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December 2025 – Raucous in Rotherham

Raucous in Rotherham

=IMPORTANT DATES=

Friday, December 5th:
Event Influencing Resources and Downtime Actions Deadline
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.

Monday, December 8th:
PC Skill Purchases Via Email Deadline
There is no guarantee there will be time at event registration to update your PC’s skills.

Wednesday, December 10th:
Non-Event influencing Resources and Downtime Actions Deadline

=EVENT DATE AND TIMES=

Saturday, December 13th:

Registration will be at McDonalds!
– Early Arrival Time – 8:30am
– Registration opens – 9:00am
– Registration closes – 10:30am
– All Player Event Briefing – 10:45am
– Scenario Begins / “Game On” – 11:30am
– Scenario Ends / “Game Over” – 3:30pm
– Check-Out & Clean Up – 3:30pm+ until whenever

***NOTE: If you are unable to make it before the official start time, it is your responsibility to discreetly notify Staff and get checked-in and NOT disturb the game in progress. ***

=EVENT STORY=

Winter is officially well underway as snow piles in across Mardrun. Work crews across the continent grind to a halt as the first storm of the season buries their efforts before the job is done. Even after the storms have passed, the effort to clear snow to make space for more work is time consuming, making every step of the process drag on. Winter challenges all, and the war efforts noticeably slow across all the allied fronts.

One area pushing on regardless of the weather is Starkhaven. With the push across the Yurnai River, engineers and construction crews are working hard to undo damage and continue building the highly anticipated and hard-earned bridge. Within the March, the normally quiet town of Rotherham has become a flurry of activity. Workers, engineers, merchants, and other tradespeople have flooded the area on their way to support Newhope’s Yurnai offensive. The excitement of this huge offensive effort has hopes high, and raised spirits all around. The small town has been a major spot in the path towards the Yurnai river, seeing all kinds of travelers come through to share their expertise, lend a hand, or simply share a meal. 

Contracts are abundant here in many ways that will aid the war effort for those with and without trades to ply, and all travelers moving through can find a fire to warm up near until they’re ready to face the frigid snow once again.



SPECIAL GAME MECHANICS APPLIED UNTIL FURTHER NOTICE:
Traveling to or from Clan Stormjarl: For both this event and moving forward, travel to or from Clan Stormjarl carries the risk of seeing sea combat which can cause PCs to be injured, supplies to be lost, and units to be forced into combat.
Current Danger Level: Danger is HIGH due to Grimward’s fleet being very active this month.

To Clarify (Click for more):

All PCs traveling to Stormjarl territory will be subject to survival-style rolls to see if they encounter combat/hardship on their way in. All PCs interacting with Stormjarl territory via attendance at events in person, or using Downtime Actions to interact with Stormjarl territory, will be tracked. All players that have a PC that is tracked in Stormjarl territory that signup for a future event outside of Stormjarl territory will also be subject to survival-style rolls to see if they encounter combat/hardship on their way out, This special “territory travel mechanic” will remain in effect until in-game narrative changes warrant it’s removal; all events that are influenced by this dangerous travel mechanic will be noted in future event mechanics

= EVENT SPECIAL MECHANICS =


1) Event Theme: “Day-In-The-Life” Event:
This event features players arriving in Starkhaven territory, located safely behind the Yurnai River, to interact with the locals and the economy. There may be various social interactions, job boards for silver making, or localized tasks players can choose to interact with. “Day in the life” events usually focus on small local stories or open time that allows players the chance to interact with each other and the story.

2) Pre-Event Set-up:
Players will not have any restrictions on pre-event setup for this event. However, prime space (main pavilion, market stalls, etc) are reserved for event-needs first, those who apply Org Actions and Resources second, and then first-come-first-serve third. Inquire ahead of time for approval if you are hoping/planning on doing setup in these areas.

3) Decorum & Out-Of-Game Clarifications:
Please note that the entire in-game area is monitored for decorum, immersion, and in-game discussions. Players will call each other on Decorum if they are not following this. However, please make an effort to check-in with others and make clear “Out of Game” clarifications discreetly if needed.

4) Updated 1.7 Rules!

The 1.7 version of the rules is now ready in electronic format.
Please go to the rules section of the Last Hope LARP website to get a copy of the 1.7 rules.

=EVENT LOCATION=
W7111 New Frontage Road
New Lisbon, WI 53950

– Take interstate to New Lisbon, take 61 exit
– Turn onto Frontage Rd near Mobil/McDonald’s (this is where registration will be held, expect to park your car here and be shuttled to the land.)
– Go 1.3 miles on Frontage Rd/42nd St (Drive past Victory Fireworks and Car Dealership)
– Destination will be on the right

Membership and Event Sign-Up Info

There is no cost/charge/entry fee required to participate in this event and all are welcome to participate regardless of their membership status or not. However, certain perks require additional membership.

=FOOD, WATER, PROPERTY, AND SAFETY INFO=

=Food & Water=
– We will be providing a simple, optional, pre-packaged food and/or fruit snack for players at this event.
– This will NOT be enough to sustain you all day/event!
– Players may be bringing food to share/sell but it is NOT guaranteed.
– Make sure you bring feastware if you intend to eat in-game!
– There is no running water at this location; all water must be brought in.
– There will be some drinking water brought in BUT players should also plan to bring their own and carry it with them.
*** You should plan on bringing some extra food/snacks and water to tide you over for the rest of the event. ***
*** Plan ahead, be self-sufficient, and bring your own food/water! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single day event; players should plan on driving home once it is over.
– If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby.
– There is a porta-potty onsite in the parking area for players. HOWEVER, in winter time, this porta-potty is for emergencies ONLY as it cannot be pumped out until the Spring when it thaws. If you need a full bathroom facility, please plan on driving 1.3 miles back to the Gas Station.
– Campfires are allowed as long as they are PRE-APPROVED BY STAFF and either in an above-ground fire-pit or dug into a below-ground fire-pit.
Any additional fires will be strictly, enforced, monitored, and must be pre-approved.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be pre-approved.

New Lisbon, WI
– The entrance to the property is flanked by several driveways we (might) have permission to park on if needed. Please check-in or get directions before you park. You are allowed to park on the road as an overflow but you MUST park on our side of a road, try to keep the entire vehicle off the road, and minimize foot traffic on the road.
– The property boundaries to the north, west, and east are marked by GREEN flagging tape. The neighbor’s driveway is also a boundary to the east. The southern boundary is the clearing leading up to the interstate.
There are several deer stands on the property; at this time, we ask that you do not go into any of them.

