are described as “not onerous” but are essential for the arcane link to function.
Involuntary Bonds and Resistance
A geas laid upon an unconscious person is significantly harder to resist than one laid upon a conscious subject. When conscious, a person can feel a “slippery guide” in their mind attempting to steer them and can choose to push back, though failing to do so makes subsequent resistance more difficult. A powerful, life-threatening geas (like those used by the renegade Rojden) can cause the victim to become physically cold and catatonic if they fight the compulsion.
Perception and Detection
While invisible to ordinary people, those with significant divine blood or specialised tools can perceive these bonds.
- Heroic Sight: High-level heroes can sometimes see the magical cords of a geas or sense their presence.
- Sentient Tools: Relics like the sword Jafnadr can identify the number and strength of geasa on a person.
Resolution and Removal
Breaking an involuntary geas is notoriously difficult and usually requires one of three conditions to be met:
1. The person who laid the bond (the geasor) chooses to relinquish their hold. 2. The geasor dies, which automatically releases all those they have bound. 3. A high ritual involving a blood sacrifice and [[:skyss:chars:divine_intervention|divine intervention]] is performed by someone more powerful than the original geasor.
Relationships
People
Places
- Estreham: The site of the Temple of Clewg where powerful rituals are used to resolve these bonds.
- Troll's Head: An inn that uses magical detectors to ensure no secretly bound individuals enter undetected.
- House of Justice: The administrative centre where geasa are legally applied to those in the King's Service.
Concepts
- Words of Power: The specific tier of magic used to initiate a binding.
- Rituals: The ceremonies required to break or alter high-level geasa.
- Amulets: Items that, once attuned, can provide partial immunity to involuntary geasa.
Meniaxter
| Metadata | Details |
|---|---|
| Gender | Male |
| Pantheon | Nine Gods of Skyss |
| Affinity | War and Death |
| Rune/Word | Upward arrow with prongs |
| Colour | Brownish Red (Dried Blood) |
Domain
Meniaxter is the god of war and death, the last-born child of the Mother of All. His entrance into the world was marked by screaming and difficulty, foreshadowing the chaos he would introduce to the divine order. In the earliest days, Meniaxter’s destructive nature caused significant strife amongst the Nine Gods, notably causing a rift between the sisters Malfin and Aeolf. His actions were so devastating to the creations of Frijdodr and Kari that their subsequent tears are said to have turned the world's freshwater lakes into the salty sea.
Meniaxter originally snuffed the light of life from the “little people” in a misguided attempt to understand the mechanism of their existence. This unchecked entropy was eventually curtailed by the Father and Fafnir, who set strict limits upon his powers. Through the arbitration of Fafnir, Meniaxter’s role was partially reformed; while he remains the bringer of death, he also accepted the task of providing comfort to those left behind, transforming him into a patron of the bereaved.
Followers
The followers of Meniaxter are primarily those whose lives are defined by conflict or the proximity of the grave. Warriors and soldiers invoke his name for strength in battle, while those performing the grim work of burial or execution look to him for professional guidance. He is notably sought after by widows, who pray for his protection and for the strength to endure their loss. His divinity is often associated with the “fog of war” and the inevitable conclusion of all mortal existence. Those carrying significant divine blood from Meniaxter, such as the renegade Rojden, exhibit a terrifying capacity for strategic misdirection and the calculated application of violence.
Celebrations/Observances
Meniaxter is not associated with a specific celebratory moon in the Skyssian Calendar, as his influence is felt more in the private moments of loss or the heat of combat. However, he is invoked during First Night rituals when homage is paid to the coming darkness. Common folk typically use small rituals involving their personally attuned amulets to ward off sudden death or to seek the god's “comforting” presence during times of mourning. A common prayer amongst his followers is to be spared from the worst to come.
The Order of the Iron Shroud
The primary mystery cult of Meniaxter is composed of those who deal directly with the transition between life and death.
- Initiation: Initiates must undergo a trial of isolation, often being kept in total darkness to simulate the state of the grave, intended to purge the fear of death.
- Observances: Cult members often act as silent “ghosts”, standing tall in service to their martial objectives.
- Amulets: the amulets of adepts are often embedded into their personal weapons, using runes to keep them sharp or to help them bite deep in Meniaxter's honour.
Relationships
People
Concepts
- Blood Payment: The legal exchange required for a death, unless deemed a divine judgment.
