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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Troll's Head Inn

Summary

The Troll's Head Inn is a high-quality hostelry and fortified outpost located on the drover's way between Riggin Dale and the city of Dacidade within the Kingdom of Cottalem. It is owned and operated by Eskil and Arinhildr, two retired Heroes from the Silent Service faction. Beyond its function as a transit hub for discerning travellers, the inn serves as a clandestine operations centre for those opposed to the Godbloods and the ambitions of the renegade Rojden.

Description

Architecture and Layout

The inn is easily distinguished by its namesake: the severed head of a troll mounted upon a pole as long as a spear and thicker than a man’s wrist, situated on the near side of the bridge leading to the hamlet. The main building is a large, three-storey structure with a steep roof, constructed in a style reminiscent of the northern halls of Skyss but featuring multiple stone chimney breasts. The interior is a complex maze of dark wood-panelled corridors and linked rooms.

The wider complex includes:

  • A well-equipped forge and stone-flagged anvil area.
  • Four terraced cottages for staff and long-term guests.
  • Two open-sided wood stores and extensive stabling, which is significantly larger than the inn itself.
  • A perimeter defined by a wire fence with waist-high posts and four strands of wire. This forms a contiguous boundary, with the wire running under the bridges over the stream at the entrances, which enables Eskil's wards to work effectively.
  • A row of privies located at the downstream end of the encircling stream.
The Bath House

A notable luxury of the establishment is its advanced bath house, situated adjacent to the forge. Using a system of water wheels and pipes wrapped around the forge’s chimney, the facility provides a constant flow of hot water into an azure-tiled pool set into the floor. The hot pool is stepped for comfort and features roof shutters that can be opened to view the sky. A second, cooler pool is fed directly from the stream through wire filters to exclude flotsam.

Security and Counter-Intelligence

The inn is one of the most secure locations in the southern continent. Eskil, an adept in the mysteries of Jorunn, maintains a permanent ritual ward that makes the site impossible to scry for all but the most powerful practitioners.

Furthermore, the establishment is equipped with specialised arcane detectors crafted by Eskil. These “geas detectors” are mounted above all doors and along the perimeter; they are attuned to rattle or vibrate in the presence of anyone under a magical compulsion, bearing enchanted items, or possessing significant divine blood. This ensures that the proprietors are immediately aware of any potential agents or hostile Heroes entering the area. These also act as a deterrent for the wrong sort of people, making them feel uneasy about the Inn.

Political Significance

The Troll's Head operates as a safe haven for members of the Covenanters and the Silent Service. Entry is not predicated upon wealth but upon the guest's political alignment regarding the Great Schism. The owners maintain an active vendetta against the Godbloods and provide intelligence to the Board of Trade when it aligns with their mission to neutralise Rojden’s influence.

In late 774 AM, the inn provided critical sanctuary to Yngvild the Fierce and Noren during their flight to the coast. It was here they ditched their overland cart to make a final dash for the sea fort at Ocaso.

Relationships

People
Places
Concepts
  • Silent Service: The faction to which the owners belong.
  • Godbloods: The faction hunted by the inn’s staff.
  • Geas: Compulsions that the inn is specifically designed to detect.
  • Great Schism: The historical conflict that defines the inn's patronage policy.
  • Great West Road: The continental trade artery serviced by the drover's way.

gin====== The Wheel Inn, Riggin Dale ======

Summary

The Wheel Inn is a prominent and heavily frequented hostelry located at a strategic road fork within Riggin Dale on the continent of Osnines. Serving as a vital transit terminal for the cattle and horse trade, the inn is a primary landmark on the Great North Road (Riggin Road). It provides essential services such as animal enclosures, smithing, and the rental of post horses, facilitating land-based travel through the Kingdom of Cottalem.

Description

Architecture and Landmarking

The inn is easily identifiable by an enormous, gold-painted wheel mounted high upon the sloping roof line. Standing at least three people tall, this iconic feature is visible to travellers from several miles away. The main structure is an extended three-storey building of wood and plaster construction, dominated by a large roof-space housing guest rooms. The ground floor consists of a maze of linked rooms and dark wood-panelled corridors, featuring several stone chimney breasts that provide warmth during the long southern nights.

Infrastructure and Outbuildings

The Wheel Inn operates as a complex of buildings rather than a single structure, reflecting its role in regional logistics.

  • Stables and Forge: The stables are significantly larger than the inn itself, designed to accommodate the high volume of mounts and pack animals passing through the dale. Adjacent to the stables is a busy forge where a smith, farriers, and grooms work to reshoe horses.
  • Fields and Tents: The establishment is surrounded by large fenced fields. During peak trading cycles, these enclosures house herds of cattle and horses, with tents pitched along the edges to accommodate drovers and merchants.
  • Privies: A row of seven wooden doors on a raised platform is situated at the downstream end of the complex, providing essential facilities for the high number of patrons.
  • Board of Trade Office: A two-storey wooden hut, painted in the distinctive Skyssian blue, is located near the forge and serves as the local intelligence post for the Board of Trade.