– You may use Hawkins Tower as a look-out/archers post; max of 2 people up top at once.
– The bridges are to be used for traversal only; no fighting on the bridges.
– Do not cut down any trees without approval.
– Do not use adjacent driveways/neighbor property without explicit permission!
– Be cautious about driving into the property due to sunken/mucky areas and existing stumps.
– Our property usually gets a lot of ticks early on and then a lot of mosquitos during mosquito season. Please plan accordingly with bug spray, layers, etc!
– Our property is a wetlands and has run-off creeks and soaks up water considerably in the spring melt and if there is steady rain in the area. Players should be prepared for mud and muck or even standing water on parts of the property. Some players buy rubber boots and alter them to pass decorum, others have water-proof boots, others simply prepare a change of socks/shoes for when they get wet. Take the time to plan this out for your garb and footwear!

= WEATHER CONDITIONS, PARKING, & DRIVEWAY=

– Make sure to plan to bring weather/temperature appropriate base layers.
*** Base/thermal layers do not need to fit Decorum but outer layers do… please make sure you get your garb checked! PLAN ACCORDINGLY! ***
– There is ample room on the gravel pad to park 8-10 vehicles, even in rainy/muddy/snowy conditions.
– Make sure you check with Staff before driving into the parking area in case it is muddy/rutted. When in doubt, park on the pad/road and then ask for help.
 Because of the wet nature of the property, the parking lot may not be easily accessible if it rains/snows before or during the event. If needed, we will plan on shuttling players back to the nearby gas station to park vehicles and then get shuttled back to the event property.
– If you park on the road, all participants must do their best to park ALL VEHICLE WHEELS off of the road and on the grass. An easy way to remember this; if you can park and all 4 tires are in the grass, you are good.

= SAFETY RULES =


– A number of Staff and approved players are trained or able to assist during emergencies (Raised hands will be shown during briefing). Staff have access to a Snake Bite/CPR/First Aid Kit if needed. In case of any emergencies, immediately contact Staff and let them handle it.
– Make sure you adhere to our Alcohol and Tobacco guidelines; no one under the age of 21 can consume Alcohol or Tobacco products. These products CANNOT be sold for real-world money and serving them to a minor will get you ejected from the LARP. *** Check the PC cards/NPC sheets/discreetly check for IDs. ***
– If at any time a player feels uncomfortable or unsafe due to role play, be aware of our “Out of Game Stop” call. Please use this discreetly and/or contact Staff if needed.
– If at any time a player needs to remove themselves, physically or mentally, from the game please do so as discreetly as possible. Notify staff if possible or coordinate staff if you cannot do this discreetly.
– Be aware of proper encroaching, medium hit strength, and be courteous to others.
– If flooded, the Bridge is for traversal only; do not fight on it, don’t attack anyone on it, let them move beyond the flooded spots and then reengage. If the property is NOT flooded, do not use the bridge at all in combat! Use the terrain around it.

COVID 19 RESTRICTIONS & PRECAUTIONS

– All players ages 5+ must be either fully Covid-19 Vaccinated, be medically exempt (pre-approval needed and this includes children under the age of 5), or be in the process of getting vaccinated. This will be handled at Check-In.
– All players are REQUIRED to wear masks UNTIL they have Covid-19 Vaccination Proof on record with us. Masks are no longer required to be worn before check-in as long as players have their Covid-19 Vaccination on file and they do not have concerning symptoms.
– Players are required to do symptom checking at registration/Check-In.
– Players can still be asked to wear a mask if they have concerning symptoms/exposure and any questions about this should be asked ahead of time for Staff to coordinate.
– For full information regarding our Covid-19 Restrictions & Guidelines, click the link below:
lasthope.kitsufox.com/wiki/covid-19-policy-practices/

== CUT-OFF DATE, SKILLS, & PLAYER INFO ==

= MONTHLY EVENT CUT-OFF DATE =
– The Monthly Event Cut-Off date is a deadline that is critical to the preparation of the monthly story/event. This allows us to prepare PC bags, write NPC more detailed roles, finalize mechanics based on who we know is planning on attending, and properly tie in player influences like Resources and Organizations.
– The Event Cut-Off date for this event is Friday, December 5th.
– Players that want a more detailed NPC role must purchase the applicable membership AND signup for the event by that date.
– Players that want a guaranteed spot for their PC must sign-up by this date.
– Players that want to be added to the Prize Giveaway for the month must signup by that date.

= PC SKILL UPDATES =
– If you sign-up and choose a membership by the Event Cut-Off date, staff will prepare your PC bag with items, coin, and condition ahead of time.
– If you have updates to your PC, do them ahead of time and email us the changes.
– The deadline for these PC skill changes is the Monday before the event!
– If we have time then we can update your PC skills at an event. *** There is no guarantee we can do this at an event due to the registration time needs. ***

= ATTENDING EVENT BONUSES =
– Players attending events in-person are granted several bonuses:
– A PC may roll applicable Profession and/or Tradeskill rolls for coin/affects. You MUST bring your trade manual to check-in to make your rolls.
– A PC may open and review applicable Lore cards at Check-In (and copy them over into their own Lore books if they so choose)
– PCs that are part of an Organization may earn +1 Organization Exp per event day that they attend and prominently display Org heraldry
– PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs)

= DOWNTIME ACTIONS, ORGANIZATIONS, & LORE SKILL USAGE =
– Players may have a PC(s) use Downtime Actions to make an impact on an event.
– Organizations may pledge their monthly Actions and/or applicable Units to make an impact on an event.
– Downtime Actions & Org Actions influencing this event must submitted by the Monthly Event Cut-Off date OR the 10th (Whichever is first)
– Relevant information gained or a summary of the influence of these efforts will be available at Check-In at the event; a player must attend to be able to see that info.
– IT IS YOUR RESPONSIBILITY TO ASK FOR THAT INFO!
– PCs with applicable Lore skills may have access to certain Lore cards at check-in. Frequently, there are Lore cards available for you to read that represent your characters ability to know about things going on in the area. Some of this information can be really useful to know!
– You may not take these Lore cards but you are welcome to copy the information they have into your own Lore book but it must be done at Check-In.

= PC SPOTS & LATE PLAYERS =
– To guarantee a spot for your PC at this event you must sign-up and pay for membership services before the Monthly Event Cut-Off date.
– If you sign-up after this date, we will coordinate a waiting list for players wanting to play their PCs.
– If NPC roles are needed, you will be notified before an event what those roles are so you can prepare.
– If NPC roles are not needed, you will be notified that you’re approved to play your PC.
– This helps us balance event mechanics and needed NPC roles to adequately facilitate an event but still allows ample opportunity for players to guarantee being able to show up as their PC.

