Table of Contents
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
Tag Cloud
Recent Additions
Wall
| Gender | Hero Status | Allegiance | Role | Apparent Age | Year of Birth (Age) |
|---|---|---|---|---|---|
| Fluid / Unknown | Likely Hero or Adept | Clewgists | Philosopher / Guide | 50s | Unknown |
Wall is a high-level adept or emissary of the Clewgist faith, serving as a primary point of contact for Heroes seeking sanctuary or wisdom within the Temple of Clewg in the valley of Estreham. Known for their profound inscrutability and mastery of Clewg's paradoxical teachings, Wall provided the critical esoteric knowledge required to resolve the crisis involving Noren's magical binding.
Stories/Function
Wall serves a vital expository and philosophical function in the narrative, appearing at the Temple of Clewg to guide the Heroic class through periods of spiritual and strategic uncertainty. Their role is to challenge external “objectives” and force seekers to look past the “garment of illusion” that the Clewgists believe constitutes reality. Wall was the individual responsible for explaining the tripartite methods of breaking an involuntary geas, thereby facilitating the eventual restoration and recovery of Noren.
Description
Physically, Wall is a striking figure who embodies the fluid and transformative nature of the high-level adepts of their order. They stand taller than Yngvild the Fierce, possessing broad shoulders and a muscular build. Their face is noted for its smooth, unbearded skin which shows no sign of being shaved, despite their close-cropped iron-grey or silver hair. They typically wear loose, flowing, hooded robes that make it impossible for observers to determine their biological sex.
Wall is characterised by a “rich warm smile” and a voice that remains friendly even when delivering harsh truths. They are described as being exceptionally hard to read; even the sentient blade Jafnadr observed that while everything Wall spoke was true, their words were carefully chosen to leave much unsaid. Their gaze is described as inscrutable, making them a formidable presence in any interpersonal confrontation or debate.
Personal Life
In early autumn of 774, Wall encountered Yngvild the Fierce within the sacred grove at Estreham. In a moment of high tension, Wall used a physical embrace to impart a warm sensation that “squeezed the tension” out of the young hero. During their subsequent discourse, Wall dismissed Yngvild's stated objective of saving Noren as a temporary and unsuitable “life objective,” instead steering her toward a deeper understanding of destiny and the belief that “everyone has their time”.
Wall correctly prophesied that Noren would be “saved or beyond help” before the current moon had waxed half away. They accurately detailed the three ways to end a geas: relinquishment by the geasor, the death of the geasor, or direct Divine Intervention achieved through the sacrifice of something “very dear” to the seeker. This guidance directly informed the blood sacrifice and intercession ritual later performed by Yngvild to save her friend.
Relationships
People
- Clewg: The deity whom Wall identifies as their master and the source of their mission.
- Yngvild the Fierce: The hero whom Wall mentored in the secrets of spiritual perfection and ritual magic.
- Noren: The subject of Wall's temporal prophecy regarding survival and metabolic decline.
- Alfarinn: The demi-god matriarch whose reclusion at the temple is respected by Wall's order.
Places
- Estreham: The valley and sanctuary where Wall performs their spiritual labour.
- Temple of Clewg: The specific sanctuary where Wall welcomes initiates and provides counsel.
Clewg
Clewg, frequently referred to as His Holiness, is a primary deity within the druidic, though his worship is most intensely concentrated on the Continent of Osnines within the region of Affaraon. He is the god of Improvement, Spiritual Perfection, and Placement, presiding over the belief that every living soul has a specific, predestined place in the universe where they will find completion. Characterised by a profound secrecy and an affinity for the chestnut tree, Clewg represents the pursuit of mastery over an illusory reality.
| Metadata | Details |
|---|---|
| Gender | Male |
| Pantheon | druidic |
| Affinity | Improvement, Spiritual Perfection, and Placement |
| Rune/Word | The Word “Clewg” / The Chestnut Tree |
| Colour | White and Chestnut-brown |
Domain
Clewg’s domain is defined by the interpolation of spiritual labour and the rejection of external reality. He is the patron of those seeking to find their “right place” in an infinite universe, a task his followers believe is impossible without divine guidance.
