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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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Osnines
Osnines is a vast and topographically diverse continent, serving as the primary geographical setting for the majority of documented Heroic deeds and international commerce monitored by the Board of Trade. Spanning over two thousand miles from the arctic north to the humid equatorial regions, the continent is characterised by a patchwork of sovereign states, republics, and ancient druidic groves. It is the only landmass known to manifest the magical dragonmarks and is the site of the Great West Road, the world's pre-eminent trade artery.
| Metadata | Details |
|---|---|
| Type | Continent |
| Location | Northern Hemisphere / Equator |
| Major Artery | Great West Road |
| Primary Authority | Fragmented Sovereignty |
Geography and Climate
The continent exhibits extreme climatic variation. The northernmost reaches, particularly Heimdal, are dominated by sub-arctic conditions, including regions that remain dark for two entire moons during the winter cycle. Moving south, the landscape transitions through the deciduous round-leaved forests of Grunwald and the fertile plains of Berenicia and Zushonia.
The central interior is defined by the Old Forest of Affaraon and the Dipthorn Mountains, which provide a critical barrier between the western coastal kingdoms and the eastern steppes. The southern peninsulae, housing Salicia and Cottalem, enjoy a warm, humid climate that supports an extensive metal industry and hardwood timber cultivation.
Nations and Settlements
The administrative landscape of Osnines is divided into several major powers and numerous smaller polities, often linked by the Board of Trade and a shared history of Heroic intervention.
Kingdom of Skyss (Heimdal)
The northern maritime power, governed by an elective monarchy and the Council of Electors.
Kingdom of Berenicia
A prosperous northern realm driven by the export of wool and iron, with a population of four million.
- Eastport: The Berenician capital and administrative heart.
- Ironburgh: The kingdom's industrial powerhouse and smelting centre.
- Westport: A strategic port on the northwest coast.
- Middleton: An inland collection hub for the hill-farming economy.
- The Bend: A riverine city elevated on a rocky outcrop to avoid the River Wackle floods.
- Strongport: A naval relay point in the northern bay.
- Oakwood: Berenicia's primary logging hub.
- Woolwick: A market town dedicated to raw wool processing.
- Redhills: A high-altitude mining community in the Dipthorn Mountains.
- Ironstone: The primary mining settlement feeding the Ironburgh smelters.
- North Fruitbar: An agricultural hub using Zushonian-style canal engineering.
Grand Duchy of Dael Riata
A maritime nation on the northern peninsula, famous for producing the world's finest ships, many of which are raiders.
- Dalreoch: The capital city and site of Dalreoch University.
- Dalmuir: The foremost shipyard in the known world.
- Dalry: A major urban centre under the Giluilleams.
- Norpen: A land-locked city in the northern interior.
- Duffjordhead: A specialised shipbuilding town on the Duffjord.
- Blackwater: The port-town of House Suibhne.
Kingdom of Salicia
A coastal kingdom recently annexed by Cottalem.
- Beretha: A major estuary port and western terminus of the trans-isthmus trade.
- The Citadel: The Salician capital.
- Aintzira: The kingdom's second city, situated on the Great West Road.
- Lake Abrazos: A significant inland body of water.
Kingdom of Cottalem
A vast southern continent and expansionist power under the influence of the renegade Rojden.
- Dacidade: The capital and ultimate terminal of the Great West Road.
- Caratis: A primate port city on the northern coast.
- Minhaton: A fortified river town checkpoint for the copper trade.
- Estreham: A bowl-shaped valley housing the Temple of Clewg.
- Ocaso: An abandoned coastal fort on the west coast used for extraction.
- Riggin Dale: A region renowned for herds of cattle and horses.
- The Troll's Head: A notable inn serving travellers on the Cottalemnese roads.
Other Significant Nations
- Spuetan: A kingdom bordering Salicia; the capital is Chep Prium.
Infrastructure and Economy
The economy of Osnines is supported by two massive roads that facilitate the flow of high-value commodities.
The Great West Road
The continent's primary land-based artery, the Great West Road strikes west from the Zushonian hub of Crucivia, passing through Aintzira in Salicia, before terminating at Dacidade in Cottalem. This route is vital for the movement of copper from the Cobre Mountains to the western coast.