We are following a strict time-block for check-in/registration so players will be expected to arrive on time to get registered and then attend the game briefing.
 If a player is going to be late and they are going to arrive after registration closes, they are expected to notify the staff by emailing the lasthopelarp@gmail.com address to let us know.
– This allows us to prep their NPC materials or pull their PC cards prepare their items/coin for when they arrive. Failure to do this may result in a forced NPC role if the player arrives after the briefing as all registration supplies are packed up and put away.
– This does not mean we do not have wiggle room; all you have to do is notify us ahead of time via email so we can prepare accordingly.

= MANDATORY CHECK-OUT =
– All players are required to properly check-out at every event; this means that all in-game items and PC cards with PC conditions will be turned over to Staff for proper record keeping.
– We will be doing a dedicated Check-Out after each day.
– If you plan on leaving before the end of the event day/scheduled Check-Out time, it is your responsibility to seek out Staff in order to properly check-out.
– If you checkout as a PC, you may not “check back in” after a period of time. Once you check out as a PC, your PC is done for the event day.
– There may be limitations on how and where PCs can check out at an event; ask instead of assuming if you feel like your PC would leave early, and then staff can assign you a role after that.

== SPONSORSHIP ==

=Wizard Quest=
Our continued sponsorship for 2025 is Wizard Quest! Mention the LARP for a local’s discount and remember to share with us a picture of you attending for cross-promotion EXP!
www.wizardquest.com/
Wizard Quest in Wisconsin Dells
400 Broadway Ave
Wisconsin Dells, WI 53965

== HELP! THIS IS MY FIRST EVENT! ==


– It is understandable (and normal) to be completely lost and overwhelmed coming to your first event.
– Staff and/or Veteran players will be on hand to help guide you and answer questions. We want your first event experience to be a positive one!
– It is very normal for staff and players to be running around doing things to get the event going on time; you may need to seek out someone with a gold belt flag and ask for assistance.

UPON ARRIVAL
– When you arrive, the most important thing is checking to see if you need to park in specific areas.
– Make your way to Check-In, wherever that is for the event. This will be where a number of players are at and also where Staff are at checking people into the game. This is also where Staff can guide you to the proper areas (such as New Player Helpers or NPC Wranglers)

AFTER CHECK-IN
– Once you have checked in, the most important person/station for you to search for is the “NPC Wrangler”. This is usually 1-2 Staff members that are taking care of garbing up and handing out NPC roles.
– There will be time available to make sure you are prepped for your NPC role. This is a great opportunity to ask questions!
– If you need anything else from your vehicle or for any setup, this would be the time to do so.

BEFORE BRIEFING
– Once you have your NPC role and you know who you can contact for questions, there is usually extra time before the event briefing.
– During this time, we will do a Combat Tutorial so you know the basics of combat. This usually takes about 30 minutes, so try to factor that into your event arrival time.
– There will be announcements of when briefing will take place; make sure you are available to listen to the briefing of an event as it covers a lot of story, safety, and property information.

AFTER BRIEFING
– Normally right after briefing, all NPCs and the NPC Wranglers are assembled into a group to discuss NPC roles, any connections they may have, answer more questions, and review the overall event theme/goal.

DURING EVENTS
– Once “Game On” is called, it is very important to maintain decorum in the game area. This can be very intimidating at first!
– If you need anything, please discreetly find a gold belt flag staff member and ask for assistance. Most of the time we will move off to the side for a quick out-of-game clarification or move out of the game area entirely to be able to have a full discussion.
– If you are confused on what to do, please seek out staff discreetly to double check your NPC motives and goals or discuss ideas on what you can do.

AFTER THE EVENT

– All of your borrowed garb, gear, coin, etc will get returned back to the NPC Wrangler as soon as the event is over.
– This will also be a chance to discuss any meaningful interactions you had as an NPC that we might want to follow up on
– The NPC Wrangler and potentially other staff will be available to answer any questions you have.

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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Liliana Valeria

PLAYED BY: Winter Edwardson

CHARACTER NAME: Liliana Valeria

GENDER: woman

PRONOUN(S): she/they

CLASS: cleric

AGE: 33

RACE: human

HAIR: dark blonde

EYES: blue

OCCUPATION: escort/ritualist

KNOWN SKILLS: divine magic

BIRTHPLACE: Southern Vandregon

BIO / BACKGROUND HISTORY:

“There is truth in pain. Scars set our path. Mercy is not clean, mercy bleeds.”

These were only a few of the lessons taught to me by sister Violeta, the lessons of Saint Corren, the scarred martyr. I spent my youth with her, learning to balance the humors with prayer to heal the sick and wounded. Sister Violeta said I was but a waif when she found me, no parents to speak of.

I reveled in her teachings, finding the truth in pain something delightful. Sister Violeta would tell me that I took to her teachings like a fish to water. I enjoyed the study of wounds and taking them onto myself. Those were the best years, but they couldn’t last. The undead war kept us moving.

We finally had to consider fleeing. We worked and saved the coin we could but there wasn’t enough for both of us. Sister Violeta said she would send me ahead, that she would find her own way, but I could smell the lie she tried to weave. I gave her a parting hug and boarded the ship.

On my journey to the new land I met my friend Tymraetheleon. We became fast friends, Thell and I. We spoke of many things, of magic, of the new world, of what our paths might hold. We decided to travel together upon landing. Some years later she would run a tavern and I could provide religious services.

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Tymraetheleon

PLAYED BY: Natalie Wheeler

CHARACTER NAME: Tymraetheleon (Tym)

GENDER: woman

PRONOUN(S): she/her/hers

CLASS: Mage

AGE: 31

RACE: Syndar (Io’larian)

HAIR: black

EYES: blue

OCCUPATION: barkeep / ritualist

KNOWN SKILLS: arcane magic, weaving

BIRTHPLACE: Io’larian tribe in the mountain ranges between Aldoria and Vandregon

APPEARANCE: Tym has antlers and round but pointed ears; she favors dark, flowing garb; she travels with the tools of a witch and a variety of odd ingredients.

NOTABLE TRAITS: inquisitive, mildly offputting

RELATIONSHIPS: Tym is very close to Liliana as noted below; they have been friends / chosen family since arriving to Mardrun and have learned magic alongside each other.