Atmosphere and Fare

The environment at the Wheel is defined by the constant noise of the forge, the lowing of cattle, and the sharp tang of animal waste mingled with the smell of burning charcoal. The common room is a lively space that can accommodate dozens of patrons. The menu is typically limited to beef, cheese, bread, and ale. The local ale is noted for being brewed with fruit, offering a flavour profile that the locals claim is superior to standard northern varieties.

Strategic Significance

In the year 774 AM, the Wheel Inn became a critical site for the Department of Resolutions. It served as the rendezvous point where the party of Yngvild the Fierce and Noren reunited with their support team, including Olaf Ragnarson and Erik.

The inn was the staging ground for a sophisticated ruse intended to bypass the surveillance of Rojden. While the Heroes Alfauda and Gefjun were seen departing northward towards Caratis to draw away pursuit, the actual targets used shapeshifting abilities to slip out of the inn unnoticed. This allowed them to reach the west coast safely.

Relationships

People

  • Ormrun: The resident Board of Trade agent who monitors horse swindles and regional traffic from the nearby blue hut.
  • Inibrakemi: Used the persona of “Sven” to negotiate with regional agents at the inn.
  • Alfauda: Acted as a doppelgänger for Yngvild to confuse Cottalemnese search patterns.
  • Gefjun: Assisted in the diversionary operation at the inn.

Places

Riggin Dale

Summary

Riggin Dale is an expansive inland region within the Kingdom of Cottalem, situated approximately twenty to thirty miles north-east of the Temple of Clewg at Estreham. Historically renowned for its agricultural productivity, particularly the rearing of high-quality cattle and horses, the dale serves as a vital logistical hub for land-based transit through the southern interior. It is characterised by the meandering River Riggin and is bisected by a major thoroughfare locally identified as the Great North Road but more widely known as The Riggin Road to distinguish it from the other road known as the great_north_road.

Description

Geography and Topography

The dale is defined by a landscape of vast grasslands interspersed with patches of deciduous trees and widely scattered rural architecture. The River Riggin meanders through the centre of the valley, providing the necessary irrigation for the region's extensive pastures. Travellers entering from the south-west must crest a steep ridge to view the dale, where the river appears as a glittering thread in the distance.

The most prominent infrastructure feature is the Riggin Road, which follows the western bank of the river. Despite being known locally as the Great North Road, local Board of Trade intelligence suggests it is neither the longest nor the “greatest” road of that designation on the continent. The road is frequently described as a wide, muddy swathe, heavily impacted by the constant movement of pack trains and livestock.

Economy and Industry

The regional economy is almost entirely focused on animal husbandry. Riggin Dale is a source of remounts for the Cottalemnese cavalry and serves as a major supplier of beef to the coastal cities. In addition to livestock, the region supports associated trades such as farriery and leatherworking, necessitated by the high volume of traffic on the Riggin Road.

The Wheel Inn

Situated at a critical fork in the road, the Wheel Inn is the main establishment for traders and travellers in the Riggin Dale. It is a large complex of buildings that includes a smithy, stables, and animal enclosures. The inn functions as a post-house where travellers can rent horses to increase their transit speed. It is a site of significant social and economic activity, where the sharp tang of animal waste mingles with the scent of burning charcoal from the forge.

Strategic Significance

In 774 AM, Riggin Dale became a theatre of counter-intelligence activtiy during the conflict between Rojden and the Department of Resolutions.

The Board of Trade Presence

The Skyssian Board of Trade maintains a permanent office in the dale, identifiable by its distinctive blue exterior. In 774 AM, this office was manned by Ormrun, an operative with a “Summer Isles” persona who was noted by Yngvild the Fierce to be bound by at least three separate geasa. The office serves as a primary intelligence post for monitoring the movements of “Captain Corruption” and local horse swindles, while also acting as a safe haven for Skyssian agents.

The Great Ruse

The dale was the site of a sophisticated diversionary operation intended to mask the flight of Noren and Yngvild. While the primary party fled toward the west coast, the Heroes Alfauda and Gefjun (using their shapeshifting abilities) appeared at the Wheel Inn dressed as the fugitives. This ruse successfully drew Rojden's cavalry search patterns northward, allowing the actual targets to reach Ocaso mostly unhindered.

