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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Aeolf

Metadata Details
Gender Female
Pantheon Nine Gods of Skyss
Affinity Flames and the Sun
rune/word M
colour Orange

Domain

Aeolf is the Goddess of Flames and the sovereign of the sun. She is one of the eldest children of the Mother of All and the twin sister of Malfin, the Lady of Darkness. In the first days of the world, while in her infancy, Aeolf brought the sun into existence, and the dancing of its flames provided the primary source of warmth to the frozen world.

She presides over the long days of summer and is the divine patron of energy, growth, and transformation. Her affinity for fire extends to all forms of intense creation and destruction; she is the goddess of the forge and the laboratory, overseeing the processes of smelting and study. According to Skyssian legend, her home is situated on the northern shore of the Violent Lagoon, a region of intense volcanic activity she shares with Frijdodr. Together, they are credited with the creation of the Thousand Isles.

Aeolf’s relationship with her siblings is complex. While she is the literal twin of Malfin, the two take turns presiding over the heavens through a compromise brokered by Fafnir. Furthermore, Aeolf suffered significant grief in the early days when her brother Meniaxter brought chaos to the gods' creations. The tears she shed, alongside those of Frijdodr and Kari, are said to have turned the world's freshwater lakes into the salty sea.

Followers

The followers of Aeolf are those who seek the light of truth and the power of transformation through their knowledge. She is particularly revered by:

  • Scholars and Students: Due to her association with the “light” of knowledge and the discipline of studying.
  • Metalworkers and Smiths: Those who work at the forge, particularly in the process of smelting ores, invoke her name for the success of their work.
  • Dancers: Her infancy was defined by the “dancing” of flames, making her a patron of artistic movement.
  • The Bereaved: Those who carry her blood, like the Heroes of Skyss, are often tasked with providing comfort, a role shared with her brother Meniaxter.

Those carrying significant divine blood from Aeolf, such as Arinhildr, exhibit a terrifying capacity to generate intense heat, sometimes resulting in the internal combustion of their enemies.

Celebrations/Observances

Aeolf is prominently honoured during the First Night ceremony, which occurs in late summer (typically during the Summer Moon). While the initial part of the ritual pays homage to the coming darkness of Malfin, the secondary and most visible phase involves the lighting of a massive ceremonial bonfire. As the sun drops below the horizon, the community prays to Aeolf to bring the fire into life, seeking her protection through the coming “dark time” of winter.

Ordinary people use small rituals to invoke her, such as touching an attuned amulet while tending a hearth or starting a forge. It is considered a sign of her favour if a fire catches quickly and burns with a vibrant orange flame.

The Order of the Flame

The primary mystery cult of Aeolf is composed of initiates who dedicate themselves to the mastery of fire and the preservation of light.

  • Initiation: Seekers must prove their devotion through a “Trial of the Hearth,” which often involves the prolonged study of ancient runes in the presence of a sacred flame to internalise the goddess's affinity for discipline and focus.
  • Rituals: High-level adepts use rituals to master the use of heat and fire, often in conjunction with smelting metal ores, or creating using metal and glass. They are also responsible for maintaining the warming fires in main Skyssian settlements.
  • Observances: Members of the cult often serve as observers and witnesses, ensuring that those “descended from god’s fire made flesh” are protected and their lineages recorded in the Book of Heroes.

Relationships

People
Places
11 Apr 2026 14:52 · james

Amulets

Summary

Amulets are essential objects of ritual protection within the Kingdom of Skyss and across the Continent of Osnines. Most adults possess at least one, as they are imbued with ritual magic designed to protect the bearer from external metaphysical threats such as curses, scrying, and involuntary geasa. Beyond simple protection, these items serve as a conduit for the divine blood of Heroes, facilitating survival against mortal injury and enabling clandestine communication between individuals linked by an arcane connection.

Description

Ritual of Creation and Attunement

The efficacy of an amulet is derived not from its physical form alone, but from the intent and ritualised process of its creation. Every amulet must be crafted with the specific intent of becoming a vessel for magic and must be imbued through a formal ritual. A critical component of this process is that the item must be bestowed as a gift; the act of giving, combined with a ritual invocation, creates the necessary bond between the object and the recipient.

Ordinary folk typically carve runes into their amulets and power them with a small amount of their own blood to activate the protection. Heroic initiates in the mysteries can draw more powerful runes using “freely given” blood, while adepts of the highest order perform complex ritual magic involving sacrifice to the Gods to create items of significant power. Once attuned, an amulet protects its owner at a level commensurate with the power of those involved in its creation.