RUMORS: some people say that Tym once glared at a man so hard that he went mad.

BIO / BACKGROUND HISTORY:

I recall clearly the day I was ripped from my home and forced by dire circumstance upon the ship headed for Mardrun. Although I was very young, I left a part of myself in that home, with the mountains and heather and polecats and all other life with which I’d been woven.

Yet, that tragic crossing also led me to Liliana, and to others who would help me hone my craft in the next several decades.

I did not have the luxury of formal schooling or magical tutelage, but I had the privilege of learning from the gifted people in my settlement, and those passing through. I watched my mother and other Io’larian folk. I listened to travelers in the flicker of tavern light, generously providing me their insights. Liliana and I eagerly swapped knowledge, enticed by the foreignness of each other’s skills. I learned of working with ritual, song, Saints, Gods, spirits, pain, and the land. I did not connect with all of these methods, yet I drank up every piece of knowledge I could.

I have developed an inkling that people are only scratching the surface of their own potential. They are held back by rigidity, shrinking away from true power and the mysteries that come with it. They have witnessed magick beyond comprehension – on Faedrun, and now on Mardrun as well – and they will not allow themselves the possibility that they could tap into it the very same.

We must break ourselves free of these mental bonds if we stand any chance of driving back the undead scourge and reclaiming our lands. Liliana and I have sworn to grasp the threads of our own power and follow them to their truest conclusion.

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A guide for new Ulven to the art of Seabird Fishing practices.

Waveskimmers:

      A wave skimmer is the traditional fishing vessel of pack Seabird. These solo operated crafts are made up of a tear drop shaped piece of oak wood that get thinner the closer it is to the tip.  around the middle of the board is a large sail that can pivot allowing the sailor to turn the board. on the bottom are 3 metal blades that help the craft cut over the top of the water. Between the 2 rearmost blades is a small hook used to attach a net that will drag along under the board while in motion. Depending on the type of prey being hunted the size of the board will vary with some styles opting for slight lips on the side to protect ankles from jumpy fish.

      Trained sailors of a wave skimmer can easily get the craft moving about 35 miles per hour, while experts can ride as fast at 50. However this fast moving activity requires lots of agility, as such is often left to younger hunters who aren’t ready or able to dive for urchin. Many make a sport of how fast they can get their vessel moving while still able to maintain control while maneuvering around the jagged rocks along the many cliffsides.

      Sailors on board a wave skimmer hunt by using a seabird who will fly overhead to find a school of fish or other prey, different birds are trained to find different kinds of fish and many hunters have a preference of things to hunt. Once the prey is found the hunter throws a short barbed spear, that is attached by strong cord to the base of the sail shaft, into the animal and pulls it in. Skilled hunters tend to avoid killing the fish and instead put them into the nets under their board so they will maintain their freshness for longer.  

Urchin Divers:

      There are 3 main types of urchin that live in the waters near pack Seabird, Green, Red, and Black. All of the urchin are very different with different regulations and practices on how to gather them.  The Green urchin is a rather large specimen about the size of a newborn’s head. It has a rough but rather squishy texture and can be found in the most shallow water off the beach, never more than 5 feet under.  Its not uncommon during low tide to see dozens half buried on the shore.  As for potential hazards they are probably the most harmless thing in all of the world. Because of this they are often left for young children to gather as its a good opportunity for them to practice swimming and getting accustomed to finding prey under the water.

      Green Urchins inhale water into a small opening in their top and waste leaves through a hole in the bottom. Resulting in the urchins sitting atop small mounds of a sandy soil mixture full of nutrient waste. This waste is known as Pevte. The process of harvesting the urchin is rather easy as what they lack in natural defense they make up for in numbers. The process in which the flesh is harvested from them is a more complicated matter. It has been found best to submerge the urchin in frigid fresh water which kills the urchin and makes the outer shell stiff, easy to pry open. The meat is then harvested and dried. Green urchin is a weird mix of sweet and unbearably salty. It is often ground into a spice used in many recipes but also is a favorite treat of the gulls who call pack Seabird home.

      The Red urchin is the less abundant of that of the Green, but is much more favorable a flavor and easily farmable in the warm water of the kelp farms found 100 feet below the wake.   The bright green kelp that grows in this area is a favorite food of the Red urchin and the more kelp in the area the more urchins that can be sustained. This relationship gives way to the profession of kelp farmers who tend to large patches of kelp, using Pevte to help the plant grow, and weeding the gardens from more invasive mosses. The danger involved with harvesting Red urchin and that with kelp farming comes from the uthtari eel. A large serpent like creature with 6 inch fangs and faster then an arrow. Growing upwards of 10 feet long these ambush predators burry themselves in the sand and wait for any prey large enough to get close.

      Red urchin gets it name from the color of the water after a naive hunter unknowingly gets to close to the waiting predator. While it would be easy to remove all the uthari, they keep away other mammals like seals and otters who gorge themselves on the Red urchin resulting in a failed harvest. After a dangerous dive to the floor of the kelp forest 100 feet below, skilled harvesters gather Red urchin in large sacks. an average trip can gather around 50 urchins.

      After being gathered the Red urchin is cleaned in warm fresh water and baked in their shell. After cooking the shell becomes brittle and flakes apart, leaving a hearty meat behind. The flaked shell is then ground into a fine powder used more all sorts of things from paints, house construction, to some medicinal uses.

      The Black urchin is the deadliest of all 3, being used for it many alchemical properties. The skilled divers who take the risk of harvesting it are paid handsomely. Being found deep, well below 300 feet, under the jagged spikes where the current is strongest these urchins are highly stubborn. They have 3 inch barbed spikes that dig into the side of rocks and leak a corrosive toxin that causes the rock to melt around the barbs creating a stronger hold. The toxin itself besides melting the flesh from your hand has a strong paralytic effect causing the mussels to freeze for a short time. Not normally deadly on its own, 2 minutes of being unable to move that deep below the surface is a death sentence. There has been one reported survivor of someone who was pricked by the urchin on their dive.

      Not only is gathering the Black urchin so dangerous because of the urchin itself, but also the darkness of the sea that far below the surface. Before a drive, hunters will take a small blue fungus found inside the Great Forest that emits a soft glow with them, giving a tiny amount of light. There have been some reports of divine spells giving a glowing aura but because of the danger involved testing is limited.

      If the current doesn’t pull you into the sharp rocks, and the urchin doesn’t send you sinking into the nothingness below, gathering more than one is almost impossible because of the limited time you have that far below. When a hunter does manage to retrieve one they are almost instantly bought by Pack Sunskiss. No one knows why they so eagerly want them only that they will pay very very well.

