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The Raid on Thungrfiskr

Org Action response Written by Jared Considine
Actions and additional text by Ryan Maas-Jopp, Mischelle Maas-Jopp, and Cole Potter
Org action assists by Rachel Miller, CJ McNeal, and Michael Hannes

November

The Einherjar gather in Saltrhal, a small city on the southwestern coast of your Clan’s territory. Though previously a quiet locale which had only seen a modest amount of growth, and only because of trade with the nearby colonists, its streets are now overflowing with countless warriors, farmers, fishers, and other refugees displaced from their homelands by the encroaching forces of Clan Grimward. It takes a good amount of effort pushing their way through the crowd before the Einherjar finally make their way into the longhouse, once a place where weary travelers could expect hospitality and a place to rest, now a sort of impromptu war room, where several Jarls are already gathered and in fierce disagreement that seems only a single accusation or drink away from an outright brawl. Two voices emerge as the loudest in the room. On one side is Jarl Othall Wavebreaker, a young warrior, Jarl for scarcely a month, granted his title for valorous service against Clan Grimward: “I have seen far too many of my own die at the hands of the enemy. Young Ulven who will never live to see another day of peace. Who will never live to raise families. I cannot, in good conscience, send more to die. Let us make the most of this reprieve- let us shore up our defenses and let them break their swords against our walls.”

On the other is Jarl Morgda Stormjarl, a seasoned commander covered in scars from battles past. She slams her fist on the table. “Absolutely not! Every inch we give to Grimward is an opportunity for them to raze our lands and kill our people. The blood our warriors spill is civilian blood saved. You would rather have us stay cowering, losing ground to them by the day. Where will we go when they drive us to the coast?”

The conversation continues heatedly. Realizing that the situation is delicate, Jarl Fritha and her cohorts carefully distract Jarl Othall and the others nodding along with him with logistical matters, none so urgent that they need to be addressed now, but complex enough that they’re effective at disrupting their collective trains of thought. They initially attempt to simply argue past the problems raised, but Frithda insists just hard enough until they can’t help but engage.

Meanwhile, the rest of the Einherjar’s entourage, under the guidance of Jarl Bryech, manage to have quiet words with Jarl Morgda. They describe how they have been tearing away at Grimward’s vulnerable flanks, and that they need the rest of the Clan to push back, and capitalize on the opportunity they’ve helped create.

Despite their best efforts, Jarl Othall overhears you and shouts over the din of the room. “Your warriors are great, Einherjar, no one questions that. But don’t ask us to throw ourselves back into their blades the first moment we have rest. There’s no honor in death for death’s sake!”

Jarl Morgda shifts slightly, blocking the view of Othall and purposefully ignoring him. “He whines now, but he’ll follow the will of the Clan. And that will turns towards vengeance. Tales of your fighting at the bridge and at the river have made its way here, and they embolden us. Enough, I think, to break the indecision-” she glances back at Othall for a moment “-that has been plaguing our ranks.”

She sighs and claps a hand on Bryech’s shoulder. “Make them pay for everything they’ve done to us.” After a pause, she looks towards Othall, and her expression hardens and her voice lowers. “And come back alive. The last thing we need are reasons for more cowardice.”

December

The Einherjar find Jarl Morgda Stormjarl in the town of Afrbog, a settlement recently reclaimed from Clan Grimward forces, still quite near to the frontline, but now buffered from immediate attack by their own Clan’s aggression sent further northwards. The town’s main defensive structure, of all things an ancient flourmill whose water wheel still turns proudly in the river, stands tall and undaunted. The town’s defenders, they say, held it like a fortress for weeks until Stormjarl’s warriors drove the besieging forces away.

Jarl Morgda has been using Afrbog as a base of operations, using her warriors to repair and resupply the town and the surrounding area in exchange for food and lodging. The town is quieter than it ought to be, with most of its permanent residents having been killed or driven away, but the sounds that can be heard are those of diligent work. Jarl Bryech’s cohorts quickly find tasks of their own to assist with, ingratiating themselves not only with the people of Afrbog but also with the Jarl’s retinue,

She greets the Einherjar heartily, receiving each of them with a firm grasp of the arm, and no sooner do they explain that they’re here to help than she begins to explain her work: Her scouts, a unit called the First Horns of Winter, have been hard at work probing Clan Grimward’s defenses. They’ve been assessing troop numbers and movements, and identifying logistical vulnerabilities.

While her dedicated warriors have followed up some of these scouting reports with small raids on supply wagons, the Jarl has been eyeing a greater prize. Much of the western region of Stormjarl being held by Clan Grimward is being supported by the captured city of Thungrfiskr, one of the largest ports on the northwestern coast. Longships poured Grimward warriors into Thungrfiskr, who would then mobilize further out into the rest of the area.

Seemingly in response to the colonists’ operation along the Yurnai River, reinforcements coming through Thungrfiskr have dramatically slowed. And, furthermore, what warriors Clan Grimward still has in the area are further and further sent to reinforce their frontline, leaving their logistical base comparatively soft and vulnerable.

Jarl Morgda explains all of this to the Einherjar with a map of the local area and some small carved figurines representing Grimward and Stormjarl forces. “And that…” She says, as she draws from a pouch a wooden piece engraved with the symbol of the Einherjar, “Is where you come in.” She places the piece next to several others. “They’re spread thin. With the right distraction, we can split their defensive line just enough to get a good group of warriors past them. Then we burn their ships in Thungrfiskr and slaughter everyone else there- mostly work crews, not warriors. And then we escape back into the night before they realize what’s hit them.”

She crosses her arm and looks the map over. “Of course, I don’t mean to presume. We have the numbers to carry this plan out on our own, and we will once the next batch of ships comes in to supply them. But I’d gladly have your blades alongside our own in Thungrfiskr, or along the frontline when we divert their forces. But I need to know what you’re willing to lend now- our window of opportunity may only be open for a short while, and I intend to take it while it’s here.”

January

A Meeting of Warriors

Following the trip to Jotunvik, the Einherjar return to Afrbog. Though the region was under Clan Grimward occupation only a few months ago, you wouldn’t know it by the air of calm and confidence that seems to suffuse the town. It seems a bit premature. Jarl Morgda Stormjarl has turned the town into a rallying point for warriors looking to ‘take the fight to Grimward’, and many have answered her call, with some looking to take advantage of the new situation to earn some ‘easy’ recognition, believing that the enemy is now an easy target to win glory against.

Jarl Mordga shows the Einherjar proper hospitality, inviting them into one of the town’s recently repaired longhalls, and welcoming them all with a hearty toast and warm drink. She asks some token questions about the Althing, and then quickly moves the discussion to the upcoming operation, which she plans to begin in just a few short days. Jarl Fritha takes point on sharing the forces that the Einherjar have brought to bear, as well as the capabilities of its warriors. Morgda does the same.

She’ll be going, of course, along with two close companions of hers: Hersir Hranti Omenwind, a quiet, hulking figure that favors a longaxe taller than most ulven, recently returned to the frontline after recovering from a debilitating head wound inflicted by an arrow only mostly stopped by his helmet; and Lufik Stormjarl “the Cunning”, a veteran of the Longfangs and the Shield of Mardrun, who spent much of their youth living near Thungrfiskr, and returned home shortly after the start of the war. Collectively, they’ll be leading the Howling Avengers, warriors recruited from communities displaced by the Ulven Civil War, trained specifically to counter the tactics of Clan Grimward; the Jotunbani, a mixed-arms unit who specialize in siege and sabotage; and the First Horns of Winter, Morgda’s aforementioned scouts.

Additionally, Jarl Morgda has drafted warriors from Afrbog and the surrounding region, not only to supplement her forces further, but also to serve as the distraction that will let the raid party slip through Clan Grimward’s defensive line. Attitudes among these irregulars vary, with some welcoming the chance to deal a great blow to the enemy, and others realizing the gravity of the situation they’re about to enter. The Jarl makes note of this, allocating some of them, according to her perceptions of their mettle, to hauling the casks of whale oil that will be used to burn Grimward’s ships; and others to sail aboard the Fate-Finisher with Hersir Thrand.

After a few rounds of discussion, and disseminating the plan to all involved, the group travels north to the front line, just south of the River Grugg, and waits until the appointed day of the distraction. In advance of the plan, scouts and spies sent up with the Einherjar by Yrsa infiltrate the sparse defensive line maintained by Clan Grimward, making note of their number and movements. They use bird calls to covertly communicate encoded messages back to the main raiding force, so that last-minute adjustments to the plan can be made.

A Distraction

In the early morning, as the sun has barely crested the horizon in the east, Morgda’s auxiliaries make their move. Full of bluster and bravado, they loudly charge towards the occupied town of Smárhús and throw themselves against its gates. Before long, the small Grimward garrison stationed there rallies and blows their horns, alerting their patrols in the surrounding area. The raiding party waits half a mile to the west, obscured by a thick treeline near the Grugg, watching the enemy move towards the bait, tracking them by their lantern lights. With a final signal from Yrsa’s scouts, the raiders make their move. They ford the river as quickly as they can while weighed down by their armor and supplies, aiming for a ledge a few hundred feet on the other side where the ground slopes down dramatically. When they get there, they let gravity take over, being careful to keep their footing as they disappear out of the sightline of the patrols should they return.

This part, at least, is an unqualified success.

The same couldn’t be said for the auxiliaries. Their job was to put on a good show, draw Grimward’s attention and patrols, and then allow themselves to be ‘fought off’ after the raiding party passed through. Perhaps some were concerned about what the Grimward warriors would believe if they abandoned their attack too quickly. Perhaps some overestimated their prowess and thought they could turn their fake goal into a real success. Perhaps, in the din of combat, they simply missed the bird call that signalled that they could safely retreat. At any rate, they stayed too long at Smárhús, throwing themselves ineffectually at its gate. By the time the patrols had circled in behind them, several of them had already been picked off by arrow fire launched from watchtowers. Only about half would end up escaping the pincer alive.

