Welcome to James Kemp's Wiki

This is a collaborative web platform that allows people to edit1) the web pages to provide additional content for some of the stories I have written and the roleplaying games that I am involved in, whether as a player or GM.

There are several namespaces operating slightly different wiki subjects. These are, in no particular order:

  • Skyss - Story Background - a fantasy novel I wrote for NaNoWriMo 2016.
  • Perfects - background for the near future story and some police roleplaying that I ran in that universe
  • Theocracy of Daprav - A D&D campaign that I ran with Glasgow University Games Society around 2002-3.
  • Jim Wallman's Universe - a roleplaying by e-mail campaign that I play in, this is an unofficial wiki and none of it is canon unless Jim says it is.
    • Interstellar Freelance Unlimited - subset of the Universe pages covering the activities of a mercenary company that we are currently roleplaying every Full Moon.
    • Earth Imperium pages. These cover the activities of the Government of the Solar republic (aka Earth Empire) in Jim's Humanity Will Prevail campaign, including the Earth Imperium News Items.
    • Free Worlds Alliance - covering the activities of another emerging polity in the Humanity Will Prevail campaign. Mostly contributed by Eric Moroney.
    • Universe Background - page collecting the various bits of background info that have come up in various e-mail discussions for the campaigns set in Jim Wallman's Universe.

Comments and complaints to me at webmaster@full-moon.info please.

James Kemp

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Olaf Ragnarson

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male Yes Kingdom of Skyss Captain of the Seagull 40 617 (157 in 774 AM)

Stories/Function

Olaf Ragnarson, frequently referred to by the moniker Olaf the Ready, serves as a primate naval commander within the Skyssian fleet. His professional function is primarily logistical and tactical; he provides the maritime mobility required for high-stakes missions managed by the Department of Resolutions. In the narrative of 774 AM, Ragnarson is the “mover” who ensures the seekers can bypass blockades and reach extraction points. His competence and loyalty to the Skyssian state make him a reliable instrument for Lady Helga Trollslayer and Old Bjorn in their efforts to neutralise southern threats.

Description

Olaf is a seasoned Hero with a divinity rating of 32%. Despite being over a century and a half old, his divine blood ensures he retains the physical vitality of a man in his prime. He is characterised by a well-groomed black beard and a muscular, commanding physical presence. Unlike the younger midshipmen under his command, who carry small dirks, Olaf bears a full-sized naval sword as both a badge of office and a practical tool for boarding actions.

His reputation, “the Ready,” was originally a piece of light-hearted sarcasm from his former mentor, Old Bjorn, regarding Olaf’s early career difficulty in locating his battle gear. However, in his maturity, the name reflects his genuine operational readiness. He is an expert in Skyssian naval patterns, particularly night-sailing and littoral operations, which allow his vessel to appear and disappear in hostile waters with a speed that baffles less capable navies.

Personal Life

Olaf's career is defined by his long-standing association with the upper echelon of Skyssian intelligence. He served as a midshipman under Old Bjorn before the latter's retirement to Straven, and the two maintain a relationship of mutual respect.

In late 774 AM, Olaf commanded the Seagull during the Cottalemnese crisis. He was responsible for the night operation that landed Yngvild the Fierce and Noren on the coast of Salicia, successfully bypassing the Cottalemnese naval blockade. He later executed the high-risk extraction from the derelict fort at Ocaso, using the Seagull’s empty cargo hold to evacuate the party's horses and personnel under heavy cavalry attack. He is known to be a fair but firm commander, rewarding his crew with bonuses when they are successful.

Relationships

People

  • Old Bjorn: His former commander and mentor.
  • Snorri: A trusted Lieutenant serving aboard the Seagull.
  • Ranald Magnusson: A raider captain Olaf helped capture and bind into the King's Service.
  • Olaf Gunnarson: A Board of Trade field operative (often confused with the Captain due to their shared forename).

Places

  • Kronstadt: His primary home port and seat of the Skyssian Admiralty.
  • Beretha: The Salician port where he coordinated with local Board of Trade agents.
  • Ocaso: The derelict fort where he performed a successful tactical extraction.