Kari
| Gender | Female |
|---|---|
| Hero Status | Goddess (100% Divinity) |
| Allegiance | The Nine Gods |
| Role | Goddess of the Sea and Wind |
| Apparent Age | Variable / Ageless |
| Year of Birth | Pre-history |
Stories/Function
Kari serves as the primary metaphysical anchor for the maritime identity and economic hegemony of the Kingdom of Skyss. As the sovereign of the oceans and the atmosphere, her narrative function involves the facilitation of global trade and the protection of the Honourable Company of Mariners. Her divine intervention is the fundamental variable that allows Skyssian hulls to outmanoeuvre rivals, as her favour ensures that the wind and sea remain “good” for those bearing her blood or her Runes. Historically, her interaction with the mortal Freya transitioned her from a reclusive littoral deity into a proactive patron of oceanic exploration and ship-building.
Description
Kari is traditionally manifested as a green-eyed woman with wild, windswept hair, characterised by the pervasive scent of salt and sea-wrack. Her divine tincture is sea-green. In the primordial era, following the creation of the world by the Mother of All and the Father, Kari was the fourth-born child. Initially, she found delight in splashing in the freshwater lakes, which led to the creation of cetaceans and fish to provide her company.
The transition of the world's waters from fresh to salt is attributed to Kari’s profound grief; after Meniaxter introduced chaos and destroyed the creations of Frijdodr and Kari, her voluminous tears transformed the lakes into the salty sea. Furthermore, Kari was instrumental in the establishment of the seasons. When Fafnir cast the sun into the sky to restore light, Kari blew the celestial body into a great arc, ensuring that the warmth was distributed unevenly, thereby creating the climatic cycles that govern modern navigation.
Kari’s influence over the physical world is mediated through three tiers of magic:
- Rituals and Runes: Mariners must carve Kari's runes into the keels and planking of every vessel to ensure safe passage.
- Words of Power: Devout practitioners or those with Heroic levels of divine blood can utilise words of power to still a storm or command a gale.
- Divine Intervention: High-status descendants, such as Helga Trollslayer, can achieve nearly any imagined maritime effect, such as navigating through supposedly impassable weather conditions.
Marriage and Scandal
Kari’s relationship with the mortal world is defined by a historical covenant of hospitality. For centuries, she remained below the high tide mark, distant from human affairs, until she was drawn to a farmhouse by the fervent prayers of the mortal woman Freya. Accepting an offer of hospitality—a fundamental tenet of civilised behaviour—Kari relented to Freya’s passion for exploration. This meeting resulted in the design of the *Adventurer*, the first ship of its class, and established the requirement for all subsequent voyages to be bookended by prayers and sacrifices to her name.
In the modern era, Kari's lineage is a significant factor in Skyssian politics. Her granddaughter, Lady Helga Trollslayer, the Second Sea Lord, is a direct conduit of her power. Helga’s ability to “take a ship out in any weather” is a literal manifestation of Kari’s favour, which will be formally integrated into the Council of Electors when Helga assumes the role of First Sea Lord at the new year. Kari's blood also flows in Yngvild the Fierce, providing her with a natural, if secondary, affinity for wind and sea.
Relationships
People
- Parents: The Mother, The Father
- Descendants: Helga Trollslayer (Granddaughter), Yngvild (Great-granddaughter)
Places
- The Sea: Her primary domain, specifically the waters surrounding Osnines.
- Kronstadt: Site of the Royal Navy and the Board of Trade, whose operations rely upon her favour.
- Straven: Where her name is invoked during the First Night prayers.
- western_isles: The traditional heartland of her most devoted mariners.
Concepts
- Kari's Amulet: A silver band with waves and a ship, used for protection and communication.
- Runes of the Sea: Essential inscriptions for naval architectural stability.
- King's Ship Seagull: A vessel whose speed and clean lines are seen as an embodiment of her affinity for the wind.
Jorunn
Jorunn is the fifth child of the Mother of All and the Father, occupying a unique position within the Nine Gods of Skyss as the patron and progenitor of humanity. Known as the deity of the Lost and Found, mischief, and the “little people” (humans), Jorunn represents the inquisitive and transformative spirit of the mortal races. Characterised by an affinity for the colour green and the sapphire gemstone, Jorunn is the only deity of the Nine to have fundamentally altered their divine nature to live among their own creation.
| Metadata | Details |
|---|---|
| Gender | Fluid / Dual (He/They/She) |
| Pantheon | Nine Gods of Skyss |
| Affinity | The Lost and Found, mischief, and humanity |
| Rune/Word | M (representing a bird or mountain) |
| Colour | Green / Sea-green |
Domain
Jorunn’s domain encompasses the survival, multiplication, and inquisitive nature of humankind. While the other gods remained aloof or continued the labour of world-building through trolls, Jorunn became obsessed with the act of creation.
