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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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.

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

  • Eskil: Her life partner, business associate, and tactical partner.
  • Alfinna: Eskil's cousin and a regular visitor to the inn.
  • Rojden: A primary enemy whose agents Arinhildr actively hunts and destroys.
  • Godbloods: The rival faction against whom she has conducted numerous operations.

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 Foundling: The opening line, “Lost yet found,” is believed to refer to Noren, who was abandoned as a baby and “found” by the people of Straven. His transition from a fisherman to an initiate “far from the sea” at Estreham mirrors the text.
  • 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.
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