The Great East Road
Serving as the primary connection between the central polities and the eastern steppes, the Great East Road passes through Affaraon and the city of Anerly. It facilitates the flow of exotic alchemical products and fine druidic crafts from the interior to the coastal markets.
Relationships
People
- Mukul: The legendary cartographer responsible for mapping the majority of the continent's interior.
Other Continents
- Tudraya: The tropical continent located across the equator from southern Osnines.
- Asmines: A continent to the east, across the Asmines Sea.
Grunwald
Summary
Grunwald is a large island and region constituting the southernmost territory of Skyss (also known as Heimdal). It is geographically distinct from the northern mainland due to its deciduous forests and relatively temperate climate. Historically significant as a habitat for Elves and the forests are the seasonal summer residence for the matriarch Alfarinn, it serves as a vital agricultural and timber resource for the Skyssian state. Politically, the region is represented by the Earl of Grunwald, one of the nine Electors of Skyss.
Description
Geography and Climate
Grunwald is situated to the South-West of Kronstadt. It is characterized by round-leaved (or deciduous) forests, which stand in stark contrast to the coniferous and arctic landscapes of the northern Heimdal interior. The island's eastern coast is visible as a long smudge on the horizon for vessels quartering south-westerly winds from the capital.
The climate is notably warmer than the arctic circle regions, though it still experiences the seasonal return of long nights in the late summer. This warmth facilitates a different type of horticulture than the reindeer-herding and ice-fishing prevalent in the north.
Political Governance
The region is governed by the Earl of Grunwald, a high-ranking noble whose office carries the status of an Elector. As one of the nine Electors of Skyss, the Earl participates in the selection of the King (who serves at the pleasure of the Council of Electors). The Earl's position is semi-hereditary, typically chosen from suitable family members, and is essential for maintaining the administrative balance of the Skyssian monarchy.
Economy and Trade
The island's economy is primarily maritime and forest-based.
- Timber and Forestry: The deciduous forests provide hardwoods that are rarer in the frozen north, many go to the shipyards in Kronstadt while others are exported across the continent.
- Fishing: Settlements such as Brevik are dedicated fishing villages, contributing to the exports of fish and oil that sustain the Skyssian trade balance.
- Logistics: The port of Knarvik serves as the primary logistical hub for the island, linking overland travel through the forests to the maritime routes monitored by the Board of Trade.
Personalities and Lore
The Elven Legacy
Grunwald is reputed to be a ancestral haunt of the Elves. The mischievous and unaging nature of the elven race is deeply interwoven with the history of the island's deep forests. Alfarinn, a demi-god matriarch with significant elven blood, has used Grunwald as a nomadic sanctuary for centuries. She and her household of daughters typically occupy the forests through the summer moons, moving south toward Estreham after the autumn equinox.
Recent Activity
In 774 AM, Grunwald became a point of interest for the Department of Resolutions. Yngvild the Fierce and Noren, travelling incognito as “Ingwald” and “Arne,” utsed the island as a transit point while evading the agents of Rojden. It was during this period that Noren identified the island as a location he had dreamt of, leading to his eventual reunion with the tail of his mother's household, albeit missing their ship Nordic which departed for Caratis before they reached knarvik.
Major Settlements
- Knarvik: The primary port of the island and a major destination for Skyssian merchant vessels like the Thunderbird.
- Brevik: A small, specialized fishing village located along the coast from Knarvik.
Relationships
People
- Earl of Grunwald: The sovereign governor and Elector representing the island.
- Alfarinn: An ancient hero who maintains a seasonal residence in the deciduous forests.
- Alfinna: A daughter of Alfarinn and master craftsman who has operated within the Grunwald forests.
- Noren: Identified the island through prophetic dreams.
Places
- Heimdal: The parent nation of the Grunwald electorate.
- Kronstadt: The capital city located North-East of the island.
- Estreham: The southern temple where Grunwald’s seasonal inhabitants flee for the winter.
- Continent of Osnines: The wider landmass which Grunwald serves through trade.
Concepts
- Council of Electors: The governing body to which Grunwald provides a permanent member.
- Board of Trade: The authority that regulates commerce in Grunwald’s ports.
Caratis
Summary
Caratis is a port city located on the northern coast of the Kingdom of Cottalem. Strategically positioned east of Beretha, it serves as a critical maritime gateway for trade flowing between the southern reaches and the northern kingdoms of Skyss and Dael Riata. In 774 AM, the city became a central theatre of the Cottalemnese expansionist conflict, subjected to a naval blockade that severed its commercial links with the Kingdom of Salicia.