The Garment of Illusion
A central tenet of Clewg’s domain is the philosophical stance that “life is but a garment of illusion” and that the tangible world is the construction of an insane prime mover. Consequently, understanding the true nature of reality is viewed as virtually impossible. Clewg provides the mechanism to look past these illusions through a rigorous process of self-improvement and communal criticism.
Alchemy and Metallurgy
Historically, Clewg is associated with the Pheryllt, a branch of Druids who operated as expert alchemists and metallurgists. This association links the deity to the industrial labour of mining and the transformation of raw ores into items of exquisite craft. The crafts produced in his name are considered some of the finest in the known world, driven by a constant quest for improvement.
The Healing Arts
Clewg governs the healing arts, particularly those involving the natural thermal features of the earth. His elders practice these mysteries in the hot springs of eastern Affaraon, purifying and packaging medicinals for those who cannot make the pilgrimage to his sacred groves.
Followers
The followers of Clewg are diverse, ranging from the high nobility to the military classes, all bound by a desire for discipline and perfection.
- The Affaraon Nobility: The ruling class of Affaraon has found a particular niche within the faith, utilising the god's teachings to legitimise their social standing as their “correct place” in the universe.
- Military Strategists: Many followers are drawn from military backgrounds, attracted to the deity's emphasis on discipline, strategic study, and the martial arts.
- Cartographers and Scholars: Individuals whose work involves the mapping of the world, such as the legendary Mukul, revere Clewg as the source of geographic and cosmic order.
- The Sick and Infirmed: Pilgrims travel from far-off lands to his temples, seeking the closely guarded healing mysteries of the elders.
Celebrations and Observances
Ordinary folk who follow Clewg participate in communal rituals designed to foster improvement through external scrutiny.
Fortnightly Meetings
The primary observance for the common faithful is a fortnightly gathering, often held in large wooden buildings known as Lodges. During these meetings, individuals review their spiritual progress, which is then subjected to intense communal scrutiny and often painful criticism. This critical process is believed to be the key to attaining mastery of the self.
The Finding of Signs
Ordinary people invoke Clewg when searching for direction or seeking a sign of their “place.” The appearance of birds in a sacred grove or the specific harmonics of bird-song are often interpreted as Clewg’s voice welcoming an initiate or delivering a message of placement.
Placement Sacrifices
Rituals of placement involve making sacrifices, often of items held dear, to ensure that one is not moved from a position of prosperity or to facilitate a transition to a more “perfect” life.
Adepts of Clewg
The Adepts of Clewg (also known as the Brotherhood) is the mystery cult of the deity, shrouded in layers of secrecy and hierarchical progression.
Levels of Initiation
Initiation into the mysteries is a process involving many years of study and service.
- Seekers: The initial level where followers travel the world to learn of its nature before returning to the deep forests of Affaraon.
- Adept Ranks: Higher-grade Adepts must renounce the world entirely, living a celibate and contemplative life dedicated to the “secret masters.”
- Secret Masters: An alleged unbroken chain of masters stretching back to pre-history who hold the ultimate secrets of the god’s name and symbols.
The Two Sects
The mystery cult is teleologically split between two interpretations:
- The Estreham Sect: Predominantly military in nature, focusing on the intense study of strategy and the martial arts. They are responsible for the lethal anti-male curse that protects the Temple of Clewg at Estreham.
- The Yendorian Sect: A more peaceful branch that emphasises working in harmony with nature. They meet in Lodges named after holy trees (e.g., the Willow Lodge) and claim descent from a mythical “Chestnut Lodge.”
Relationships
People
- Mukul: A Clewgist philosopher and cartographic legend whose maps are utilized globally.
- Alfarinn: The demi-god matriarch who utilizes the sanctuary of his temples for protection.
- Wall: A speaker to others in the grove at Estreham.
- Quirinites: Ancient enemies who attempted to suppress the faith, leading to the creation of the Estreham curse.
Places
- Estreham: The site of the white domed temple and the primary location for the martial sect.
- Affaraon: The geographical heart of the faith, dominated by the Old Forest.
- Yendor: The fabled “City of Higher Powers,” rumoured to be hidden deep within the Affaraon interior.
- Dinas Emris: A major city on the edge of the forest inhabited by his followers.
