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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The Old Gods of Dael Riata

Summary

The spiritual landscape of the Grand Duchy of Dael Riata is defined by a transition from primal, animistic tribal worship to a more structured pantheon influenced by the Nine Gods of Skyss. Given that Dael Riatan culture is rooted in tribal raiding, seafaring, and bloodfeuds (reminiscent of the ancient Picts) their “Old Gods” are chthonic, elemental, and deeply tied to the specific geography of the Continent of Osnines. Whilst the Skyssians worship the Nine in a civilised, mercantile context, the Daels maintain a “Sept of the Spear”, seven primary deities (or perhaps a Daelian variant of the Nine) who represent the harsher realities of the North.

The Primal Nine: the old Daelian Pantheon

In accordance with Gudrid’s Prophecy, which speaks of “Sacrifice to the old gods” and “blood in rivers,” the Daelian pantheon is visceral and demands physical tokens of loyalty.

Deity Name Daelian Title Domain & Attributes Noble House Affinity
Uisde-Maer The Maiden of the Maer Goddess of the Turbulent Strait, shipwrecks, and salvage. She is the patron of those navigating the dangerous Easter Isles. House Murchadh
Sithech-Mhor The Great Wolf God of the Deep Woods, silence, and the Timber. He oversees the forests of the River Aodh House Sithech
Arigh The Stallion of the Steppe God of horse breeding, swift travel, and the Great North Road. House Ahearn
Gil-Frijdr The Iron Father A harsher aspect of Frijdodr. God of the forge, smelting, and more recently industrialisation. House Gilruary
Ran-Fafn The King of Justified Blood An ancient version of Fafnir. God of bloodfeuds, “blood money,” and the high justice of the Crown. House Ranald
Siol-Corn The Horned Watcher God of hidden paths, fairy-blood, and the Unicorn Troop. House Sioltach
Suibh-Auna The Hearth-Mother Goddess of hospitality, the “door drink,” and the sacred rules of hosting. House Suibhne
Malf-Inis The Lady of the Dark Cape A primal aspect of Malfin. Goddess of the “dark time” (winter) and the preservation of smoked fish. General Devotion
Kari-Vahr The Sea-Reaper God of raiding, the “Flower of the Sea,” and the taking of prizes. General Devotion

Theological Characteristics and Cultural Alignment

The Daelian faith differs from the Skyssian orthodoxy in its emphasis on the “Sinews of War” and the transactional nature of divinity. Animism and Sacred Groves are ancient traditions, the Daels believe that specific spirits inhabit the mountains of the Dipthorn Range. This is why the University of Dalreoch is sited outside the city to avoid disturbing the ancient spirits of the Reoch with dangerous transmutation experiments. The old gods of raiding are being re-interpreted as gods of market making and commercial dominance. Blood as Currency: The Daelian gods do not merely require prayer; they require “blood in rivers”. This justifies the continuity of the bloodfeud system, which serves as a religious mechanism for settling accounts between noble houses.

Effect of Industrialisation on Worship

The rise of the 400-tonne Daelian Caravel has elevated the status of Gil-Frijdr (The Iron Father). The scrupulous standardisation of parts at Dalmuir is seen by the Daelian Clerks as a form of ritual geometry. By sponsoring chairs at the University of Dalreoch, the Earl of Dalmuir has essentially created a “Technological Priesthood,” where naval architecture is the highest form of service to the Old Gods.

Relationships

People
  • King Alasdair V: The “Senior Arbiter” who mediates between the laws of the Nine and the old tribal ways.
  • Earl of Dalmuir: The industrial pioneer transforming the worship of Frijdodr into a state engine.
  • Sir Iain Alpin: Commander of the Life Guard, representing the veteran, professionalised face of Daelian devotion.
Places
  • University of Dalreoch: The academic hub where old myths are scrutinised and naval engineering is perfected.
  • Dalmuir: The world's most productive shipyard and the primary temple to Dael Riatan industrial might.
  • Easter Isles: The ancient heart of the raider economy and the primary seat of Uisde-Maer.
25 Mar 2026 17:41 · james

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.
  • Rojden: The geasor whose location Wall could only discern if he entered the sanctuary of Estreham.
  • 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.
6 Apr 2026 21:36 · james

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.
12 Apr 2026 15:58 · james

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
  • Geas: The valley is famous for the specialised mysteries required to remove these compulsions.
  • Clewgists: The religious order that maintains the temple and the valley’s curse.

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
  • Straven: The island where the community gathers for the First Night ritual.
  • Estreham: The site of an ancient temple where powerful rituals are performed.
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.
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