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Pack Nightquill

Pack Nightquill

Clan: Belongs to Clan Steinjottun

Pack Leader: Borda Nightquill

Priestess: Κuβάγια

Size: Small-Medium

Insignia: A Blue Owl Head.

Colors: Dark Blues and Blacks.

As unusual as it might seem, pack Nightquill is nocturnal, a choice made long ago, as they might better be in touch with Luna. This does not help in their isolationist tendencies. 

Living in the westernmost territory of Clan Steinjottun, pack Nightquill takes up residence in the great forest, where they prefer to remain. Rarely being seen by outsiders, Nightquill tends to choose isolation and solitude. 

While Nightquill might not be the best trackers, tamers, or herbalists; there is no pack as skilled as they are at doing those tasks at night. Pack Fleetfoot scouts appear sluggish compared to the grace of cunning of Nightquill tracking its prey in the dark. It’s said that even the smallest of Nightquill children can traverse the Great Forest on a moonless night.

While Clan Steinjottun as a whole has the best messenger hawks in the world, nothing can compare to the majestic flight of the Great Horned Owls trained by Pack Nightquill. These birds, while slower, make up for it in sheer size and ferocity. This has caused a bitter feud between pack Bloodhawk and Nightquill as the Great Horned Owl is the only bird who stands a chance against a bloodhawk. 

The clothing of choice of pack Nightquill is thick and well padded in dark colors to protect them in the dense brush of the Great Forest. During the day members of Nightquill tend to don large brown and green cloaks to help them remain hidden as they rest. 

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Pack Sunkiss

Clan: Belongs to Clan Steinjottun

Pack Leader: Bulti Sunkiss

Priestess: unknown

Size:  Very small

Insignia: a yellow sun rising over a mountain.

Colors: Bright yellow and red

The smallest of all the packs in Steinjottun is Sunkiss, and arguably the most secretive. The pack is solely located in Deirions Keep, an expertly crafted stronghold in the northeast of Clan Steinjottun territory. The keep was named after the master craftsman who built it, Deirion Ironmound, who built it as a wedding gift to his daughter Ingred Ironmound, high priestess of Ironmound. Ingred married into Clan Steinjottun as a divine act, being visited by Sol in a vision. The marriage to Bultar Sunkiss happened quickly and caused quite a bit of turmoil in both clans. The couple being shunned by many around fled. Deirion, feeling pity for his daughter, and a “rumored” instruction from Sol in his dreams, built the keep that’s still used today.

Bultari Sunkiss, grandson of Bultar, became the first pack leader of pack Sunkiss, after a disastrous hunting trip where he managed to save the life of then Clan leader Hillvar Steinjottun. Being reconsidered for his deeds with their pack, pack Sunkiss was born.

As far as packs go, Sunkiss is one of the most spiritual. They have a deep connection to Sol, and everything the warmth of the sun touches. This has led to a closeness to pack Nightquill, while their beliefs are different, they are one of few packs who share their love of the sky and astrology.

As the years have gone on, the fondness for everything the light touches has led to a curiosity about the plants of the world. The children of the pack can identify every known plant by smell alone by age 6. Herbalism and medicine have become a staple of the way of life. Always trying to find new and creative ways to use herbs. Reni Sunkiss is credited with being the first person to come up with a use for Black Urchin venom that isn’t harmful.

While knowledge is a striving factor for Sunkiss, they are very secretive about their methods and distrustful of outsiders. With the exception of Pack Nightquill and the Steinjottun Clan leaders, there have only been 12 occasions where a nonpack member has entered Deirion keep in the past 300 years.

To combat the lack of visitors the pack has a set of Journeymen, most untrained in the ways of herbalism so no secrets can be stolen. These Journeymen are trained merchants and politicians, tasked with going at and buying supplies and selling the many concoctions Sunkiss is willing to part with. With the introduction of colonists to the continent many more Sunkiss alchemists have left the hold to hopefully learn new skills and secrets. It’s become a common practice for a Sunkiss to trade a recipe or two for information on methods of cultivating new herbs.

The Colors of Sunkiss are bright yellows and reds, and their emblem is a Sun with 6 wavy rays reaching out. There isn’t a set fashion for the clan with people tending to opt for clothing more suited for what it is they grow and cultivate. 

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Pack Seabird

Clan: Belongs to Clan Steinjottun

Pack Leader: Mo Greatreef

Size: Large

Insignia: 2 Crossed Barbed Fishing Spears

Colors: Light Blues and Whites. 

Living on the far east coast of Clan Steinjottun territory, Pack Seabird is the largest and most friendly of all the packs that make up the mighty clan Steinjottun. 

Living on the water has given way for Pack Seabird to become experts in their craft of fishing. However unlike other seafaring Ulven they don’t rely on boats, but instead prefer to swim and dive deep into the open water, hunting for their prey with a small spear. Rumor has it that the most skilled divers among them can hold their breath upwards of 15 minutes, without the aid of magic. 

Rarely taking to violence Pack Seabird harbors a peaceful nature, one of teaching and community.  Unlike the other packs of Steinjottun who all closely guard their secret techniques, Pack Seabird is willing to share with any outsider who wishes to learn. According to them there is no secret to what they do, and the joy of the sea should be shared with anyone. 

In the unlikely event that pack Seabird has to take to battle, due to their unique hunting style, their proficiency with spears are unrivaled when not slowed down by the weight of water. It’s said that by age 12 a pack Seabird Ulven can spear a fish from the mouth of a gull at 50 feet 9/10 times while leaving the bird unharmed. 

Unlike most other Ulven packs, Seabird wears very little in the way of clothing. Spending most of their time in the spray of the sea, the salt tends to ruin anything they would wear. Opting to barely cover their modesty, what little they do wear tends to be tight fitting so as to not cause drag in the water. 

A Guide For New Ulven on the Art of Seabird Fishing Practices

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November 2025 – Player Workshop

November 2025 Player Workshop

=IMPORTANT DATES=

Monday, November 10th:
Resources and Downtime Actions Deadline

=EVENT DATE AND TIMES=

Saturday, November 22nd

  • Early Arrival Time: 9:30 am
  • Registration Opens: 10:00 am
  • Workshop Blocks Begin: 10:30 am
  • Registration Closes: 11:00 am
  • Cleanup/Go Home: 5:00 pm+

***NOTE: If you are unable to make it before the official start time, it is your responsibility to discreetly notify Staff and get checked-in and NOT disturb the game in progress. ***

=Event Details=

Players who attend the Player Workshop will be able to participate in a series of workshops that are meant to help players get a better understanding of our game, along with getting to participate in a background plot option that will influence the current timeline! Further details will be announced as they come available, including what workshops will be running and the story that will be available.