- Cell y Dewiniaid: Known as the “Grove of the Magicians,” a site of high ritual significance.
- chestnut_lodge: The original and mythical seat of the faith, often sought by his most devoted adepts.
Temple of Clewg at Estreham
Summary
The Temple of Clewg is a white domed sanctuary located in the bowl-shaped valley of Estreham within the southern continent of Cottalem. It serves as the primary spiritual hub for the Clewgists, a religious sect dedicated to spiritual perfection and finding one’s specific place in the universe. The temple is famous for a potent anti-male curse and as the site where Yngvild broke an involuntary geas.
Description
Architecture and Layout
The temple is a white domed building situated in the centre of an oval grove. Unlike traditional circular temples, this structure is noticeably off-centre and oval in shape. It is ringed by immense pillars and remains open at both ends for the entire height of these supports. The walls can be raised or lowered like sails; at the southern end, the walls are frequently raised, while the remaining gaps are blocked with wicker hurdles except along the East-West axis. The floor is constructed of a material smoother and cooler than any standard masonry.
The Sacred Grove and Pool
The temple is surrounded by a continuous circle of twelve large chestnut trees. The canopies of these trees overlap, and at least one branch per pair is braided to physically join the trees into a unified ring. Within this circle lies a small steaming pool lined with smooth pink rock, which feeds a crystal clear lake on the western side of the grove via a small stream between the sixth and seventh trees.
Spiritual Significance
The Clewgists believe that the universe is an illusion and that reality is the work of an insane prime mover. The temple is a place of labour toward spiritual perfection. It is rumoured to be the location of the mythical “Chestnut Lodge”, a term used by Yendorian splinter sects to refer to the original seat of their faith. The birds within the grove are known to speak with a collective harmonic voice, acting as a conduit for the deity Clewg to welcome initiates or deliver omens.
The Curse of Estreham
The temple is protected by a lethal curse laid by the Clewgists when the Quirinites attempted to suppressed them. This curse ensures that no man who is not a direct initiate of the mystery can approach the sanctuary. The bodies of men, ranging from prospectors to soldiers, are regularly found miles from the temple, having died shortly after entering the cursed zone. This protection has made the site a preferred winter location for the matriarch Alfarinn and her female household, as it provides absolute security against male interference.
Recent History
In the year 774, the temple was the site of a miraculous divine intervention. Yngvild the Fierce, acting as a champion of Malfin, used the sentient black blade Jafnadr to perform a blood sacrifice upon the temple’s black rock altar. This act successfully broke the involuntary geas laid upon Noren by the renegade Rojden. Following the ritual, Noren was restored to life and initiated into the mysteries of Jorunn within the temple grounds.
Relationships
People
- Alfarinn: The demi-god matriarch who utilises the temple as a safe haven for her daughters.
- Clewgists: The primary inhabitants and guardians of the temple.
- Yngvild the Fierce: A hero who sought sanctuary here and performed the high ritual of resurrection.
- Noren: The only known man to survive the temple’s environs in recent history due to his status as a subject of divine intervention.
- Alfinna: A daughter of Alfarinn who maintains a workshop nearby, creating sculptures such as the great black bear.
- Inibrakemi: A shapeshifting agent of the state who frequently visits the temple.
Places
- Cottalem: The continent where the temple is located.
- Minhaton: The closest major town to the temple, located approximately one hour away by flight.
- Riggin Dale: A region thirty miles north-east of the temple used as a rendezvous point for Skyssian agents.
- Ocaso: An abandoned coastal fort to the west used as an extraction point for those fleeing the temple.
Concepts
- Mystery Cults: The temple serves as a nexus for the mysteries of Clewg, Jorunn, and Malfin.
- Geas: The location is famous for the removal of these magical compulsions.
Book of Heroes
Summary
The Book of Heroes is the official genealogical and historical registry of the Heroic class on the Continent of Osnines, mandated to record the lineage and deeds of every individual possessing at least one-eighth divine ancestry. It serves as a vital instrument of statecraft and strategic planning, ensuring that the movements and capabilities of those with divine blood are formalised and tracked across generations.
