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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 Queen's War (754–755)
The Queen's War, also known as the Dael Riatan Civil War, was a significant military conflict fought between the Regency Council (supporting the infant King Alasdair V) and the Loyalist coalition (supporting the deposed Queen Caoimhe).
Origins and Strategic Context
The conflict was triggered in 754 when a coalition of powerful nobles—primarily the Murchadh, Alpin, and Aonghus families—forced the abdication of Queen Caoimhe. The official justification was her scandalous relationship with a Skyssian merchant and her attempts to re-introduce Skyssian gods to Dael Riata, which the nobility feared would lead to foreign domination.
While Parliament declared her infant son King, Caoimhe fled to Bernicia to seek aid from her cousin, King Edmund IV. She returned with Bernician support, launching an invasion to reclaim her throne.
The Belligerents
The war was notable for dividing families and testing loyalties across the 14 great houses.
The King's Side (Regency Council)
Lead Houses:
- Sean Alpin (Earl of Ardmor),
- Domnhall Murchadh (5th Earl of Uisdean), and
- the Earl of Aonghus.
Supporters:
- Giluilleam, and
- the major burghs (though many supported the King half-heartedly).
Military Focus: Primarily heavy infantry and regional levies.
The Queen's Side (Loyalists)
Lead Houses:
- Ahearn, and
Elite Units: The Unicorn Troop, featuring second-generation riders like Cornet Iain Suibhne and Agitant Diarmid Murchadh.
Bernician Elements: Mercenaries and household troops provided by King Edmund IV.
Notable Individuals: Iain Alpin (who fought against his father), the Duke of Glasholm, and Diarmid Murchadh (serving as an agitant in the Unicorn Troop) who fought against his Uncle.
Major Campaigns and Engagements
The Loyalist army advanced from the south along the North Way, aiming for the capital at Dalreoch.
Skirmishes in the South
The early campaign saw initial successes for the Queen’s forces in the southern lowlands. Iain Alpin distinguished himself during these engagements, reportedly fighting in every battle of the war.
The Battle of Drumfada Ridge (754)
The war’s decisive and bloodiest engagement occurred approximately twenty miles south of Dalreoch.
The Regency forces took a defensive position on Drumfada Ridge to block the North Way.
- The Right Flank: The Duke of Glasholm, leading the Queen's cavalry, won a decisive victory against the Regency horse. He then launched a charge into the Murchadh infantry who were pressing the Suibhne contingent hard, causing them to rout. The Queen's Unicorn Troop exploited the routing Murchadh infantry but became dangerously overextended.
- The Centre: A spirited engagement took place with many casualties in both contingents, neither side gaining an advantage until the Ahearn Horse Lords swept round having broken the right flank and made the Regency forces withdraw to avoid being cut down from behind.
- The Left Flank: The Earl of Aifric (Sithech), fighting for the Queen, was defeated and killed in a cavalry melee. The small Aonghus cavalry successfully bypassed the front lines and mounted a direct assault on the Queen’s command post.
Outcome: The battle ended in disarray for both sides.
While the Queen's right flank was victorious, the attack on her position and the death of her close friend, the Duke of Glasholm, caused her to lose the will to fight.
Casualties and Aftermath
The war resulted in heavy losses among the nobility:
- House Suibhne: The house suffered a “decapitation” of its leadership. The 6th Earl (Cinead Ranald), his son Malcolm Ruaridh, and his grandson Iain Edmund Suibhne (Cornet of the Unicorn Troop) were all killed in 754.
- Commanders: The Duke of Glasholm and the Earl of Aifric were among the fallen.
- The Alpins: Niamh Eubha Alpin and Aodh Ivor Alpin were also killed during the fighting.
Conclusion of the War
Following the carnage at Drumfada Ridge,
- Queen Caoimhe surrendered her claim to the throne and returned to Bernicia.
- The Unicorn Troop dispersed for a year before returning to their quarters in Dalreoch, and the surviving rebels were eventually brought back into the King's peace.
