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

Tag Cloud

Recent Additions

Bjarte the Burner

Gender Hero Allegiance Role Apparent Age Year of Birth (Age)
Female Yes Yngvild Guard / Warder Mature Unknown (~40)
Stories/Function

Bjarte serves as the defensive magical specialist and warder for Yngvild’s specialised hunting party. Her primary narrative function is to provide an absolute counter to magical surveillance, using her expertise in anti-scrying to hide the party as they seek the hidden Chestnut Lodge. She represents the high-stakes consequences of the Great Schism, embodying the trauma and paranoia of a veteran operative whose past “messy” magic has made her a fugitive.

Description

Bjarte is defined by an all-encompassing, obsessive paranoia that is, in reality, a collection of necessary precautions. Because she is hunted by factions still seeking retribution for her actions during the Great Schism, she is intensely reclusive. During her time as escort for Yngvild for the Skyssian Board of Trade, she remained confined almost exclusively to her cabin.

Her moniker, “The Burner,” refers to her mastery of destructive fire and transmutation magic. While she was once a highly aggressive offensive combatant, she now applies these talents toward defensive concealment. Her arcane repertoire includes:

  • Warding: The ability to seal physical locations against entry or detection; notably, she warded the party's cabin during their voyage to Dry Hook.
  • Anti-Scrying: Persistent enchantments designed to disguise Yngvild and Jerre from magical observation.
  • Amulet Communication: Use of a magical amulet that facilitates telepathic communication between party members.
Personal Life
The Great Schism and the Godbloods

Bjarte’s history is inextricably linked to the Great Schism, the violent internal conflict between factions of Skyssian heroes. During this era, Bjarte was a prominent operative involved in the suppression of the Godbloods, a faction whose goals clashed with her own. It was during these dark days that she committed the series of killings that earned her the “Burner” title and forced her into a life of permanent fugitive status.

The Purge of the Silent Convent (762)

During the height of the religious upheavals, Bjarte and her long-term partner Alfinna were contracted to eliminate Skyssian sleeper agents hidden within a convent in the Grand Duchy of Dalreoch. While Alfinna located the targets in a hidden sub-basement, Bjarte used a messy fire transmutation that incinerated the entire wing. The unique thermal signature of her magic was documented by academics at the University of Dalreoch, marking her as a target for future investigation.

The Southope Infiltration (768)

While Queen Caoimhe was living at Southope, Bjarte and Alfinna wer part of a death squad that targetted the Berenician King Edmund. During a hunting party, Alfinna caused the King's horse to fatally throw him off, while Bjarte used lethal magic to facilitate their escape after they'd killed the King. The incident left multiple Berenician Yeomen dead with “fatal burns inside their armour” despite their outer clothing remaining untouched, a signature later associated with other political assassinations by Skyssians.

The Incident of the Unbroken Mirror

Bjarte’s paranoia became obsessive following a mission to retrieve a stolen ledger from a Zushonian estate. Despite successfully recovering the item, the party was observed via a rare scrying mirror. Bjarte unleashed a firestorm to destroy the evidence, but realised too late that the mirror remained unbroken amidst the flames. Through the glass, she felt the cold, calculating gaze of the Earl of Stylhet. Since then, she has lived in fear that the world's premier spymaster knows her face and can track the signature of her fire magic.

The Ambush off Dry Hook (774)

During the pre-dawn capture of their ship by Fearchar Murchadh, Bjarte’s survival instincts took over. She slipped out of a cabin window to avoid the pirates, an act that broke her protective ward and allowed the Murchadh raiders to find and steal the sentient sword Jafnadr. She stayed in the water to keep the critically wounded Gudrun afloat until they were rescued by a pilot boat and brought into the Board of Trade office in Dry Hook.

Relationships
People
  • Yngvild: Her current ward and the primary focus of her anti-scrying protections.
  • Alfinna: Her previous partner during the Great Schism, with whom she shared many high stakes clandestine operations.
  • Gudrun: Her current partner, a seeker with whom she has shared several clandestine operations.
  • Jerre: A companion she helps hide from surveillance; currently a prisoner of the pirates.
  • Earl of Stylhet: The master spymaster who represents her greatest fear and the primary reason for her reclusive lifestyle.
  • Fearchar Murchadh: The pirate captain who broke her ward and stole Jafnadr.
Places
  • University of Dalreoch: The academic institution that monitors the messy and dangerous fire transmutation magic she specialises in.
  • Dry Hook: The site of her recent rescue and the current base for the survivors.
  • Chestnut Lodge: The hidden objective she is currently attempting to locate.
  • Dael Riata: The kingdom where many of her early purges took place.

Straven

Straven is a tiny settlement on an island about three or four square miles located off the west coast of Heimdal (Skyss). Only a little of the island is cultivated, most of it is woodland or rough grazing for the sheep that the community keeps for their wool and milk. Characterised by its extreme northern latitude of 63.5 N, the community is defined by its isolation, self-sufficiency, and adherence to the traditional ways of the North. It serves as the childhood home of Yngvild the Fierce and Noren before their departure for Kronstadt.

