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
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Frijdodr
Frijdodr is the third child of the Mother of All and the Father, occupying a central role within the Pantheon of Skyss as the Goddess of Creativity, Craftsmanship, Makers, and Miners. She represents the industrial and artistic spirit of the Continent of Osnines. Characterised by her affinity for the colour yellow and a rune resembling a musical clef, she is the divine architect who bridged the gap between the raw elements of the world and the refined crafts of civilisation.
| Metadata | Details |
|---|---|
| Gender | Female |
| Pantheon | Nine Gods of Skyss |
| Affinity | Creativity, Craftsmanship, Makers, and Miners |
| Rune/Word | Musical Clef |
| Colour | Yellow |
Domain
Frijdodr’s domain encompasses all acts of creation, from the forging of legendary weapons to the macro-economic labour of industrial shipyards. She is the patron of those who transform raw materials into items of utility and beauty.
The Maker Goddess
Following her birth after the twins, Malfin and Aeolf, Frijdodr became obsessed with the labour of the Trolls. She surpassed their innate skills, learning not only to craft and shape the fabrics of reality but to “blow life” into her creations. Her influence is seen as the divine inspiration behind the standardisation of maritime industry, particularly the naval architecture used in the yards of Kronstadt.
The Refiner of Humanity
While Jorunn fashioned the first humans from riverbank clay, it was Frijdodr who refined their forms to be more lifelike. This synergy between mischief and craft allowed the “little people” to possess the physical dexterity required for advanced civilisation.
The Creation of the Sea
Frijdodr’s history is marked by a significant tragedy. When the god Meniaxter brought chaos into the world, he destroyed many of Frijdodr’s early creations. The intensity of her grief was such that her tears transformed the world's freshwater lakes into the salty sea, which then became the domain of her sister, Kari.
Followers
The followers of Frijdodr are primarily drawn from the industrial and artistic classes of Heimdal and Dael Riata.
- Artisans and Silversmiths: Those who work with precious metals, such as the master craftsmen of Kronstadt, invoke her name to ensure their will flows into the material.
- Miners: Because she is the Goddess of Miners, those who extract iron from the slopes of Aeolfberg view her as their protector against the dangers of the deep earth.
- Shipbuilders: The architects of the Skyssian fleet view the creation of 400-tonne caravels as a modern manifestation of Frijdodr’s maker aspect.
- The Heroic Lineage: Prominent Heroes like Lady Helga Trollslayer carry her blood, allowing them to channel divine creativity to forge protective amulets.
Celebrations and Observances
Ordinary folk celebrate Frijdodr through the daily performance of their trades and specific communal rituals of dedication.
The Blessing of the Tool
Peasants and craftsmen often carve Frijdodr’s rune into their primary tools of trade. A small ritual involving the application of freely given human blood is used to power these runes, ensuring the tool remains sharp and the work remains true.
Rites of Metallurgical Labour
In industrial centres like Frijdodrsburg, the first casting of a new forge or the completion of a ship's keel is accompanied by prayers to Frijdodr. These ceremonies acknowledge that while Aeolf provides the heat of the fire, it is Frijdodr who provides the wisdom to shape the metal.
The Architects of Craft
The Architects of Craft is the mystery cult of Frijdodr, reserved for those seeking to master the interpolation of physical tools and Divine Intervention.
Levels of Initiation
Initiates of the mystery, such as Eskil at the Troll’s Head, are taught to “bend their will” to make materials flow like water.
- The Weaving of Matter: Advanced adepts can shape silver, gold, and iron with their hands as if they were soft clay, needing only a clear mental image and their divine blood to achieve perfection.
- Enchantment and Detection: Adepts of this mystery are skilled in crafting complex reliquaries, including “geas detectors” that can sense the presence of magical compulsions.
Sentient Reliquaries
The most famous creation attributed to Frijdodr’s mystery is the sentient black blade Jafnadr. Forged from star steel for Fafnir, the blade embodies the ultimate expression of Frijdodr’s ability to imbue an object with consciousness and a sense of justice.
