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Shattered, But Not Forgotten

The following story is a summary of 8 months of resources. In total, 20 Downtime Actions, 1 Org Action, and 3 Assist Actions were all used in the efforts put forth here. Interact staff, as well as the following players all took part in writing this story by contributing Downtime Actions, Assists, and making additions to the story in and out of the Resource responses: 

Brenna Norton
Rachel Miller
Josephine Robertson
Joel Robertson
Tyler Dubey
Hannah Dubey
Cole Potter
Leticia Alcorta

Part 1: Finding the Resistance

In May of 274, the shrill screams of Salt Beasts and their victims echo through the woods. The surgeon from the Broken Blade Company is actively tending to the fatal wound of a Shattered Spear warrior cut down by Hersir Runa Shattered Spear, surrounded by the victim’s family. 

A lone Ulven man approaches the entrance of the outpost, and is quickly surrounded by guards. 

“Who are you?” The guards demand, “Where did you come from?”

“I am looking for Shattered Spear,” the man says, out of breath. “I have a letter.”

Runa is called over, the blood of her own victim still dripping from her hands–will Shattered Spear blood always be on her hands?

The man hands over a letter. “We are still trying to fight,” He says, pleading with her. “Don’t forget about us, please.” 

Runa opens the letter.

“Brothers and Sisters of Shattered Spear, and those who fight for us, we are still here.They have not fully conquered us yet. The Great Wolf will devour these wretched Stonetooth as we deliver them, and we will reclaim our lands and save our people from within. We cannot do it alone though. We need weapons and armor after they took almost everything from our people. Stand Strong, Stand Unconquered. 

May the Great Wolf know your names,

Icefury”

“Pack Icefury survived?” Runa asks the man, “Is the Clanleader alive?”

“There is no time for this, I have to go before my opening to get back is gone and I can’t return again.” He says, making his way back to the entrance. Volrok, overhearing nearby, meets Runa’s gaze and nods, both understanding what needs to be done.

Runa gets the man’s attention for one last second. “Find us– we’ll be waiting with supplies near Bladehome.”

Then the man is gone. The letter remains clutched in Runa’s grip, one spark of hope in the sea of hopelessness.

In June, a moot for the position of Clanleader is held. After news spread of two individuals vying for the position— one hoping to push Shattered Spear to integrate into Clan Nightriver and the other pushing for joining back up into the war to take back the homeland—Runa, Harkov, and Chieftain Halli attend the Shattered Spear Moot together with the letter Runa received from Pack Icefury.

Chieftain Halli makes sure each warrior stands tall and proud before the journey begins, and gives Runa a brief smile as their walk to the moot starts. Runa is full of nerves, her hands slowly clenching around the note, causing additional creases and some minor smudging across the words. Straightening out the parchment, Harkov approaches after his initial scouting around the area and reports no sign of any spies. Runa’s nerves are eased now that she can be confident this information can be shared without potentially revealing to Stonetooth a resistance under their noses—but a moot for new leadership always leaves room for jitters. Chieftain Halli places a hand on her shoulder and takes the note, reading it over once more before neatly folding it away. In due time, Chieftain Halli and Runa are called to speak.

Runa’s letter stirs various types of fury, relief, grief, and hope amongst the chamber halls when Chieftain Halli reads it for the moot. Halli credits Runa for bringing back the note, as well as seeking additional council with the newly established warpack at her side. Immediately following the initial murmurs as Halli finishes speaking, the hall erupts into a cacophonous roar.

Calls for immediate action break against the tide of calls for caution – to not fall prey to dishonorable schemes of Stonetooth. Even with the surge of emotions, Grettir and Sigurmund show great skill in calming back down the crowd.

“Grimward and Stonetooth have already dishonored us,” Sigurmund calls out into the hall, silencing the loud arguments across the room. “Now we have a sign that Icefury still stands! We will, we must, bring them back so that we may fight together and retake our lands!” 