Relationships

People
  • Ormrun: The resident Board of Trade agent and intelligence gatherer.
  • Yngvild the Fierce: Infiltrated the dale under the pseudonym “Arne Revnasson” during her escape from the temple.
  • Inibrakemi: Orchestrated the logistics of the meeting at the Wheel Inn.
  • Alfauda: The hero who performed the primary role in the diversionary doppelgänger party.
  • Gefjun: A master shapeshifter who assisted in the 774 AM operation.
  • Captain Corruption: A local figure of interest to Skyssian intelligence.
Places
Concepts
  • Board of Trade: The Skyssian authority monitoring regional commerce.
  • Geas: Magical compulsions noted within the local administrative personnel.
  • Shapeshifting: The primary tool used by agents to bypass the Riggin Dale cordons.
  • Department of Resolutions: The agency responsible for the 774 AM extraction operation.

Kingdom of Salicia

Summary

Salicia is a kingdom located on the north coast of a peninsula on the Continent of Osnines. Historically defined by its strategic coastal proximity and its role as a terminal for the Great West Road, the kingdom has recently lost its independence. In 774 AM, following the sudden death of the Old King of Salicia, the nation was annexed by the Kingdom of Cottalem in a military operation orchestrated by the renegade hero Rojden.

Description

Geography and Infrastructure

The kingdom is bordered to the west and south by Cottalem and to the east and north-east by Spuetan. The urban hierarchy is led by the capital, the Citadel, and the second city of Aintzira. The major port of Beretha faces north towards the sea and serves as a vital maritime gateway.

Other notable geographical features include Lake Abrazos and the River Lixada. The kingdom is linked to the wider continent via the Great West Road, which strikes east towards Aintzira and Crucivia, and west towards Dacidade. Smaller settlements along these routes include Pontepedra, Muino, and Ladeira.

Political Governance

Prior to 774 AM, Salicia was a sovereign monarchy ruled by a line that had usurped the throne three generations earlier. The government was recently destabilised by the sudden death of the King, who left no clear male heir; his two sons had predeceased him, and his only daughter was married to a Skyssian.

The Earl of Beretha, representing the older royal line, maintained a separate power base in the north. Following the invasion, the kingdom was integrated into a wider power bloc under the Cottalemnese crown, a transition facilitated by the use of geasa to ensure the loyalty of the surviving nobility.

The Royal Line and Usurpation

The Salician monarchy has historically been a site of contestation between rival noble houses. The current crisis was precipitated by the sudden death of the aged King in 774 AM, an event orchestrated by the renegade Rojden to facilitate a Cottalemnese takeover.

The primary claimants during the crisis included:

  • Princess Marjorie, The King’s Daughter: Married to a Skyssian, she was viewed by the Board of Trade as a stabilising candidate but was forced to flee following an attack on her household.
  • Duke Xaime: A major noble whose personal guards were subverted by Rojden, leading to his “unfortunate accident” during a confrontation with the Earl of Beretha’s forces.
  • The Earl of Beretha: A descendant of a previously usurped royal line who claims legitimacy through ancient divine blood. He pre-emptively seized control of Beretha to resist the invasion.
The Cottalemnese Invasion (774 AM)

The invasion was a masterclass in strategic misdirection. Cottalemnese heavy cavalry swept into the capital and secured the Citadel at dawn, ahead of the light infantry. A puppet coronation was rapidly performed to provide a veneer of legitimacy, while a naval blockade was established

The invasion was a highly organised manoeuvre. Cottalemnese heavy cavalry entered the Citadel at dawn to secure the capital, while infantry columns were despatched to neutralise Beretha. Rojden had planned to capture the King's daughter and the Earl alive to present an appearance of domestic dynastic resolution rather than foreign conquest. While the capital fell quickly, the Earl pre-emptively raised his militia to defend Beretha. The conflict concluded with the coronation of the Cottalemnese monarch in the Citadel, which was attended and recognised by Princess Marjorie.

Relationships

People
  • The Old King of Salicia: (Deceased) The monarch whose death triggered the succession crisis.
  • The Earl of Beretha: A descendant of the gods and the older royal house who governed Beretha.
  • The Princess of Salicia: The King's surviving heir who swore allegiance to the new crown.
  • Duke Xaime: A high-ranking noble whose guard was utilised by Rojden during the coup.
  • Rojden: The Skyssian renegade and strategic advisor who managed the invasion.
  • Adan: An agent of the Duke's outer guard who provided intelligence during the conflict.
  • Llucas: A sergeant in the outer guard who executed Rojden's standing instructions.
  • Nephew of the King: A potential candidate for the throne prior to the invasion.
Places
  • The Citadel: The kingdom's capital and site of the Cottalemnese coronation.
  • Aintzira: The second largest urban centre in Salicia.
  • Beretha: A major estuary port city and the western terminus of the trans-isthmus trade.
  • Cottalem: The neighbouring power that currently occupies Salician territory.
  • Spuetan: A kingdom bordering Salicia to the east.
  • Lake Abrazos: A large lake located within the kingdom's borders.
  • River Lixada: A major waterway characterising the Salician landscape.
  • Pontepedra: A town situated on the Great West Road.
  • Muino: A settlement located between the capital and the coast.
  • Ladeira: A town situated in the southern reaches of the kingdom.
Concepts
  • Great West Road: The primary land artery facilitating international trade through the kingdom.
  • Board of Trade: The Skyssian semi-governmental authority monitoring the Salician conflict.
  • Geas: Magical compulsions utilised by the occupying forces to maintain political control.
  • Department of Resolutions: The specialised Skyssian unit tasked with resolving the Salician crisis.

