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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Arinhildr
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Female | Yes | Kingdom of Skyss (Silent Service) | Co-owner of the Troll's Head | 42 | ~674 AM |
Stories/Function
Arinhildr serves as the primary deterrent and heavy combatant for the Troll's Head inn, located within the Kingdom of Cottalem. Alongside her partner Eskil, she maintains a vital sanctuary for operatives of the Silent Service and the Department of Resolutions. Her professional labour is defined by the high-lethality enforcement of the inn's neutrality. During the 774 AM mission, she provided essential protection to Yngvild the Fierce and Noren, ensuring that any agents of the renegade Rojden attempting to infiltrate the premises were identified and neutralised.
Description
Arinhildr is a formidable Hero characterised by her vibrant flame-red hair and a slight but athletic physique. Although she is just over a century old, her divine blood ensures she retains the appearance of a woman in her early forties. She possesses a remarkable physical grace, often performing dances and acrobatics for the guests, yet she maintains the visible musculature of a seasoned warrior. Unlike her more technical partner, Arinhildr is the primary instrument of violence for their duo, possessing a “deadly” reputation.
Her divine heritage is exceptionally potent, featuring bloodlines from Aeolf (15%) and Meniaxter (11%). This combination allows her to manifest terrifying offensive magic. She has the ability to generate and cast fireballs and can cause the spontaneous human combustion of her enemies. By willing it, she can force an opponent to burn from the inside out, provided they lack sufficient magical protection. She is often found in the forge attached to the inn, using her affinity for fire to assist Eskil and the resident smith in crafting specialised items.
Personal Life
Arinhildr's earlier career was defined by her service during the Great Schism. She and Eskil operated as a high-efficiency death squad tasked with hunting members of the Godbloods faction. Their partnership was based on a division of duty: Eskil would act as the scout to locate targets and strip away their magical protections, while Arinhildr would execute them, often leaving no trace but ash.
The pair eventually retired to the south to manage the Troll's Head, which is named after a specific encounter in Trollheim where they defeated a troll that took exception to their presence; its head now sits above the inn's entrance. Despite her semi-retired status, she remains a fierce partisan for the Silent Service and continues to participate in the quiet neutralisation of Godblood agents. She is known to be particularly hospitable to those who share her political viewpoint regarding Skyssian stability and the outcome of the Schism.
Relationships
People
Places
- Troll's Head: The inn she co-owns and protects with high-level combat magic.
- Kingdom of Skyss: Her nation of origin and political anchor.
- Trollheim: The northern region where she earned her reputation and the namesake for her inn.
- Kingdom of Cottalem: The nation where she currently resides and maintains a sanctuary.
Concepts
- Silent Service: The Skyssian faction to which she is permanently aligned.
- Great Schism: The historical conflict that forged her professional identity.
Chestnut Lodge
Summary
Chestnut Lodge is the semi-mythical ancestral archetype and primary sacred site of the Clewgist Faith. Located, or believed to be hidden, within the Kingdom of Affaraon, it serves as the spiritual blueprint for the meeting places of the Yendorian sect of Clewgites. In late 774 AM, the site shifted from a point of theological debate to one of critical narrative importance when the divine manifestation of Clewg explicitly commanded Yngvild the Fierce to seek it out as the next stage of her heroic development.
Description
Sectarian Interpretations
The status of Chestnut Lodge is a point of significant friction between the two primary branches of the Clewgist faith.
- The Yendorian Branch: These adepts, who focus on working in harmony with nature and viewing reality as a “garment of illusion,” claim that their biennial meeting houses (such as the Willow Lodge) are modelled directly after the original Chestnut Lodge. They treat the Lodge as a physical gateway to the “secret masters” Adepts hope to reunite with.
- The Estreham Branch: Mainstream Clewgites, often drawn from military backgrounds and focused on martial discipline and practice, traditionally dismissed the Yendorian veneration of the Lodge as an idiosyncratic myth held by “hippie beatniks.”
The original Chestnut Lodge is believed to be a tangible destination requiring a pilgrimage, likely situated deep within the Old Forest near the fabled city of Yendor.
Architectural and Symbolic Role
The Lodge is inextricably linked to the chestnut tree, which serves as the universal symbol for the Clewgist faith. While the exact coordinates are a closely guarded mystery of the highest grade adepts, the site is described in prophecies as being “in among the ghosts of fallen spear carriers” and associated with “bird filled trees.” It represents the ultimate site for the denial of exterior reality and the attainment of spiritual perfection.
Relationships
People
- Yngvild the Fierce: The hero whose destiny was explicitly tied to the Lodge by the voice of the god.
- Clewg: The “prime mover” and deity whose holiness is centred upon this location.
- Wall: The inscrutable adept at Estreham who provided initial guidance regarding the Lodge’s teachings.