Now on the other side of the river and safely out of sight, the raid party begins the week-long trek to Thungrfiskr. By the main roads, even with the heavy supplies, it would take only two or three days at a decent pace to reach the city. However, due to the clandestine nature of their operation, the group trades speed for secrecy; sticking to the deepest wilderness of the area, using their superior knowledge of the local environment to avoid any of the places that Grimward patrols might travel, and barely speaking above a whisper.

A Quiet Journey

It’s slow going, through muck and brambles. There’s little to eat beyond rations of salted jerky, which run out by the fourth day, except for berries and nuts foraged in passing. They travel by dark when possible, but cannot afford to light their way with lanterns. The days and nights alike are freezing cold, but a warming fire would give away their position.

The high spirits earned through the group’s successful infiltration gradually gives away to a sort of quiet contemplation, and then gnawing dissatisfaction. It’s most obvious in the auxiliaries, who have to be reminded on multiple occasions to be quiet, but it lingers like a miasma among most in the raiding party. In the first few days, there’s much talk in the group about their hatred of Clan Grimward, and the righteous vengeance that Clan Stormjarl will wreak upon them. By the fifth, talk turns bitter, with complaints about the colonists and the other Clans creeping into hushed conversations and eventually becoming commonplace: Yes, Stormjarl stands, but it has held off alone for almost all this time. It has fought and bled for its own survival, sacrificed ground, while its neighbors made plans from their positions of safety. While some claimed ‘neutrality’ in the face of a foe that wants nothing but domination. Some in the group try to speak of unity and a hopeful future, but none can fully dispel the grievances.

At the same time, about thirty or forty miles to the west, Hersir Thrand the Tempered captains the Fate-Finisher in ocean waters, far beyond the sight of land. He, and its crew, enjoy a fair bit more comfort than those traveling through frozen forest and swampland, but sits in a much more precarious position. A Stormjarl ship sighted up the coast would risk exposing the plan, or at least putting the enemy on alert. But the operation stands to gain a great deal from naval support. Thrand sails as far as he can from the likely pathways taken by Grimward ships, navigating by sea and stars alone, timing his actions so that his arrival at Thungrfiskr coincides perfectly with the apex of the raid. He sails with the Fate-Finisher’s crew and its armed escorts, as well as those of Jarl Morgda’s irregulars with the most experience at sea. The ship’s hold is filled with oil, spears, and boarding hooks, as they prepare to assist in whichever way they need to once they meet the enemy.

A Gathering at the Gates

The raiding party finally comes to the woods outside of Thungrfiskr in the dead of night. Just as planned, they arrive under the pitch black of the new moon. They each glow with the faintest light of Gaia’s blessing, enough to see one another, but not enough to be seen by the enemy from the city’s walls. Ylva and Fritha glow brighter still, girded in divine protection, but still shrouded in shadow.

Jarl Fritha sends her spies to quietly approach the city with all the finesse of ambush predators, as Jarl Morgda finalizes the operation. The warriors are to be split into two groups: the vanguard, who will move to breach open the city gates and, through shock and awe, overwhelm everyone between them and the docked ships; and the rearguard, who have the dual duty of hauling the large, heavy casks of whale oil to their fated destination, as well as cutting or shooting down those who try to escape Thungrfiskr. All are equipped with lanterns, wrapped with black cloth to prevent their light from being seen, while remaining a source of flame to set off the oil once it soaks the ships.

Fritha’s spies return half an hour after they departed: The city is lightly garrisoned by warriors from Pack Graytide, whose emblematic gray rope hangs possessively from the walls above the gates. The gates themselves appear solid, difficult to breach with a frontal assault. However, ancient cairns just outside the city’s edge, some forgotten monuments, are close enough that one could leap from them onto the walls and slip into the city unseen. The gates themselves are surely guarded from the inside, but opening them may be easier than destroying them.

Jarl Morgda curses under her breath. The reports she had received had implied to her that the area was almost or entirely unguarded. The raiding party is certainly large enough in number to overwhelm the garrison, but any martial resistance serves to slow their efforts down, and timing is of the essence for more reasons than one.

She turns to the Einherjar. There are still questions to answer about how they will divide their forces among the group, and questions about how best to gain access to the city. After some deliberation, the three Jarls- Morgda, Bryech, and Fritha, decide to take the route discovered by the spies, to try and open the gate from the inside.

A Secret Path

The three Jarls of the raiding party move to infiltrate the city: Bryech, Fritha, and Morgda. Under the cover of darkness, they approach the walls from the west, coming upon the cairns identified by Fritha’s spies. Ancient stacks of stones, left behind by ulven long lost to time, the markers of some sort of site of importance, perhaps graves. Climbing up the stones is difficult, careful work, mostly to ensure that the piles don’t fall apart in the process. Bryech goes first, passing his blade and shield to Fritha, climbing up, and perching atop the tallest cairn, level with the wall but several feet away. He lunges, his feet knocking a few stones loose, which thud softly into the earth below, and manages to land his arms over the wall’s edge. Trying to make as little sound as possible, he tosses his weight to the side, just enough to get one of his boots hooked over, and pulls himself over and onto the wall’s top.

From there, Fritha throws the group’s equipment over, and then follows herself. Bryech catches her and helps pull her up, and then Morgda does the same. Each attempt tosses more stones off the top of the cairn, some starting to clack lightly as they strike other stones on the ground. There’s little chance that someone else will be able to take the same route without assistance, let alone quietly. From there, the three drop down off the wall, into the periphery of the city, and make their way towards the gate.

Eventually, the gate comes into view, illuminated by dim torchlight. Only a few feet away from it are six warriors of Clan Grimward, bearing the same rope that marks Pack Graytide. They’re talking about personal matters, of friends and mates from back home, while playing some game with small wooden pieces on a grid. They have weapons and shields nearby, but clearly have their guard down at this moment. There doesn’t seem to be anyone else in the immediate vicinity, but the place the three Jarls are hiding in doesn’t offer a great view of the surrounding streets. Jarl Morgda silently signals to Bryech and Fritha that they should attack now, and hard.

The three charge, howling, trying to catch the warriors by surprise and overwhelm them before they can react. The quiet of the night erupts into the cacophony of shouts, boots slamming across cobblestones, and the shaking of chainmail. Morgda arrives first, plunging her blade deep into the back of one of the game players, delivering an immediate fatal blow. Jarl Fritha fires off an arrow into the hip of a warrior leaned up against a nearby storehouse, who screams and falls to the ground.

As Bryech moves to join Morgda, however, the player on the other side of the table reacts. In a flurry of movement, he comes to his feet and kicks the table, hard, sending it into Morgda and her prey, and causing Bryech to have to change direction to avoid being caught up in the impacts. The warrior puts two fingers to his mouth and blows, sending out a shrill whistle: Three quick tones. As Bryech closes the remaining distance, he whirls and retrieves a battered blade and large, painted shield, and holds the former threateningly, buying him some distance and creating a brief standstill as the initial shock of the attack subsides. He takes in their torchlit faces, and as he sees Jarl Bryech, his mouth splits open into a wide, manic grin.

“You!” He laughs, “I thought this place a punishment, but I see I am rewarded. I am Hersir Loga Graytide, brother.” The word is dripping with malice. His eyes flick to the gates and then to the three of you, putting together what’s going on. “And I think I will be rewarded further still, should I manage to be the death of the Jarl Bryech Savagefang. The Traitor-Son of Graytide!” He bares his fangs threateningly. “I challenge you, traitor, to an honor duel. To the Maw of the Wolf. There’s no chance we both leave this place alive anyway. Let’s get it over with.”

A Wolf’s Maw

Jarl Bryech steps forward, sword raised. “I accept, may his ears ring!”

Hersir Loga Graytide slaps the face of his shield with the flat of his blade as Jarl Bryech the Untouchable approaches. Jarl Morgda Stormjarl hisses at Bryech as he goes by, “What are you doing? We don’t have time for this! Thrand will be here any moment!”

Bryech knows that this is an opponent he’ll make short work of. It’ll be faster than fighting him and the other warriors at the same time. And if the others yield after seeing his decisive victory, all the better. The two square up, just in front of the barred gate that leads beyond the walls of Thungrfiskr, sizing each other up. The other Grimward warriors watch from the other side of the street, while also keeping an eye on Fritha and Morgda.

Without delivering even a single swing, Bryech can tell that he has the edge of experience and skill over his opponent. That advantage is mitigated, somewhat, by the fatigue and the hunger dealt to him over the last week of rough travel, but not enough to change the outcome. The Hersir seems to have no interest in striking first, and so Bryech takes the initiative, charging forwards and sending strikes meant not to wound, but instead to test his opponent’s defenses. Loga seems to favor his shield, focusing on having it ready to intercept the attacks. The Hersir counters the assault by smashing the shield forward and into Bryech, sending him staggering a few steps back and creating an opening between them again.

Loga’s voice comes from behind the shield, “Haygreth Grimward was a great Clanleader. The best one you could have asked for, Savagefang.” The statement throws off the rhythm of combat, just enough. “My Clan has sent me here, because my love for my fallen Clanleader has not waned in the last two years. But though they scorn me, unlike you, I have kept loyal to my people. I’ve kept my honor.”

They clash again. Jarl Bryech scores a pair of blows that nick flesh through unarmored tunic. Enough to draw blood, but not to maim, but he finds himself thrown back once more. Bryech spits back, “You speak of honor, after all that your Clan has done? After seeing who it’s allied itself with? This war dishonors your Clan! When we drive you out of our lands, we will march on yours, and when we’re done, Clan Grimward will be broken and scattered to the furthest reaches of Mardrun!” The Jarl runs forward in performative recklessness, leaving a false opening for the Hersir to exploit, ready to retaliate the moment he does.

But it never comes. Loga doesn’t take the bait, instead parrying, blocking, and striking to make Bryech move out of the way and create space once more. The Hersir laughs. “Clan Stormjarl has broken every ulven taboo that our peoples once clung to. Poison? Treachery? Males wielding Gaia’s gifts? All these and more- you just use humans and syndar so that you can act as though your own hands are untarnished.”