Sketch map of Straven

Community

There are about 60 people living on Straven, from newborn to Old Bjorn. Old Bjorn is the leader of the community, with Arne the Slow as the second. They have a single fishing boat with almost enough people to crew a second. Most of their living is from fishing in the seas to the West of the Island, and they are part of the fishing communities of the islands. As their boat captain Old Bjorn is one of the electors of the Lord of the Isles.

As well as fishing there are as many sheep as people on the island, they roam over the island and eat the grass and heather. The wool and milk form a major part of keeping Straven self-sufficient. There's also meat from the spare sheep, most of the male lambs being used for various sacrifices, and mutton forms part of the winter diet when the weather is too bad for fishing.

The fish are mostly smoked, there are three smokehouses downwind of the main halls that the community lives in. These run most of the summer to ensure that there are enough fish to keep the community going all winter. Fresh fish are eaten when the boats come in too. Surplus is sold through the market at Portree, which is the major port for the Isles. It is within line of sight from Lookout Hill on Straven, and is about four hours away by boat (depending on the weather & tides).

The houses are two parallel tenements running inland from the jetty. The boat shed on one side with a ramp into the beach. There's a barn at the back with a fenced paddock for when the sheep are brought in.

The total population of Straven is approximately fifty individuals. The social structure is led by Old Bjorn, the boat captain and community leader, with Arne serving as his second.

Security and Raids

Due to the seasonal threat of Daelian Raiders, the adults of Straven maintain a rigorous military readiness. Standardised drills are practiced regularly, where adults take up arms—including bows and woven shields—to hold the jetty whilst non-combatants evacuate to Lookout Hill.

Theology

The community observes the transition of the seasons with communal rituals. The most significant is the celebration of the return of the night, where the people make homage to Malfin, the Lady of Darkness. These gatherings are held around central fires as the sun touches the horizon, marking the beginning of the winter preparations.

Geography and Infrastructure

The island covers approximately three to four square miles of territory. Much of the land is uncultivated, consisting of dense woodland and rough grazing used for livestock. Key geographical landmarks include:

  • Lookout Hill: The highest point on the island, used as a primary observation post and a retreat point for non-combatants during maritime threats.
  • Sickle Hill: A secondary elevation located on the southern portion of the island.
  • The Beach: Two distinct sandy areas suitable for landing small craft, though the primary maritime interface is the stone and timber jetty.

The settlement's infrastructure is concentrated near the rocky outcrop on the western coast. The buildings are constructed based on traditional timber-frame designs with overlapping upper storeys to protect against the harsh maritime climate.

Structure Function
Main Hall The primary communal living and dining space for the adult population.
Old Hall The original hall, now utilised as the living and eating area for the children.
The Barn A multi-purpose facility for storing cheese and skyr barrels, as well as providing winter shelter for sheep.
Smokehouses Three dedicated buildings positioned downwind to process the seasonal fish catch.
Workshops A cluster of industrial buildings including a forge and a boat shed for vessel maintenance.

Economy and Labour

The economy of Straven is almost entirely maritime and pastoral. The community operates a single fishing boat that exploits the rich waters to the west. A high degree of literacy exists on the island, largely due to the influence of Old Bjorn, who has prioritised knowledge as a tool for survival.

Primary Industries
  • Fishing: The central pillar of the island's subsistence. Fish are salted or smoked throughout the summer to provide a stable food supply for the “dark time” of winter.
  • Sheep Farming: The island maintains a sheep population roughly equal to the human population. These animals provide wool for home-woven clothing, as well as milk and meat.
  • Trade: Surplus smoked fish and wool are transported to the market at Portree, which is located roughly four hours away by boat. These exports fund the purchase of essential ironwork, herbs, and spices.

Relationships

People
Places
  • Portree: The nearest major trading terminal and administrative hub for the Isles.
  • Heimdal: The mainland kingdom of which Straven is a remote dependency.
  • Kronstadt: The destination for the island's rare diplomatic and heroic despatches.
Concepts
  • Daelian Raiders: The primary external threat to island security.
  • Heroes: Several residents possess divine blood, though this was largely kept secret until the arrival of the *Seagull*.
25 Nov 2016 11:45 · james

Helga Trollslayer

Gender Female
Hero Status Hero (46% Divinity)
Allegiance Kingdom of Skyss
Role Second Sea Lord / Future First Sea Lord
Apparent Age 23
Year of Birth 634 AM (140 at 774 AM)

Stories/Function

Helga Trollslayer is a pivotal figure within the Skyssian naval and administrative hierarchy, serving as a bridge between the kingdom's divine heritage and its modern maritime dominance. As the biological mother of Yngvild the Fierce, her narrative function involves the management of high-level state intelligence and the strategic preparation of Skyss for the inevitable confrontation with the renegade hero Rojden. Helga is currently central to a long-running contingency plan orchestrated by Old Bjorn to secure her ascension to the position of First Sea Lord, thereby centralising heroic power within the Council of Electors.

