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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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.

Fierce

Fierce is a Fantasy novel released on 1 May 2024. You can read the first chapter on my blog 'Fierce Ch.1 - Straven', which is a medium-level fantasy story with relatable female lead and a dash of romance set in a world of my own creation. It's influenced by everything I've ever read, and loosely based on a Norse 10th/11th century blending with some ancient Roman, although the ships are more like 15th/16th century. Skyss is the northern state the main characters come from, but there is a whole world and other states exist, some of which will be linked to here.

Blurb

On the tiny island of Straven, life is governed by the rhythm of the tides and the seasonal threat of Daelian Raiders. For Yngvild Helgasdottir, a simple fisherman’s daughter, the arrival of the King's Ship Seagull shatters the peace of her childhood and delivers a legacy of shadow and steel.

Thrust into the stinking, opulent streets of Kronstadt, Yngvild and her companion Noren discover a terrifying truth: they are Heroes, carriers of divine blood descended from the Nine Gods of Skyss. As Yngvild takes up her father’s heirloom, the sentient black blade Jafnadr, she is drawn into a web of political assassinations and a centuries-old schism that threatens to destabilise the realm.

The journey takes them far to the south, where Noren’s true parentage is revealed by the ambitious renegade Rojden, a man who views the world as a chessboard for his own imperial designs. When Rojden binds his son with a lethal involuntary geas, Noren is left fighting for his life against his own father's will. Aided by the shapeshifter Inibrakemi and the mysterious daughters of Alfarinn, Yngvild must navigate war-torn Salicia to reach the cursed temple of Estreham. To break the bind and fulfil the cryptic Prophecy of Gudrid, Yngvild must perform a sacrifice that challenges the laws of justice and darkness alike.

In a world where magic is fading but the gods still watch from the shadows, Yngvild the Fierce must decide if she will be a tool of empires or the bringer of justice in the night.

Key Elements and Analysis

The narrative of Fierce serves as a detailed examination of the Hero class within Skyssian society, where divine lineage provides extraordinary abilities such as shapeshifting and the channelling of Rituals or Words of Power. This story follows the personal struggle of a young woman coming into her power. The sentient sword Jafnadr represents a pinnacle of Frijdodr’s craftsmanship, capable of discerning intent and bypassing any physical armour. The conflict centralises on the moral ambiguity of power; while Old Bjorn has spent centuries maintaining a fragile stability through secrets, Rojden seeks to bypass the Board of Trade’s slow influence through direct, magical conquest.

Character Lineage Core Motivation
Yngvild Malfin & Fafnir Justice and the protection of her chosen partner.
Noren Jorunn & Meniaxter Discovery of the “Lost” and resistance to his father's geas.
Rojden Meniaxter Consolidation of power and the creation of a unified empire.

The narrative of Fierce unfolds across a geopolitically volatile landscape where the lives of individuals are inextricably linked to divine lineages and shifting powers. The following comprehensive categorisation of people and places draws upon the chronicles of Yngvild the Fierce.

Timeline of Fierce

All dates are provided as the day of the specific lunar month (moon) within the year 774 AM. (see also Calendar)

Summer Moon (Moon 4)

  • Day 4: The community of Straven observes strange sails. Initial contact is made with merchant venturers from the Aelfheim Company.
  • Day 21: First Night is celebrated at Straven. The community performs rituals to Malfin and Aeolf to mark the return of the dark time.
  • Day 22: The Mangandalese junk Chantara is sighted before noon and eventually lands on Straven for fresh water.
  • Day 24: Yngvild the Fierce is interrogated by the Mangandalese agent Arald regarding her name and the foundling Noren.
  • Day 25: Captain Olaf Ragnarson returns to the island with the King's Ship Seagull. Lady Helga Trollslayer reveals her true identity as Yngvild's mother.
  • Day 26: The seekers depart the western isles for the Capital.