Forms and Variations

Amulets manifest in a diverse array of forms, ranging from wearable jewellery to affixed ornaments:

  • Wearables: The most common form, including rings, necklaces, and pendants. For example, Yngvild the Fierce wears a silver coin amulet inscribed with the face of Malfin.
  • Affixed Items: Magic can be imbued into functional equipment, such as pommel decorations on weapons or brooches.
  • Specialised Detectors: Some practitioners, such as the hero Eskil, can craft amulets that act as sensors. At the Troll's Head, Eskil has installed “geas detectors” that rattle or vibrate when someone under a magical compulsion enters the vicinity.
Materials and Divine Affinities

To maximise the effectiveness of an amulet, the materials used in its construction should reflect the affinities of the deity to whom the bearer is most devoted. The most potent amulets maintain direct contact with the skin and are fashioned from substances that resonate with specific divine branches:

  • Malfin: Possesses a deep affinity with silver.
  • Jorunn: Resonates with items that have been “lost and found,” or items associated with the “little people.”
  • Meniaxter: Prefers weapons or items forged for conflict.
  • Frijdodr: Attuned to the tools of craftsmanship and fine work.
  • Kari: Associated with maritime symbols, such as waves and ships. Lady Helga’s silver ring, embossed with a ship on waves, serves as a Kari-attuned amulet.
Amulets and Heroic Survival

For Heroes, an amulet is more than a shield; it is a life-link. The divine blood within a hero creates a persistent psychological and physical connection to the object. This link allows a hero to survive wounds that would be fatal to ordinary humans. It is an obscure but vital fact that a hero with a properly attuned amulet is almost impossible to kill short of total physical destruction or decapitation. Conversely, if an amulet is removed or destroyed, the hero’s supernatural recovery is significantly slowed or halted.

Arcane Communication

Heroes can use their amulets as tools for telepathic communication, provided there is a shared arcane connection. This usually occurs when the amulets were crafted or gifted during the same ritual. While these links are typically two-way, complex rituals can facilitate up to a four-way mental link. This function requires at least one participant to possess divine blood, and any non-heroic participants must be initiated into the mysteries of their god to participate in the exchange.

Relationships

People
  • Yngvild the Fierce: Wielder of a Malfin-attuned silver coin and creator of a bear-shaped silver pendant for Noren.
  • Eskil: A specialist in enchanting detection-based amulets and geas-detectors.
Concepts
  • Geas: The magical compulsion that amulets are specifically designed to resist.
  • Honour: The social currency that governs the contracts and promises often sealed during the gifting of an amulet.
  • Rituals: The necessary ceremonial acts required to transform a mundane object into a magical protector.

Small Council

Summary

The Small Council of Skyss, also known as the Keeper's Council, is the primate administrative body responsible for the day-to-day governance and executive oversight of the Kingdom of Skyss. Composed of senior civil servants and high-ranking officials, the council manages the realm's logistics, intelligence, and resources, providing essential support to King Thirfinn. While the Council of Electors handles broad constitutional matters such as succession, the Small Council focuses on the detailed administration required to maintain the kingdom's peace and prosperity.

Description

Chamber and Protocol

The council convenes within the King's Palace in Kronstadt, specifically in the birch-panelled Small Council room. Members are seated in nine ornately carved, high-backed chairs arranged around a polished wood table. The sessions are typically chaired by the Clerk of the Privy, who manages the agenda and coordinates the various departments represented at the table .

Function and State Labour

The council’s remit encompasses several critical domains:

  • Intelligence Gathering: The Secretary of the Board of Trade provides the council with high-level briefings on international trade flows and geopolitical shifts, such as the Cottalemnese crisis of 774 AM.
  • Judicial Record-Keeping: Through the Keeper of the Rolls, the council monitors sentencing trends and maintains the legal precedents established by the King's Justices.
  • Logistics and Infrastructure: The Keeper of the Dockyard ensures that the Skyssian naval patterns and shipbuilding schedules are maintained to support maritime hegemony.
  • Exchequer and Treasury: Financial oversight and the management of the royal archives are handled by the Keeper of the Cloth and the Keeper of the Treasures.
Diplomatic Responsibilities

The council is frequently tasked with selecting and preparing ceremonial items for foreign dignitaries, a process that reflects the state's interest in standardisation and soft power. In 774 AM, the council deliberated on gifts for the wedding of King Alasdair V of Dael Riata, considering rare items from the King's Treasures such as:

  • The Travel Bureau: A fine example of travel furniture with secret compartments, captured by the Navy from the Queen of Bernicia.
  • Bjorn Arneson's State Sword: A naval masterpiece featuring a mother of pearl handle and gold inlays.
  • Queen Flora’s Crown: A sapphire-set circlet containing “Jorunn’s eye,” an amulet used for scrying.

