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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Dry Hook
Summary
Dry Hook is a major port city and commercial terminal located in Zushonia, on the northern coast of The Continent of Osnines. It functions as a specialized relay point where Zushonian canal and river barges exchange goods with ocean-going ships. The city is defined by its extensive water-management infrastructure, including historical reclamation projects that have allowed a dense urban population to occupy a once-volatile river delta. It is a primary exporter of grain, cured meats, and dried fruits for the international market.
Description
Historical Engineering and Reclamation
The existence of Dry Hook is the result of two centuries of dedicated civil engineering. The city was founded following the completion of the tree-dam, the first successful attempt to control the flow of the River Wackle. This project used whole trees and sunken posts to trap sediment and sediment, forcing the river into a stable channel.
The second major project, the Oyster Fence, took twenty years to complete. By driving posts into the shallow seabed and filling wicker baskets with shells and rubbish, the Zushonians calmed the coastal waves. This allowed the salt marshes to silt up and eventually form the stable ground upon which the modern city stands.
Topography and Infrastructure
Dry Hook is built across three primary islands within the delta: Willow Bank, East Bank, and Bird Park. The city is protected by a massive River Dyke and a series of causeways. The dykes are built to a uniform height of six metres above sea level to safeguard against seasonal flooding.
The city's industrial heart consists of three major docks: West Dock, East Dock, and Central Dock, featuring specialized berths for different classes of vessels. These docks sit at an elevation of four metres above sea level, placing them below the main residential areas but well above the standard waterline. Terrestrial traffic enters the city via the Dyke Road, which connects the port to the fertile interior plains. The city operates as the interface between Zushonia's 1,960 hulls and the global Skyssian merchant fleet.
Berthing and Ship Traffic
On any given day, the harbour hosts approximately 60 to 90 vessels. The traffic is a mix of:
- Zushonian Barges: Flat-bottomed craft for interior riverine navigation. (more than half of the total as they bring goods up-river to transfer to larger seagoing vessels)
- Skyssian Merchants: Large ocean-going vessels, including 200-ton caravels. A little over a quarter of all the vessels are Skyssian flagged merchants.
- Berenician Cogs: 50-ton coastal carriers of iron and wool. A minority of the ships, but still a regular trade with one or two arriving or departing on each tide.
- Mangandalese Junks: Distinctive 100-ton riverine vessels trading in silks and spices, a rare sight, but there's usually one in loading or unloading most days.
Urban Society and Housing
By the late eighth century AM, the island had become a densely packed urban environment where space is at a premium. Dry Hook supports an estimated population of 45,000 to 55,000 citizens, making it one of the largest and most densely populated settlements in Zushonia. The city is a masterpiece of civil engineering, constructed upon reclaimed land and protected by a massive River Dyke and the “Oyster Fence” reef. The social geography is clearly defined by elevation and location:
- Merchants Row: The most successful and wealthy traders reside here in narrow, high-status terraced housing.
- The Strand: This area is home to the city’s older, established Zushonian families known for their direct, plain-speaking manner.
- The Docklands: A bustling and crowded district where transient mariners, Skyssian BoT agents, and local labourers reside in dwellings mixed directly with or built within large-scale warehouses to maximise space.
Administrative Presence
The Skyssian Board of Trade maintains a significant presence in Dry Hook to monitor the flow of Zushonian agricultural exports. The organisation operates two primary facilities: a main office located to the south of the West Dock and a secondary outpost situated near the Sea Gate at the corner of the Old Market. These outposts serve as the principal intelligence hubs for Skyssian interests in the region.
Relationships
People
- Yngvild the Fierce: A notable traveller who visited the port during her transit through the southern kingdoms.
- Merchant Admiral: Oversees the League of Traders members who frequent the city’s deep-water berths.
Places
- Kingdom of Zushonia: The sovereign state that relies on Dry Hook for its maritime trade.
- River Wackle: The primary waterway that provides the city with its industrial purpose.