Ripening Moon (Moon 5)

  • Day 1: Arrival at Kronstadt. The party is escorted through the city to the King's Palace.
  • Day 2: Yngvild and Noren undergo initial training in their Heroic abilities.
  • Day 3: Inspection of the Book of Heroes confirms Noren's parentage as the son of Alfarinn and the renegade Rojden.
  • Day 4: The party departs for Grunwald aboard the Thunderbird to seek Alfarinn.
  • Day 8: The Thunderbird encounters an unexpected storm and beaches on the north coast of Grunwald.
  • Day 9: Yngvild and Noren meet Alfinna as a bear in the forest
  • Day 10: At Knarvik they find that Alfarinn has just left by ship for Caratis, and they sign on the Albany as part of the security team.
  • Day 19: The mission shifts to the Kingdom of Salicia. Arrival at the port of Beretha amidst a succession crisis. Yngvild negotiates with the Earl of Beretha.
  • Day 21: The party reaches Caratis via a night-rowing operation executed by the Seagull.
  • Day 22: As the sun rises the party find themselves in the midst of the Cottalemnese army which is attacking Salicia. They are captured and taken to meet Rojden.
  • Day 25: The party begins an overland flight through the Kingdom of Cottalem. Yngvild meets the resolution agent Inibrakemi and learns of the search squadrons.
  • Day 29: Arrival at the bowl-shaped valley of Estreham. Noren is placed upon the bier in the Temple of Clewg as his condition worsens under Rojden's geas.

Harvest Moon (Moon 6)

The People of Fierce

The cast of Fierce is predominantly composed of Heroes, individuals possessing at least one-eighth divine blood—whose extraordinary abilities frequently destabilise the mercantile and political interests of the Board of Trade.

Protagonists and Divine Lineage

Mentors and Political Leaders

  • Old Bjorn (The Counter of Battles): The oldest living Skyssian Hero, rumored to be over a thousand years old and a founder of Kronstadt. He acted as a guardian for Yngvild and Noren on Straven, operating a long-term contingency plan to mobilise the state against Rojden's faction.
  • Helga Trollslayer: The Second Sea Lord of Skyss and Yngvild's biological mother. She is a brilliant strategist and Elector-designate, destined to become the First Sea Lord at the new year.
  • King Thirfinn: The reigning monarch of Skyss during Yngvild's arrival in Kronstadt, noted for his playful demeanour.

Allies, Agents, and Family

  • Alfarinn: An ancient demi-god descended from Jorunn and Fafnir. She lived as a recluse for decades after a perceived betrayal by Old Bjorn but returns to assist Noren.
  • Alfinna Afarinnsdotir: A daughter of Alfarinn and a powerful shapeshifter often encountered in the form of a bear. She is an expert in the crafting of magical items.
  • Inibrakemi Funeresdottir: A special agent for the Department of Resolutions and a master shapeshifter who guides Yngvild and Noren through Cottalem.
  • Jerre: A former Cottalemnese cavalry trooper who defects to assist Yngvild and Noren.
  • Olaf Ragnarson: Hero and Captain of the King's Ship Seagull.
  • Erik Erikson and Olaf Gunnarson: The Board of Trade agents in Beretha that eventually helped them escape.

Antagonists and Renegades

  • Rojden: A renegade Hero and strategic genius descended from Meniaxter. He utilizes “silent partners”—body doubles bound by geasa—to expand his influence across Cottalem and Salicia.
  • Arald: A spy for Cottalem who arrives at Straven on a Mangandalese junk to gather intelligence on the new Heroes.
  • Ormrun: A Board of Trade agent at the Wheel who has been subverted by Rojden.

Places in the Fierce Narrative

The geography of the world is divided into powerful mercantile states and ancient, magically protected sanctuaries.

The Kingdom of Skyss

  • Straven: A tiny island settlement of roughly fifty people, serving as the hidden childhood home of Yngvild and Noren.
  • Kronstadt: The primate city of Skyss and a global centre of trade, housing approximately 250,000 residents. It is the seat of the Council of Electors and the Board of Trade.
  • Grunwald: The southernmost part of Skyss, characterised by deciduous forests where Alfarinn was believed to be hiding.