- Mukul: The legendary cartographer and philosopher whose maps may hold the key to locating the Lodge.
Places
- Kingdom of Affaraon: The nation housing the Old Forest where the Lodge is said to reside.
- Estreham: The site of the ritual manifestation that confirmed the Lodge's existence.
- Yendor: The “City of Higher Powers” rumoured to be co-located with the Lodge.
- Old Forest: The vast, dangerous woodland that acts as a natural barrier to the site.
Concepts
- Clewgism: The faith for which the Lodge serves as the primate sanctuary.
- The Mysteries: The secret teachings that Yngvild must master upon reaching the Lodge.
King Thirfinn
| Gender | Hero status | Allegiance | Role | Apparent Age | Year of Birth |
|---|---|---|---|---|---|
| Male | Yes | Kingdom of Skyss | King and Senior Arbiter | Elderly | [TBD] |
Stories/Function
King Thirfinn serves as the elective monarch and senior arbiter of the Kingdom of Skyss. His role is defined by the maintenance of constitutional harmony between the Council of Electors and the various administrative arms of the state, including the Board of Trade. Within the narrative of 774 AM, Thirfinn functions as the ultimate judicial authority, legitimising the emergence of new Heroes and providing the state-level recognition required to resolve blood prices and diplomatic disputes.
Description
Thirfinn is an average height man characterised by his white hair and beard, both of which are worn in elaborate plaits. He typically wears a blue tunic decorated with nine gold coins, representing the crest of Skyss, with a plain gold circlet held in place by his hair. Physically, he carries himself with a “mischievous” air, possessing eyes that sparkle with amusement even during formal state functions. He is known for a deep, room-filling laugh that often ripples across the Great Hall of the King's Palace.
As the senior arbiter, his temperament is defined by a blend of pragmatism and traditionalism. While he enjoys testing the wits of those who petition him, his judgements are absolute. He is deeply aware of the political instability caused by the emergence of Heroes and works closely with Old Bjorn and Lady Helga Trollslayer to ensure such individuals serve the interests of the Crown rather than destabilising trade.
Personal Life
Thirfinn was elected to the throne by a two-thirds majority of the Council of Electors, as per the constitutional requirements of the Skyssian State. Upon his election, he relinquished any prior offices to serve purely as the impartial head of the realm. He resides within the palace park in Kronstadt, where he oversees the daily administration of justice.
In the late summer of 774 AM, Thirfinn invited Yngvild the Fierce and Noren to dinner to welcome them to the capital. During the subsequent petition session, he demonstrated his judicial mastery when confronted by the widow of a man killed by the sentient sword Jafnadr. By declaring the death a divine judgement directly from Fafnir, the King successfully neutralised a potential legal crisis and protected the new hero from the requirement of a blood price.
Relationships
People
- Yngvild the Fierce: The bearer of Jafnadr whose heroic status the King formally recognised.
- Council of Electors: The body of nine primate officials to whom the King is ultimately accountable.
Places
- King's Palace: The King's official residence and site of his Great Hall.
- Kronstadt: The primate city of the realm and seat of his power.
- House of Justice: The administrative centre for the legal judgements the King oversees.
Concepts
- Blood Price: The legal debt the King has the authority to waive in cases of divine judgement.
Gudrid's Prophecy
Summary
Gudrid's Prophecy is an ancient and enigmatic foresight regarding the fate of the Heroes and the political stability of the Continent of Osnines. Transliterated from the runes encircling the records of the 774 AM mission, the prophecy provides a metaphorical roadmap for the conflict between Rojden and the Department of Resolutions. It specifically foretells the rise of a foundling, the multi-faceted nature of a powerful father, and a resolution brought about by a “bringer of justice” through blood sacrifice.
Description
The Prophecy Text
The literal text of the prophecy as recorded in the Book of Heroes is as follows:
Lost yet found, he stands tall far from the sea In among the ghosts of fallen spear carriers Where, women witness and are spared to bear daughters descended from god’s fire made flesh.
The father’s myriad faces are bent on elevation making kings, princes, cities. His lover’s fierce flame flowers vigorously when her sacred sword sings in the old ways.
Sacrifice to the old gods, blood in rivers, smoke skywards. Worship her righteously, seek perfection, embrace the bird filled trees.
She brings justice by night and ends empires, oppression by northerners, faith restored."
Analysis and Interpretation
The Department of Resolutions has identified several key correlations between these verses and the events of the 774 AM southern campaign. These are tentative, prophecy is notoriously fickle and usual open to more than one interpretation, and it's important to bear that in mind when attempting to understand it.
- The Father of Myriad Faces: This is believed to be a reference to Rojden and his treacherous outlook.
- The Fierce Flame and the Sacred Sword: “His lover’s fierce flame” identifies Yngvild the Fierce, whose name and lineage are linked to Aeolf (Goddess of Flames) and Malfin. The “sacred sword” is Jafnadr, the sentient blade of justice that “sings” when wielded by its rightful heir.