Sigurmund continues his rousing speech, stirring the flame of battle in much of the room. A few Ulven previously noted as cautiously taking in Sigurmund’s responses seem to be fully impassioned at his speech now. 

“How long do we hide under Clan Nightriver, gracious as they are? We have not forgotten what was taken from us, and I have no intention to let us lose even more. We have spent enough time hiding behind the frontlines and waiting for our time to strike. Our troops are growing and our swords are sharp – let them meet Grimward again to remind them of our strength.” He shouts, invigorating the crowd.

The room once again rises to increased layers of howling, yelling, cheers, and pledges of death to Stonetooth and Grimward alike. 

Grettir clears her throat, following with much more mild-mannered comments, “This is a monumental challenge given to us by the Great Wolf. Should we charge headlong into battle to take back Icefury and return him to us, by Gaia’s grace we will have accomplished a resounding blow against Grimward.” Grettir pauses briefly as the hall erupts into cheers, raising her voice to regain control of the room, “However, Grimward and Stonetooth do not follow honorable ways. Stonetooth began this sordid war by subterfuge and undermining the honor of others at the Moot. It would not be unforeseen that they continue to try and drag us down; as long as the people of Shattered Spear stand, Stonetooth and Grimward know they will see no rest.” 

The room now only murmurs as Grettir pauses a moment to let her words sink in. “Gaia has been gracious to us while we recover; it would not be wise to hasten back to their den of serpents without confirmed information. These “conquerors” prey on our honor, and they will have to work to claim our lives. If Icefury still stands we should send scouts to confirm the information first, before our warpacks are sent. Right now all our warriors need either rest, training, or are actively fighting. We cannot rush so easily.” 

Runa sees several of the nearby elders shaking their heads in agreement – not opposed to finding Icefury, but desiring confirmation of the information before dedicating warriors towards the effort. 

Both leaders look towards Chieftain Halli and nod before continuing on with additional business. Chieftain Halli leans down to Runa and whispers in her ear, “We will speak with them after, it seems both of them have some interest in what you have brought today. Icefury now stands for more than the safety of fellow kin – it is a sign that Shattered Spear has regrouped and is ready to tear the throat of the conquerors. There is no doubt both of them will want some action towards this if they are to be proven a competent Clanleader. It would be foolish to take no action.”

In the brutal July heat, at Bladehome, Runa and Becca wait with the supplies provided by the Broken Blade Company for Pack Icefury to come get them– hoping they will come get them. Becca’s spies enjoy the relaxed nature of eating pickles during the initial waiting game, a rare opportunity in their line of work, as opposed to mind games against other spies or delving into enemy territory. Eventually the relaxed situation (and pickles) fade into memory as the sounds of battle are never far from Bladehome, never quite able to tell if they’re getting further or closer. The nearby sound of a cracking of wood brings the spy trio to attention from their hiding spots though, their focus going to the stash of supplies in the woods clearing where an arrow is now sticking out of one of the boxes. 

Batu moves forward quietly towards the cache, trying to determine if the frontline has gotten too close or if something else is going on… until he sees the letter tied to the shaft of the arrow. He looks around the area, but whomever shot the arrow is either watching from a distance or is gone. The letter, a poorly scrawled map of the area with an “X” marking what is likely a nearby rocky crevice, along with a marking of a horizontal line with 6 dots below it, the design of what Clan Shattered Spear wears for face paint. From the tower and hiding spots, Batu is spotted giving a ‘come here’ gesture. 

Runa, Becca, and the other spies gather at the cache before cautiously moving to the map’s marked location. The direction brings them uncomfortably close to Stonetooth frontlines before they reach the marking, found to be out of sight behind a wall of brush and stone where an ulven woman sits quietly waiting. Weapons are drawn out of caution and Becca sends her spies to watch the surrounding area to watch for a trap. The ulven before them bears the mark of a thrall upon her forehead, but she begins to talk without hesitation. 