This goes on for a while- too long. Jarl Fritha Stormjarl watches the duel intently. Bryech is steadily gaining ground, but only inch by inch. True to one of his many titles, he’s gone untouched. The Hersir meanwhile fights with a heavy focus on defense, attacking only occasionally, and only to interrupt the Jarl’s momentum. His shield is battered and chipped from the sheer number of times it’s caught Bryech’s blade. He’s panting from the exertion, bleeding from the dozens of wounds that have been opened up, but he’s managed to avoid a mortal injury.

Fritha sees, from the corner of her eye, Jarl Morgda’s body tense with anticipation and frustration. She keeps looking to the gate, waiting to bolt for it the moment that the warriors’ combat has driven them in a different direction. But it never comes. Every time the two separate, Loga takes just a few subtle steps to reposition himself in the gate’s path, leaving no opening.

In the other direction, Fritha sees the black that is the sky and sea beyond Thungrfiskr’s edge. At any moment, Thrand’s ship would be coming into view. And then everything crystallizes before her. The Hersir’s movements, his taunts, the whistle he blew at the sight of the three of them. She shouts over the two of them as they continue to trade barbs, “Bryech, he’s stalling! He’s wasting your time! You have to end this, now!”

A Runner in the Dark

Meanwhile, beyond the walls of the city, Ylva, Toralf, and the rest of the raiding party wait in darkness and silence. With her keen eyes, Ylva spots movement on the wall, just east of the gate, illuminated only by moonlight. Is it the Jarls? Grimward? Prisoners making their escape? She moves forward, still secluded in shadow, enough to make out two figures attempting to drop from the sides of the walls. Intuition and a need to act overtakes the uncertainty of the moment. “Runners. They’re going for reinforcements.”

She sprints forward, whipping an arrow from her quiver and drawing it before finding a spot to take aim from. It’s a far shot, near the limits of what her bow can accurately hit, in the dark. She utters a prayer to Gaia and looses the arrow, hearing it whistle through the air for a moment before vanishing from sight and sound. There’s no way to know where it landed, only that it didn’t strike her target. She curses, retrieves another, feeling her muscles straining under the exertion of bringing the bow to its full draw- and this one finds its mark. One of the figures, dangling from the sides of the wall by its hands, drops and lands in a motionless heap.

She sends a third and fourth arrow at the other figure, who manages to successfully drop unharmed, and make its way towards the nearby treeline. Lufik Stormjarl, one of Jarl Morgda’s companions, whispers in the dark, “Shit. We’re going to be discovered. The Jarls are going to get killed.”

Toralf says, mostly to himself, “No, we’re not,” and takes off in a dead sprint towards the fleeing figure. His quarry has a headstart, and disappears into the forests east of the city. He has to cross several hundred feet of open field first, but there don’t seem to be many, if any, guards up on the walls themselves. Pain shoots its way up his leg, the injury still not fully healed, but he powers through it and follows suit.

The dim moonlight surrounding Thungrfiskr is blotted out by the snow-covered canopy of pine trees overhead. The sounds of boots crunching through snow is replaced with the sounds of cracking twigs and brush. Toralf has to navigate almost entirely by sound, his visibility limited to only the tiniest glimmers of light reflecting off of bits of frost and ice.

It takes him a while, but he catches up, following the sounds of movement ahead, which start soft and grow louder and more frantic. His hand reaches out and grasps at nothing, then his fingers brush against leather, and then finally he grasps onto a nape. In the next moment, the two of them are tumbling through the snow, wrestling, shouting. Toralf blindly reaches until he finds the runner’s neck. He pins down their arms with his knees, and grabs the axe he’s been using to clear brush during the group’s travels through occupied territory. He grasps the head of the axe in fist and pushes it slowly and deliberately into the chest of the runner, hearing bone crack underneath from the sheer force. A swing would risk missing. This is certain.

The runner goes still, and Toralf stands up, just in time to see lantern lights moving through the forest. He hears the barking of orders, and realizes that a Grimward patrol is upon him. Nine warriors in all. One of them quickly establishes herself as the group’s leader. She says to six- “Kill that one, quickly.” And they march on him.

Toralf draws his sword, immediately finding himself greatly outnumbered, but not outskilled. The movement of the fighting pulls him away from the three that stay behind, who attend to the body. Unbeknownst to Toralf, the runner lives, just long enough to gurgle out the name “Thungrfiskr”. Two of the three are told to light signal torches and coordinate with the other patrols.

In the first minute, Toralf has already killed three of the Grimward soldiers, but he’s taken hits of his own, and after sprinting so far through the rough terrain, he’s tired. He drops the fourth after kicking the fifth away. The sixth slams into him and sends him reeling back, but he swings his sword down even as the wind is knocked out of him and lops their head cleanly off. The lanterns of the fallen warriors illuminate the remaining combatants from below, casting their shadows onto the trees overhead. With one last heave, Toralf thrusts his sword into his final foe, through one hip and out the other, and gets pulled down with them.

He’s panting, exhausted, trying to draw his sword out of the fresh corpse of his foe, as a final enemy abruptly arrives out of the shadows, lantern left behind, wielding an enormous greatsword that could cleave an ulven in half in a single swing. Toralf moves, too slow. The sword is being used as a lance, aimed at his chest. He doesn’t have enough time to avoid the attack. It drives into his stomach and out his back, and pins him to the tree behind him.

The Grimward warrior, the leader of the group, says “You’re more useful to me alive than dead. You’re beaten. Yield.”

Toralf grins. He couldn’t avoid the attack entirely, but he had shifted his body so that it ran through only flesh, and missed his vital organs. He suddenly lunges forward, slicing himself further open, and grabs the officer by her hair. Before she can react, he lurches back again, pulling her down, and slicing her throat upon her own weapon. As she bleeds out at his feet, he leans back against the tree, still pinned, and manages, “You must not have heard of me before. I. Don’t. Yield.”

An Unraveling of Plans

By Hersir Thrand’s reckoning, the time is at hand. The Fate-Finisher makes its move towards Thungrfiskr. The crew and complement steels itself, readying for whatever situation they might find themselves through into. They have plans for fleeing ships. Plan for evacuation. Plans for amphibious support. But as they come into view, as the first dockworker spots their ship on the inky-black sea, they come upon a situation they hadn’t prepared for- the ships are not burning. There is no violence in the streets.

The gates remain shut.

Bryech stands over Loga, laying in a pool of his own blood. The fight took a long time. Too long. The both of them are panting. Bryech’s hand aches from the number of times his sword had hit the hard edge of the Hersir’s shield. Even realizing that Loga was stalling for time, he could do little to finish the duel any sooner.

Hersir Loga Graytide looks up at him as the two of them start to hear horns blow in the distance and shouts from the docks. “I may not have taken the title of ‘Untouchable’ from you, but, today, I know I am the one who has bested Jarl Bryech.”

He dies with a smile on his face.

The moment the Hersir’s back hit the ground, Jarl Fritha looked to Morgda, exchanging a silent understanding of the work that still had to be done. The two of them rush to the gate and heft the log that braces it from behind, hauling it out of the way and throwing the doors open. Jarl Morgda cups her hands around her mouth and shouts, “We have to act, now!”

The remaining Graytide warriors had fled the scene almost immediately following the duel, not to escape from the city, but to escape further into it.  Fritha can hear the slams of fists on doors, and the shouting of orders, as the Grimward work crews are rallied and conscripted to defend Thungrfisrkr.

Fritha takes stock of the raiding party as they come into view at the gates, and starts giving out instructions, “Oil crews, I want you in three teams. Einherjar, you guide them to the docks. Guard them with your lives. Jarl Morgda, I suggest your warriors seek the enemy out first, before they have a chance to encircle or ambush us.” She nods.

The whole discussion only takes a minute. Everyone has their orders, and starts making their way deeper into the city. Even from the gate, Fritha can see movement at the docks as workers prepare to receive the Fate-Finisher. It’s a race now.

A Battle in the Streets

The oil crews have made it halfway to the docks now, and Ylva is among those guarding the rear team. She keeps a few seconds ahead of them, so that whenever she stops to fire her bow, she ends up in the thick of them rather than falling behind.

The streets are filled with howls of rage, and screams of pain. While the Einherjar prioritize the safety of the carriers, Jarl Morgda and her warriors cut through alleyways and side streets, tearing a red path through anyone they run into. There’s still a token complement of Graytide warriors, but the majority of the enemy force is made up of workers that have scarcely held a blade in their lives. They seem motivated more out of fear than valor.

Regardless, they’re numerous enough that despite Morgda’s efforts, the oil crews still find themselves under attack. There’s little time to stop and properly tend to the wounded. When a carrier finds themselves hurt, they lag behind, until Ylva in the rear team catches up to them. She comes up to the wounded, struggling under the weight of their cargo, and lays a light hand upon them. “You’re fine, it’s just a flesh wound, keep moving!”, they hear her say. They grit their teeth, full of determination, and power on through the pain, catching up to their group.

In truth, Ylva takes their injuries upon herself. The Lifemender channels Gaia’s blessings, scarcely stopping her stride. Her own body splits and tears, as her patients’ mends in turn. Her steps become pained. Blood begins to soak into her clothes, spilled only through her own will. But still, she persists.

She sees a Graytide warrior lurch from the shadows, axe raised high, ready to split the skull of a young male who hardly has the nerve to move forwards. She plants her feet, knocks an arrow, draws, and is a half breath from ending the threat, before she hears a soft thrum, very familiar to her, from the shadows. The same as her own bow. And before she can react, she finds herself shot through her knocking arm.