Concepts

  • Board of Trade: The authority that regulates the maritime traffic he monitors.
  • Skyssian Navy: The organisation to which Olaf belongs.

Jerre

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male No Kingdom of Cottalem Cavalry Trooper / Guide 30 744 AM (30)

Stories/Function

Jerre serves as human anchor for Yngvild while Noren is incapacitated during the southern campaign of 774 AM. Originally a trooper within the Horse Guards of the Kingdom of Cottalem, his function evolved from a simple riding instructor to an essential ally in the seekers' escape from the renegade Rojden. Jerre provides the necessary understanding of horses for mobility and local knowledge required to navigate the Sierra Cobre and reach the sanctuary of Estreham. His presence offers a grounding contrast to the high-stakes magical conflict, representing the resilience and inherent “humanity” of the ordinary soldier caught in the machinations of Heroes.

Description

Jerre is described as an “older man” of approximately thirty winters, characterised by a well-maintained moustache and dark stubble. Physically, he is a “solid” and “muscular” individual, possessing the wide-legged gait and physical grace typical of a career cavalryman. He is an exceptionally skilled rider and was assigned to the detachment of Major Duerte during the siege of Beretha. His temperament is defined by a blend of prudence and professional discipline; he frequently echoes the Skyssian maxim “No rush to die,” having learned it from a great uncle who shared the same philosophy.

Though Jerre lacks divine blood and is not recorded in the Book of Heroes, he was the recipient of a unique magical enhancement. During the retreat from the Citadel, Yngvild the Fierce used her divine will to grant him permanent night vision, allowing him to see in total darkness as if it were bright moonlight. This transformation, while initially alarming to him, was essential for the party's nocturnal traversal of hostile territory.

Personal Life

Jerre was born in a large Cottalemnese town, the youngest son of an innkeeper. His childhood was spent in the stables, where he worked as a groom. Following his father's death, Jerre was evicted from the family inn by his eldest brother, fifteen years his senior, to make room for the brother's own children. Lacking an inheritance or a home, Jerre sought a career in the Horse Guards, viewing military service as an alternative to poverty and an opportunity for adventure.

During the Cottalemnese invasion of Salicia, Jerre was assigned to escort Yngvild into Beretha. During this operation, he demonstrated significant loyalty by acting as her “prisoner” to bypass sentries, an act of honour that solidified his bond with the seekers. His affection for Yngvild was noted by the sentient sword Jafnadr, who suggested the trooper might be in love with her. Jerre provided critical care for Noren while the latter was catatonic under a geas, using his experience with casualties to secure him during the flight to the Temple of Clewg. He later found sanctuary at the Troll's Head and assisted in the final rearguard action and extraction at Ocaso.

Relationships

People

  • Yngvild the Fierce: An ally and object of his affection; Jerre provided her with essential training and protection.
  • Noren: A ward Jerre helped transport and defend during his recovery from a magical bond.
  • Inibrakemi Funeresdottir: A resolution agent with whom Jerre coordinated during the overland trek.
  • Erik Erikson: A logistical operative Jerre worked with during the purchase of spare mounts at Riggin Dale.
  • Major_Duerte: Jerre's former commanding officer whom he successfully abandoned at a wayside inn to aid the Skyssian mission.

Places

  • Kingdom of Cottalem: Jerre's homeland and the nation he served as a Horse Guard.
  • Beretha: The Salician city he helped infiltrate under the guise of a prisoner.

Oddmundr

Gender Hero status Allegiance Role Apparent Age Year of Birth
Male Yes Kingdom of Skyss King's Justice / BoT Agent Early Twenties 601 AM (d. 749 AM)

Stories/Function

Oddmundr serves as a pivotal ancestral figure within the narrative of Fierce, as the biological father of Yngvild the Fierce and the penultimate wielder of the sentient sword Jafnadr. His memories with Jafnadr helped establish for Yngvild and understanding of Skyssian resolution tradecraft, having operated as a high-level special agent for the Board of Trade. Within the story, his life and subsequent assassination provide the moral and political context for the current conflict with Rojden, acting as a “missing link” in the lineage of the Heroes of Skyss.