Members and Offices

The following table lists the main offices of the Small Council and the individuals holding these posts as of 774 AM:

Office Known Member Primary Role
Clerk of the Privy Harald Bjornson Council Chair and Secretary
Secretary of the Board of Trade Olaf Olafsson International Intelligence
Keeper of the Keys Ingrid Kemisdottir Principal Secretary to the King
Keeper of the Cloth Birgitte Elfrunsdottir Senior Exchequer Officer
Keeper of the Dockyard Captain Freya Ingridsdottir Senior Naval Operations
Keeper of the Treasures Henrik Johansson King's Art and Relic Collection
Keeper of the Rolls Hilda Helgasdottir Senior Officer, House of Justice

Relationships

People
Places

Heroes

Summary

In the world of Skyss and the wider continent of Osnines, Heroes, also known by the more traditionalist term Godbloods, are individuals who possess a measurable degree of divine lineage. They are the descendants of the Nine Gods and Goddesses of the Skyssian Pantheon, though some may trace their ancestry to deities from other regions. A Hero is formally defined as any individual possessing one-sixteenth (1/16th) or more divine blood, whereas those with at least one-eighth (1/8th) are eligible for inclusion in the Book of Heroes. Currently, there are approximately 50 active Heroes living within Skyssian influenced territories.

Biological and Metaphysical Traits

Longevity and Health

Heroes possess an extended lifespan that far exceeds that of ordinary mortals. While they reach physical maturity at the same rate as humans, their aging process slows dramatically upon reaching adulthood. It is common for a Hero to maintain the physical appearance of an individual in their twenties for several decades or even centuries. Old Bjorn, the oldest living Hero, is recorded as being over 900 years old, while Alfarinn is over five centuries old. Furthermore, Heroes are generally immune to common human diseases and can survive wounds that would prove fatal to others, though they are not truly immortal and can be killed through decapitation or the total destruction of their physical vessel.

Inheritance of Divine Blood

The potency of a Hero's divine abilities is determined by the “strength” of their bloodline rather than the number of divine ancestors. Generally, a child inherits the average of their parents' divine potency. For example, the offspring of a demi-god and a mortal human would possess significantly more power than the child of two low-level Heroes. This bloodline allows them to manifest abilities associated with the divine domains of their ancestors, such as Yngvild Helgasdotir’s affinity for darkness and justice inherited from Malfin - Goddess of the Darkness and Fafnir, or Noren’s connection to Jorunn.

The Book of Heroes

The Book of Heroes serves as the formal registry for all recognised Godbloods. It is a massive, hand-bound ledger fastened with string, featuring stiffened leather covers that date back four hundred years to the era when individual records were first consolidated. The pages vary in age and colour, ranging from pristine white to ancient mustard-yellow.

  • Security: To prevent the manipulation of lineages or the hiding of specific deeds, several copies of the Book are maintained in disparate locations, ensuring that no single individual can alter the historical record of the Heroic lines.
  • Function: Inclusion in the Book is a prerequisite for certain constitutional roles, such as serving as the Herald of Heroes during the election of a new King.

The Three Tiers of Magic

Heroes categorise magical practice into three distinct tiers based on the requirement of divine blood and the intensity of belief:

1. Rituals

The most common form of magic, rituals can be performed by any individual with sufficient belief, including priests and ordinary citizens. These often involve carving ancient Runes and imbuing them with power, sometimes utilising freely given human blood to amplify the effect.

2. Words of Power

Requiring either intense devotion or Heroic levels of divine blood, Words of Power cause direct, irresistible effects. Examples include the laying of an involuntary Geas or the ability of a King's Justice to compel truth from a prisoner. Oddmundr was noted for his ability to use such powers as a Justice before his death.

3. Divine Intervention

The highest tier of magic, available only to those with significant divine blood. A Hero can achieve nearly any imagined effect within their specific divine domain. This is subject only to the Hero’s imaginative clarity and the overall strength of their bloodline. helga_trollslayer, for instance, can utilise her connection to Kari to ensure favourable wind and sea conditions regardless of the weather.

The Great Schism and the Covenant

The current Heroic population is significantly smaller than in antiquity due to The Great Schism, an internal conflict that occurred roughly eighty years ago.