Her world turns white and searing. The head of the arrow digs into the bone of her arm, cutting into the very marrow. She has just a few moments before unconsciousness or another arrow claims her. She utters a curse. Its last syllable becomes the first of a prayer, spoken through gritted teeth. She urges her flesh to heal. The head of the arrow cannot move backwards. As her magic heals her, it pulls the arrowhead forward, making it grind across the bone of her forearm. It tears new wounds into her. It’s excruciating, but she doesn’t stop her chanting. Only once the head of the arrow bursts through the other side of her arm, only after the shaft and the fletching passes through the hole it’s bored through her, does the injury actually knit itself closed.

The entire process takes only a few moments, but they feel like an eternity. As the arrow drops from her, she swipes and catches it, whips in the direction it came from, and sees the archer perched upon a nearby watchtower. She fires back, and the arrow returns to its owner, lancing through their neck and sending them tumbling over the tower’s railing, landing on the ground with a sickening thud.

As Ylva comes down from the agony of her ordeal, she takes stock of what’s around her, and sees the body of one of the Grimward workers. Something catches her eye, though. The worker’s tunic, though made brown and muddied by dirt and grime, is blue. A familiar blue.

A Battle in the Seas

The Fate-Finisher was spotted from the docks before the gates were open, before the fighting broke out, and so the Grimward work crews had the time and wherewithal to prepare for its arrival. These are not naval ships. They do not bear great armaments, nor warrior crews. And so in preparation, they choose flight, not fight.

The bulk of the crew piles onto a pair of vessels, which have only been partially emptied of the supplies destined for Grimward warriors on the frontlines. They set to work unmooring the ships and taking to oars as quickly as possible, and are out in the water before the Fate-Finisher arrives.

Hersir Thrand directs the crew of the ship to orient towards one of the vessels. The longer it takes for Clan Grimward to know of this operation, the better it is for Clan Stormjarl, and every ship burned is a ship the enemy does not have. The Grimward ships are larger and slower, designed mostly for the transport of bulk goods, allowing the Fate-Finisher to intercept with relative ease.

As the Fate-Finisher pulls up alongside the enemy ship, Thrand sees a female Grimward standing at the edge, a panicked look in her eyes, and red glows upon her fingertips. She’s in the midst of channeling shattering magics, and while one ulven would have a hard time sinking an entire ship, every bit of damage matters.

And so Hersir Thrand holds a hand up into the air, the crew of the ship and Morgda’s auxiliaries that are traveling with him already knowing to look to him for commands. He points towards the caster and simply says, in a calm voice, “Javelins”. The barrage that goes out strikes true, and before she’s able to complete her spell, she screams and tumbles forwards into the icy sea waters.

From there, Thrand steps to the edge of his own ship. “Warriors, forward with me. I want boarding hooks slung up onto their railing and I want boots on their ship, now.” There’s an aggressive cheer from the Stormjarl warriors as they lash their hooks onto the transport ship and begin pulling the two vessels together. The Grimward crew members desperately try to uproot the hooks from the railing and deck of their ship, but they’re too slow, and soon the two ships touch, rocking both of them side to side.

From there, the situation resolves quickly. The Einherjar and Jarl Morgda’s warriors stampede onto the ship and begin dispatching with the fleeing Grimward crew members. Several surrender in a bid for their own lives. Others plunge into the water and take their bleak chances in the wet and cold. Others are cut down, and eventually, the ship goes still.

A City Razed

Jarl Fritha is the first to step foot upon the docks, leading the way for the oil crews as they march towards Grimward’s remaining ships. She sees several stockpiles, where supplies already unloaded from the ships have been arranged, and diverts a couple of barrels to them. They’re the first to burn, lit by their shrouded lanterns, casting an orange beacon of a glow into the night which grows and grows as more is consumed by the fueled flame.

As the burn teams continue down the docks, Grimward workers either fight, and are cut down, or flee onto the ships, and make efforts to take off like the two already upon the sea. Fritha prioritizes these ships. There’s not enough time to properly douse and raze them, so she orders the crews to hack holes in the sides of the barrels, toss them aboard, and break a lantern upon the deck where the oil leaks. Some of these ships do manage to pull away from the dock, but not before the fires take them. Ship crews burn as the flames spread across the decks, eventually consuming them in a greater conflagration.

Soon, the docks of Thungrfiskr are bright and hot, and the sound of the cracking of flame becomes a roar. The dockside supplies are all but obliterated. Not every ship has yet been burned, but there is oil enough to ensure that they are, the raiders just need a bit more time.

Jarl Bryech and Jarl Morgda arrive on the docks, drenched in blood, exhausted, rejoining with Fritha.

Morgda is grinning, “We’ve done it. The destruction of these ships will go a long way to disrupt Grimward’s control here, and their effectiveness further south. As soon as we finish slaughtering the work crews, we can leave.” Her warriors are still in the streets, cutting down anyone they come across.

The last of the oil crews arrive, and Ylva with them, carrying a body. She seems shaken. As she comes before the Jarls, she puts the body down before them. “Bryech, Fritha,” she starts, “They’re not Grimward. At least, not all of them. Look, the color of this tunic.” And they see the blue. Perhaps, a Stormjarl blue. She continues, “I think they’re honor-bound, from Stormjarl. Maybe from other Clans, but honor-bound to Stormjarl.” She throws herself down and starts trying to resuscitate the casualty. She lost a patient, recently. She won’t lose another.

Morgda scoffs, “Absurd. We can’t know an ulven’s Clan from the color of the clothes they wear. And besides, even if they are our honor-bound, even if they aren’t drawing blades against us, they’re aiding the enemy. That makes them the enemy. Their work here puts our people at risk. If we leave them alive, they will rebuild this place and undo our efforts here.”

Ylva is torn between concentrating on her healing and acknowledging Jarl Morgda’s words. “I know it isn’t proof, but I feel it in my heart that these are our people. And we can’t kill them just because they’re being forced to work by our true enemy. We should take them from here, help them escape this place, and rejoin us. We should at least talk to them! Figure out who’s on our side!”

Bryech and Fritha think back to the ulven they fought to clear a way to the docks. Perhaps some of them may have been Stormjarl honor-bound. Plenty surrendered, though in the heat of battle there wasn’t much chance to learn why. Some of them, certainly, had the look of duress upon them- malnourished and beaten bodies. But… Not all of them. Even if there are honor-bound here, some of them may be willing collaborators. And of course, many of them are still workers from Clan Grimward.

There’s not enough time to sort through every potential enemy here, only enough time to convey orders to the rest of the raiding party. Clan Grimward reinforcements haven’t arrived yet, but they might at any moment, and if they do, it’ll be difficult to leave the city safely.

A Schism

After just a few moments of deliberation, Bryech makes a decision. “Bring the Fate-Finisher and the captured vessel in and load up for extraction. Gather our wounded and don’t leave anybody behind. Our mission is accomplished. If we push too far, we risk failure; let’s end this as victors. Cut the work crew loose. Leave no room for killing a bondsman here against their will. And have them spread the word about what happened here. Let Grimward know that anywhere we can reach we can bring to ruin. Let them know that nowhere is safe for them. Let them know that if they would play the conquerors they will be shown their folly with hills of bone and rivers of blood. Let them know: Stormjarl stands.”

He begins sending the call to rally at the docks, as Jarl Fritha signals the plan to the Fate-Finisher with one of the lanterns: Bring the subdued Grimward ship back to the city and use the two vessels to evacuate the raiding party. It’s difficult for Hersir Thrand to make out the light of the lantern among the inferno that the docks have become, but after some back-and-forth, the two manage to confirm what Fritha is communicating. They let the remaining Grimward ship escape, doubtless heading to warn the next port over of what’s transpired.

Bryech sends his cohorts out into the city to round up the rest of the raiders, make sure no one is left behind, and tell the surviving occupants to spread the word of what Clan Stormjarl has done here.

Jarl Morgda stands slackjawed for a moment before scowling, and speaking through gritted teeth. “Our work here is not done. Every Grimward body left behind is a weapon to be used against us in the future. We need to leave this city with nothing but ash.” Ignoring Einherjar protests, she gives her own orders to be spread through her own people: “Kill the rest of the workers in the city. Spare no one.” She tells them to return to the docks- but only once the streets around them are quiet, or when she signals for retreat.

There’s a tension between the Jarls. All here came under the stated goal of ‘taking the fight to Grimward’, but each holds a different idea of what that means, and how far they’d go to accomplish it. None dares to contravene the orders of the other, at least not to their direct subordinates.

Fritha’s eyes widen as she spots Toralf limping through the open gate. She starts to run down the main road towards him, past the Einherjar warriors calling for evacuation, and past Morgda’s auxiliaries executing subdued and sometimes even surrendered foes. Grimward workers or Stormjarl honor-bound, she can’t be sure which.

She catches Toralf. He’s pale, covered in his own blood and the blood of others. He still carries the greatsword impaled within him, knowing that removing it would be certain death. There’s no time to treat him, not properly. She prays to Gaia and lays a hand on him, and seals his flesh tight around the sword’s edge. He’s imbued with vigor, enough to keep moving until the two of them are safe. He manages to speak through pained breaths- “They’re right behind me. Reinforcements. Dozens, if not more. I took out as many as I could.”

An Escape

Fritha shouts to everyone that can hear her, Einherjar and otherwise, that they have to leave, now. The Einherjar listen, moving with the two of them. Many of Morgda’s crew relents and runs ahead towards the docks as well, but some are too lost in the killing to give up so easily.

The Fate-Finisher comes alongside the docks. The captured ship, taken over by Stormjarl auxiliaries, follows behind as best as it can. They don’t bother with mooring, the moment they’re within arm’s reach, warriors begin leaping onto their decks and do what they can to prepare for departure.

The mouth of the city gates begins to fill with Clan Grimward warriors, who linger for a moment to take in the destruction, before pouring in.

Morgda stands on the docks, shouting at Bryech. “We would’ve had the time we needed if you hadn’t let yourself be goaded into a pointless honor duel. That hersir made a fool of you, Bryech! And now you want to leave before we’ve seen our task through in full? You say you want ‘show their folly with hills of bone and rivers of blood’? We are doing that now! What do you think it tells them when we leave our work half-finished? Corpses send our message better than mercy ever can!”