Description

Helga is a Hero of high standing, possessing a 46% divine blood quotient. Her lineage is primarily defined by her grandmother, the Goddess Kari, and her great-grandmother, Malfin. Physically, she manifests the glacial ageing typical of high-status heroes; despite being 140 years old, she maintains the athletic physique and appearance of a woman in her mid twenties. She is traditionally characterised by her auburn hair and her preference for sea-green attire, often wearing a tabard embroidered with two blue ships over her iron mail.

Her personal history is defined by her tenure as a senior special agent for the Board of Trade. During this period, she was mentored by the late King's Justice Oddmundr. Together, they formed an “ideal team” for over a decade, utilising Helga’s unique ability to navigate any maritime weather—a direct gift from Kari—to outpace pursuit and achieve rapid littoral deployment. Her moniker “Trollslayer” and her reputation as an elite field agent were earned during these years of covert stabilisation across the continent of Osnines. Following Oddmundr’s murder, she transitioned into senior naval command, becoming the youngest Second Sea Lord in living memory. She currently commands the kingdom’s most magnificent flagship, the Triumph.

Personal Life

Helga’s life is defined by her clandestine partnership with the Hero Oddmundr, with whom she spent nearly ten years solving international crises. Their relationship resulted in the birth of Yngvild in 750 AM, a fact that was kept secret from the broader Skyssian court to ensure the child’s safety. Following Oddmundr’s decapitation in Trollheim, Helga was passed the sentient sword Jafnadr to hold in trust for Yngvild when she came of age, though Helga could not personally wield it.

Skyssian social mores allowed her to maintain her public standing while grieving Oddmundr, but the discovery of her biological daughter remained a point of extreme personal sensitivity. For twenty years, she allowed Yngvild to be raised on the isolated isle of Straven by Old Bjorn and Helga the Red, maintaining a “cover” that prioritised Yngvild's development away from the political volatility of Kronstadt.

Relationships

People
Places

Jafnadr the Sword

Jafnadr is a famous sword, blessed by the Goddess Malfin - Goddess of the Darkness. The name, in translation, means both equality and justice. It was made for Jafnadr, the daughter of Malfin - Goddess of the Darkness and Fafnir by Frijdodr.

Appearance

Like a slice of darkness. It is completely black, and the blade absorbs light, apart from a round matt white stone on the pommel. It can also disguise itself when asked to so that people don’t notice it (it still looks like a sword, but not a remarkable one).

Abilities

It is super sharp, and will slice through armour like it isn't there. Also Jafnadr absorbs the memories of its wielder, and those in the close vicinity (albeit more slowly, and it can have difficulty with anyone attempting to resist or with significant divine powers). As a sentient sword it can speak to its wielder via a mental link, but only when the wielder is touching any part of the sword.

Restrictions

Only those descended from the original owner, Jafnadr (a daughter of Malfin and Fafnir) can use it. Additionally it needs to be used without malice.

Other notes

Currently Yngvild Helgasdotir is the wielder of Jafnadr, she inherited it from her father Oddmundr (who she has never met).

Pantheon of Skyss

The people of Skyss worship a pantheon of gods that they know exist. Those gods at times manifest themselves and have been known to inter-breed with mortals. Mostly those are in the ancient sagas, but demi-gods and heroes with lineage from the main pantheon demonstrably exist. The Skyssian Creation Story is called The Mother's Dream.

Known Gods

I've not created an entire pantheon, I've simply used a handful of handy gods and goddesses, so this list isn't exhaustive. There are 9 gods in the Skyssian pantheon (and more in other pantheons). These gods are real. People have met them when they manifest (not so recently, they tend not to manifest except under extreme conditions - all the pantheons have made tacit agreements to largely stay out of the affairs of men, other than to offer advice and to work through priests).

Interbreeding with mortals

When Gods or Goddesses breed with humans the offspring are demi-gods, and always of the same gender of the divine parent. Demi-gods have very long life spans, and inherit some of the powers of their divine parent. They aren’t immortal, but they tend not to get ill, and live for a very long time unless they are killed. Some have become Gods in their own right, but not of the Nine. According to the old legends the Goddesses who choose to bear demi-gods do so within a day of the liaison, several have been left with their mortal father to grow up in the world.

Offspring of Demi-gods and humans are Heroes. Anyone with 1/16th divine blood is classed as a Hero. Heroes tend to marry into the nobility or other Heroes. They have extended lifespans by human standards, and tend to be immune to most diseases. Depending on their lineage, and how far removed they are from the original divine coupling, they may heal faster or be able to call on the powers of the Gods & Goddesses that they are descended from. It is not the number of connections that count, but rather the strength of the connections.

2 Apr 2026 12:58 · james
1)
but only if they are logged in, registration is temporarily disabled due to excessive spam. Contact the webmaster if you would like to edit these pages explaining your interest.
QR Code
QR Code Welcome to James Kemp's Wiki (generated for current page)