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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King's Justice

Summary

A King's Justice is a senior judicial official within the Kingdom of Skyss who is sworn by a magical geas to uphold the laws of the realm and maintain social harmony. These officials possess the delegated authority of the monarch to hear legal cases, discern the truth through specialized rituals, and pass binding sentences. Their primary role is the administration of justice across Skyssian territories and waters, ensuring that the King's peace is preserved through scrupulous fairness and the resolution of blood prices.

Description

Judicial Authority and Function

The office of the King's Justice is one of the most respected and feared positions in Skyssian society. A Justice has the legal authority to pass sentence at any time and in any location, including aboard ships in Skyssian waters. Their mandates include the power to:

  • Sentence individuals to death for capital crimes, such as leading a raiding crew.
  • Bind convicted individuals into crown service through a magical geas.
  • Impose fines or requirements for goods and services as restitution for legal breaches.
  • Act as a senior arbiter in inheritance disputes, contractual disagreements, and clemency petitions.
The Power of Truth

The most distinctive capability of a King's Justice is the supernatural ability to extract the truth from petitioners and the accused. It is a common Skyssian maxim that “you cannot lie to a King's Justice and live.” While not strictly literal, a person can attempt a lie, the Justice will immediately perceive the deception. This is achieved through the use of Words of Power and an intense focus on the motivations and intentions of others. If a subject refuses to speak voluntarily, a Justice can use these words to compel a confession, a process that is described as being significantly more painful than a voluntary statement.

Relation to the Pantheon

The order of Justices is closely associated with the mystery cult of Fafnir, the God of Justice and Equality. Many high-ranking Justices exhibit physical manifestations of this divine connection, such as eyes that shift to purple or violet when they are channelling their power to discern the truth. In formal legal proceedings, a Justice may use a relic, such as the sword Jafnadr, to serve as a conduit for the god's sight. A death resulting from a judgement involving such relics is viewed as a divine judgement directly from Fafnir, which legally waives the requirement for a blood price.

Headquarters and Administration

While Justices often operate as itinerant special agents, particularly those attached to the Board of Trade or the Department of Resolutions, their administrative heart is the House of Justice in the capital city of Kronstadt. This facility serves as the primate repository for legal records, such as the ledger of outgoing ships and records of sentencing. The House of Justice is managed by the Keeper of the Rolls, who coordinates with the Council of Electors to ensure that standardisation is maintained across the kingdom's legal framework.

Relationships

People
Places
  • House of Justice: The primary administrative building for the order in the capital.
  • Kronstadt: The primate city where the most significant legal judgements are formalised.
  • Trollheim: A northern region where Justices like Oddmundr were frequently dispatched to provide oversight for heroic missions.
Concepts
  • Words of Power: The specific tier of magic used by Justices to compel truth.
  • Geas: The magical bond Justices use to bind criminals into crown service.
  • Blood Price: The legal debt that Justices are tasked with resolving or waiving.
  • Book of Heroes: The genealogical record used by Justices to verify the divine lineages of those they judge.

Hilda Helgasdottir

Gender Hero status Allegiance Role Apparent Age Year of Birth
Female No Kingdom of Skyss Keeper of the Rolls Middle-aged [TBD]

Stories/Function

Hilda Helgasdottir serves as the top judicial administrator and a senior member of the King's Small Council in Kronstadt. Her professional function is to manage the legal records and archives of the realm, providing the statistical data required for state-level decision making. Within the narrative of 774 AM, she acts as a grounding source of intelligence regarding international criminal trends, specifically reporting on the decrease in raiding activity from the Kingdom of Dael Riata. Her work ensures that the King's Justices and the Council of Electors have an accurate ledger of sentencing and legal precedents.

Description

Hilda is a woman of professional and somewhat severe demeanour. She is characterised by her tightly bound light brown hair, which is marked by streaks of white, suggesting many moons of service to the Crown. In her capacity as a senior officer of the House of Justice, she wears formal black robes that reflect the gravity of her office. Unlike the more flamboyant naval officers or the Heroes of the realm, Hilda projects an air of quiet efficiency and meticulous observation.

Personal Life

As the Keeper of the Rolls, Hilda resides in the capital and participates in the daily administration of the Kingdom of Skyss from the King's Palace. She occupies one of the nine high-backed, ornately carved chairs in the birch-panelled Small Council room. There, she coordinates with other senior officials, including the Secretary to the Board of Trade and the Keeper of the Dockyard, to maintain the standardisation of the King's law.

In the late summer of 774 AM, Hilda participated in a council session regarding the upcoming royal wedding of King Alasdair V of Dael Riata. She provided critical testimony that Daelian raiding reports had fallen, noting that fewer raiders were being brought before her for sentencing. This observation was vital for the Council's assessment of northern stability and the potential diplomatic benefits of the King attending the wedding.