SPECIAL GAME MECHANICS APPLIED UNTIL FURTHER NOTICE:
Traveling to or from Clan Stormjarl: For both this event and moving forward, travel to or from Clan Stormjarl carries the risk of seeing sea combat which can cause PCs to be injured, supplies to be lost, and units to be forced into combat.
Current Danger Level: Danger is UNKNOWN.

To Clarify (Click for more):

All PCs traveling to Stormjarl territory will be subject to survival-style rolls to see if they encounter combat/hardship on their way in. All PCs interacting with Stormjarl territory via attendance at events in person, or using Downtime Actions to interact with Stormjarl territory, will be tracked. All players that have a PC that is tracked in Stormjarl territory that signup for a future event outside of Stormjarl territory will also be subject to survival-style rolls to see if they encounter combat/hardship on their way out, This special “territory travel mechanic” will remain in effect until in-game narrative changes warrant it’s removal; all events that are influenced by this dangerous travel mechanic will be noted in future event mechanics

= EVENT SPECIAL MECHANICS =

1) Workshop Format:
This event will feature hourly blocks of time focusing on different topics. Players will also have open time as an alternative. The exact topics are still being decided on for the final itinerary for the workshop.

2) Catering Stipend:
The LARP is offering a small payment of silver to individuals who bring dishes to share. The amount and quality of food brought to share will be factored into the payment. The pay will between 1 to 3 silver pieces per dish with a maximum of 10 silver per individual caterer, and the silver will be added to a PC of your choosing. Please keep in mind, we cannot guarantee outlets will be available for things like Crock-Pots or Nescos.

3) PC “Attendance” Bonus:
Players attending the workshop and who have purchased a Standard or Premium membership will get to “check-in” a PC of their choosing that will benefit from all their normal flips and rolls at check-in and be able to earn Org XP.

4) Downtime Scenario:
Attending players can choose PCs (with Standard or Premium memberships) or NPCs (with Basic or above memberships) to participate in the event scenario at this event. More info is noted in the Pre-Reg form and more details will be explained at the workshop.

5) Decorum & Out-Of-Game Clarifications:

Please note that there is no “in-game” area for this event. This is a completely out-of-game workshop and the “decorum” rules do not apply to the game area.

=EVENT LOCATION=
129 E 3rd St, Westfield, WI 53964

Click here to navigate there.

Membership and Event Sign-Up Info

There is no cost/charge/entry fee required to participate in this event and all are welcome to participate regardless of their membership status or not. However, certain perks require additional membership.

=FOOD, WATER, PROPERTY, AND SAFETY INFO=

=Food & Water=
– There is tap-water available at this location.
– This event is a “Bring-Your-Own-Food/Potluck” style event. It is not a guarantee that others will bring food to share, so please bring enough to tide yourself over for the day!

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single-day event. Camping will not be allowed at this location.
– Please help the staff keep this rented location clean. If you plan on creating a lot of trash, consider bringing a trash bag and helping with clean-up afterwords.
– There are bathrooms at this location.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be pre-approved.

= SAFETY RULES =


– A number of Staff and approved players are trained or able to assist during emergencies (Raised hands will be shown during briefing). Staff have access to a Snake Bite/CPR/First Aid Kit if needed. In case of any emergencies, immediately contact Staff and let them handle it.
– Make sure you adhere to our Alcohol and Tobacco guidelines; no one under the age of 21 can consume Alcohol or Tobacco products. These products CANNOT be sold for real-world money and serving them to a minor will get you ejected from the LARP. *** Check the PC cards/NPC sheets/discreetly check for IDs. ***

COVID 19 RESTRICTIONS & PRECAUTIONS

– All players ages 5+ must be either fully Covid-19 Vaccinated, be medically exempt (pre-approval needed and this includes children under the age of 5), or be in the process of getting vaccinated. This will be handled at Check-In.
– All players are REQUIRED to wear masks UNTIL they have Covid-19 Vaccination Proof on record with us. Masks are no longer required to be worn before check-in as long as players have their Covid-19 Vaccination on file and they do not have concerning symptoms.
– Players are required to do symptom checking at registration/Check-In.
– Players can still be asked to wear a mask if they have concerning symptoms/exposure and any questions about this should be asked ahead of time for Staff to coordinate.
– For full information regarding our Covid-19 Restrictions & Guidelines, click the link below:
lasthope.kitsufox.com/wiki/covid-19-policy-practices/

== CUT-OFF DATE, SKILLS, & PLAYER INFO ==

= MONTHLY EVENT CUT-OFF DATE =
– The Monthly Event Cut-Off date is a deadline that is critical to the preparation of the monthly story/event. This allows us to prepare PC bags, write NPC more detailed roles, finalize mechanics based on who we know is planning on attending, and properly tie in player influences like Resources and Organizations.
– The Event Cut-Off date for this event is Friday, November 15th.
– Players that want a more detailed NPC role must purchase the applicable membership AND signup for the event by that date.
– Players that want a guaranteed spot for their PC must sign-up by this date.
– Players that want to be added to the Prize Giveaway for the month must signup by that date.

= ATTENDING EVENT BONUSES =
– Players attending events in-person are granted several bonuses:
– A PC may roll applicable Profession and/or Tradeskill rolls for coin/affects. You MUST bring your trade manual to check-in to make your rolls.
– A PC may open and review applicable Lore cards at Check-In (and copy them over into their own Lore books if they so choose)
– PCs that are part of an Organization may earn +1 Organization Exp per event day that they attend and prominently display Org heraldry. Bring and show your heraldry to check-in!
– PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs) Please tell check-in that you will be displaying a banner!

== SPONSORSHIP ==

=Wizard Quest=
Our continued sponsorship for 2025 is Wizard Quest! Mention the LARP for a local’s discount and remember to share with us a picture of you attending for cross-promotion EXP!
www.wizardquest.com/
Wizard Quest in Wisconsin Dells
400 Broadway Ave
Wisconsin Dells, WI 53965

== HELP! THIS IS MY FIRST EVENT! ==


Perfect! The Player Workshop is a great place to get to know other players and the staff team before jumping in to playing the game!