“My apologies for not meeting you at your cache, but unfortunately if I could find it then it’s possible they saw it too; and I can’t risk Stonetooth seeing me snooping around a supply cache while not playing my ‘role’” She says as he gestures to the marking on her forehead. “Names will have to be forgone. I don’t want to hear yours in case I am grabbed and I can’t tell you about our people in case one of you are grabbed. Your pile of supplies is greatly appreciated but we have no way to transport that much through the frontlines after they shifted from when our scout found you two months ago. We need a different route, and unless Whiteoak has joined the war since our home was covered in blood, then as far as we know your only way to get them to us is around the Great Lake… straight through the Great Forest.” She continues, her face showing awareness to the risks of such a journey. 

“We can meet you in the empty village of Pack Birchborne in the old Riverhead lands, that will allow us to move the equipment where we need it from there. We can’t come all the way to you in number, lest Stonetooth will become more likely to notice a group of us missing for a long time. I know this is all a tall ask, but Stonetooth count every weapon and tool of our villages, with families at risk whenever any tools ‘disappear’ for our cause. Our people have fury that we cannot act upon. We need sharpened steel, arrows, and anything else that can be wielded if we are to have a chance in fighting back.” 

“If you accept, then I will meet you in Riverhead with more of our people and await your arrival. Every stack of blades is a pile of Stonetooth corpses. May his ears ring.” She finishes as she reaches her arm out for the traditional shake, awaiting a response. While the opportunity to follow this Shattered Spear scout to their home was lost, a new but dangerous prospect has been made among the shifting frontline of this northern front; likely known only to Becca and Runa.

Runa clasps forearms, agreeing to the daunting task ahead.

After agreeing to move the supplies to Riverhead, in August Runa and Becca work together to make a plan to see it happen, consulting with the spies assembled for this task. One spy pauses for a moment, and brings up a valid concern.

“What if our contact is setting this up and tipping off Stonetooth? Would catching us in the act with supplies not be a worthy way to alleviate ill conditions placed on a Thrall’s family?” the spy notes to all those gathered. There are some murmurs of agreement and disagreement, but the words have been spoken and a bit of dread creeps into the group’s plan. What if everyone is walking into a trap? This counts only one of many worries, as the path laid out for this travel takes the group considerably into the Great Forest. Expert pathfinders can cut a path that skirts the edges of Ulven territories and avoids the thickest forest, but the previous Pack Birchborne village chosen as a meeting place is still well within the forest. 

With no other options, the assembled crew prepare what is needed and make ready to depart. The expedition is just big enough to move a few small travois and a solid wagon along the roads, but small enough to make it quick and less noticeable. Dangers abound from encroaching Stonetooth bands, bandits looking for an easy mark on the road, or worse yet… the things of salt and claws spoken about near this area.

The crew is well supported with no amateurs, and the travel goes quickly and quietly. A few chance encounters with some Ulven turn out to be just local hunters minding their own business, and the main roads through the Great Forest have begun to be reclaimed by nature. The group’s proactive choice in wagon and travois seems invaluable, as moving goods through dense overgrowth becomes a new obstacle. Everyone is alert for days, some nights spent with no fire, as dried goods and trail-stable foodstuffs are relied on. Novices could be spooked at the noises in the night, but the hardened group pushes past the goosebumps to continue on their task.

The band reaches the Birchborne village and sets up, being careful not to make it look occupied lest they draw unwanted attention. The village is in various states of degradation, nature reclaiming it slowly but surely. Grass grows where paths used to be while the buildings show plant growth from the lack of maintenance or rot from roof repairs long left overdue. The entire village is eerily quiet, but overall seems safe enough; no signs of adversity to prevent the group from pausing. Several days pass when suddenly an arrow lands in the middle of the village with a piece of parchment on it. A quiet alarm is raised until Runa remembers this is the way the scout introduced themselves last month, so she takes a gamble on it, stepping out and making herself visible in the village. 

Once visible, a figure emerges with a bow. Getting closer, the group can see this is the scout from weeks ago. Unwilling to let their guard down in case this is the trap they were worried for, the group quickly scans the treeline for Stonetooth marauders to come charging forth. 