Salicia and Cottalem

  • Beretha: The main city in the Kingdom of Salicia, recently besieged and taken over by Rojden's forces.
  • Caratis: A port city closed by naval blockade during the Cottalemnese invasion of Salicia.
  • Estreham: The site of the Temple of Clewg, protected by an ancient curse that bars any man who is not an initiate.
  • Riggin Dale: Where they party rendezvous at the Wheel Inn before heading West to escape.
  • Troll’s Head Inn: An establishment run by retired Heroes Eskil and Arinhildr, equipped with magical geas detectors.
  • Ocaso: An abandoned coastal fort on the west coast of the Kingdom of Cottalem used as a rendezvous point for the Seagull.

Other Regions

  • Mangandalay: A hot, humid river state famous for its high-value silk and pharmaceuticals.
  • Trollheim: The northern domain of the silicon-based Trolls, located on the opposite side of the mainland from Skyss.
2 Apr 2026 13:25 · james

Erik Erikson

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male No Kingdom of Skyss (Board of Trade) Field Operative 35 ~739 AM

Stories/Function

Erik Erikson serves as a senior support operative and specialised wagon master for the Board of Trade. Partnered with Olaf Gunnarson, Erik provides the technical and terrestrial expertise required to support operations. During the 774 AM campaign on the Continent of Osnines, he was essential in maintaining the “horse merchant” ruse that allowed the Department of Resolutions to extract the hero Noren from the Kingdom of Cottalem. His work is defined by a commitment to operational security and the successful traversal of the continental road networks.

Description

Erik is characterised by his professional diligence and a physical appearance featuring a notable blond beard and ruddy cheeks that darken when he is subject to social embarrassment. Unlike the high-ranking Heroes of Skyss who often carry ancestral or magical weapons, Erik is a pragmatic combatant who wields a sword with disciplined efficiency.

He possesses a remarkable ability to blend into local populations, frequently operating at the front of logistical trains to manage provision procurement and checkpoint interactions. His temperament is defined by a quiet fortitude; he is capable of maintaining a “cavalry-style” march for days and remains unflappable even when bluffing the sentries at fortified river gates like Minhaton.

Personal Life

Erik was first met by the seekers at the Board of Trade mission in Beretha, where he assisted in the initial intelligence briefing regarding the Salician succession crisis and the Cottalemnese invasion. When the mission became an overland extraction, Erik took command of the party's heavy transport.

During the crossing of the fortified city of Minhaton, Erik personally managed the wagon containing the catatonic Noren. He successfully bluffed the city guards, convincing them that the incapacitated hero was merely a heavy sleeper recovering from a night watch. At the Wheel Inn, he used state funds to rapidly expand the party's horse-train to facilitate their rapid move to the west coast.

His service culminated in the high-stakes dash to the derelict fort at Ocaso. Despite sustaining a significant injury from an arrow to the shoulder and having three more embedded in his shield, Erik maintained his seat and reached the extraction point. He was subsequently evacuated by the Seagull and returned to Kronstadt for medical recovery.

Relationships

People

  • Olaf Gunnarson: His senior operational partner and constant companion.
  • Yngvild the Fierce: The hero whose terrestrial mission he supported.
  • Noren: The subject of the extraction whom Erik protected during the transit.
  • Jerre: A former cavalry trooper with whom Erik coordinated logistics and shared looking afte the horses.

Places

  • Beretha: The city where his involvement in the mission commenced.
  • Minhaton: The site of his successful smuggling operation through the river gates.
  • Riggin Dale: The agricultural region where he managed the group's remounts.
  • Ocaso: The coastal terminal where he was wounded in the line of duty.

Concepts

Olaf Gunnarson

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male No Kingdom of Skyss (Board of Trade) Field Operative 40 [TBD]

Stories/Function

Olaf Gunnarson is first met in Beretha where he serves as a senior field operative for the Board of Trade, monitoring local politics and trade traffic. Unlike the naval commanders of the Skyssian fleet, Olaf’s work is focused on tracking how people and goods are moving through the nearby territories, what is in demand and the prices being sought. His role is being the eyes and ears of the Board of Trade in this part of the world. In the narrative of the Cottalemnese crisis, he provides the essential “fixer” role, ensuring that the party of Yngvild the Fierce and Noren are supported, as they erroneously present themselves as agents of the Department of Resolutions.