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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The Cost of War

=Event Story=

Scenario #1: The Battle of the Yurnai

The City-State of Newhope’s armies march west to the Yurnai River. Their fleet sails the coast, with modified ferry ships moving up river while a combat flotilla makes anchor at the mouth of the river to guard against Grimward’s sea raiders. Many wondered what Newhope had been working towards, and allies begin to scramble to take part with Newhope in their attack plans as the blood of Grimward warriors on Grimward land has been a rarity in this war, but soon arriving days will change that. 

While the complex parts of the plan have been left to the strategists and engineers, the basics of the plan quickly reach the ears of their allies. With their group of ferry ships, Newhope will move vanguard and gladiator units across the river along with any aiding allies who understand the risk. The goal being to create a defensive pocket on the other side the river, warriors and soldiers that will have to hold while the modified ferry ships will be rapidly converted into supports for the bridge. With Newhope’s plan and the sacrifice of the ferry ships, the bridge is expected to be built faster than would normally be required, after which the full might of Newhope and their allies armies can march across along with a reliable route for supplies to create a new sustained warfront into Grimward. It’s unclear if the plan is to build a land path to Clan Stormjarl or make a dangerous push towards the heart of Grimward, but strategists expect the pressure to be taken off of Clan Stormjarl as Grimward is forced to move warpacks to this new front on their doorstep. Either way, planning further ahead is found to be difficult with many unknowns that will factor into this critical mission.

The banners of the Newhope don’t stand alone though, as their armies march through Starkhaven and are seen mixed with the banners of their vassals, even including New Vandregon.

Newhope’s long hardkept secret plan is in motion, their invasion of Grimward proper begins now. If met with failure though, Newhope and allied forces could find themselves trapped across the river, and Clan Stormjarl’s homeland may be set to fall as Grimward’s larger army slowly tears them apart piece by piece.

Scenario #2: The Battle for Goldenfield

As morale collapses in the northern-most frontline now called Hammerfall, Clan Goldenfield has found itself in the sight of Clan Stonetooth’s brutal offensive. While bringing forth their own experienced warpacks since Spring, Clan Goldenfield’s people are made famous by their farming skills and not their might in war. This has been found to be worsened by many of their veteran units having been formed from fighting on The Shield and to protect the clan from mordok. While few could deny the endurance and hardiness given to their warriors from working crop fields harder than any other ulven, the clan does not find itself ready to stand alone against the elite Stonetooth warpacks who only have known warfare and advance quicker than Clan Goldenfield lines can reform from their initial retreat. 

Clan Ironmound’s banners are found not far behind Stonetooth, although reports indicate that while the two clans are fighting on the same front, they do not seem to be fighting together. The majority of Clan Ironmound units were spotted setting up defensive positions around the Shieldhaven settlement and the Bladehome pocket and against Clan Nightriver’s northern army as they reform, but reports still indicate that some of their warpacks follow close behind Clan Stonetooth in their advance to Clan Goldenfield.

Clan Goldenfield cannot protect itself while also ensuring the harvest. Their longtime ally of Clan Nightriver has found itself strung wide across three fronts of the war and distressingly unable to save its longtime ally yet, but a mix of other allies rush to the aid of Clan Goldenfield in the great clan’s place. If met with failure though, Clan Goldenfield’s may be crippled and its winter-critical harvest turned to ashes or forfeited, which could spell great difficulty for Clan Nightriver and other potential allies who rely on this harvest to bolster their war efforts. Winter is creeping along the horizon.

=Event Summary=

Scenario #1: The Battle of the Yurnai

No plan survives contact with the enemy, except when that plan includes overwhelming support. The City-State of Newhope’s call for aid in their surprise invasion of Clan Grimward is met with reinforcements, supplies, and piles of silver from all across their allies and those who oppose Grimward. The initial vanguard and allied units found themselves in brief but intense conflict as they crossed the river with the modified ferry ships, fishing vessels, and rafts, opening the initial landing grounds for additional troops and support to cross before the ships were moved to begin the bridge construction.

As the reinforcing coalition of forces pushed to make a pocket of controlled land on Grimward’s side of the river, they found themselves encountering resistance from only patrols and small guard groups of warriors, many of which did not even realize they were being invaded until they became surrounded and cut down. Soon after though, stronger patrols and attack groups were sent out as the nearby stationed Grimward warpack gained awareness of the situation and began mobilizing. The coalition was slow to get organized in their offensive, but eventually marched out to meet these groups before they could become a hazard to rear units or even the engineers working on the bridge.

The blood of both sides spilt the ground as the two forces clashed up and down the nearby road and outside the Grimward outpost. While warriors and leaders bravely risked their lives for the cause, several brutal fights proved to be the taker of life for both sides when retreats would cause the wounded to be abandoned. Calling reinforcements at the right time proved critical for the coalition’s offensive momentum as they carefully gauged their ability to advance, but hindsight can only speculate if more could have been done or if the loss of life would have been too costly. In the end, the local Grimward warpack was not bled enough for their outpost to be taken, but the rear units and engineers were safely protected as Grimward’s warpack was battered enough to not be able to pressure the coalition’s camp directly. As long as there are no interruptions, engineers expect to have the bridge completed by the end of November thanks to the over-abundance of supplies that allies have sent. The Yurnai Pocket has been successfully formed to protect the developing bridge, now the taken ground must be held.

Reports from Clan Stormjarl early in the month tell of Clan Grimward’s continued advance through their territory and that Stormjarl has lost half of its homeland by this point, but now Grimward’s conquest has been reported to have abruptly come to a halt as portions of Clan Grimward’s frontline appear to have been routed elsewhere. The initial benefits of the Yurnai offensive have already begun to be seen for the wilting clan.

Clan Grimward may have suffered at the combined efforts of Newhope and various allies around the Yurnai River this month, but is far from beaten. Rumors from nervous scouts speak of the ground rumbling and the wind roaring with horns, an army is approaching.

Scenario #2: The Battle for Goldenfield

Clan Goldenfield finds itself on the retreat without a strong response from allies as Clan Stonetooth invades their lands. Hope is found not in kingdoms, clans, or organized forces, but instead in the individuals who arrive just in time to help local Goldenfield forces. As Stonetooth’s marauders moved with their thralls to pillage the local fields behind the frontlines, the motley group of outsiders and Goldenfield needed to set up camp in a dangerous but necessary position to combat the raider. 