However, it is a small band of Clan Shattered Spear thralls that approaches your group and comes to the wagons and supplies. They hold a finger over their mouths, motioning for silence, as they clasp forearms in greeting, then tend to the supplies and the carts. A few bundles of supplies are moved to a rotting wagon and the quality one left behind in the village. Some foraged food and random items scavenged from the village are placed on or around the supplies, helping mask their presence among the randomness. 

Did the Thralls convince their overseers to come to this village for supplies? Was that the cover to hand them off? The group will never know, as the Shattered Spear band moves back the way they came and away from the village. The goods have been delivered and the group is far lighter, giving haste to boots in an effort and eagerness to be free of this place. After such weighty travels to deliver the supplies the trip, the trip back proves much quicker without the travois being heavy laden and difficult to maneuver. The group nearly makes it back to allied borders well enough to find the main roadways when they come across a gruesome sight. 

A fresh blood spatter marks the walking trail through the grass, the tracks and stamped down vegetation in the area showing that several figures moved about in a frantic way. A supply pack, torn open, has its contents upended into the grass. A hunting bow lays snapped, cut clean in two. More blood, a drag mark, and a corpse. At least, what is left of one, as the ferocity in which this poor Ulven was torn to pieces and eaten could put the Mordok brutality to shame. Most of the flesh is gone, but the grasping marks and dirty hands left behind are proof that this victim was alive and trying to get away when whatever it was descended upon them. Another drag mark goes further into a thicket of woods, with blood trailing it.

One of the spies uses a stick to poke at and pick up what looks like a piece of leather. It looks like skin, sloughed off, and caked in salt. Worried looks dart between those gathered at this grisly site when a piercing scream cuts through the woods and echoes ominously through the area. Whatever made it is close. Too close. Whatever did this had an help, as a second raspy, chittering wheeze grows closer by the second.

There is no need to tell everyone that it is time to go; everyone is already in motion as quietly as possible. Becca’s efforts to get through and out of this area quickly save the group from stumbling around too much, and the discipline of the group is admirable as they don’t let their panic find voice in their throat. Smoothly, the group exits the area and a distant scream sometime later notes that they were able to put considerable distance between them and whatever that was. The final few days of travel are somber but the determination of the group gets them back to friendly territory, where everyone is finally able to unclench their jaws and breathe.

In September, barely any time has passed since the group left the forest after the prior month’s safe travels, and yet this being the second journey into the Great Forest doesn’t make it any less intimidating and brings the same sense of unknown dangers as the first time. With fresh travel supplies and no carts to deal with, the group begins their journey into the forest on better foot-paths that they couldn’t have taken with carts. Despite having an expert team of scouts among the party, none of them feel any more experienced with traversing the vast forest but all the same safe measures are taken.

The journey remains rather quiet for days of travel, with only the sounds of odd birds and rare spotting of a deer to keep the forest from feeling like it’s repeating itself. That is, until Becca pauses the travel party from something feeling off. The songs of birds are gone and the forest has fallen silent around your party, who knows for how long but Becca’s scouting skills likely caught it quickly. The group carefully and quietly spreads out to different obscured spots, watching for what has disturbed the forest. A few seconds feels like minutes before a cracking of brush is heard ahead. Stumbling out from some brush onto the deer trail, a tall person but most features are hard to see from the distance. Their clothes appeared tattered and body scrawny, the thought circulates that they may be a lost person or a hobo, until the groan emanates from their mouth, which falls unhinged. A walking corpse.

Runa and Becca make eye contact, trying to silently signal whether to group up and kill it, or just wait. As the most experienced warrior in the group, Runa signals to wait as many in the group have never dealt with undead before, and Becca agrees as the forest is silent and the sounds of fighting could attract attention. 

Turning back to look at the undead, it appears to have just been staring into an opening in the trees where light shines though. Fangs can be seen in its open mouth; Ulven, likely Riverhead.