Description

Olaf is characterised as a “gritty operative” and a pragmatic leader, often referred to by his colleagues as “the boss.” He possesses a deep familiarity with the mercantile and political climate of the Kingdom of Salicia and the Kingdom of Cottalem. Physically, he is a capable woodsman and warrior who prefers the practical utility of an axe over the more ceremonial swords of the high nobility.

He is an expert in tradecraft and the use of ruses, particularly the “horse merchant” persona, which he uses to bypass military checkpoints. His leadership style is defined by a commitment to the safety of his team and the successful resolution of Department of Resolutions objectives through caution and superior planning.

Personal Life

Based at the Board of Trade office in Beretha, Olaf was instrumental in briefing Yngvild and Noren on the succession crisis following the death of the Salician monarch. When the mission transitioned from intelligence gathering to a tactical extraction, Olaf left the city to manage the group's overland movement.

He personally oversaw the procurement of a horse-train and cart in Riggin Dale, using his knowledge of regional trade to mask the party's true identity. During the flight to the west coast, he implemented rigorous, cavalry-style forced marches to outpace the pursuit of the renegade Rojden. His final act in the southern campaign was coordinating the dash to the abandoned fort at Ocaso for maritime extraction.

Relationships

People

  • Erik: His constant partner and fellow Board of Trade operative.
  • Yngvild the Fierce: The hero whose terrestrial mission he supported and guided.
  • Noren: The subject of the extraction mission whom Olaf helped protect.

Places

  • Beretha: Olaf’s primary operational base and the site of his first meeting with the seekers.
  • Riggin Dale: The site where he established the horse-merchant ruse.
  • Ocaso: The derelict coastal terminal where he completed the group’s extraction.

Concepts

Ocaso

Summary

Ocaso is a derelict coastal fortification situated on the western seaboard of the Kingdom of Cottalem. The site serves as a clandestine maritime extraction point, offering a discrete point of egress for those seeking to remain lost to the authorities or to bypass military blockades in larger ports like Caratis. In late 774 AM, it became a focal point of international interest as the terminal for a high-risk Department of Resolutions mission.

Geography and Logistics

Location and Access

The fort is positioned on the remote west coast of the continent, approximately fifty miles from the Troll's Head near Campedra. It is topographically isolated from the major administrative and military concentrations of the kingdom, which are primarily situated in the interior or along the northern trade routes.

Reaching Ocaso typically requires two days of cross-country travel from the edge of the Riggin Dale. To ensure secrecy, the group abandoned their heavy transport carts at the Troll's Head to facilitate a final, rapid dash across the wilderness, prioritising ease of movement over concealment.

Maritime Security

The fort's value as a secret terminal is enhanced by the operational habits of the Cottalemnese navy. Unlike the Skyssian fleet, which maintains a roving brief for the Board of Trade, the southern navy typically returns to port or anchors in place before sunset and does not sail again until sunrise. This provides a window of darkness for vessels such as the Seagull to perform littoral extractions without detection.

The Extraction of 774 AM

Ocaso was the designated rendezvous point for the party of Yngvild the Fierce and Noren following the removal of a magical geas at Estreham.

The party was escorted to the fort by Alfinna Alfarinnsdottir and the resolution agent Inibrakemi. While the ground party navigated the fifty miles from the Troll's Head, Inibrakemi used her shapeshifting abilities to fly ahead and establish contact with the Seagull, ensuring the ship made landfall precisely when required. The mission concluded with a successful lift-off in the face of a pursuing regiment of cavalry, which Alfinna and Noren held off by transforming into bears.

Relationships

People
  • Alfinna: The master craftsman who provided essential logistical navigation and security for the dash to the coast.
  • Inibrakemi: The Department of Resolutions agent who coordinated the rendezvous with the Seagull.
  • Yngvild the Fierce: The hero whose escape from the southern continent was facilitated via this terminal.
  • Noren: The descendant of Jorunn whose safety was secured during the extraction.
Places
  • Kingdom of Cottalem: The parent nation housing the abandoned fort.
  • Troll's Head: The fortified inn serving as the final inland staging post for the fort.
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