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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Wall
| Gender | Hero Status | Allegiance | Role | Apparent Age | Year of Birth (Age) |
|---|---|---|---|---|---|
| Fluid / Unknown | Likely Hero or Adept | Clewgists | Philosopher / Guide | 50s | Unknown |
Wall is a high-level adept or emissary of the Clewgist faith, serving as a primary point of contact for Heroes seeking sanctuary or wisdom within the Temple of Clewg in the valley of Estreham. Known for their profound inscrutability and mastery of Clewg's paradoxical teachings, Wall provided the critical esoteric knowledge required to resolve the crisis involving Noren's magical binding.
Stories/Function
Wall serves a vital expository and philosophical function in the narrative, appearing at the Temple of Clewg to guide the Heroic class through periods of spiritual and strategic uncertainty. Their role is to challenge external “objectives” and force seekers to look past the “garment of illusion” that the Clewgists believe constitutes reality. Wall was the individual responsible for explaining the tripartite methods of breaking an involuntary geas, thereby facilitating the eventual restoration and recovery of Noren.
Description
Physically, Wall is a striking figure who embodies the fluid and transformative nature of the high-level adepts of their order. They stand taller than Yngvild the Fierce, possessing broad shoulders and a muscular build. Their face is noted for its smooth, unbearded skin which shows no sign of being shaved, despite their close-cropped iron-grey or silver hair. They typically wear loose, flowing, hooded robes that make it impossible for observers to determine their biological sex.
Wall is characterised by a “rich warm smile” and a voice that remains friendly even when delivering harsh truths. They are described as being exceptionally hard to read; even the sentient blade Jafnadr observed that while everything Wall spoke was true, their words were carefully chosen to leave much unsaid. Their gaze is described as inscrutable, making them a formidable presence in any interpersonal confrontation or debate.
Personal Life
In early autumn of 774, Wall encountered Yngvild the Fierce within the sacred grove at Estreham. In a moment of high tension, Wall used a physical embrace to impart a warm sensation that “squeezed the tension” out of the young hero. During their subsequent discourse, Wall dismissed Yngvild's stated objective of saving Noren as a temporary and unsuitable “life objective,” instead steering her toward a deeper understanding of destiny and the belief that “everyone has their time”.
Wall correctly prophesied that Noren would be “saved or beyond help” before the current moon had waxed half away. They accurately detailed the three ways to end a geas: relinquishment by the geasor, the death of the geasor, or direct Divine Intervention achieved through the sacrifice of something “very dear” to the seeker. This guidance directly informed the blood sacrifice and intercession ritual later performed by Yngvild to save her friend.
Relationships
People
- Clewg: The deity whom Wall identifies as their master and the source of their mission.
- Yngvild the Fierce: The hero whom Wall mentored in the secrets of spiritual perfection and ritual magic.
- Noren: The subject of Wall's temporal prophecy regarding survival and metabolic decline.
- Alfarinn: The demi-god matriarch whose reclusion at the temple is respected by Wall's order.
Places
- Estreham: The valley and sanctuary where Wall performs their spiritual labour.
- Temple of Clewg: The specific sanctuary where Wall welcomes initiates and provides counsel.
Heimdal City
Summary
Heimdal City is the original city-state and ancestral heart of the Kingdom of Skyss. Situated within the main northern region of Heimdal, it served as the seat of power long before the maritime expansion necessitated a shift to the coast. While it was once the absolute centre of northern authority, it has since been eclipsed by its nearby port, Kronstadt, which was formalised as the new capital exactly 774 years ago. Today, Heimdal City remains a site of significant historical interest and tradition, though its political influence has largely been subsumed by the Council of Electors in the newer metropolis.
Description
Geography and Topography
Heimdal City is located in the high-latitude coniferous forests of the Continent of Osnines. Unlike the littoral layout of Kronstadt, the original city was built on higher ground, providing a defensive overlook of the river systems that feed into the Northern Fjord. It is topographically dominated by the proximity of Aeolfberg, the massive volcano that separates the region from the northern wastes of Trollheim. The city’s climate is characterised by the long dark moons of the arctic circle, requiring significant community effort and rituals to manage the return of the sun.
Historical Transition
The history of the city is inextricably linked to the founding of the modern state. Legends state that Old Bjorn, one of the oldest living Heroes, was a notable figure in the city-state's early administration. As the Board of Trade grew in power and the Skyssian fleet began to establish maritime hegemony, the logistical limitations of an inland capital became apparent.
In the year 1 AM (774 years prior to the current Metonic Cycle), the royal administration was moved to the mouth of the fjord to establish the port of Kronstadt. This shift marked the transition from a land-locked city-state into a global maritime empire. While King Thirfinn currently resides in the King's Palace at the new capital, Heimdal City is still regarded with high honour as the cradle of the Skyssian people.