The pause is finally broken as it starts to shamble in its original direction again, while the sounds of other brush being pushed through can be heard further back. Likely another undead, or who knows how many more, but as luck would find it their path is different from the group’s. Tracking the passage of time fades as the group waits, only long after the shambling noises have faded and the song of birds return does the group stand back up and continue their journey. An oddly serene, yet hair-raising moment, of the Great Forest; luckily the group noticed the undead first instead of it seeing them.

The rest of the journey is quiet, eventually reaching the Pack Birchborne village without further known troubles. Not knowing what to expect since an ‘invite’ wasn’t given this time, the group checks over the area to make sure it’s safe. While looking around for signs of Pack Icefury or the resistance, a yell comes from a couple buildings over. Seela, one of Becca’s scouts, stands before the group with a blade to her throat held by a ragged looking Ulven with a thrall marking on his forehead. No one recognizes him, and what grabs the group’s attention is that there’s panic on his face, obviously caught off guard from running into your group.

“W-who are you all?” He asks, blade held with a little shake. He may be a thrall about to bolt to report the group, but he might also be Icefury resistance who was expecting someone else to show up? Either way, Seela may be at risk of severe injury or death from the blade on her throat.

Runa steps forward, introducing herself as a Hersir of Clan Shattered Spear, and introducing Becca at her side. Runa begins to explain that they’ve been here before, handing off supplies to a woman– but at the mention of your names, the thrall’s stance softens. His eyes look around warily, clearly expecting a presence within this forest other than your own, but he releases Seela back towards your direction with a shove. She briefly confirms with Becca that she is unhurt, then disappears into the forest at her suggestion, racing off to form any sort of possible perimeter. 

“I thank you for your name, but mine will need to be forgone,” he points at the marking on his head. Runa asks if he is of Icefury, and begins to explain she may have critical information, but he holds up a hand, suggesting a pause. 

“I appreciate your eagerness, but there’s someone else who needs to hear this. Follow me.” 

The remainder of the groups traversal through the forest is eerily quiet. The man in front of them makes every effort to avoid snapping twigs or treading on crisp leaves, doing so with a practiced ease. The group does their best to follow his footsteps. Any attempts to make further conversation only result in a low grunts as his reply. After some time the thought begins to creep into Runa’s mind that this man is not who he says he is and that she has trusted blindly for nothing, but she has not come this far for nothing.

Soon the group is brought to a sad sight. A small abandoned village lies at the edge of the forest, now completely overgrown with brush. Most buildings lie dilapidated and unsuited for any resident; if not burned by raids then now collapsing inward from the curse of time and nature’s wrath. Before stepping from the treeline, the guide pauses, then whistles one crisp clean high note. After a moment from somewhere in between the buildings, a different voice returns a whistle in a lower tone.

“Alright, we’re in the clear, let’s go.” The guide steps from the trees, keeping low in the underbrush and the group follows, doing the same. Approaching one of the very few homes that are still standing reasonably well, in its door stands an ulven woman, also marked with the unmistakable thrall symbol. 

She eyes Runa questionably, before the man speaks out, “These are the other ones we were told about. I found them while waiting. The others may still be coming, go see.” She eyes the group up and down once more, clearly suspicious of their presence, but doesn’t argue and leaves in the direction they came from. The guide leads the group into the home. It’s empty, save for a few broken pieces of furniture, but the guide overturns a dirty woven rug on the floor, revealing a cellar door. He opens it, and begins to descend. Runa and Becca follow.

Beneath is a cellar, dimly lit by lantern lights and crudely dug out further to make extra room. The walls are lined with crates, some open and empty, others half full, some still closed. Three figures sit around a small table, and as Runa and Becca approach, two of them stand. The pair is introduced by your guide as he says, “They have something to say that you’ll want to hear.” 

The third figure stands, stepping into the light. A middle aged Ulven man is revealed, worn with stress. He grips a short spear in hand that serves as a cane. As much as he may be trying to hide it, his leg has been severely injured by a deep cut healed incorrectly and now maimed. 