Description

Physically, Oddmundr was a tall and imposing Hero with a divinity rating of 46%. Despite being nearly a century and a half old at the time of his death, his divine blood ensured he retained the appearance of a man in his early twenties. He was characterised by a physical vitality that made him an ideal operative for long-range missions. A formal portrait of him exists in the capital, depicting him in polished mail and a King's Justice surcoat.

His most remarkable feature was his shifting eye colour, which changed based on the specific divine affinity he was channelling. When using the powers of Jorunn, his eyes became a vibrant green; they shifted to a deep, light-absorbing black when drawing from Malfin, and an unnatural purple or violet when invoking the justice of Fafnir. Under normal circumstances, his eyes were a clear blue with hazel flecks. Temperamentally, Oddmundr was known for his reluctance to use lethal force, preferring to use the fearsome reputation of Jafnadr to talk sense into adversaries rather than engaging in combat.

Personal Life

Oddmundr’s was involved in a ten-year partnership with Lady Helga Trollslayer. Together, they operated as a resolution team for the Board of Trade, with Oddmundr specialising in truth-finding and rituals of justice while Helga managed maritime logistics. He was a devoted protector of the “little people” and sought to use his heroic status to maintain international stability.

In 749 AM, Oddmundr was dispatched to Trollheim to provide oversight for a mission that the hero Radulfr had failed to resolve. During this mission, he was targeted by Rojden, who at the time was masquerading as a loyal ally. In a move of calculated treachery, Rojden drugged Oddmundr with poisoned mulled beer, which neutralised his ability to defend himself or hear the warnings of Jafnadr. While he was unconscious, he was stabbed in the back and subsequently decapitated. His remains were returned to Kronstadt preserved in brandy, and his sword was passed to Helga to hold in trust for their daughter.

Relationships

People
  • Lady Helga Trollslayer: His life partner and professional associate.
  • Yngvild the Fierce: His daughter and successor as the wielder of Jafnadr.
  • Rojden: His former friend and subsequent assassin.
  • Leif: His father and a previous wielder of the sword of justice.
  • Radulfr: A fellow hero whose administrative failures contributed to Oddmundr's death.
Places
  • Kronstadt: The capital city where he was formalised as a King's Justice.
  • Trollheim: The northern region where he was betrayed and killed.
  • King's Palace: The seat of government where his portrait is maintained.
Concepts
  • Jafnadr: The sentient sword that Oddmundr wielded for a decade.
  • King's Justice: The judicial office he held in life.
  • Words of Power: The tier of magic he used to discern the truth during interrogations.

Alfinna

Gender Hero status Allegiance Role Apparent Age Year of Birth
Female Yes Kingdom of Skyss Explorer / Crafter 18 725 AM (49)

Stories/Function

Alfinna acts as a guide and protector for Yngvild and Noren's mission in 774 AM. Her personality is defined by her dual expertise in wilderness survival and high-level crafting ability. In the narrative of the Cottalemnese crisis, she serves as the “anchor” for the seekers once they enter the southern forests, providing the sanctuary and technical support required to neutralise magical threats. Her most critical function is the management of the tactical retreat to Ocaso, where she serves as the rearguard against the pursuing cavalry.

Description

Alfinna is a potent Hero with a divinity rating of 42%. Although she has lived for nearly half a century, her divine blood ensures she retains the physical appearance of a young woman. She is a master of shapeshifting, frequently assuming the form of a large black bear to traverse dangerous terrain or test the mettle of intruders.

In her human form, Alfinna is characterised by her immense creative talent. She describes “making things” as her divine gift and maintains a workshop crowded with intricate paintings, metalwork, and sculptures. Her personality is defined by a playful and resilient spirit; she is quick to laughter and maintains a close, harmonic relationship with her great-niece Inibrakemi.

Personal Life

Alfinna is the daughter of the ancient hero Alfarinn and a mortal craftsman from Kronstadt. Her childhood was spent learning the secrets of the forge from her father, and she later expanded these skills during an apprenticeship with her cousin Eskil at the Troll's Head in Cottalem. Following her travels, she returned to the nomadic household of her mother.