- The war left a legacy of bitter feuds, including the estrangement between Iain Alpin and his father, Sean Alpin.
Arne the Slow
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Male | Yes | Kingdom of Skyss | Second-in-command of Straven's boat / Trainer | 50 | 663 (111) |
Stories/Function
Arne Johansson, universally known as Arne the Slow, serves as the senior tactical instructor and second-in-command of the boat crew for the remote community of Straven. His primary function involves the systematic preparation and coordination of the island's adult population for raider incursions, a responsibility he has shared with Old Bjorn for several decades. In the narrative of Fierce, Arne acts as the island's primary lookout and early-warning asset, using the signal horn to alert the community to the arrival of the King's Ship Seagull and the Mangandlese vessel Chantara. Despite his ironic moniker, born of the fact that he is physically quicker than almost any other man, Arne represents the disciplined and cautious tactical tradition of the northern veterans.
Description
Arne is a man of significant physical vitality, appearing to be in his mid-fifties despite his chronological age of 111 years. As a Hero of the 23rd percentile, he possesses a life multiplier of 2.76, allowing him to maintain peak combat efficiency long after ordinary men have succumbed to age. Physically, he is characterised by a distinctive drawling speech and a dry, often ironic sense of humour. He is a formidable combatant, easily identified in battle by his shield, which depicts a black snail on a blue field above two wavy lines. Arne possesses a deep, powerful voice capable of projecting across the northern fjords and is noted for his remarkable lung capacity, able to inflate his bagpipes with only a few large breaths.
Personal Life
Arne is the grandson of the legendary Old Bjorn and has dedicated his life’s work to the preservation of the Straven sanctuary. Following a youth spent in the field battles of the Schism era, he joined his father in a multi-generational contingency plan to protect the young heroes Yngvild and Noren from the reach of southern renegades. Arne is an expert in the technical aspects of warfare; he personally manufactures the community's bows and strings and provides specialised instruction in archery, teaching his pupils to use their divine blood to guide their arrows with supernatural focus.
Beyond his martial duties, Arne is a central figure in the community’s spiritual and social life. During the celebrations of the First Night, he is the individual tasked with striking sparks for the great bonfire dedicated to Aeolf, the Goddess of Flames. His recreational time frequently involves providing musical accompaniment for the community, often playing jaunty tunes on his pipes to maintain morale during the short, intense periods of summer industry.
Relationships
People
- Old Bjorn: His grandfather and the leader of the Straven community.
- Yngvild the Fierce: His student and associate in the island's defensive drills.
- Noren: His student and protégé, whom he has trained since infancy in maritime skills.
- Alwilda: A long-term community associate and mother of his students' peers.
- Arne Revnasson: A false identity assumed by Yngvild in the south, named in his honour.
Places
Concepts
- Great Schism: The internal heroic conflict that defines his current political motivations.
Helga the Red
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Female | Yes | Kingdom of Skyss | Leader of Straven | 54 | 662 (112) |
Stories/Function
Helga the Red serves as the matriarch and co-leader of the Straven community within the narrative of Fierce. Her primary function is to provide the domestic and social stability required for the clandestine protection of the young Heroes Yngvild the Fierce and Noren. Alongside her lover, Old Bjorn, she manages the day-to-day harmony and welfare of the island's fifty inhabitants, ensuring their survival in the remote northern fjords. She acts as the spiritual heart of the community, leading the adults in prayers of gratitude to the Nine Gods during communal meals.
Description
Born in 662 AM, Helga is a woman of significant divine bloodline (21%), which grants her an extended lifespan and a life multiplier of 2.52. Although her chronological age is 112, she possesses the physical vitality and apparent age of a woman in her mid-fifties. Physically, she is defined by her red hair and a stately, composed manner of movement. She is often seen walking at a deliberate and dignified pace, typically appearing in the company of Old Bjorn. Unlike the more martial and secretive Bjorn, Helga presents a nurturing but firm presence, focusing on the health and development of the community.