He extends his arm to Runa. 

“I am Laifnar Icefury, Clanleader of Shattered Spear and warpack leader to what resistance is left. I understand you have some information for me?” 

After the briefest of introductions, Runa finally explains the reason for coming and the proposal she holds. Laifnar nods in approval at the news of Newhope’s attack, but there is still hesitancy in his eyes. 

“If we were to attack now we may make a difference, but we are ill equipped to survive such an endeavor. I cannot ask my people to face the Great Wolf just yet while we still struggle to build the support we need. We are accepting what aid can make it here from wherever we can take it, stockpiling as much as we can, and continuing to be a nuisance to Stonetooth throughout the winter. Come spring, once we are supplied, I expect us to be ready for a bolder strategy.”

Laifnar thanks them, both for the information on the war fronts and for the great risk Runa and Becca have taken in visiting this place. He looks to the ulven who brought them here, and asks that he guide the way back. The guide complies, and leads Runa and Becca from the village of Pack Birchbone, leading them through the Great Forest until they are close enough to friendlier territory. Seela and the rest of Becca’s spies regroup, having watched the whole ordeal from a significant distance. They know that once they exit these woods, they will be safely back in ally territory. Should they choose to seek out the resistance once more, they will need to endure the dangers of the Great Forest once again, but Runa leaves now having confirmed what she knew to be true in her heart; Icefury lives.

Part 2: A Mission to Save the Clanleader

 In November, Runa watches smoke billow on the horizon. She can’t see it exactly, but she can smell it. The air is aggravating, thick with what remains from the dried scraps of Goldenfield forests and fields, now burning. The winter does nothing to suppress the itch, as it seems to lay atop the snow like a settled cat: slumbering and content for now, but idly waiting for the next hunt. The resulting effect is something that looks much like a fog but smells worse, and makes her eyes water as if stung by campfire. She tries not to make a comparison, but she can’t help it. The air back when Shattered Spear began to fall was similar. When all the screams and clashing metal fades and all that’s left is the crackling of a burning village. She tries to focus. 

Back beyond that horizon is one of her final hopes. The winter brings its own unique benefits and challenges to traveling quietly. There is significantly less benefit of foliage cover and leaving tracks means she’s more easily followed. Moving during a storm greatly reduces visibility and covers tracks easily, but increases the risks of being lost. The sheer coldness will keep others out of her path, but may cause her increased fatigue or risk of death. She’s traveled the path before, and therefore it should be easier to navigate her way back, but who knows what risks you’ll encounter in the Great Forest. Taking pen to paper, she begins assembling a crew to undertake the brave–or maybe foolish–mission to heal the Clanleader’s leg.

Ylva, I’m sorry I only ever seem to ask for your help lately, old friend. But I fear I am in need of a surgeon. Not for myself, but for someone of great importance, and also incredibly risky to get to…”

“Niedre, Every step of the way, you have been there to support Shattered Spear. To support me. I have one more request of you, if you’re feeling brave and maybe a little stupid…”

“Zeke, it seems like everywhere I turn, you are there surviving through sheer resourcefulness and cunning ability. I have a favor to ask of you, being that you’re both a very talented bard and also very good at surviving…”

“Aurelia, I know Bladehome is in dire conditions, but after your help in securing the enchanted hammer and you expressing your desire to help, I have a request if you’re willing to go somewhere even more dangerous…”

“Becca, its time for us to go back to Icefury again, if you’re ready for the challenge…”

December comes swiftly. The plan is set, the provisions gathered, the contacts and cohorts organized and the time comes to put everything into motion. Into the cold winter, the collective group sets off from allied territory and into former Clan Riverhead lands. Tagging along with a Nightriver warpack as they patrolled kept you safe, avoiding Ironmound and Stonetooth patrols and raiding parties was the first challenge the group faced. Makeshift camps and small or non-existent fires made travel miserable when the temperature dropped to bitter cold, but the group was prepared. The effort put in by both Becca and Aurelia’s contacts helped set this up for success… at least early on and looking great on planning paper. Snow makes leaving tracks a liability and harder to cover but makes moving supplies far easier. 