Architecture and Social Labour
The architecture of Heimdal City is distinct from the white stone and expansive parks of the new capital. It is defined by older, heavy stone masonry and intricate wood carvings that depict the ancient sagas of the Nine Gods of Skyss. The city remains a hub for industry, particularly the processing of iron ore and coal brought down from the slopes of Aeolfberg. While Frijdodrsburg has taken over much of the heavy smelting, Heimdal City maintains the oldest archives for metallurgical patterns.
Relationships
People
- King Thirfinn: The current senior arbiter whose lineage is recorded in the city's ancient archives.
- King's Justice: Judicial officers who still visit the city to resolve ancient blood prices.
- Heroes of Skyss: Many of the oldest heroic bloodlines trace their origin to the city-state period.
Places
- Heimdal (Region): The broader terrestrial territory in which the city sits.
- Kronstadt: The port city that eclipsed it as the primate capital.
- Aeolfberg: The landmark volcano that defines the city's northern horizon.
- Trollheim: The northern wilderness located beyond the city's traditional sphere of influence.
Concepts
- Book of Heroes: The definitive record that was originally maintained in the city's central vault.
- Board of Trade: The organisation whose rise necessitated the relocation of the capital to the sea.
Estreham
Estreham is a secluded, bowl-shaped valley located within the southern country of Cottalem. It serves as a primary spiritual hub for the Clewgists and acts as a strategic winter home for the ancient matriarch Alfarinn and her sprawling household of female Heroes. The valley is protected by an ancient anti-male curse and is the site of the Temple of Clewg, a major architectural and religious landmark.
Geography and Climate
Estreham is situated inland and slightly north of due west from the town of Minhaton, reachable in approximately one hour by flight, but much longer on foot. The valley is accessible via a track that leads away from the river into a region of low hills and pastures, eventually giving way to the return of dense, deciduous forest. Unlike the arctic conditions of Heimdal, the climate in Estreham is notably very warm, even during the late summer and early autumn.
The valley is dominated by an oval grove featuring a continuous ring of twelve immense chestnut trees. These trees are physically braided together where their canopies overlap, creating a unified living boundary around the central temple complex. A small steaming pool, lined with smooth pink rock, feeds a crystal clear spring-fed lake on the western side of the grove.
The Curse of Estreham
The valley is protected by a potent and ancient curse laid by the Clewgists to defend against the Quirinites several centuries ago. This magical warding ensures that no man who is not a direct initiate of the Clewgist mystery can approach the sanctuary.
The effects of the curse are absolute; the bodies of male prospectors and soldiers who have lost their way are frequently discovered miles from the temple, having perished shortly after entering the exclusion zone. This supernatural protection provides the matriarch Alfarinn with a safe haven from male interference, particularly from the renegade Rojden. In recent history, the only man known to have survived the valley’s environs is Noren, following a complex ritual of divine intercession.
Major Sites
Temple of Clewg
| see the main page for Temple of Clewg |
The central feature of the valley is a white domed building of oval construction, which sits within a large grass covered clearing. The sanctuary itself is made with a ring by immense pillars and remains open at both ends. Its walls are designed as sails that can be raised or lowered to manage environmental exposure. Inside, an off-centre black rock altar serves as the focus for high-level rituals.
Artisan Workshops
Near the temple grove lies a collection of huts, including the workshop of Alfinna Alfarinnsdottir. A master of craftsmanship and a descendant of Frijdodr, Alfinna populates the area with lifelike sculptures, most notably a large black bear. These workshops are centres of specialised labour, where amulets and other reliquaries are crafted.
Recent History
In 774 AM, Estreham became the site of a pivotal confrontation with a magical geas. Yngvild the Fierce arrived at the temple seeking to save Noren from an involuntary geas laid by Rojden. After guidance from the Adept of Clewg, Wall, Yngvild performed a blood sacrifice at the black altar, calling upon the Nine Gods to break the binding.
Following the successful removal of the geas and Noren's resurrection, he was initiated into the mysteries of Jorunn within the valley. The events at Estreham were further marked by a divine directive delivered via a collective harmonic voice of the birds, commanding the seekers to find the mythical Chestnut Lodge.
Relationships
People
- Wall: A high-level Adept of Clewg, guide, and philosopher based at the temple.
- Alfarinn: Matriarch who utilises the valley as a primary residence and safe haven.
- Alfinna: Artisan whose sculptures and workshop are located near the sanctuary.
- Inibrakemi: A shapeshifting state agent and descendant of Alfarinn who frequently visits the valley.
- Yngvild the Fierce: Hero who performed the high ritual of resurrection at the temple.
- Noren: The only male to survive the valley in recent memory due to divine intercession.
Places
- Cottalem: The nation housing the Estreham valley.
- Minhaton: The nearest major town and logistical point for travellers.
- Riggin Dale: A valley twenty miles to the north-west used by Yngvild et al for a rendezvous with Skyssian agents.