Personal Life
Helga the Red’s personal life is defined by her current partnership with Bjorn Johansson (Old Bjorn) and her role as a foster parent. Following the Great Schism and the retirement of Bjorn from his duties as a King's Justice, the couple settled on Straven to raise the next generation of heroes in isolation. Helga provided the maternal care for Yngvild the Fierce, who believed Helga was her biological mother until the arrival of Lady Helga Trollslayer revealed their true relationship in 774 AM.
Despite the revelation that she was not Yngvild's birth mother, Helga’s devotion to her wards remained unchanged. She is a woman of deep faith, regularly chanting grace in unison with the other adults to thank the gods for the bounteous catches of fish and the safety of the children. Her focus is dedicated to the preservation of the community's peaceful way of life, even as she remains fully aware of the international threats and the long-term contingency plans managed by her partner.
Relationships
People
- Old Bjorn: Her life partner and co-leader of Straven.
- Yngvild the Fierce: Her “adopted” daughter and namesake of her political ally.
- Noren: Her ward, whom she helped raise from infancy.
- Lady Helga Trollslayer: Her political ally and the biological mother of Yngvild.
- Arne the Slow: A close community associate and second-in-command of the island's boat.
Places
- Straven: Her home and the site of her administrative and maternal service.
Concepts
- Nine Gods of Skyss: The deities to whom she offers daily prayers and gratitude.
- Heroes: The divinely-blooded class to which she and her household belong.
Old Bjorn
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Male | Yes | Kingdom of Skyss | Leader of Straven | 56 | no-one knows |
Stories/Function
Bjorn Johansson, universally known as Old Bjorn, serves as the senior mentor within the narrative of Fierce. His function involves the long-term protection and clandestine education of the young Heroes Noren and Yngvild the Fierce on the remote island of Straven. He acts as a devious and secretive power-broker who manages a multi-generational contingency plan to ensure the stability of the realm. Bjorn is the primary link between the islanders and the high politics of Kronstadt, using his authority as a retired King's Justice to monitor international threats and coordinate the movement of state assets.
Description
Despite his chronologically advanced age of several centuries, Bjorn maintains the physical vitality of a man in his mid-fifties. He is characterised by his fair hair, which is now predominantly grey or white, and a full beard that marks his status as a veteran of the northern fjords. Physically, he is a formidable combat specialist, famously known as the “Counter of Battles” due to the numerous white tally marks covering his plain black shield. His battle gear is plain black, apart from the white tally marks. There are many tally marks on the shield, rumours differ. Some say these are the battles he's been in, others the number of people he's killed, and a few think they're the women that he's loved.
His personality is defined by a rigorous commitment to secrecy and an insistence on harmony. He often tells others only what is necessary for them to fulfil their roles, a trait that has earned him a reputation for being both devious and manipulative. He lives by the watchword “no rush to die,” a philosophy of caution and deliberation he imparts to all the adults he trains in the raider drills on Straven.
Personal Life
The boat captain of the first boat on Straven. He's the adoptive father of both Yngvild Helgasdotir and Noren. His current lover is Helga the Red and they share a room above the main hall on Straven. Bjorn Johansson is by far the oldest resident of Straven, no-one is quite sure exactly how old he is. What is clear is that he's much older than everyone else. Hence the moniker Old Bjorn.
When the seagull first docks at Straven the Captain calls him The Counter of Battles.
Old Bjorn is a legendary figure in Skyssian history, recognised as the author of the Covenant of Heroes in 694. Following the Great Schism, he retired from public office to live a peaceful life on Straven with his partner, Helga the Red. Some time in the past Bjorn Johansson was a King's Messenger, and then a King's Justice. Within his three-storey home, he maintains a secret sanctum in the roof space accessible only via a private staircase. This chamber is a repository of forbidden and ancient knowledge, housing seven rare books, a gilded full-face helmet, and a black silk banner.