- Board of Trade: The Skyssian authority that monitors the city’s customs and trade data.
- Merchants Row: The residential district for the city’s mercantile elite.
- The Strand: The historic residential heart of the delta islands.
Concepts
- Honour: The social currency that ensures the stability of contracts between river bargemen and deep-sea mariners.
- Water Management: The core technical expertise that allows the city to resist the natural cycles of the river.
Heimdal
Summary
Heimdal, frequently referred to by the synonym Kingdom of Skyss, is the largest terrestrial power on the Continent of Osnines. It is a realm defined by intense volcanic activity, industrial output, and maritime hegemony. The territory serves as the administrative heart of the Skyssian state, housing the capital city and the definitive genealogical records of the Heroes of the realm within the Book of Heroes.
Geography
Heimdal occupies a strategic central position in the northern latitudes of the continent, largely situated above the arctic circle. The landscape is topographically dominated by Aeolfberg, a massive and frequently active volcano. This geological feature serves as a natural barrier, separating the settled regions of Heimdal from the frigid and dangerous wastes of Trollheim to the north.
The region is characterised by high-latitude fjords and vast coniferous forests. The Northern Fjord is the main waterway of the realm, on whose eastern bank the capital city is located. Unlike the fragmented Thousand Isles, the mainland of Heimdal possesses the geological scale required to support massive stone-built urban centres and the kingdom's extensive industrial infrastructure.
Primary Settlements
- Kronstadt: The capital city and the largest urban centre in the known world. It is the seat of the King's Palace and the global headquarters of the Board of Trade.
- Heimdal City: The second city, once the original city state that has long since been eclipsed by its port and replaced as the capital.
- Frijdodrsburg: An industrial hub situated on the lower slopes of Aeolfberg. It serves as the main centre for iron smelting, using volcanic heat to drive large-scale production.
Economy and Labour
The economy of Heimdal is built upon the dual pillars of resource extraction and global maritime trade. The state manages its resources through a rigorous system of honourable service and administrative standardisation.
Resources and Exports
- Metallurgy: Heimdal is a prolific producer of iron ore and coal. The proximity to volcanic heat allows for advanced smelting, producing high-quality iron ingots that are essential for northern trade.
- Timber and Shipbuilding: The vast forests provide the high-grade lumber required for the shipyards at Kronstadt, which operate 14 large slipways capable of constructing 400-ton vessels.
- Maritime Hegemony: The realm's most significant export is its skilled labour force of sailors and its standardised ship patterns. Skyssian interests influence approximately 5,000 of the 6,000 global merchant hulls.
- Secondary Exports: The region is a known source of reindeer, fish, leather, and high-value perishables.
Governance
Heimdal is governed as an elective monarchy, a constitutional arrangement that has persisted for 774 years since the founding of the capital. While King Thirfinn acts as the senior arbiter and head of state, executive authority is distributed amongst the Council of Electors.
The Lord Mayor of Heimdal serves as the first of the nine electors. This council ensures that the interests of the merchant classes and the various administrative departments, such as the Department of Resolutions, are balanced against the heroic bloodlines. The legal framework of the mainland is enforced by the King's Justices, who use Words of Power to discern the truth and maintain the King's peace.
Relationships
People
- King Thirfinn: The current elective monarch and senior arbiter of the realm.
- Heroes of Skyss: The divinely-blooded individuals who provide the realm's strategic and magical defence.
Places
- Trollheim: The northern wilderness separated from Heimdal by the volcanic range.
Fafnir
| Metadata | Details |
|---|---|
| Gender | Male |
| Pantheon | Nine Gods of Skyss |
| Affinity | Justice and Equality |
| Rune/Word | P |
| Colour | Purple |
Domain
Fafnir is the god of justice and equality. Born fair and happy, he took after the The Father and was the first of the gods to explore the world to ensure its creatures could live in harmony. He serves as the main arbiter of the Nine Gods, notably brokering the peace between Jorunn and Meniaxter when the latter brought death to the little people that Jorunn had created.