Relationships

People
Places
  • House of Justice: Her primate place of labour and the repository of her records.
  • King's Palace: Where she attends Council meetings in the birch-panelled room.
  • Kronstadt: Her home city and the administrative heart of the kingdom.
Concepts
  • King's Justice: The judicial order for which she maintains the rolls.
  • Standardisation: The administrative goal she supports through record keeping.

Olaf Ragnarson

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male Yes Kingdom of Skyss Captain of the Seagull 40 617 (157 in 774 AM)

Stories/Function

Olaf Ragnarson, frequently referred to by the moniker Olaf the Ready, serves as a primate naval commander within the Skyssian fleet. His professional function is primarily logistical and tactical; he provides the maritime mobility required for high-stakes missions managed by the Department of Resolutions. In the narrative of 774 AM, Ragnarson is the “mover” who ensures the seekers can bypass blockades and reach extraction points. His competence and loyalty to the Skyssian state make him a reliable instrument for Lady Helga Trollslayer and Old Bjorn in their efforts to neutralise southern threats.

Description

Olaf is a seasoned Hero with a divinity rating of 32%. Despite being over a century and a half old, his divine blood ensures he retains the physical vitality of a man in his prime. He is characterised by a well-groomed black beard and a muscular, commanding physical presence. Unlike the younger midshipmen under his command, who carry small dirks, Olaf bears a full-sized naval sword as both a badge of office and a practical tool for boarding actions.

His reputation, “the Ready,” was originally a piece of light-hearted sarcasm from his former mentor, Old Bjorn, regarding Olaf’s early career difficulty in locating his battle gear. However, in his maturity, the name reflects his genuine operational readiness. He is an expert in Skyssian naval patterns, particularly night-sailing and littoral operations, which allow his vessel to appear and disappear in hostile waters with a speed that baffles less capable navies.

Personal Life

Olaf's career is defined by his long-standing association with the upper echelon of Skyssian intelligence. He served as a midshipman under Old Bjorn before the latter's retirement to Straven, and the two maintain a relationship of mutual respect.

In late 774 AM, Olaf commanded the Seagull during the Cottalemnese crisis. He was responsible for the night operation that landed Yngvild the Fierce and Noren on the coast of Salicia, successfully bypassing the Cottalemnese naval blockade. He later executed the high-risk extraction from the derelict fort at Ocaso, using the Seagull’s empty cargo hold to evacuate the party's horses and personnel under heavy cavalry attack. He is known to be a fair but firm commander, rewarding his crew with bonuses when they are successful.

Relationships

People

  • Old Bjorn: His former commander and mentor.
  • Snorri: A trusted Lieutenant serving aboard the Seagull.
  • Ranald Magnusson: A raider captain Olaf helped capture and bind into the King's Service.
  • Olaf Gunnarson: A Board of Trade field operative (often confused with the Captain due to their shared forename).

Places

  • Kronstadt: His primary home port and seat of the Skyssian Admiralty.
  • Beretha: The Salician port where he coordinated with local Board of Trade agents.
  • Ocaso: The derelict fort where he performed a successful tactical extraction.

Concepts

  • Board of Trade: The authority that regulates the maritime traffic he monitors.
  • Skyssian Navy: The organisation to which Olaf belongs.

Jerre

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male No Kingdom of Cottalem Cavalry Trooper / Guide 30 744 AM (30)

Stories/Function

Jerre serves as human anchor for Yngvild while Noren is incapacitated during the southern campaign of 774 AM. Originally a trooper within the Horse Guards of the Kingdom of Cottalem, his function evolved from a simple riding instructor to an essential ally in the seekers' escape from the renegade Rojden. Jerre provides the necessary understanding of horses for mobility and local knowledge required to navigate the Sierra Cobre and reach the sanctuary of Estreham. His presence offers a grounding contrast to the high-stakes magical conflict, representing the resilience and inherent “humanity” of the ordinary soldier caught in the machinations of Heroes.

Description

Jerre is described as an “older man” of approximately thirty winters, characterised by a well-maintained moustache and dark stubble. Physically, he is a “solid” and “muscular” individual, possessing the wide-legged gait and physical grace typical of a career cavalryman. He is an exceptionally skilled rider and was assigned to the detachment of Major Duerte during the siege of Beretha. His temperament is defined by a blend of prudence and professional discipline; he frequently echoes the Skyssian maxim “No rush to die,” having learned it from a great uncle who shared the same philosophy.