Relationships
People
- Helga Trollslayer: A great-great-granddaughter who channels Frijdodr's creativity to craft silver amulets.
- Alfinna Afarinnsdottir: A descendant possessing 10% Frijdodr blood who utilises her craft to create sculptures and sculptures.
- Yngvild the Fierce: The current wielder of Frijdodr’s greatest forging, the sword Jafnadr.
Places
- Frijdodrsburg: A city on the slopes of Aeolfberg dedicated to mining and metallurgy.
- Kronstadt: The industrial heart of the Skyssian navy where her maker aspect is most active.
- Trollheim: The ancestral home of the Trolls, who were her first students in the arts of the forge.
Jorunn
Jorunn is the fifth child of the Mother of All and the Father, occupying a unique position within the Nine Gods of Skyss as the patron and progenitor of humanity. Known as the deity of the Lost and Found, mischief, and the “little people” (humans), Jorunn represents the inquisitive and transformative spirit of the mortal races. Characterised by an affinity for the colour green and the sapphire gemstone, Jorunn is the only deity of the Nine to have fundamentally altered their divine nature to live among their own creation.
| Metadata | Details |
|---|---|
| Gender | Fluid / Dual (He/They/She) |
| Pantheon | Nine Gods of Skyss |
| Affinity | The Lost and Found, mischief, and humanity |
| Rune/Word | M (representing a bird or mountain) |
| Colour | Green / Sea-green |
Domain
Jorunn’s domain encompasses the survival, multiplication, and inquisitive nature of humankind. While the other gods remained aloof or continued the labour of world-building through trolls, Jorunn became obsessed with the act of creation.
The Progenitor of Humans
According to the ancient sagas, Jorunn fashioned the first humans from riverbank clay, seeking to mirror the Mother's creation of trolls from stone. Finding the clay easier to shape, Jorunn petitioned his sister Frijdodr to refine their forms. To breathe life into these “little people,” Jorunn sought nourishment from the Mother. In a definitive act of divine solidarity, Jorunn chose to shrink their divine form to join the humans, even altering their own physical anatomy to enable the biological production of milk to ensure human multiplication. This mythic transition explains Jorunn’s dual categorisation as both god and goddess in varying historical accounts.
The Arbitrator of Mortality
Jorunn is central to the stability of human life on the Continent of Osnines. Following the chaos introduced by Meniaxter, who “snuffed the light” from human eyes to understand their life-force, a primordial compromise was brokered by Fafnir. Humans were granted finite lifespans, while Meniaxter promised to comfort those left behind, establishing the natural order of mortality that Jorunn protects.
Obfuscation and Retrieval
As the god of the “Lost and Found,” Jorunn governs the visibility of things in the world. This domain extends to the retrieval of lost identities, objects, and souls, as well as the power to remain hidden from scrying. The aspect of mischief is not viewed as malice, but as a tactical tool used to bypass the rigid laws or “established paths” of more authoritarian deities.
Followers
The typical followers of Jorunn are found across all strata of human society, though his influence is most pervasive among the unlettered and the mobile classes.
- The Little People: As the creator of humanity, Jorunn is the default patron for all humans. Ordinary folk revere him as a protector against the more violent impulses of the Meniaxter-aligned Godbloods.
- Islander Fishing Communities: On islands like Straven, Jorunn is invoked for safety and successful hauls. His spirit binds the disparate communities together through shared survival and trade.
- Southern Adherents: In southern territories like Cottalem, the deity is known as Tiago, illustrating a global reach that persists even where Skyssian influence is contested.
- The Bereaved: Due to the divine compromise, those mourning loss often pray to Jorunn alongside Meniaxter to protect the spirit of the departed.
Celebrations and Observances
For the ordinary peasantry, worship of Jorunn is spontaneous and integrated into the practicalities of daily life.