His primary affinity is the restoration of balance and parity. When Malfin hid the sun following a dispute, Fafnir used his power to cast it into a great arc, creating the cycle of day and night and the transition of the seasons. His judgment is absolute and direct; he is the patron of the sentient sword Jafnadr, which was forged for him from star steel by Frijdodr. The blade is designed to never injure an innocent, but it slices through the armour of any evil-doer as if it were not there. A death brought about by his influence or his sword is considered a divine judgment for which no blood price can be claimed.
Followers
The primary followers of Fafnir are those who perform legal and administrative work within the kingdom. He is favoured by the Council of Electors and the Board of Trade for his association with fairness and the maintenance of peace. Ordinary folk invoke his name when they have been wronged, seeking a fair hearing or the correction of an injustice. Those with his divine blood often exhibit violet or purple eyes when channelling his power to discern the motivations and intentions of others.
Celebrations/Observances
Fafnir is honoured during any formal act of judgment or the signing of trade agreements overseen by the Board of Trade. While he does not preside over a specific moon of the Skyssian Calendar, he is invoked daily at dawn, as the rising sun is a physical reminder of his work to bring order to the heavens. Small rituals involve touching an attuned amulet while swearing an oath, an act intended to invoke the god's protection against false witnesses and deceit.
The Order of the King's Justices
The primary mystery cult of Fafnir is composed of the King's Justices. Membership in this elite group requires an intense level of personal devotion and, frequently, a lineage of Heroic blood.
- Initiation: Seekers must prove their impartiality and undergo training to use Words of Power to discern the truth and compel confessions from the accused.
- Observances: Justices often sit in judgment with a relic, such as the sword Jafnadr, placed on the table to face the accused as a conduit for the god's sight.
Relationships
People
- Alfarinn: His daughter (or descendant), an ancient hero who combines his sense of justice with the mischief of Jorunn.
- Oddmundr: A former King's Justice and champion who was the last to wield Jafnadr before the current era.
- Yngvild the Fierce: A descendant and the current bearer of Jafnadr.
Places
- House of Justice: The primate location in the capital where Fafnir's laws are administered.
Concepts
- Jafnadr: The sentient sword of justice that serves as his primary instrument in the mortal world.
- Geas: A magical compulsion that Fafnir's followers are trained to identify and resolve.
- Words of Power: The specialised magic used by his initiates to find the truth.
Words of Power
Summary
Words of Power represent the second tier of magical ability used in Skyss and across the Continent of Osnines. Positioned between simple rituals and the absolute power of divine intervention, Words of Power require either an intense level of personal devotion or Heroic levels of divine blood to work. These words are used to cause specific, directed effects such as forcing a person to tell the truth or binding a captive into the King's service.
Description
Nature and Requirements
Unlike rituals, which can be performed by almost anyone with enough belief, Words of Power depend heavily on the strength of the user's connection to the Gods. For those without divine blood, achieving the necessary focus for these words is a result of long years of study and prayer. However, for Heroes with significant divine heritage, these words come more naturally as they draw upon the power within their own bloodlines.
The Geas
The most common and feared application of Words of Power is the geas. This is a magical compulsion laid upon an individual to ensure they carry out a specific task or follow a set of rules. For example, Old Bjorn frequently used Words of Power to bind captured raider captains into the service of the Crown. Once bound, the target is magically forced to perform their service faithfully. While some geasa are onerous and used for control, others are simple promises made in exchange for protection.
Judicial Compulsion
The administration of justice in Skyss relies heavily on these powers. King's Justices use specific Words of Power to compel people to speak or act. This ensures that the truth is always found during legal proceedings. It is a fundamental belief in Skyssian society that while you may lie to an ordinary person, you cannot lie when a Justice uses these words to command the truth from you.