  • The Factions: The conflict split Heroes into the Silent Service (who favoured staying out of public life), the Godbloods (who believed Heroes should rule), and the Covenanters (who favoured limited public service with term limits).
  • The Covenant: In 694, Old Bjorn introduced the Covenant of Heroes to halt the assassinations thining their ranks. Most surviving Heroes are now signatories, agreeing to laws that govern their conduct and prevent them from destabilising the realm for personal gain.

Relationships

Notable Heroes
Concepts and Objects
20 Mar 2026 19:36 · james

Freki

Heading Answer
Gender Male
Pantheon Other Gods of Osnines
Affinity Pack solidarity, nature, and overland travel
Rune/Word Orange ᚠ
Colour Orange

Domain

Freki is the wolf god of The Continent of Osnines, representing the raw power of communal solidarity and the rejection of the individual ego. His primary domain is the “Pack,” a social structure where the group's best interests always supersede those of the individual. This philosophy is defined by a lack of ego, often manifesting in his Heroic descendants as a tendency to speak of themselves in the third person, such as “this wolf” rather than “I.”

Unlike the deities of the Nine Gods of Skyss who often represent the building of cities and the crowning of kings, Freki prioritises nature over man-made or artificial constructs. He is a god of balance, cycles, and flow, viewing the world through the lens of natural harmony rather than the rigid approaches of northern civilisation. As the “Opener of the Ways,” his influence extends to scouting, hunting, and healing, providing his followers with the ability to navigate both the physical landscape and the internal “paths” of the body to restore health.

Followers

Followers of Freki are most commonly found among those who live on the fringes of formal state hierarchies. This includes scouts, hunters, and overland navigators who rely on his “Opener of the Ways” affinity to survive the wilderness. Because he represents the “equal and free” spirit of the ancient tribes, he is a patron to those who resist the autocratic structures of the Great Powers.

In the Electorate of Bledal, particularly within the city of Wolfburg, his influence is significant among independent merchants and rogues who operate along the Great East Road. His followers are known for a strong commitment to mutual aid, adhering to the divine directive to “help the weaker get stronger.” This makes him a popular deity for communal guilds and nomadic groups who must rely on collective strength to endure the rigours of travel and trade.

Celebrations/Observances

Ordinary folk celebrate Freki through communal meals that emphasise the shared nature of resources. Unlike the formal state dinners of Kronstadt, these gatherings are less structured and focus on the equality of all pack members. During these feasts, it is common for the people to share food from a single source to symbolise the dissolution of the individual self into the group.

In the hunting communities of the north, the “Ritual of the First Scent” is performed before a major expedition. This involves an invocation to the Opener of the Ways to grant the party clear sight and a successful path. Small daily rituals often include the marking of boundaries with natural materials to honour the god's protection of the pack's territory. When healing is required, the community gathers in a circle to “open the way” for the sick individual’s recovery, channelling collective will to strengthen the weak.

The Brotherhood of the Open Path

The mystery cult of Freki is known as “The Brotherhood of the Open Path.” Initiates of this cult seek to achieve a perfect state of “ego-death,” where they become indistinguishable from the collective will of the pack. Higher levels of initiation involve the study of shapeshifting, as the most powerful Heroes of Freki’s bloodline are capable of assuming the form of a wolf. Unlike the classic “full moon” werewolf of folklore, these initiates can control their transitions at will, though they maintain their wiry musculature and distinctive orange eyes even in human form.

The Brotherhood operates as a clandestine network of scouts and information brokers. They are adept at moving through territory unnoticed, using their divine connection to the landscape to find hidden routes and “open” paths that are closed to others. Members are often employed by the Board of Trade for specialized missions where a lack of individual ambition and a focus on group success are paramount for the mission's completion.

Relationships

People
  • Rolf Wolfson: A veteran hero (13% Freki blood) and “sometime spy” whose wiry frame and orange eyes exemplify the god's lineage.
  • Jorunn: A cousin deity within the Nine Gods; both share affinities for finding the lost and navigating the world.
Places
  • Wolfburg: A city in Bledal that serves as a centre for those of the wolf-bloodline.
  • Great East Road: The major trade artery where his “Opener of the Ways” affinity is frequently invoked.
  • The Continent of Osnines: The broader landscape that provides the natural environment for his followers' travels.
Concepts
  • Standardisation: A concept often viewed with suspicion by Freki’s followers, as it prioritises man-made order over natural balance.
  • The Pack: The core social unit and philosophical ideal of the Freki faith.
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