The Finding of Signs
Ordinary humans view the discovery of brightened or distorted objects as direct signs of Jorunn's favour. The discovery of a bent silver siller coin in the middle of a road is considered exceptionally good luck. Such items are often tucked into pouches or placed on thresholds as dedicatory charms to ward off the “lost state”.
The Mid-summer Fisher-meet
The annual gathering at Portree is the primary communal celebration of Jorunn. It is a time of friendship-binding, games, and mercantile standardisation. The meet mirrors Jorunn’s promise to “look after the little people and everything they do,” allowing boat captains and community leaders to resolve bloodfeuds and formalise trade agreements.
Threshold Runes
Peasants often carve Jorunn’s runes into the wooden frames of their workshops. These runes are powered by the application of freely given human blood—typically a simple prick of the finger—which is considered “powerful enough for most purposes” such as warding off bad luck or ensuring “good timing”.
Seekers of the Lost
The Seekers of the Lost is the specialised mystery cult of Jorunn, exclusively for those with Heroic blood who seek to master the higher mysteries of discovery and concealment.
Initiation and The Talent
Candidates for the mystery, such as the foundling Noren, often manifest an innate “talent for discovery” even before formal training. Initiation requires the Seeker to find someone or something that has been “Lost” to the rest of the world. This often involves the bestowal of an amulet—typically a silver coin—that has been blessed through the intercession of another deity, such as Malfin.
Arcane Mechanics
- Concealment: High-level adepts are exceptionally difficult to track via scrying. By leveraging the god's mischief, they can “disappear easily” even in plain sight.
- Bypassing Wards: Conversely, Seekers can find individuals who are actively warded by other gods, slipping past divine defences that would stop a King's Justice.
- Jorunn's Eye: The cult utilizes powerful reliquaries known as Jorunn's Eyes—specialised sapphires used for scrying. One such stone is set in Queen Flora's crown, while another is kept in the secret archives of the Board of Trade (BoT).
- Transformation: The highest level of the mystery involves the ability to alter one's physical form, a power inherited from Jorunn's own shapeshifting. Masters like Alfarinn can live nomadically for centuries, stay looking in their twenties for decades, and move through the world entirely undetected.
Relationships
People
- Noren Alfarinnsson: A direct descendant and initiate who takes more after Jorunn than his father.
- Alfarinn: A granddaughter of the god and a master of the combined mysteries of Justice and Mischief.
- Eskil: A cousin and adept who operates The Troll's Head and creates “geas detectors”.
Places
- Portree: The site of the annual Fisher-meet and the central hub for the deity's human followers.
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.
- 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.
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
- Old Bjorn: Community leader and boat captain.
- Yngvild Helgasdottir: Protagonist and former resident.
- Noren: Protagonist and former resident.
- Helga the Red: A prominent hero and former resident.
- Arne the Slow - the steersman on the boat, de facto second in command to Old Bjorn
- Alwilda - Arne's partner
- olaf - one of the boat crew
- Helga the Red - Old Bjorn's partner
- Leif - another member of the boat crew
- Birgitta - member of the boat crew
- Gunnar - also on the boat crew
- Erik the Dark - member of the boat crew
Places
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*.
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.
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
- Yngvild Helgasdottir (The Fierce): The primary protagonist and current wielder of the sentient black blade Jafnadr. She is the daughter of Helga Trollslayer and the Justice Oddmundr. Her heritage is a potent mixture of Malfin, Fafnir, Kari, and Frijdodr, granting her power over darkness and maritime conditions.
- Noren Alfarinnsson (Noren the Dwarf): A foundling raised on Straven who is revealed to be the only son of the demi-god Alfarinn and the renegade Rojden. He possesses a natural affinity for Jorunn and Meniaxter, manifesting as extreme physical strength and an innate sense for things “Lost and Found.”
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
- 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: A Board of Trade agent in Beretha.
Antagonists and Renegades
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.
- Estreham: The site of the Temple of Clewg, protected by an ancient curse that bars any man who is not an initiate.
- Troll’s Head Inn: An establishment run by retired Heroes Eskil and Arinhildr, equipped with magical geas detectors.
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.