During the events of Fierce, Alfinna was instrumental in the recovery of Noren. At Estreham, she provided the tools and guidance that allowed Yngvild the Fierce to craft a protective bear-shaped amulet, combining physical smithing with divine will. She later escorted the party to the coast, using her skill with a short bow to slow a regiment of cavalry during the final dash to the sea. Her defensive action provided the necessary window for the King's Ship Seagull to complete the maritime extraction.

Relationships

People

  • Alfarinn: Her mother and the leader of her nomadic household.
  • Noren: Her younger brother and the subject of the 774 AM rescue mission.
  • Inibrakemi Funeresdottir: Her great-niece and constant companion.
  • Eskil: Her cousin and former master at the Troll's Head.

Places

  • Grunwald: The site where she was first met by the seekers.
  • Estreham: Her winter residence and site of her workshop.
  • Troll's Head: The inn where she served her apprenticeship.
  • Ocaso: The coastal fort where she fought the rearguard action.
  • Kronstadt: Her father's home city and seat of the Skyssian monarchy.

Concepts

  • Shapeshifting: The divine ability she uses to assume ursine form.
  • Heroes: The divinely-blooded class to which she belongs.

Arinhildr

Gender Hero status Allegiance Role Apparent Age Year of Birth
Female Yes Kingdom of Skyss (Silent Service) Co-owner of the Troll's Head 42 ~674 AM

Stories/Function

Arinhildr serves as the primary deterrent and heavy combatant for the Troll's Head inn, located within the Kingdom of Cottalem. Alongside her partner Eskil, she maintains a vital sanctuary for operatives of the Silent Service and the Department of Resolutions. Her professional labour is defined by the high-lethality enforcement of the inn's neutrality. During the 774 AM mission, she provided essential protection to Yngvild the Fierce and Noren, ensuring that any agents of the renegade Rojden attempting to infiltrate the premises were identified and neutralised.

Description

Arinhildr is a formidable Hero characterised by her vibrant flame-red hair and a slight but athletic physique. Although she is just over a century old, her divine blood ensures she retains the appearance of a woman in her early forties. She possesses a remarkable physical grace, often performing dances and acrobatics for the guests, yet she maintains the visible musculature of a seasoned warrior. Unlike her more technical partner, Arinhildr is the primary instrument of violence for their duo, possessing a “deadly” reputation.

Her divine heritage is exceptionally potent, featuring bloodlines from Aeolf (15%) and Meniaxter (11%). This combination allows her to manifest terrifying offensive magic. She has the ability to generate and cast fireballs and can cause the spontaneous human combustion of her enemies. By willing it, she can force an opponent to burn from the inside out, provided they lack sufficient magical protection. She is often found in the forge attached to the inn, using her affinity for fire to assist Eskil and the resident smith in crafting specialised items.

Personal Life

Arinhildr's earlier career was defined by her service during the Great Schism. She and Eskil operated as a high-efficiency death squad tasked with hunting members of the Godbloods faction. Their partnership was based on a division of duty: Eskil would act as the scout to locate targets and strip away their magical protections, while Arinhildr would execute them, often leaving no trace but ash.

The pair eventually retired to the south to manage the Troll's Head, which is named after a specific encounter in Trollheim where they defeated a troll that took exception to their presence; its head now sits above the inn's entrance. Despite her semi-retired status, she remains a fierce partisan for the Silent Service and continues to participate in the quiet neutralisation of Godblood agents. She is known to be particularly hospitable to those who share her political viewpoint regarding Skyssian stability and the outcome of the Schism.

Relationships

People

  • Eskil: Her life partner, business associate, and tactical partner.
  • Alfinna: Eskil's cousin and a regular visitor to the inn.
  • Rojden: A primary enemy whose agents Arinhildr actively hunts and destroys.
  • Godbloods: The rival faction against whom she has conducted numerous operations.

Places

  • Troll's Head: The inn she co-owns and protects with high-level combat magic.
  • Kingdom of Skyss: Her nation of origin and political anchor.
  • Trollheim: The northern region where she earned her reputation and the namesake for her inn.
  • Kingdom of Cottalem: The nation where she currently resides and maintains a sanctuary.

Concepts

  • Silent Service: The Skyssian faction to which she is permanently aligned.
  • Great Schism: The historical conflict that forged her professional identity.
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