Description
Geography and Logistics
The city faces north towards the sea, offering a deep-water harbour capable of accommodating large ocean-going vessels such as the Nordic and the Albany class merchants. Its position on the northern coast makes it the primary landfall for Skyssian merchants completing the two-week voyage from Kronstadt.
Caratis is linked to the interior of the continent via the northern spurs of the Great West Road, which facilitates the movement of copper from the Cobre Mountains and agricultural products from the Minhaton river basin to international markets.
Cultural Significance
The city has long served as a transit point for the nomadic matriarch Alfarinn. Her household frequently passes through Caratis during their seasonal migrations, moving north to forests around Grunwald for the summer and returning to their winter home at Estreham in the late autumn. This established the city as a known point of intelligence for tracking Heroic movements on the continent.
Recent History
The Blockade of 774 AM
Ahead of the annexation of the Salician capital by Rojden, the Cottalemnese navy established a blockade just to the east of Caratis. The primary objective was to neutralise the city's trade and prevent Skyssian Resolution Agents from using the port as a base of operations. This military action forced independent traders to divert to alternative ports, and prevented the leakage of information ahead of the strike force being launched.
The Diversionary Ruse
During the crisis involving the geas of Noren, the city was used in a sophisticated counter-intelligence operation. While Noren and Yngvild the Fierce fled west to Ocaso, the heroes Alfauda and Gefjun (both skilled shapeshifters) travelled to Caratis in the company of Clewgists. Dressed as the fugitives, they successfully confused Rojden’s pursuit, eventually assuming avian forms to escape the city once the diversion was complete.
Relationships
People
- Alfarinn: The unaging matriarch who uses the city as a seasonal transit hub.
- Noren: The hero whose mother and sisters were tracked to the city via the ship Nordic.
- Yngvild the Fierce: Involved in the strategic diversion intended to mask her movements from the city’s watchers.
- Rojden: The commander responsible for the blockade and the surveillance of the port.
- Alfauda: A descendant of Alfarinn who performed a diversionary role within the city.
- Gefjun: A master shapeshifter who assisted in the 774 AM ruse.
- Alfinna: Handled the administrative paperwork for her mother’s household at the Caratis docks.
Places
- Cottalem: The kingdom in which Caratis is a primate port.
- Kingdom of Salicia: The neighbouring realm whose trade with Caratis was severed by war.
- Beretha: A nearby port city also affected by the Cottalemnese naval campaign.
- Ocaso: An abandoned fort to the west used as an alternative to the blockaded port.
- Great West Road: The primary land-based trade artery connecting the city to the interior.
Concepts
- Board of Trade: Maintains an office at the docks to monitor the flow of commodities such as iron and coal.
- Shapeshifting: Utilised by elven-descended agents to evade capture within the urban environment.
- Geas: Magical compulsions utilized by the state to monitor arrivals and departures during the 774 AM blockade.
Places
Great West Road
Summary
The Great West Road (also referred to as the Great Western Road) is the pre-eminent land-based trade artery on the Continent of Osnines, representing a monumental feat of engineering and state labour. Spanning thousands of miles, it serves as the primary connective tissue for international commerce, linking the eastern trade hubs to the westernmost reaches of the continent. The road facilitates the rapid movement of mercantile caravans and serves as a vital logistics route for the Cottalemnese military.
Description
Route and Infrastructure
The road originates in the Kingdom of Zushonia, specifically departing from the primate city of Crucivia where it converges with three other major continental routes. From this hub, it strikes due West across the nation of Spuetan. Continuing westward, it enters the Kingdom of Salicia, passing through the second city of Aintzira.
As the route progresses, it skirts the southern foothills of the Cobre Mountains (Sierra Cobre), a region known for its copper smelting pits and challenging terrain. The road eventually enters the Kingdom of Cottalem, where it reaches its ultimate western terminus at the city of Dacidade. While the major port of Beretha is situated slightly off the main route, it serves as the primary maritime-to-land transition point for goods entering the road's western sectors.