Rather than giving in to a shouting match, Bryech calls out to the Stormjarl warriors arriving at the docks, directing them towards the ships that are becoming full with their complement. The Grimward reinforcements begin cutting through Morgda’s auxiliaries, the ones still back in the furthest reaches of Thungrfiskr. They make it halfway to the docks before the last of the surviving Stormjarl make it aboard, and the ships shove off into dark waters.

The journey back is hard. The Einherjar try to celebrate a successful mission- and in their hearts, they know it was successful- but Morgda’s foul temper infects much of her crew with at least a bit of resentment. The Fate-Finisher’s food stores deplete after only a day, not having been prepared with the evacuation of so many warriors, hurting morale further.

Finally, the ships land on secure Stormjarl shores, on the edge of a small nameless fishing village. Warriors practically throw themselves off of the ship, stomachs growling, calling for food, water, and beds to rest in. The locals do their best to accommodate, but the sheer number of Stormjarl in attendance overwhelms their capacity for aid.

A Parting of Warriors

The Jarls speak with the village chief and negotiate to ensure that the villagers’ hospitality is repaid. They ensure that aid is prioritized towards the weak and the wounded, and make plans to send the ships further south with those they can manage, while the rest return on foot.

Jarl Morgda has cooled down a bit since the night of the raid, but not by much. As she prepares to depart, she addresses the Einherjar. “I do not fight to make my enemies bleed. I fight to kill them. I thank the Einherjar for their service. But I ask that next time- if there is a next time- that we strike with unrelenting fury, and give our foe no chance to recover their wits. If you can’t do that, make way for someone who will.” She leaves, and takes her people with her.

Ultimately, Thungrfiskr remains standing, though just barely. Only one ship managed to escape the raid, and most of the crew stationed there, for better or worse, lay dead in the streets. There are still unanswered questions about who exactly it was the Stormjarl warriors were killing, but those that were spared would know that it was the Einherjar that showed them mercy.

Overall, Clan leadership is pleased with the result. They speak of it as a great triumph, as a way of telling the people of Clan Stormjarl that Grimward’s front will collapse any day now. Whether or not it will, remains to be seen. Jarl Morgda knows better than to undermine the tale in public. She and the Einherjar are both praised for their heroism and teamwork, but beneath the surface, there is an unmistakable tension between them now.

The Einherjar emerged from the operation relatively unscathed. By prioritizing the safety and evacuation of the raiders, most of their injuries- and their few fatalities- came only from the strikes and shots of lucky workers, not the warrior reinforcements. Morgda wasn’t so fortunate, with nearly a third of her auxiliaries having died in the night, along with a handful each of the First Horns of Winter and Jotunbani. Hersir Hranti Omenwind sports a wound that will surely become a scar, but is otherwise unharmed.

Regardless of Jarl Morgda’s misgivings, it’s clear that the Einherjar were instrumental to the raid’s success. Morgda underestimated the enemy’s numbers and capabilities, and likely would have died in or even outside of Thungrfiskr, if not for the extra aid and resources that collaboration had brought her.

It is no clean victory- it is perhaps a haunting, painful one- but it is a victory nonetheless. Stormjarl stands, today, and for many days to come.

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Sigrun Stoneheart

PLAYER NAME: Cerise Pipson

CHARACTER NAME: Sigrun Stoneheart

RACE: Ulven

CLASS: Warrior

BIO:
Born into a family of middling standing within the caste system of Clan Whiteoak, Sigrun Stoneheart was your typical Whiteoak youth. Her people were a martial breed. The clans of the north had to be of stern stuff to survive the constant threat of the Mordok. That, and the until recently, endless feud with their neighbor Axehound, forged a young woman familiar with the hardships of life on Mardrun. As this new war rages to the west, Whiteoak struggles against the most ancient of foes. The Mordok, a ceaseless threat, and the outposts on The Shield in need of constant manpower and logistical support, her family have lived a quiet life doing their part. By farming and hunting for needed food supplies and acting as support for their chieftains warpack, they kept themselves busy and useful. But now sickness strikes their people and times grow hard.

With her clan’s usual methods to earn a living, Sigrun sought another way to support herself and her family. She found it in the form of a solitary traveler, an Ulven skjald, travelling packless and alone across Mardrun. Seeking glory or adventure, or some strange ambition, he was in need of a guard. In these times safety is in short supply and an extra set of eyes and a sharp blade are always helpful. Setting aside her comfortable routines and the only home she has ever known, Sigrun joined with this man, Einar. With the promise of payment for her service of protection, and a no nonsense attitude, she hopes to do what she can. Her goal is to keep them both safe from whatever the world throws their way. All so she can keep her family secure until these dark days pass and peace comes again.

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Dria Eastwind

My name is Dria Eastwind, I come from the far North and East, from the Beothunk Clan. My Clan was untouched from these new settlers from across the great sea. I may be the last from my Clan, so please, let me tell you the tale of my people as I have come to know it; we were a small group who only wished to preserve our heritage and honor The Great Wolf. And at first we did just that, originally from the south, farming on the plains. But long ago, in the time even before that of my grandfather, these beast came from the west; they had always been out there, bothering us in small bands, but never gathered together to attack like they had then. They were fierce warriors and chased us out of our land. In generations since, we have continuously migrated away from these aggressive and hostile people you call Mordok. Our history has always been one of movement, being displaced from time to time, pushed to the far corner of this land, by tribes of bloodthirsty Mordok.
For we, like all those in The Pack, only wished to live close to nature, hunting only for food and skins for clothing. We lived in harmony with the earth; we knew which plant to use for food and medicine. But the force of these Mordok made us take stand. Members of our clan rallied us to take action and fight not run. These were our lands, from Gaia and The Great Wolf, belonging not to these crazed savages. So rally we did; we trained, and became skillful warriors and then we to shared in this history of violent warfare.
The First of our stands was not to long ago when I was still saw as a child, yet being that young did not hinder me, I picked up my fathers hunting bow and a small hatchet and fought along side my fellow people. I remember the fear I felt when I first saw the Mordok up close; they are ugly things with flesh from their kills hanging on their bodies, their clothes muddy, bloody, and torn. They care only about blood and war, their leaders even wear the bones of their victims around their necks.
After the fight I was told that I was to young, that I must wait before I make my mark on our world. I argued back; I had fought and held my own, and I would fight again. And so I did just that, and I started proving myself to them; we held thanks to The Great Wolf for our victories.
We were beginning to reclaim our land, many of our warriors shot bows as tall as they, made of slender cane, or wield axes and hammers even more fierce then those of the Mordok. I soon showed promise and was given a battle axe to replace my father’s hatchet and bow. We learned to show up suddenly, seemingly out of no where, to attack. We would retreat or escape the same way. We were learning. I was learning. I made a name for myself, being so small yet fighting with such strength and vigor. And soon after we began our fight back to our homeland, I fell in love.
He was not a fighter; he understood our need to fight, my need to fight, but he wished there was no need. He was truly one with nature and His ears will ring with his name… I am sorry it pains me to think of him even now.
It seemed the harder we fought, the harder they fought; the more we killed, the more that came. And sadly after years of us holding our own, they came with to great of numbers and crushed us. I’m not sure how many, if any survived, but my lover did not; he gave his life, fighting off so many at once, so that I could escape into the night. I ran throughout the night and all the next day. I just kept running till I ran into more Clans and heard these rumors of new people and newhope.
So I head to these lands now for a new start, to meet with these new people, anyone who is against those damned beast I will gladly call friend. Maybe together we will finally be rid of these cursed creatures…

north

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March 2026 – Reap What You Sow

Reap What You Sow

=IMPORTANT DATES=

Tuesday, March 10th:
Resources and Downtime Actions Deadline

Wednesday, March 11th:
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.

Monday, March 16th:
PC Skill Purchases Via Email Deadline
There is no guarantee there will be time at event registration to update your PC’s skills.

=EVENT DATE AND TIMES=

Saturday, March 21st:

– 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” – 5:30pm
– Check-Out & Clean Up – 5:30pm+ 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==

Ice and snow across Mardrun quickly turns to muck as the seasons turn over to warmer, more unreliable weather. Between the melting snow and the pouring rain, trails and footpaths all over the continent are becoming pitted and borderline un-traversable without extra hands to pull both feet and supplies out of the mud. 
Ice and snow across Mardrun quickly turns to muck as the seasons turn over to warmer, more unreliable weather. Between the melting snow and the pouring rain, trails and footpaths all over the continent are becoming pitted and borderline un-traversable without extra hands to pull both feet and supplies out of the mud. 

But through the muck, mud, rain, and slop, Nightriver’s army pushes on. After Prince Aylin’s agreement to pledge his martial forces to Clan Goldenfield, many expected Nightriver to focus their efforts alongside Newhope to secure their foothold on the other side of the Yurnai, but Nightriver is not a Clan known for leaving their allies behind. While Aylin’s Reach and Nightriver’s forces come together to start pushing back the Stonetooth incursion, land is lost and won in a constant battle of attrition. Supplies are constantly moving into the area to support these battles and keep the line moving forward as Nightriver’s forces continue to push Stonetooth back.

These rear supply lines have seen quick, intense fights over the control and safety of the supplies. Between either small groups of bandits or Stonetooth forces trying to take them from Goldenfield, with rumors of even bandits sometimes fighting Stonetooth.. Clan Goldenfield, already hit hard by Stonetooth’s initial blunt-force offensive into their lands through the winter, cannot afford to lose even more supplies to these quick-and-dirty raids. With Nightriver’s present forces and Aylin’s Reach still-arriving troops keeping the main fight well-in-hand, allies are called in to fill the gaps and secure the supply routes behind the main fights.

Blood spilled across golden fields will stain the grain forever, but the grass can only grow greener where you water it.



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 LOW due to Grimward’s fleet predicted to be currently recovering.