Binding of Amulets
Words of Power are essential for the creation and attunement of amulets. A hero or priest uses these words to create an arcane link between the silver coin or charm and the person who wears it. This allows the amulet to draw energy from the god and the bearer to provide protection against curses and other hostile magic. When an amulet feels suddenly cold or warm, it is often because the Words of Power bound into it are absorbing energy to protect the owner from an outside threat.
Relationships
People
- King's Justice: Officials sworn to use these powers to maintain the law.
Places
- House of Justice: The main location in the capital where Words of Power are used daily to find the truth.
Concepts
- Rituals: The simpler form of magic that does not require heroic blood.
- Geas: The specific magical bond created using Words of Power.
- runes: A written form of Words of Power that can be used for longer term effects.
- Divine Intervention: The highest form of magic where a hero's imagination shapes reality.
Oddmundr
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Male | Yes | Kingdom of Skyss | King's Justice / BoT Agent | Early Twenties | 601 AM (d. 749 AM) |
Stories/Function
Oddmundr serves as a pivotal ancestral figure within the narrative of Fierce, as the biological father of Yngvild the Fierce and the penultimate wielder of the sentient sword Jafnadr. His memories with Jafnadr helped establish for Yngvild and understanding of Skyssian resolution tradecraft, having operated as a high-level special agent for the Board of Trade. Within the story, his life and subsequent assassination provide the moral and political context for the current conflict with Rojden, acting as a “missing link” in the lineage of the Heroes of Skyss.
Description
Physically, Oddmundr was a tall and imposing Hero with a divinity rating of 46%. Despite being nearly a century and a half old at the time of his death, his divine blood ensured he retained the appearance of a man in his early twenties. He was characterised by a physical vitality that made him an ideal operative for long-range missions. A formal portrait of him exists in the capital, depicting him in polished mail and a King's Justice surcoat.
His most remarkable feature was his shifting eye colour, which changed based on the specific divine affinity he was channelling. When using the powers of Jorunn, his eyes became a vibrant green; they shifted to a deep, light-absorbing black when drawing from Malfin, and an unnatural purple or violet when invoking the justice of Fafnir. Under normal circumstances, his eyes were a clear blue with hazel flecks. Temperamentally, Oddmundr was known for his reluctance to use lethal force, preferring to use the fearsome reputation of Jafnadr to talk sense into adversaries rather than engaging in combat.
Personal Life
Oddmundr’s was involved in a ten-year partnership with Lady Helga Trollslayer. Together, they operated as a resolution team for the Board of Trade, with Oddmundr specialising in truth-finding and rituals of justice while Helga managed maritime logistics. He was a devoted protector of the “little people” and sought to use his heroic status to maintain international stability.
In 749 AM, Oddmundr was dispatched to Trollheim to provide oversight for a mission that the hero Radulfr had failed to resolve. During this mission, he was targeted by Rojden, who at the time was masquerading as a loyal ally. In a move of calculated treachery, Rojden drugged Oddmundr with poisoned mulled beer, which neutralised his ability to defend himself or hear the warnings of Jafnadr. While he was unconscious, he was stabbed in the back and subsequently decapitated. His remains were returned to Kronstadt preserved in brandy, and his sword was passed to Helga to hold in trust for their daughter.
Relationships
People
- Lady Helga Trollslayer: His life partner and professional associate.
- Yngvild the Fierce: His daughter and successor as the wielder of Jafnadr.
- Rojden: His former friend and subsequent assassin.
- Leif: His father and a previous wielder of the sword of justice.
- Radulfr: A fellow hero whose administrative failures contributed to Oddmundr's death.
Places
- Kronstadt: The capital city where he was formalised as a King's Justice.
- Trollheim: The northern region where he was betrayed and killed.
- King's Palace: The seat of government where his portrait is maintained.
Concepts
- Jafnadr: The sentient sword that Oddmundr wielded for a decade.
- King's Justice: The judicial office he held in life.
- Words of Power: The tier of magic he used to discern the truth during interrogations.