Concepts
Rituals
Summary
Rituals are the most common form of magic. They are formal acts and ceremonies used to call on the Gods for help, protection, or guidance. Unlike other types of magic that require high levels of divine blood, rituals can be performed by anyone who has enough belief in the gods.
Description
Participation and Devotion
While high-ranking Heroes and priests often lead rituals, ordinary people take part or even lead small ones themselves. The success of a ritual depends on how devoted those involved are to the god they are calling upon. Rituals often involve following a specific process, specific preparations, or the sacrifice of something valuable to show that the person is serious about their request. It is also a great honour to be chosen to lead a community ritual, such as the ones held during the dark months.
Runes and Power
Many rituals use runes, which are ancient symbols that hold power when they are made properly. Ordinary people can carve these runes and use blood to give them power. Most people use their own blood freely given for simple tasks. However, adepts of the mysteries can use more powerful rituals to inscribe runes. These powerful acts are often driven by a larger sacrifice to the gods, which makes the magic much stronger.
Notable Ceremonies
- The First Night: This is a short but important ceremony held in late summer to celebrate the return of the dark. The community gathers to pray to Malfin, the Lady of Darkness, and her twin sister Aeolf, the Goddess of Flames. It usually involves a bonfire and the sacrifice of a lamb or other spring born animal.
- Initiation: This ritual is used to bring a person into the secret teachings of a god. The exact ritual varies depending on the good in question, but once initiated the person receives better protection from the god.
- Amulet Attunement: Most adults have an amulet. A ritual is used to bless the item and create an arcane link between the amulet and the person it protects. This ritual makes it harder for others to use curses or scrying on the owner.
Relationships
Places
Concepts
- Mysteries: The secret teachings and rituals associated with specific gods.
- Runes: The symbols used during rituals to channel divine power.
- Words of Power: A form of magic using words.
Shapeshifting
Summary
Shapeshifting is a specialised ability available to Heroes and adepts with significant levels of divine blood. It involves the physical transmutation of the body, allowing a practitioner to alter their appearance, gender, skin colour, and even species. This power is used by the Department of Resolutions for clandestine operations and is central to the tradecraft of high-level Skyssian agents.
Description
The Mechanics of Will
The process of shapeshifting relies upon two primary factors: a clear mental image of the desired form and the application of divine will. Unlike simple rituals, shapeshifting is a direct use of “Divine Intervention” magic where the hero's imagination shapes reality. To achieve a successful transformation, the practitioner must “have a clear picture in their head of what they want to happen and then will it.” Novices often require multiple attempts (sometimes as many as twenty) to lock a new image into their mind before their body successfully flows into the new shape.
Disguise and Humanoid Mimicry
Humanoid shapeshifting is an important tool for operational security. Practitioners use this ability to:
- Gender and Age Alteration: Female heroes can assume the form of men (and vice versa) to bypass social or military barriers. For example, Yngvild the Fierce assumed the persona of “Ingwald” to travel through Grunwald and Salicia.
- Tactical Concealment: Heroes can make themselves appear unarmed or “inconspicuous” even while carrying weapons or wearing battle gear. This effect ensures that “people see you as you want to be seen,” baffling sentries and checkpoint guards.
Animal Transmutation
Assuming the form of an animal is significantly more difficult than human mimicry. It requires a deep understanding of non-human anatomy. Practitioners must study how hind legs differ from human legs and how to account for unfamiliar appendages like tails, which are essential for balance.
- Ursine Forms: Members of Alfarinn's lineage, such as Alfinna, are known to assume the forms of bears to test seekers or travel through forests.
- Avian Forms: Agents like Inibrakemi Funeresdottir frequently use bird forms, such as the black-and-white Skua, for rapid reconnaissance and travel.
- Canine Forms: In populated environments, assuming the form of a common dog (such as the Galician sheepdog) is an effective way to monitor movements without attracting suspicion.
Limitations and Risks
Despite its power, shapeshifting has inherent limitations:
- Sleep Vulnerability: It takes significant practice to maintain a different shape while sleeping. Novice shapeshifters often revert to their natural forms when unconscious, which can lead to catastrophic failures in operational security.
- Template Requirement: It is always easier to assume a form when the practitioner has studied a physical template or has assumed that form before. Most heroes can only retain a small number of 'templates' in memory, so they tend to have some favoured looks.
- Physical Anomalies: A shapeshifter’s skin or hair may take on unnatural hues if the mental image is imprecise, and “blushing” sensations are common during the transition.
Relationships
People
- Inibrakemi Funeresdottir: A master shapeshifter and mentor who taught the “will and image” method to the seekers.
- Gudrid the Gull: A legendary figure from the sagas whose name is synonymous with the mastery of avian transformation.
Concepts
- Heroes: The divinely-blooded individuals who possess the power to shift.
- Divine Intervention: The highest tier of magic to which shapeshifting belongs.