Cottalem

Summary

Cottalem is a vast continent and kingdom situated approximately two thousand miles south of Skyss on the Continent of Osnines. Historically known for its subtle diplomacy and mercantile interests, it has recently undergone a violent transition of power. Under the leadership of the renegade Rojden, the kingdom has adopted an aggressive expansionist policy, culminating in the invasion of the neighbouring Kingdom of Salicia in 774 AM.

Description

Geography and Climate

The continent is topographically diverse, dominated in the north-east by the Cobre Mountains. These peaks are a critical industrial resource, providing the copper ore that feeds the massive smelting operations near Minhaton. South-west of the mountains, the land gives way to low hills and pastures, eventually returning to the dense deciduous forests that characterize the central interior.

The climate is significantly warmer and more humid than the northern realms. In the summer moons, the sun is notably stronger, and the nights are shorter than those in Heimdal. This warmth supports extensive agriculture, including crops of leafy green vegetables, grains, and fruit, as well as the cultivation of hardwood timber.

Infrastructure and Economy

Cottalem is a primary terminal for the Great West Road, which serves as the continent’s main commercial artery. The road terminates at the capital city of Dacidade, facilitating the flow of goods from the interior to the western coast.

The economy is currently transitionary, shifting from a merchant-led system to a command economy geared toward military labour.

  • Metallurgy: The smelting pits of Minhaton represent a massive industrial effort, utilising charcoal produced from the systematic clearing of local forests to process copper and iron.
  • Shipbuilding: The Board of Trade identifies Cottalem as a site for prototype large-merchant vessels, though its navy is primarily used for coastal blockades and power projection.
  • Trade Embargoes: Due to its recent instability, the Skyssian state has imposed an embargo on the sale of iron and coal to the kingdom to prevent further armament.
Political Governance

Following a protracted power struggle, the kingdom is now ruled by Rojden, who has consolidated his position by eliminating rival claimants and standardising the military. The state is characterised by a high level of surveillance; Rojden uses a network of agents and magical compulsions, such as the geas, to ensure the loyalty of his officers and to subvert the Board of Trade local missions.

Culture and Society

Society in Cottalem is increasingly militarised. Unlike the northern kingdoms where arms are often restricted to the Heroic or warrior classes, it is common to see ordinary citizens going about their daily business while armed. The primary spiritual influence is a southern variant of the Jorunn faith, though the mysterious Clewgists maintain a warded sanctuary at Estreham.

Major Settlements and Landmarks

Dacidade

Dacidade is the capital city and western terminus of the Great West Road. It is the seat of Rojden's power and the primary logistical hub for the Cottalemnese army.

Caratis

Caratis is a significant port city on the northern coast. In 774 AM, it was the site of a Cottalemnese naval blockade designed to sever trade between Salicia and the northern oceans.

Minhaton

Minhaton is a heavily fortified river town and the closest major settlement to Estreham. It serves as a checkpoint for the copper trade and is known for its massive stone gatehouse and bridge fortifications.

Estreham

Estreham is a bowl-shaped valley and temple site protected by a lethal anti-male curse. It serves as the winter home for the matriarch Alfarinn and her household.

The Troll's Head Inn

The Troll's Head is a high-quality inn located on the drover's way between Riggin Dale and Dacidade. It is secretly operated by retired members of the Silent Service Heroes who specialise in hunting Godbloods.

Ocaso

Ocaso is an abandoned coastal fort on the west coast. Its remote location makes it a preferred extraction point for those seeking to leave the continent undetected.

Relationships

People
  • Rojden: The current ruler and chief strategist of the kingdom.
  • Major Duerte: A high-ranking officer in the Cottalemnese Horse Guards.
  • Alfarinn: An ancient hero who maintains a household within the kingdom's borders.
  • Eskil: A hero and proprietor of the Troll's Head.
  • Arinhildr: A hero and partner of Eskil.
Places
  • Salicia: The neighbouring kingdom currently under Cottalemnese occupation.
  • Heimdal: The northern power that views Cottalem's expansion with strategic concern.
  • Board of Trade: Maintains active, albeit compromised, missions throughout the kingdom.
Concepts
  • Great West Road: The primary land-based trade route for the southern half of the continent.
10 Apr 2026 17:27 · james
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