Though Jerre lacks divine blood and is not recorded in the Book of Heroes, he was the recipient of a unique magical enhancement. During the retreat from the Citadel, Yngvild the Fierce used her divine will to grant him permanent night vision, allowing him to see in total darkness as if it were bright moonlight. This transformation, while initially alarming to him, was essential for the party's nocturnal traversal of hostile territory.

Personal Life

Jerre was born in a large Cottalemnese town, the youngest son of an innkeeper. His childhood was spent in the stables, where he worked as a groom. Following his father's death, Jerre was evicted from the family inn by his eldest brother, fifteen years his senior, to make room for the brother's own children. Lacking an inheritance or a home, Jerre sought a career in the Horse Guards, viewing military service as an alternative to poverty and an opportunity for adventure.

During the Cottalemnese invasion of Salicia, Jerre was assigned to escort Yngvild into Beretha. During this operation, he demonstrated significant loyalty by acting as her “prisoner” to bypass sentries, an act of honour that solidified his bond with the seekers. His affection for Yngvild was noted by the sentient sword Jafnadr, who suggested the trooper might be in love with her. Jerre provided critical care for Noren while the latter was catatonic under a geas, using his experience with casualties to secure him during the flight to the Temple of Clewg. He later found sanctuary at the Troll's Head and assisted in the final rearguard action and extraction at Ocaso.

Relationships

People

  • Yngvild the Fierce: An ally and object of his affection; Jerre provided her with essential training and protection.
  • Noren: A ward Jerre helped transport and defend during his recovery from a magical bond.
  • Inibrakemi Funeresdottir: A resolution agent with whom Jerre coordinated during the overland trek.
  • Erik Erikson: A logistical operative Jerre worked with during the purchase of spare mounts at Riggin Dale.
  • Major Duerte: Jerre's former commanding officer whom he successfully abandoned at a wayside inn to aid the Skyssian mission.

Places

  • Kingdom of Cottalem: Jerre's homeland and the nation he served as a Horse Guard.
  • Beretha: The Salician city he helped infiltrate under the guise of a prisoner.

Alfinna

Gender Hero status Allegiance Role Apparent Age Year of Birth
Female Yes Kingdom of Skyss Explorer / Crafter 18 725 AM (49)

Stories/Function

Alfinna acts as a guide and protector for Yngvild and Noren's mission in 774 AM. Her personality is defined by her dual expertise in wilderness survival and high-level crafting ability. In the narrative of the Cottalemnese crisis, she serves as the “anchor” for the seekers once they enter the southern forests, providing the sanctuary and technical support required to neutralise magical threats. Her most critical function is the management of the tactical retreat to Ocaso, where she serves as the rearguard against the pursuing cavalry.

Description

Alfinna is a potent Hero with a divinity rating of 42%. Although she has lived for nearly half a century, her divine blood ensures she retains the physical appearance of a young woman. She is a master of shapeshifting, frequently assuming the form of a large black bear to traverse dangerous terrain or test the mettle of intruders.

In her human form, Alfinna is characterised by her immense creative talent. She describes “making things” as her divine gift and maintains a workshop crowded with intricate paintings, metalwork, and sculptures. Her personality is defined by a playful and resilient spirit; she is quick to laughter and maintains a close, harmonic relationship with her great-niece Inibrakemi.

Personal Life

Alfinna is the daughter of the ancient hero Alfarinn and a mortal craftsman from Kronstadt. Her childhood was spent learning the secrets of the forge from her father, and she later expanded these skills during an apprenticeship with her cousin Eskil at the Troll's Head in Cottalem. Following her travels, she returned to the nomadic household of her mother.

During the events of Fierce, Alfinna was instrumental in the recovery of Noren. At Estreham, she provided the tools and guidance that allowed Yngvild the Fierce to craft a protective bear-shaped amulet, combining physical smithing with divine will. She later escorted the party to the coast, using her skill with a short bow to slow a regiment of cavalry during the final dash to the sea. Her defensive action provided the necessary window for the King's Ship Seagull to complete the maritime extraction.

Relationships

People

  • Alfarinn: Her mother and the leader of her nomadic household.
  • Noren: Her younger brother and the subject of the 774 AM rescue mission.
  • Inibrakemi Funeresdottir: Her great-niece and constant companion.
  • Eskil: Her cousin and former master at the Troll's Head.

Places

  • Grunwald: The site where she was first met by the seekers.
  • Estreham: Her winter residence and site of her workshop.
  • Troll's Head: The inn where she served her apprenticeship.
  • Ocaso: The coastal fort where she fought the rearguard action.
  • Kronstadt: Her father's home city and seat of the Skyssian monarchy.

Concepts

  • Shapeshifting: The divine ability she uses to assume ursine form.
  • Heroes: The divinely-blooded class to which she belongs.
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