Description
Physicality and Antiquity
The volume is a physically imposing artefact, appearing as a thick tome hand-bound with sturdy string. Its covers are constructed from stiffened leather that has blackened significantly with age, whilst the internal leaves are irregular and exhibit varying colours from almost white to a mustard yellow. The current leather bindings are approximately four hundred years old, many of the parchment pages contained within are ancient, predating the memory of any living individual. The book is described as having a significant “thump” when placed upon a table, symbolising its literal and metaphorical weight in Skyssian society.
Content and Criteria
The primary function of the book is the preservation of Heroic legacies, including both the “deeds and misdeeds” of its subjects. Registration is strictly governed by the concentration of divine blood; individuals with at least one-eighth (1/8) divine ancestry are automatically recorded upon their discovery. New pages are added to the collection continuously as the Nine Gods continue to interbreed with mortals or as new lineages are identified through the Department of Resolutions.
Security and Integrity
To prevent the subversion of the record—such as the removal of pages to hide one’s abilities or history the Skyssian state maintains several copies of the book in disparate locations. This administrative redundancy makes it exceptionally difficult for renegades or those wishing to remain “lost” to erase their official existence from the state's memory. The book is treated as a “King's ransom” worth of intelligence, and access is generally restricted to community leaders and high-level judicial officials. The primary copy is maintained in the college_of_heroes with secondary copies in the King's Palace in Kronstadt; with the Lord_of_the_Isles; and the Board of Trade.
Known Heroes
The following individuals are among the approximately fifty active Heroes currently registered within the ledger.
- Lady Helga Trollslayer: A granddaughter of Kari and Frijdodr, currently serving as a Sea Lord of Skyss.
- Noren: The son of Alfarinn and Rojden, whose affinity for Jorunn was identified and recorded shortly after his discovery as a foundling.
- Olaf Ragnarson: Also known as “Olaf the Ready,” he is the heroic captain of the King's ship Seagull.
- Radulfr: A hero involved in the failed resolution attempt that led to the death of Oddmundr.
- Inibrakemi: A descendant of Alfarinn who serves as a shapeshifting agent of the state.
Relationships
People
- Old Bjorn: Serves as the primary custodian of a copy of the book within his private sanctum.
- Helga Trollslayer: Utilises the book to track strategic contingencies and identify potential candidates for public office.
Places
Concepts
- Heroes: The specific class of humans whose biological potential for magic is the book's entire subjec_.
- The Great Schism: An internal conflict between hero factions that led to a significant reduction in the names listed within the ledger.
- Geasa: Mandatory magical compulsions often recorded alongside the “service” history of heroes.
Alfarinn
| Gender | Hero Status | Allegiance | Role | Apparent Age | Year of Birth (Age) |
|---|---|---|---|---|---|
| Female | Hero (Demi-god) | Independent / Skyss | Nomadic Matriarch | Mid-thirties | 231 (543) |
Alfarinn is one of the most ancient and powerful Heroes documented in the Book of Heroes. Possessing a 58% divinity rating, she is reckoned practically a demi-god, descended from children of both Jorunn and Fafnir. She's reputed to also be descended from the Elves of the deciduous forests of grunwald. Born in 231, she is a granddaughter of both Jorunn (God of Mischief and the Lost) and Fafnir (God of Justice).
Alfarinn travels around, rarely settling anywhere for long. She's fond of nature and often winters in a forest in the southern lands where it is warmer. When the time comes for her to want another child she returns to civilisation and seeks out a deserving man to be the father of her next child. Once she's pregnant she returns to her nomadic ways with her daughters.
Description
In her true form, Alfarinn is a slightly built woman standing just over five feet tall. Her most striking features are her sparkling green eyes, which reflect the mischievous nature of her grandfather Jorunn, and long waves of burning orange hair. Despite her five centuries of life, her appearance remains that of a woman in her mid-thirties due to her exceptional divine concentration. Her body is hard and well-defined, showing the results of centuries of nomadic life and physical exercise. When she manifests her power, her eyes are known to glow, and rogue black hairs float around her head as if charged with static energy.
Personal Life
The Era of Unaging Immortality (231–c.431)
For the first two centuries of her life, Alfarinn lived as a traditional hero, completing quests and attempting to make the world more just. During this period, she stood aloof from mortals, viewing the “little people” with a degree of divine detachment.