Strategic and Economic Significance
The Great West Road is essential for the macro-economic stability of the region, carrying high-value commodities such as iron ingots from Berenicia, spices from Mangandalay, and cured meats from Zushonia. During periods of conflict, such as the Cottalemnese invasion of 774 AM, the road's capacity for shortening travel times becomes critical. The Cottalemnese Horse Guards used the road for forced marches, alternating walking and trotting with hourly stops for water and grain to maintain their high operational speed.
Relationships
Places
- Continent of Osnines: The landmass across which the road is constructed.
- Crucivia: The eastern point of origin and convergence for the continental road network.
- Aintzira: A major Salician city situated along the road's central-western path.
- Dacidade: The western terminus of the road in Cottalem.
- Beretha: A primate port city located just off the road.
- Cobre Mountains: The mountain range the road skirts in its western segments.
People
- Rojden: The Cottalemnese ruler who uses the road for rapid troop deployment.
- Yngvild the Fierce: A hero who used the road to flee from the Salician capital.
- Major Duerte: A cavalry officer whose detachment patrolled the segments near the Citadel.
Concepts
- Board of Trade: The authority that monitors mercantile traffic and logistical flow along the road.
Beretha
Summary
Beretha is a major port city and the western terminus of the Great West Road, situated within the Kingdom of Salicia. It serves as a vital mercantile gateway between the northern reaches and the southern continents, particularly for Board of Trade operations. In the year 774 AM, the city became a central theatre of conflict during the Cottalemnese invasion, enduring a rigorous siege that concluded with a negotiated settlement facilitated by Heroic intervention.
Description
Geography and Infrastructure
The city straddles the wide estuary of a major river, facing North towards the sea. Its climate is notably warmer than the arctic conditions of Heimdal, though it experiences longer nights during the late summer cycle. The urban landscape is characterised by wood and plaster dwellings topped with red ceramic tiles and featuring shuttered windows. The city is bisected by the river, with the majority of the urban centre on the eastern bank, connected to the western bank by a wooden swing bridge designed to permit the passage of ships.
The maritime sector is the primary driver of Berethan prosperity. The docks are a bustling international environment thronged with merchants and sailors from across the globe, including Board of Trade messengers and Mangandlese junks. The city serves as the ultimate western terminus for the Great West Road, linking the maritime trade of the estuary to the interior of the continent.
Political Governance
Beretha is governed by the Earl of Beretha, a nobleman descended from the ancient line of Salician Kings. The Earl possesses significant divine blood, granting him specialised abilities related to information gathering and prescience. His residence is an imposing sand-coloured stone palace adorned with relief carvings of animals and gilded lilies, protected by an iron fence with gold-painted spikes.
The Siege of 774 AM
Following the sudden death of the Salician monarch, the city was targeted by the army of Cottalem as part of a campaign orchestrated by the renegade Rojden. The Earl pre-emptively seized control of Beretha and raised the local militia to defend his claim, leading to a protracted siege. The conflict necessitated extensive defensive labour, including the digging of siege lines and the installation of sharpened wooden stakes to neutralise cavalry charges.
The impasse was resolved when Yngvild the Fierce and Noren infiltrated the city. Posing as agents from the Department of Resolutions, they negotiated with the Earl, eventually securing a settlement that allowed for the cessation of hostilities and the preservation of the city's administrative integrity.
Relationships
People
- The Earl of Beretha: The city’s sovereign governor and a descendant of the royal line.
- Erik: The local agent of the Board of Trade who coordinated with Skyssian operatives.
- Adan: A former member of Duke Xaime's outer guard who provided intelligence to the Skyssians.
- Yngvild the Fierce: The hero responsible for the successful infiltration and diplomatic resolution of the siege.
- Rojden: The strategic commander of the invading Cottalemnese forces.
- Major Duerte: A cavalry officer in the invading army tasked with monitoring the city’s perimeter.
Places
- Kingdom of Salicia: The nation in which Beretha is a primate city.
- Cottalem: The neighbouring continent and military power that initiated the 774 AM invasion.
- Caratis: A nearby port city that was blockaded during the conflict.
- Kronstadt: The Skyssian capital and primary trade destination for Berethan goods.
Concepts
- Board of Trade: The commercial authority that maintains a primate office within the city docks.
- Department of Resolutions: The agency through which the Skyssian state intervened in the Salician conflict.
- The Great West Road: The primary land-based trade artery for which Beretha serves as the western terminus.