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

==New NPC Bonus==

  • Players will gain a +1, +2, or +3 XP bonus based on the level of membership they purchased if they NPC for an event.
  • This bonus does not apply to Old World since we already have a membership boost built into that event
  • Brand new players will be awarded double this bonus for the first 6 events they attend (modifies to +2, +4, or +6 XP based on their membership choices)
  • Monsters will continue to get +2 XP. This stacks with the NPC role XP bonus.

= EVENT SPECIAL MECHANICS =

1) Event Theme: “Secure and Defend” Event:

This event will take place on a main supply line behind the front-lines of Nightriver and Stonetooth in Goldenfield territory. This event’s theme will focus on patrolling to keep the roads safe, helping the people of Clan Goldenfield, various tradeskill-based work projects, and handling any unexpected encounters throughout the day.

2) Pre-Event Setup:

Players will be allowed pre-event set-up. However, due to the muddy nature of springtime in Wisconsin, the exact physical location of the day at LARP land may change based on weather and the condition of the Outpost. Pending event space requirements, space can be reserved via Downtime Actions or Org Actions, then the remaining space is first-come-first-served.

3) Story Arc Special NPC Roles:

This story is planned to be an ongoing story with a higher chance of recurring characters and themes. There are opportunities for players to sign up for recurring NPCs that could show up again next month. These NPC roles must be signed up for by the Early-Bird registration date. Please select “I am available to play this role again next month” under the NPC roles section if you’re interested in a recurring role.

4) NPC Roles:

NPC players will be representing many different NPCs at this event. Most players will either play support from Aylin’s Reach, the people of Clan Goldenfield, potential bandits coming to exploit the chaos, potential Stonetooth invaders, or mixed roles that swap based on story needs. 

5) 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.

6) 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
– 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 Wednesday, March 12th.
– 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 2026 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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February 2026 – Quills and Quarrels

==Event Story==

The cold of winter settles even deeper across Mardrun as the violence and bloodshed slows on the main battlefields, yet rumors still pass of Clan Grimward’s forces probing against the Yurnai bridge defenses, skirmishes happening on Clan Stormjarl’s borders, and a smaller allied incursion into Grimward lands turning precarious. Piercing-cold winds have made several areas completely impossible to risk spending prolonged time outside of a shelter or away from a campfire. While the year has seen significant success on the southern warfronts, Clan Stonetooth’s resolve has not lessened despite the blistering weather. Clan Nightriver’s push into the north is still slow-going and costly on supplies, but their people remain hopeful as reinvigorated Shattered Spear warpacks have bolstered the efforts of freeing Clan Goldenfield from the marauding warpacks.

Following the success of Newhope’s Yurnai Bridge offensive and Clan Stormjarl’s counter-offensive against Clan Grimward, the flames of morale have begun to rise from the embers and glow brightly again after being dimmed for so long. And now, the continent of Mardrun is buzzing with anticipation for the annual Newhope Political Dinner. Duchess Mary cul Tricuspis, better known for her title as Lictor, has sent an invitation across the continent to leadership from allied territories as well as neutral clans.

Many expect to see representatives from all over the continent come together in celebration or simply to discuss what comes next as the tides of war will surely rise again come spring. Interest has peaked within Newhope as news of arriving larger names from Clan Nightriver, Aylin’s Reach, Clan Stormjarl, and even other council members as Lictor Mary herself will be in attendance. The prospect of representatives from neutral clans’ potential arrival also has everyone abuzz and rumors flying. Many have waited for the opportunity to express their opinions and concerns to some of these elusive figureheads, and now just may be the perfect time to meet and to learn should they arrive.

The already busy streets of Newhope alight like their signature arcane lanterns and become bustling and busier once more as travelers, merchants, ambassadors, and the plain curious arrive to the city. One thing is certain; many eyes are watching to see who arrives and what could come from this year’s Political Dinner.

==Event Summary==

The City-State of Newhope is alight with intrigue after the dramatic events at the Political Dinner. The evening began with Lictor Mary cul Tricuspus introducing the major representatives. Newhope’s representation included the Lictor Herself, and a Knight under Duchess Madeline D’Argent. Ulven clan representation included leadership from Clan Nightriver, Goldenfield, Stormjarl, and, taking the room by surprise, Pack Redwind. Clan Axehound and Whiteoak’s chosen representative being of Pack Redwind came as an unexpected, but very welcome surprise for those who were hoping to communicate with one or both clans. Clan Spiritclaw had sent representation, but the Jarl had fallen ill upon arrival to Newhope. The Knight sent by Duchess D’Argent accepted messages for him in his absence. 

Duke Joakim Ventrini’s late arrival created quite the buzz, with his announcement of a “Great Hall for Great Artists” and his generous offers to pay, board, and supply those artists with everything they need to do their craft– all in interest of his future retirement party. Very quickly, the room was filled with the sounds of bards showing off their skill, vying for a chance at playing for the Duke in his great estate. Ventrini’s little black book was soon full of names, all those within it promised to be contacted for further performances in the coming months. 

Conversation flowed all across the room for the entirety of the Dinner. Each representative was certainly kept busy all day, between wanting to know more about each groups movements in the war, hopes for more involvement in war planning, and the desire to be involved in whatever decisions would be made that day. A few individuals managed quite the conversation with the representatives of Nightriver, Goldenfield, and Newhope– a proposition for Mardrun that the group decided to share with the attendees. Should all parties agree after the representatives return to their leadership, Stormjarl and Aylin’s Reach would form a neutral defense pact in order to free Prince Aylin’s martial forces to push into Clan Goldenfield, which would also put Nightriver and Newhope into the advantageous positions to redouble their efforts on the Stormjarl/Yurnai warfront they have already dug their heels into. This presents a hopeful solution to the ever-looming worry about the future of supplies and food to the allied forces of Mardrun.

Towards the end of the Dinner, an incredible moment of drama unfolded, leaving the artists and performers previously thought to have been offered great opportunities to ply their talents with uneasy minds. The arrest of Duke Joakim Ventrini on the charges of Embezzlement, Entrapment, Conspiracy to Commit Murder, Kidnapping, Unlawful Imprisonment, and Treason, with the support of Prince Aylin and 4 of the 5 remaining Council members, left the Dinner attendees in a state of shock. With the room very suddenly cleared of all Newhope officials escorting the Duke out and likely to his prison for the foreseeable future, the dinner was officially over.

Between proclamations, title-honoring, and war-planning, anyone would be hard pressed to find a bored soul in that room.

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January 2026 – The Woes of Whiteoak

== Event Story ==

The chill of winter has well and truly settled across Mardrun. Short days and long nights have brought many areas on the war fronts to slow crawls, while the crushing weight of Clan Stonetooth feels like they have been minimally slowed after capturing so much of Clan Goldenfield’s food stores and burning their homes. After finding Grimward’s ‘great army’ in The Pass to be a ruse, Clan Nightriver now begins moving reinforcements to immediately aid Clan Goldenfield, but are at great risk of straining their already limited winter supply. Far to the south, news passes of Grimward’s great raider fleet having made a push for the Yurnai river, colliding head on with the combined naval forces of Newhope, Nightriver, and Stormjarl. Rumors come that neither side truly came out ahead, but Grimward did not reach the mouth of the river to attack the bridge. Clan Grimward has lost territory on the river and Stormjarl borders, but few would believe they have lost the war as the fighting seems to have stalled for both sides with winter arriving in full last month.

News of heightened but expected Mordok activity at Clan Whiteoak’s Shield of Mardrun outposts has spread, along with a call for help from the clan which is not expected. The Mordok threat may typically be no problem for a formidable Clan like Whiteoak who has fought them for generations, but a dangerous threat within their own walls has their leadership on edge– The Nightmare Plague has returned, this time in Pack Briarthorn and their outpost on The Shield. While Whiteoak scrambles warriors to ward off the Mordok, healers to quarantine and heal the sick, and sending supply runners to both places, fears are rising that the Plague could spread through the clan, rapidly depleting their winter supplies and taking more warriors off The Shield, where many have already fallen ill.

After hearing of the successful treatment of the Nightmare Plague in Clan Nightriver, Clan Whiteoak has decided to call for aid. Thanks to the clan’s neutrality, any brave healers– but especially those with knowledge of The Nightmare Plague– any warriors who can cut down the Mordok, any tradespeople to move or make supplies– all are called to aid the effort to save the Ulven of Pack Briarthorn before Mordok find and exploit their weakness, or worse, the plague takes them. Time is not on Whiteoak’s side, as the plague can be quick to spread and each night brings new dead.

= Post Event Summary =

The start of the day started like any other day with the Nightmare plague in Pack Briarthorn, more dead to bring out to burn after a patrol brought some in which appeared to have passed away a few days ago. However, the dreadfully normal chore turned deadly as the dead began to move and attack the healers in the quarantine area.  Thanks to the quick actions of the volunteers, they were laid back to rest, but the damage was done and there were those that needed healing from two different types of plague. The bites were quickly healed and cleansed before they could become lethal, and those once hurt were able to assist once more.

With ingredients scarce for cures in the immediate area, some patrols were sent out to gather reagents and keep the Mordok from attacking the outpost while the healers were working. Frequently the Mordok would attack the patrols which would lure undead into the middle of the patrols, and then attack in the chaos. However, skill, determination and pure grit of the volunteers would overcome these obstacles, and the teams were able to successfully gather enough reagents to help supply the healers and stop the Mordok from endangering the outpost full of the sick people of Clan Whiteoak. This came at a cost though, as many patrols returned with wounds, broken gear, and bear traps attached to their legs.

While the chaos was going on with Patrols, many worked in the quarantine area. Tensions were high with the arrival of Clans Stonetooth and Grimward, but a greater enemy and neutral clan brought opposing sides in the war together. A “Hearthsworn” from Clan Stonetooth worked with those from enemy forces, without open hostility, to achieve the goal of healing and curing the Nightmare Plague as fast as possible. Alchemists from all walks of life worked in tandem to make potions upon potions to keep the healers supplied with what they needed. Bard’s worked hard to keep up spirits and energy for those working in such a grim environment. Tavern keeps and blacksmiths worked to keep the patrols geared, fed, and invigorated to continue their forays into the dangerous dirge to continue their harvesting.