The Nomadic Awakening (c.431–749)
Mid-way through her third century, Alfarinn experienced a spiritual awakening—attributed by some to a geas laid by the Mother of All. She transitioned into a nomadic existence, selecting mortal men of integrity and playfulness to sire her children. She is the mother of many children, but famously only of daughters. She is usually found in a group of women, with one female child. The daughters usually stay with their mother, although most will spend a decade or so exploring the world. A number of them have settled down in places with partners and raised their own families. Often though they end up back with Alfarinn.
She established a biological rhythm of bearing a daughter approximately every twenty-five years. Her documented children and grandchildren include:
- amma - Born 500. Daughter of an unknown dark-skinned sailor from the Southern Isles. A Board of Trade agent, killed in mysterious circumstances in 612. Mother of Abayomi
- Abayomi grandson of Alfarinn, a Board of Trade agent from 611 until his death in 738
- Inibrakemi daughter of Abayomi and Funere, born in the Southern Isles but grew up in Kronstadt. A Board of Trade Agent known for taking the form of a large seabird.
- Alwilda - Born 550. She spent a couple of decades exploring the world before settling in the Cloud Islands with Tana Otago. Together they had four daughters and established a dynasty that rules the island they settled on. Alwilda still lives, revered as 'The Mother', amongst the people of the Cloud Islands.
- Birgitta_Alwildasdotir b.609, died 744.
- Blodwen_Alwildasdotir b.617, died 707.
- Bjork_Alwidasdotir b.629, died 713.
- Barljota_Alwidasdotir b.641, died 749
- Aljota b.575 in the Temple of Clewg at Estreham, near minhaton in the cobre_mountains. Her father was one of the last initiates in the secret order of Clewg. She has three daughters, Carljota (b.671), Carla (b.689) and Clarinna (b.703). They all live in Estreham, not far from the temple.
- Adalaug b.600. Lives nomadically with Alfarinn, like her mother she chooses worthy men to father her daughters. All four have fathers from different parts of the world, mostly merchants, apart from the eldest where Adalaug travelled to the Sunward Continent and took a local shaman as her lover while she learnt their secrets.
- Dagmar_Adalaugsdotir b.671 in the Sunward Continent, returning to follow her grandmother's perambulations when she was five years old. Fluent in several languages.
- Dagfinna_Adalaugsdotir b.689 in the Temple of Clewg at Estreham. Her father was a miner in the Cobre mountains who had come from the Eastern shores of the Inland Sea. She left to explore the world and hasn't been heard from in a couple of decades.
- Dalbjork_Adalaugsdotir b.703 still part of the extended family group.
- Danhildr_Adalaugsdotir b.721, working with the Board of Trade.
- Alfrida b.625
- Alfor b.650
- Alfauda b.675
- Alfbjorg b.700
- Alfinna b.725 an artist, master crafter and shapeshifter.
- Noren b.750
The Breach of Protocol (749–750)
While living near the palace in Kronstadt, Alfarinn was approached by Rojden, a grandson of Meniaxter. On the recommendation of Old Bjorn, Alfarinn relaxed her guard. Rojden sired a son when Alfarinn had been expecting to have another daughter. She viewed this as a huge breach of the trust by both Bjorn and Rojden.
In 750, Alfarinn gave birth to Noren, her only recorded son. Upon learning of Rojden’s various murders of other heroes, Alfarinn’s fury was legendary. Her daughters delivered the infant Noren to Old Bjorn via a priestess of Fafnir to ensure his safety. Alfarinn then retreated into absolute isolation, refusing to allow any man into her presence. She used the mysteries of Jorunn to become “lost” to the world, eventually settling at the cursed temple of Estreham in Cottalem where men couldn't go.
Relationships
People
Other than her children and grandchildren listed above, these are some people that have been relevant in her life recently.
- Noren: Her only son; an exception to her lineage of daughters.
- Rojden: The father of Noren; the target of her righteous vengeance.
- Old Bjorn: A contemporary and former friend who gave her the ill-fated advice to trust Rojden.
- Yngvild the Fierce: Referred to as “Sister” by Alfarinn; the bringer of justice who broke Noren's geas.