The Progenitor of Humans
According to the ancient sagas, Jorunn fashioned the first humans from riverbank clay, seeking to mirror the Mother's creation of trolls from stone. Finding the clay easier to shape, Jorunn petitioned his sister Frijdodr to refine their forms. To breathe life into these “little people,” Jorunn sought nourishment from the Mother. In a definitive act of divine solidarity, Jorunn chose to shrink their divine form to join the humans, even altering their own physical anatomy to enable the biological production of milk to ensure human multiplication. This mythic transition explains Jorunn’s dual categorisation as both god and goddess in varying historical accounts.
The Arbitrator of Mortality
Jorunn is central to the stability of human life on the Continent of Osnines. Following the chaos introduced by Meniaxter, who “snuffed the light” from human eyes to understand their life-force, a primordial compromise was brokered by Fafnir. Humans were granted finite lifespans, while Meniaxter promised to comfort those left behind, establishing the natural order of mortality that Jorunn protects.
Obfuscation and Retrieval
As the god of the “Lost and Found,” Jorunn governs the visibility of things in the world. This domain extends to the retrieval of lost identities, objects, and souls, as well as the power to remain hidden from scrying. The aspect of mischief is not viewed as malice, but as a tactical tool used to bypass the rigid laws or “established paths” of more authoritarian deities.
Followers
The typical followers of Jorunn are found across all strata of human society, though his influence is most pervasive among the unlettered and the mobile classes.
- The Little People: As the creator of humanity, Jorunn is the default patron for all humans. Ordinary folk revere him as a protector against the more violent impulses of the Meniaxter-aligned Godbloods.
- Islander Fishing Communities: On islands like Straven, Jorunn is invoked for safety and successful hauls. His spirit binds the disparate communities together through shared survival and trade.
- Southern Adherents: In southern territories like Cottalem, the deity is known as Tiago, illustrating a global reach that persists even where Skyssian influence is contested.
- The Bereaved: Due to the divine compromise, those mourning loss often pray to Jorunn alongside Meniaxter to protect the spirit of the departed.
Celebrations and Observances
For the ordinary peasantry, worship of Jorunn is spontaneous and integrated into the practicalities of daily life.
The Finding of Signs
Ordinary humans view the discovery of brightened or distorted objects as direct signs of Jorunn's favour. The discovery of a bent silver siller coin in the middle of a road is considered exceptionally good luck. Such items are often tucked into pouches or placed on thresholds as dedicatory charms to ward off the “lost state”.
The Mid-summer Fisher-meet
The annual gathering at Portree is the primary communal celebration of Jorunn. It is a time of friendship-binding, games, and mercantile standardisation. The meet mirrors Jorunn’s promise to “look after the little people and everything they do,” allowing boat captains and community leaders to resolve bloodfeuds and formalise trade agreements.
Threshold Runes
Peasants often carve Jorunn’s runes into the wooden frames of their workshops. These runes are powered by the application of freely given human blood—typically a simple prick of the finger—which is considered “powerful enough for most purposes” such as warding off bad luck or ensuring “good timing”.
Seekers of the Lost
The Seekers of the Lost is the specialised mystery cult of Jorunn, exclusively for those with Heroic blood who seek to master the higher mysteries of discovery and concealment.
Initiation and The Talent
Candidates for the mystery, such as the foundling Noren, often manifest an innate “talent for discovery” even before formal training. Initiation requires the Seeker to find someone or something that has been “Lost” to the rest of the world. This often involves the bestowal of an amulet—typically a silver coin—that has been blessed through the intercession of another deity, such as Malfin.
Arcane Mechanics
- Concealment: High-level adepts are exceptionally difficult to track via scrying. By leveraging the god's mischief, they can “disappear easily” even in plain sight.
- Bypassing Wards: Conversely, Seekers can find individuals who are actively warded by other gods, slipping past divine defences that would stop a King's Justice.
- Jorunn's Eye: The cult utilizes powerful reliquaries known as Jorunn's Eyes—specialised sapphires used for scrying. One such stone is set in Queen Flora's crown, while another is kept in the secret archives of the Board of Trade (BoT).
- Transformation: The highest level of the mystery involves the ability to alter one's physical form, a power inherited from Jorunn's own shapeshifting. Masters like Alfarinn can live nomadically for centuries, stay looking in their twenties for decades, and move through the world entirely undetected.
Relationships
People
- Noren Alfarinnsson: A direct descendant and initiate who takes more after Jorunn than his father.
- Alfarinn: A granddaughter of the god and a master of the combined mysteries of Justice and Mischief.
- Eskil: A cousin and adept who operates The Troll's Head and creates “geas detectors”.
Places
- Portree: The site of the annual Fisher-meet and the central hub for the deity's human followers.
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.