Skirmishes consistently broke out as Goldenfield and its allies had to battle, drive off, and slay the invaders. Groups of thralls from Clan Shattered Spear were seen being used as laborers, only to be forced into combat by individual Stonetooth found to be called “Thrall Watchers”; lest their families be killed back home if they show defiance to their conquerors. Warriors, tradespeople, and villagers; all forced to work and die for Stonetooth. Rumors pass that a couple Thrall Watchers were killed by Goldenfield and its allies as means to free the thralls, but this likely has come at the cost of their families being slain back home.

Clan Ironmound’s warpacks were reported in the area and their warriors sometimes seen fighting with Stonetooth, but what was not expected was the arrival of an Ironmound warrior who announced a missive from Clan Ironmound’s Warleader. On the leader’s behalf, the warrior spoke of Clan Goldenfield’s past honors and kinship to Clan Ironmound before the war, and stated that Clan Ironmound will return the kindness by offering honor duels rather than the slaughter. Through the afternoon, chosen Clan Ironmound warriors arrived at the makeshift camp, and each time a challenger bravely stepped forward on Goldenfield’s behalf. With each Goldenfield victory, Ironmound’s warpacks would halt their advance for a couple days; but with each loss, Goldenfield would have to tribute a cart of supplies to Ironmound’s forces.

These duels were non-lethal and fought with honor, with Goldenfield’s ally claiming the first victory. But later, during the second duel, the fervor of clashing steel only reached its peak when the duel was ended by a Stonetooth marauder who cared not for honor, only slaying of the weak. To the shock of both sides, the Ironmond warriors yelled with rage as they turned on their Stonetooth allies and joined Goldenfield in slaying the dishonorable warriors. The unforeseen cooperation was temporary though, as Ironmound’s warriors warned that they would return to being enemies of Goldenfield next they meet.

In the aftermath, the dishonored duel was declared by Ironmound to be a draw despite their warrior having been declared the winner before the interruption occurred. As the sun was setting behind the deep cloud layer, Goldenfield’s champion brought them a second and final duel victory. Sparks of hope in a bleak situation, until they were drowned in the tide as a thrall, knowingly sacrificing the life of herself and her family, came sprinting to camp to warn of the collapse of Goldenfield’s frontline. A desperate and dangerous retreat was made as Stonetooth’s full armies came charging down the road, but no further life was lost thanks to the thrall’s sacrifice.

Clan Goldenfield’s situation has continued to worsen along their whole frontline as they lose swaths of territory with each week, but thanks to the actions of the individuals who came to their aid much of the critical winter harvest was successfully harvested despite Clan Stonetooth managing to steal portions to fuel their ever-advancing army. With victories in the honor duels, news arrives from many contested areas that Clan Goldenfield’s families and communities were able to safely retreat due to the honorable halting of Clan Ironmound’s warpacks for even just a few days. A difference has been made, but Clan Goldenfield’s fall remains looming on the horizon. The cost of war.

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Sigfrøðr

PLAYED BY: Ty Springer

CHARACTER NAME: Sigfrøðr (pronounced Sig-freeth)

GENDER: Male

PRONOUN(S): he/him

CLASS: Warrior

AGE: 35

RACE: Ulven

HAIR: Brown

EYES: Hazel

OCCUPATION: Lead the Ironshear war pack during the Civil War and has since taken up sheep farming and textile working in Onrich.

KNOWN SKILLS: Spear fighting, weaving, spinning, tactics

BIRTHPLACE: Pack Ironshear

APPEARANCE: Greying hair and tired eyes

RELATIONSHIPS: Mated with Helga Nighriver

BIO / BACKGROUND HISTORY:  Sigfrøðr had always thought himself as a farmer first, soldier second. The Ironshear pack had emphasized the value of using the Great Wolf’s strength not only for battle, to provide for your people. Working on his family’s sheep farm helped to build that strength, but like many pups, Sigfrøðr yearned for action and trained himself in spear and axe fighting.

So as tensions grew on the Nightriver coast, Sigfrøðr saw an opportunity for glory. He joined the pack’s war party and traveled with them to face the threat of Grimward. The other members of the war pack were a mix of skill and experience, some having fought mordok and others untested in combat. It was in this war pack that Sigfrøðr would meet his future mate, Helga, a fellow inexperienced fighter.

They could not have been prepared to fight their own. The warriors of Grimward were fierce, organized, and intelligent. Sigfrøðr learned quickly under the pressure of battle. He studied strategy with the war pack leader and, within two years, became the leader of his own war pack with his now mate by his side.

Sigfrøðr’s pack was relatively successful against their enemies, mostly picking small guerilla battles on the border between territories. When they were called to aid at Black Wolf Creek, the pack believed it would be a typical operation: support the flanks, keep the enemy from ambushing, kill the enemy. They were not prepared for what awaited them.

Right from the beginning the battle was different. The Grimward attackers were more frenzied than usual, more bloodthirsty. All around him Sigfrøðr watched his comrades fall. He barked orders at his pack as the Grimward units ganged up on them. One after another, the warriors he fought side by side with for months were cut down. It was down to only a handful of warriors when Sigfrøðr called his pack to fall back and regroup with the main line.

As they retreated, Sigfrøðr and Helga held the rear, fighting off the Grimward warriors pursuing them. As they ran back to reinforcements, archers took out one of their men. Then another. Until only the mated pair remained.

Sigfrøðr teetered on the edge of panic and rage as he maintained the fighting retreat. Another arrow whizzed through the air, this time piercing him through the leg. While struggling not to black out from exhaustion and pain, he heard the tell tale splintering of his mate’s shield. Helga had taken an axe to the helm and had blood running down her face, her eyes burning with adrenaline. “We need to cut and run.” Sigfrøðr said through gritted teeth.

Helga looked to him to see a second arrow burst through the trees to hit her mate in the shoulder. He couldn’t hold back the scream this time. Without hesitation Helga flung her injured mate over her shoulder and sprinted away from their attackers. She hopped over fallen logs and through thorny brush, barely seeing as the blood dripped further. It was at the healer’s tent that Helga collapsed, her body exhausted from the run, the fight, and the injuries she’d been ignoring.

After the battle had ended, Sigfrøðr and Helga were sent from the front to recover. They returned to Onrich, a settlement of farmers and Sigfrøðr’s childhood home. It took months until Sigfrøðr spoke again. He had spent his time after the war focusing on a small sheep and wool farm. He tended the sheep and processed the wool while his mate ran a blacksmith shop making tools for their fellow farmers. It was quiet and calm.

Never again did Sigfrøðr expect to pick up a spear. Never again did he intend to face down the blade of a Grimward warrior. But life has other plans.