- The Sacrifice at Estreham: The “blood in rivers” could refer to the ritual performed at the black altar in the Temple of Clewg. To break the involuntary geas laid upon Noren, Yngvild was required to offer him as a sacrifice to Malfin.
- Ending Empires: The concluding lines are very ambiguous. While they may refer to the end of Rojden's expansionist regime, some scholars within the Council of Electors worry that “oppression by northerners” and “ends empires” might portend the downfall of Skyssian maritime hegemony.
Relationships
People
- Noren: The “lost yet found” hero whose lineage triggered the prophecy's fulfilment.
- Yngvild the Fierce: The “bringer of justice” and wielder of the sacred sword.
- Rojden: The father of “myriad faces” and the primary subject of the prophecy's warnings.
- Alfarinn: The matriarch whose son was born to fulfil the ancient words.
- Old Bjorn: The founder of Skyss who used the prophecy to guide his long-term contingency plans.
- Gudrid the Gull: The legendary shapeshifter for whom the prophecy is named.
Places
- Estreham: The site of the “bird filled trees” and the ritual sacrifice.
- Kingdom of Skyss: The “northerners” whose influence is questioned by the text.
- Kingdom of Cottalem: The seat of the new empire that the prophecy suggests may be ended.
Concepts
- Jafnadr: The sentient sword that serves as the instrument of justice mentioned in the prophecy.
- Geas: The magical binding that necessitated the “sacrifice to the old gods.”
- Great Schism: The historical context that makes the prophecy's talk of “faith restored” politically sensitive.
Daelian Raiders
Summary
Daelian Raiders are the primary maritime threat to the isolated coastal communities of the Western Isles, such as Straven. To the inhabitants of these islands, raiders represent a recurring cycle of violence and plunder, requiring constant vigilance and the maintenance of armed readiness by the population. This experience is defined not by international politics, but by the sight of strange sails on the horizon and the sounding of the alarm horn to initiate community-wide defence.
Description
Identification and Signalling
Raider vessels are typically identified by their sails and pennants, which lack the blue circle of the King's ships or the familiarity of those from nearby islands. Common identifiers include patched sails, red or green pennants, and striped sails. On Straven, the sighting of such a vessel triggers a “Raider Drill.” The community is alerted by the sounding of a horn or bell, which serves to wake the households and signal the immediate transition to a battle footing.
The Raider Drill
Upon the signal, the community divides into two groups based on size and strength rather than age. Non-combatants (including young mothers, pregnant women, children, and the elderly) retreat to the safety of high ground, such as Lookout Hill. The able-bodied members of the community take up their battle gear and assemble at the jetty, which is usually the only viable landing point for raider ships.
The defensive philosophy, taught by Old Bjorn and Arne the Slow, focuses on caution, deliberation, and the maxim “No rush to die.”
- The Shield Wall: Defenders form two ranks. The front rank consists of smaller or younger defenders who use their shields to lean into the attackers. The second rank, composed of taller warriors, uses spears to strike over the shoulders of the front line.
- Teamwork: The community is trained to fight “two onto one” rather than seeking a fair fight, using their numbers to overwhelm individual raiders as they attempt to disembark.
- Archery: Archers are positioned on the flanks to shoot into the enemy's line as they attempt to force the shield wall. High-precision shots targeting raider leaders are used to disrupt the coordination of the attack.
The hope with these preparations and tactics is to make the raiders feel that this community is too hard to be worth what they might loot from it and to seek plunder elsewhere.
The Nature of the Raiders
Raiders are often described as “independent traders” who have turned to piracy. They are frequently recognisable by their luxury goods (fine, loom-woven woollen clothes, twice or thrice dyed, and silver buttons or rings) which represent the proceeds of their raiding activities. While formidable, many raider crews will sail elsewhere if they find a community looking fierce enough and prepared for a protracted struggle.
Under Skyssian law, captured raiders may be brought before a King's Justice. Those who confess can be bound by a geas into the King's service as atonement for their crimes, often being re-tasked as sailors or messengers for the state.
Relationships
People
- Old Bjorn: The community leader and veteran who oversees the defensive training on Straven.
- Arne the Slow: The primary drill master and archery instructor for the island's youth.
- Yngvild the Fierce: An islander who earned her name at fourteen by refusing to flee and instead driving off a raider captain with her bow.
Places
- Straven: The site of numerous raider encounters and the primary setting for the defensive drills.
- Portree: A wealthy regional port often targeted by raiders seeking high-value plunder.
- Dael Riata: The northern kingdom from which the raiding tradition originates.
Concepts
- Geas: The magical compulsion used by the state to neutralise raider crews.
- King's Justice: The legal authority required to pass sentence on captured pirates.