As the bitterly cold day dragged on, auras that protected against the plague were eventually placed on all volunteers assisting Pack Briarthorn. The fear of the plague, while weighing on everyone’s minds, did not deter them but rather embolden their actions to work harder and more efficiently. By the end of the day, the majority of Pack Briarthorn’s outpost was cured of the plague, and the honorable Chieftain of the pack who was delaying any treatment till others were cured, finally acquiesced to being treated. The plague spread has been slowed and should now start to fade with the coming spring.

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February 2026 – Quills and Quarrels

Quills and Quarrels – The 2026 Political Dinner

=IMPORTANT DATES=

Tuesday, February 10th:
Resources and Downtime Actions Deadline

Monday, February 16th:
PC Skill Purchases Via Email Deadline
There is no guarantee there will be time at event registration to update your PC’s skills.

=EVENT DATE AND TIMES=

Saturday, February 21st

  • Early Arrival Time – 10 am
  • Registration opens – 10:30 am
  • Registration closes – 11:30 am
  • All Player Event Briefing – 11:45 am
  • Scenario Begins / “Game On” – 12:00 pm
  • Scenario Ends / “Game Over” – 4 pm
  • Check-Out & Clean Up – 4-4:30 pm

We must be out of the building in time for Wizard Quest to close at 5pm.

***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=

The cold of winter settles even deeper across Mardrun as the violence and bloodshed slows on the main battlefields, yet rumors still pass of Clan Grimward’s forces probing against the Yurnai bridge defenses, skirmishes happening on Clan Stormjarl’s borders, and a smaller allied incursion into Grimward lands turning precarious. Piercing-cold winds have made several areas completely impossible to risk spending prolonged time outside of a shelter or away from a campfire. While the year has seen significant success on the southern warfronts, Clan Stonetooth’s resolve has not lessened despite the blistering weather. Clan Nightriver’s push into the north is still slow-going and costly on supplies, but their people remain hopeful as reinvigorated Shattered Spear warpacks have bolstered the efforts of freeing Clan Goldenfield from the marauding warpacks.

Following the success of Newhope’s Yurnai Bridge offensive and Clan Stormjarl’s counter-offensive against Clan Grimward, the flames of morale have begun to rise from the embers and glow brightly again after being dimmed for so long. And now, the continent of Mardrun is buzzing with anticipation for the annual Newhope Political Dinner. Duchess Mary cul Tricuspis, better known for her title as Lictor, has sent an invitation across the continent to leadership from allied territories as well as neutral clans.

Many expect to see representatives from all over the continent come together in celebration or simply to discuss what comes next as the tides of war will surely rise again come spring. Interest has peaked within Newhope as news of arriving larger names from Clan Nightriver, Aylin’s Reach, Clan Stormjarl, and even other council members as Lictor Mary herself will be in attendance. The prospect of representatives from neutral clans’ potential arrival also has everyone abuzz and rumors flying. Many have waited for the opportunity to express their opinions and concerns to some of these elusive figureheads, and now just may be the perfect time to meet and to learn should they arrive.

The already busy streets of Newhope alight like their signature arcane lanterns and become bustling and busier once more as travelers, merchants, ambassadors, and the plain curious arrive to the city. One thing is certain; many eyes are watching to see who arrives and what could come from this year’s Political Dinner.



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 VERY LOW due to decreased Grimward raider ships.

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: “Political Dinner” Event:

This event may feature representatives from various colonies, clans, and groups around Mardrun. They will be discussing important topics to their respective groups and this could be a great way to learn what is going on in the world. They may be seeking out different players or factions to get information to take back to their groups. Be aware though… proper social etiquette will be important when dealing with them! This would be a great opportunity to use Resources: Gather Info/ Resources: Political ahead of time or interacting with more politically minded players to learn what these might be. Giving the wiki a good read in the Ulven FAQ, the Syndar FAQ, and the Titles of Prestige and Peerage could be very useful!

2) Special NPC Roles:

Representative and other special NPC roles are available in higher than normal quantities, both NPCs from past events and new NPCs. Be aware that these roles are more complex and have a higher standard of garb; but for anyone who would like to potentially play one of these roles, please select one of the leader role options in your NPC pre-reg signup.

3) Peaceful Assembly and Causing Trouble:
Out-of-game: There cannot be any combat in the Wizard Quest building. There always could be some encounters that could develop, but these are coordinated ahead of time and will not be including regular combat mechanics.
In-game: There are numerous guards and security forces present and nearby the assembly room to deter and control any trouble. Any players that attempt to steal or or start a fight and run will be subject to the City-State Watch attempting to detain or kill them (depending on severity). All characters can assume that Newhope Watch Officers are ever-present, nearby enough to respond fairly quickly, but not hovering over everyone at the assembly.

4) Controlled Environment (Weapons and Trades):
Due to the presence of multiple high profile guests, Newhope is increasing it’s usual weapon restriction. Visitors to the assembly are limited to a single dagger type weapon (dagger, knife, seax, etc), unless they are a part of the official security force of the assembly (which would require prior approval in-game) or received special permissions in-game. This is NOT an out-of-game rule; this is an in-game policy and players are free to adhere to it, or break it and face the consequences.
Trade skills that require physical set-ups (Blacksmiths, Healers, Alchemists, etc) are prohibited at this political function. However, trades that do not require set-ups (bards, companions, etc) are allowed at the assembly.

5) Catering Stipend:
The assembly coordinator of Newhope has made it publicly known that a stipend has been made available to help cater in foods for the political gathering. They are offering a small payment of silver for organizations or individuals who bring dishes to share. The amount and quality of food brought to share will be factored into the payment. All dishes must be in decorum legal trays/containers and have appropriate serving ware to be eligible for the payment. The assembly will be able to pay between 1-3 silver per dish, with a maximum payout of 10 silver per individual caterer. If you intend to bring a dish that requires electricity (crockpot, freezer space, etc,) coordinate with staff ahead of time!
We kindly ask that if you plan to bring a dish, take a look at this list of known allergies among our players and label your dish with any of these it may contain. Please keep in mind this list could be updated with more allergies after the Early Bird cutoff: Player Allergy List

6) Alcoholic Beverages:
Wizard Quest only allows Beer and Wine to be brought in. No liquor is permitted. Alcoholic beverages are not included in the Catering Stipend.
All players who want to partake in any alcoholic beverage will need to have their IDs checked and “papers” marked at check-in. Your “papers” are either your PC card, or your NPC sheet. Anyone sharing alcohol will need to check these papers for age verification or face consequences of the game (ejection for sharing with a minor).

7) 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.

8) 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=
Wizard Quest
400 Broadway, Wisconsin Dells, WI 53965

Parking on the street is free in the off-season, and there is additional parking behind the building.

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!
*** 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, bring your own food/water and bring bags to take your trash! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single-day event at a public location. Camping will not be allowed.
If you need a hotel, the Wisconsin Dells has many to choose from.
– There is a bathroom with running water at this location.
– Campfires are not allowed as this is an indoor event.
– 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 guidelines; no one under the age of 21 can consume Alcohol products, and this location does not allow hard liquor. Additionally, no tobacco will be allowed as this is an indoor event. 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.

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 Wednesday, February 11th.
– 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. 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!

= 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 2026 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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January 275 – News & Rumors

Across Aylin’s Reach, rumors are buzzing about the Northern Syndar having returned after their seemingly short return home. Seeing them traveling further out from the busking city center than their previous visit, the people of Aylin’s Reach are eagerly waiting to see what’s next from the mysterious new friends the city-state seems to have made. 

In the Pass— the thin area connecting Clan Nightriver to Grimward between the rocky mountains of the Great Wolf Hackles— Champion Holmar Bloodmoon has led a charge against Grimward forces in the area in an attempt to gain ground on this heavily-contested war front. The warpacks expected a hard fight against Grimward’s great army in the area, full of blood and singing steel, but instead were met with a skeleton crew of Grimward raiders. After the realization that Grimward successfully carried a ruse for months, Nightriver leadership has been moving warpacks to drive Clan Stonetooth out of Clan Goldenfield lands, and been in discussions to train up more… stealthy scouts in the coming months.

Clan Whiteoak’s shared border with former Clan Shattered Spear territory has remained heavily patrolled by Stonetooth forces. As Clan Whiteoak sees their first responsibility to see the Shield of Mardrun hold steady despite the war ravaging to their southwest, a supply sharing mission was embarked during a break in the cold temperatures. Despite this winter being the coldest the continent has seen in years, Stonetooth turned away the supplies, stating definitively that their outposts are taken care of. It’s unclear to Whiteoak leadership if the truth was shared, or if the lack of previous mordok activity over the year has contributed to their supposed successful outposts, but it is clear that whatever Stonetooth is doing— they’re confident in their ability to do it.

Pups in Pack Sjoulfur are being kept awake at night by a wandering spirit they’ve coined as “The Gouglar”. The cackling of these “spirits” can supposedly be heard all night while they terrorize households with small misfortunes. Lanterns emptied of oil, a blanket gone missing, a tangled ball of wool yarn— all are sure signs of The Gouglars presence. 

Worry not, children of Sjoulfur. The presence of mischievous spirits in the winter will surely mean a great fishing harvest come springtime.

The waters around Clan Stormjarl are finally looking more like ground gained against Grimward this month. After months of Grimward domination in the area with very little outside help for the allied fleet, they were able to push back against the Grimward naval fleet enough to turn the area into a highly contested war-zone. The war of attrition here may be finally looking up for the Stormjarl coastline, and those trying to travel it.

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Amrod

PLAYED BY: Tyler Dubey

CHARACTER NAME: Amrod

GENDER: Male

PREFFERED PRONOUN(S): He/Him

CLASS: Mage

AGE: 97

RACE: Syndar (Io’Larian, Shattered Tribes)

HAIR: Brown or none

EYES: Hazel

OCCUPATION: Retired Soldier of Lairthuduil, Now Farmer

BIRTHPLACE: Southern Border of Lairthuduil

APPEARANCE: Wears simple clothes, has a pack and a large wrapped bundle on his back if traveling.