In the summer of 774 AM, Bjorn's retirement was interrupted by the arrival of the Arald on the Mangandlese ship Chantara. Recognising the threat to his wards, Bjorn coordinated with Captain Olaf Ragnarson of the King's Ship Seagull to transport the prisoner and the young heroes to the capital. He currently oversees a long-term plan to elevate Lady Helga Trollslayer to a position of supreme authority to mobilise the state against the southern expansion of Rojden. His work is dedicated to ensuring that the next generation of Heroes is prepared for the inevitable conflict with the renegade forces of the south.
Relationships
People
- Helga the Red: His lover and co-leader of the Straven community.
- Lady Helga Trollslayer: A senior naval officer and his principal political ally.
- Noren: His ward and the son of the renegade Rojden.
- Yngvild the Fierce: His ward and foster daughter.
- King Thirfinn: The elective monarch with whom he maintains a direct line of intelligence.
- Rojden: His primary antagonist and a fellow hero from the founding eras.
- Arne the Slow: His second-in-command on Straven and a trusted trainer.
Places
Concepts
- Great Schism: The historical conflict that defines his current political motivations.
- King's Justice: The judicial order to which he still belongs.
- Silent Service: The heroic faction with which he is historically aligned.
Ormrun
Stories/Function
Ormrun serves as a primary antagonist and deep-cover operative within the Continent of Osnines. His professional function is to manage the Board of Trade outpost in Riggin Dale, a location known for its high volume of cattle and horse traffic. In the narrative of Fierce, he acts as a functional trap for agents of the Department of Resolutions. He is tasked with monitoring the Great North Road to locate the “special package” (the hero foundling Noren) and his “abductors.” His presence illustrates the extent to which Rojden has subverted official Skyssian institutions to facilitate his rise to power.
Description
Ormrun is a blond man characterised by a moustache and a dark blue jacket, which denotes his official status. Physically, he is noted for an insistent and overly direct demeanour that borders on the suspicious. He operates out of a two-storey blue building near the docks in Riggin Dale, where he maintains a discussion space for entertaining visitors with ale, milk, and fresh water. While he presents the image of a diligent civil servant, his true loyalties lie with a clandestine heroic faction, and he is constantly on the lookout for opportunities to improve his political standing.
Personal Life
Ormrun is a veteran of the internal conflicts of the Heroes, maintaining a secret and permanent loyalty to the Godbloods faction following the Great Schism. During the southern campaign, he encountered Yngvild the Fierce and Inibrakemi Funeresdottir at the Wheel Inn. Recognising them as Skyssians, he attempted to uncover their mission through persistent questioning.
However, Ormrun was successfully outmanoeuvred by Inibrakemi, who used her shapeshifting abilities to pose as a male agent named “Sven.” Believing he was speaking to fellow operatives of the same “common master,” Ormrun divulged his standing orders to track a young man matching Noren's description. This lapse in operational security highlights his eagerness to coordinate with those he perceives as allies in the Godbloods cause. He remains a dangerous presence in the south, likely to coordinate with Cottalemnese cavalry units to secure the region.
Relationships
People
- Rojden: His principal commander and the architect of his subversion.
- Godbloods: The heroic faction to which he maintains a secret and permanent allegiance.
- Yngvild the Fierce: A target he attempted to detain under the guise of an official inquiry.
- Inibrakemi Funeresdottir: An operative of the Board of Trade who successfully deceived him.
- Ormrun's Partner: A second agent mentioned as being part of his outpost's cargo inventory staff.
Places
- Riggin Dale: The site of his administrative service and base of operations.
- Board of Trade: The commercial organisation he ostensibly serves.
- Wheel Inn: The principal meeting place where he monitored traffic for his master.
Concepts
- Great Schism: The conflict that defines his factional loyalty.
- Honour: A social currency he has forsaken in favour of clandestine service to a renegade.