NOTABLE TRAITS: Beard, tired eyes, Scars across face, , gold and black lines

RUMORS: Served many years in the Grand Alliance, was on one of the few ships from Tielorrien. Prefers to be alone, does NOT like fighting if it can be avoided. Seems to be trying to atone for the sins of the past or move past the horrors of war.

BIO / BACKGROUND HISTORY: Amrod’s first memories are that of the peaceful lands of Lairthuduil, learning to farm from his parents in the small remote commune of the Goldenshade Tribe of Io’Larian’s. While the lowest in the caste at the time, their commune was known for their herbs and spices that they grew along the forest and mountain edges.
However, that life came to an end once the undead that invaded Richtcrag began to travel north through the pass. The Penitent began to push into the Kingdom of Lairthuduil with the undead by the time Amrod was just a young man, and decimated his tribe. Fleeing with the few members of his commune to Tielorrien, Amrod made a choice to be a foot soldier for what would eventually become the Grand Alliance.

The memories blur or become repressed. Bloody shield lines filled with the screams of the dying as friends and allies are torn apart by undead. The smell of decay and sick back at the camp as wounds infected with magical disease flood the air. Food with very little flavor, or just broth to keep them alive. This portion of Amrod’s life was an utter nightmare, much of which he wishes he could forget.

When news of a ship was sailing towards a new land and some rumored colonies that were set up by New Aldoria, Amrod has survived countless battles by luck, skill, and endurance. The small fleeting glimmer of hope in his almost emotionless soul sparked, and requested to be assigned to protect the Syndar that were to set sail. It took a few months of deliberation, however, they agreed that Amrod had served his fair share for the Grand Alliance, and allowed him to be discharged and go to Mardrun.

Once on the soil of Mardrun, Amrod was faced with another war. Taking up his glaive and armor, he went to battle against the Ulven. Thankfully the war ended quickly, but only for a brief moment till the Ulven Civil War came into action. Those that knew him back while he served the Grand Alliance, asked him to serve one last time. He said he would, however, require from them a small farm of his own, away from the rest of the people, and to never be asked to serve again once the war was done. The small group of Syndar Representatives from Newhope agreed, and facing the horrors of war again, donned his armor and glaive.

The Civil War finally ended at the Battle of Pyre Hills, and with it his volunteer service to Newhope. Before snow even hit the ground, Amrod demanded the representatives make true their promise. By the next spring, Amrod had a small cottage and small farm at the very edge of the colonies. Near a known commune of other Shatter Tribes members, it is here where Amrod now resides, and rests his weary battered soul. He travels in his off time, finding work with the soil and land as his ancestors did. However, memories seldom fade, and old habits die hard.

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Talmore Kard

PLAYED BY: Elias Lambert

CHARACTER NAME: Talmore Kard

GENDER: male

PRONOUN(S): he/him

CLASS: Warrior

AGE: 17

RACE: human

HAIR: brown

EYES: hazel

OCCUPATION: Blade of Sol Specialist

KNOWN SKILLS: Combat, tactics and strategy, dabbles with hunting

BIRTHPLACE: near the docks of newhope

APPEARANCE: an armored and scruffy looking teen, carries a very recognizable shield

NOTABLE TRAITS: fought as a young kid in the Gladiator arenas of Newhope.

RELATIONSHIPS: The Blades of Sol member

RUMORS: why was he a gladiator, and if so why did he stop performing

BIO / BACKGROUND HISTORY:
If you care to ask, my life was and is a case for serious speculation of the sanity of myself and the people around me. Pull up a chair, and a beer, and I’ll tell you my tale.

It all began 17 years ago when a small boy was born on the docks of Newhope. I’ve always loved to explore. As a lad, I would run down the docks of my home and greet the fisherman that returned with the daily catch. I remember quite vividly my boyhood daydreams of one day exploring beyond the edges of the maps and seeing what I might find there. But with age came the reality I couldn’t simply sail off into the horizon leaving my family and friends behind. I would have to settle for barely scraping by on money from working at my father’s smithy. I was just 15 when I saw my first show at the great gladiatorial arena of Newhope. By the end of the first fight, I knew this was the profession I truly wished to pursue. Later that day, I tracked down the proprietor and host of the arena, a surly old Syndar by the name of Yvan Ixil. At first he was not eager to hire a teenager to fight in his arena, but after a few pints of ale he agreed under one condition; he would decide the fights I was to partake in. And so it was, I would get out of bed, run to the arena, and train. I learned to fight with swords, axes, spears, shields, and many more. I would take breaks only to eat and sleep.

I remember it was a sunny day in May when Yvan interrupted me during axe training. “You’re ready lad,” he said “tonight’s fight is very relaxed. There will be few spectators, and you will use the sword and shield as your weapons. The fighter you will be facing is Cillan Vox. He is known for underhanded tricks, so watch for those”.

When the time came, I walked through the training area and into the main fighting ground of the arena. Vox stood still on the other side of the arena, spear and net clutched in his hand. Without warning, he rushed forward. I met him in the center of the arena floor. He opened by throwing his net on my sword arm. I tried to shake it loose, but it seemed to be sticking to me in some way. I didn’t feel any pain until I looked at my arm. There were small metal barbs built into the net, and the more I struggled, the more it would cut. I took his follow up blow on the shield and tried to swing my sword at him. White hot pain stabbed through my arm, so I let it go limp at my side. I was driven back across the sand by a flurry of thrusts from his spear.

As I was being driven back, I devised a plan. Not the most sound plan, but it would do. As he thrust out again instead of blocking, I threw my shoulder against the shield and slammed it into the spear. It tumbled from his grip onto the ground, he immediately dropped to the ground to pick it up. Just as he righted himself, I slammed my shield into his head as hard as I could. Vox fell to the ground, unconscious. The scarce crowd cheered rather quietly for the arena, but for me, it seemed louder than any other sound I had ever heard. When I looked down, I saw the net drenched in blood. When I made it back to the training area, Yvan tended to my wounds, removing the net as well as cleaning and stitching my wounds. As he did, he prayed to Solar, the god of the sun, to preserve me.

After that, I fought almost every night at that arena. I became quite proficient in tactics and strategy, and for a year I was happy. Until the war came. I remember the day that a squad of armed soldiers arrived at the arena  and began to train us as real soldiers.

Yvan knew I was not prepared for war, so one day he smuggled me a pouch of coins and a spare sword and shield, then he sent me on my way. I don’t hold it against him, but nevertheless those months of unemployment were among my hardest. My father had retired from the forge at almost the perfect time, so there was no job for me to fall back on. I did odd jobs around town for a while, but that began to bore me, and the pay was too inconsistent to live off of. Soon after my sixth rejection from a potential job opportunity, I realized if I wanted to find work that wasn’t mining or smithing I would need to seek it northward. So I packed my meager possessions and put every scrap of money I had into provisions, then I departed as promptly as I could. It wasn’t long until I crossed into Nightriver territory, stopping at towns looking for work on occasion. When none were found, I would continue on. I continued my trek and soon found myself on the border to Goldenfield, moved through Goldenfield and Spiritclaw, mostly staying on the shoreline until I crossed the border of Aylin’s Reach.

The first town I ran across, I had entered in need of provisions and supplies. I sat down at the bar, waved the bartender over, and asked if they knew of any work for a former gladiator of Newhope.

He leaned in and whispered conspiratorily “Not presently, but north of here is a place called Lumiria. The Night Owl tavern, in its basement, was an arena of sorts. If it’s fighting you like, that’s the place for you.”

I thanked the man and left the tavern. Finally, a new arena. A place to hone my skills to perfection. I almost ran the whole way to Lumiria. When I arrived five days later, I made it straight for the Night Owl tavern. I approached the innkeeper and asked about the arena.

“It’s less of an arena” he said, “and more of a… private combat club.” He then pointed me to the stairs.

The basement smelt of liquor and sweat. A crowd covering the walls stood on their raised benches, leaning towards the fenced off area in the pit of the basement. Within the fences were a pair of combatants, engaged in a fistfight.

“Not really what I was expecting, but good enough” I whispered to myself.

One of the contestants collapsed after a particularly sharp right hook to the jaw.

“Any of ya’ brave enough to be my next victim?” the victor shouted.

“I will” I shouted over the crowd.

“A boy?” He laughed, “well come on down here then.”

I walked calmly to my opponent, he threw a jab at my head that I ducked under. I took the opportunity to maneuver under his guard and punch him in the side of the head, making sure that one of my knuckles slammed into his temple. Needless to say, he collapsed.

I fought for the next hour. By the end I was sore and tired but felt on top of the world. After the fight I was approached by a man in a blue outfit. “Hey kid, I’m one of the captains with the Blades of Sol. We could always use another fighter, or helping hand, or whatever. If you’re interested, go talk to Elzerith. He’s the golden Celestine Syndar who is usually in the offices, he runs the show.”

So I did. For a few days, I looked around Lumiria for Elzerith. Just as I was about to give up, I spotted a man who fit his description giving a speech about the Light of Sol in the town square. After his speech, I intercepted him as he was leaving the marketplace and explained my situation to him.

“Ah, Seymore sent you. This one must inquire if one had a relationship with Solar prior to interaction with Seymore” Elzerith inquired in the strangely roundabout Syndar mannerisms rumors whispered of.

“Yes, my martial trainer back in Newhope was a worshiper of Solar, and many of the healing magicks he performed to restore my health were done in his name.”

Elzerith studied me for a moment, “You are more than welcome to join our group. Should you be willing, we shall teach you more of Sol and his ways, as well as be taught the tenets of the Blades of Sol.”

And so I spent my first few weeks in their company studying Sol. At the end of that small time, I signed my name with their group. Ever since, I have been traveling in their company. I haven’t a clue where my story will go next, but I know that I’ll be ready for it.