Between a collective group of expert survivalists and preparation, the group finds itself lucky and makes it to the meeting location without incident. The familiar Clan Riverhead village comes into view. A recent snowfall earlier in the day is masking footprints so it is hard to tell if anyone has arrived recently. A familiar bird-whistle that Becca’s spies commonly use goes out and is returned in kind by someone farther in the tree line. A lone figure approaches and verifies that they are one of the scouts assisting in this endeavor. 

“I am glad you all made it. We have a few others scouting nearby, and Seela sends her regards. She should be able to meet you all tomorrow,” says the scout to Becca. The usual thrall that had met the group at this village before is also not present, but the group assembled here looks familiar from your previous visits. The group takes the supplies brought with and gets them onto sleds. A few teams leave, choosing to move by moonlight rather than risk it in the day. The rest of the supplies are hidden in the village for future use. No time is wasted as the group settles into the longhouse at the center of the village. Moments later, a few Clan Shattered Spear thralls approach and escort a hobbling figure wearing a thick cloak in through the door.

Pulling his cloak down to greet the group, is Laifnar Icefury. The Clanleader still lives, which is an immediate relief to the collective group. It takes a bit of persuasion to get the Clanleader to agree to surgery, worries of being vulnerable and unable to move being voiced. It takes some convincing from Ylva and a detailed explanation of how the process would go and how the reagents and mundane healing techniques will be used to get him up and moving quickly. He finally agrees and the group jumps into action. 

One of your cohorts, an Ulven healer named Vryness, shadows Ylva to prepare for and assist in the surgery. Reagents are used for helpful pastes and ointments and Ylva’s high quality surgical tools are laid out. Once she begins, the fate of the Clanleader is either a successful operation or death if there is an interruption as the group has no way to transport him if there is trouble. One of the Shattered Spear thralls with the group that others defer to decides to take a risk, recommending the bardic influence to give his Clanleader the best chance he can get. 

Zeke begins to play a small drum quietly and sings soothing tones. Niedre calls upon divine powers to assist the procedure. Vryness is a skilled healer and seamstress, her talents at stitching both flesh and fabric are very helpful in this situation. Ylva draws in a steadying breath and with her knife, she parts flesh and the procedure officially begins. 

Outside of the longhouse, a rotational watch of some Shattered Spear thralls and various scouts/spies that accompanied the group on this trip keep eyes on the village. A plan is in place if something goes wrong, but all the odds are stacked against them in making it out of here quickly—especially with surgery being performed. The tension is palpable. The minutes seem to drag on like hours as Ylva slowly and meticulously carves away scar tissue and works to bring muscle and tendon properly back together within the Clanleader’s leg. Undergoing this type of work is brutal for the patient, but Laifnar is strong of mind, body, and determined to see this through and return to helping his people. 

This helped him get through it with minor concerns; the surgery is a success! Healing salves and hearty food is eaten so that he can recover quickly, and with the flow of divine magic from Niedre assisting, the Clanleader should be up and moving soon. However, a solid night of sleep would do everyone good. With the precarious moment over, exhaustion starts to set in, and the fire in the hearth of the longhouse glowing puts out more warmth than this group has had in weeks. Snow continues to fall outside through the night, so the scouts outside are pulled in to coordinate watch on the door.

The next morning, Laifnar is awake and alert. His leg hurts considerably, but he has grown accustomed to the pain, coping with a bad leg for months. Knowing he will walk again easily and soon, his tenacity… and a strong painkiller of various reagents… give him plenty of pep and life after his restful sleep. A quick breakfast is shared cold, as the group dares not to have a fire in the daytime, and conversation helps inform the Clanleader. Runa promises more supplies and aid in the future and briefs the Clanleader on things happening across the continent. The Clanleader and his trusted helpers are eager for information, their worldview considerably smaller now since they have been actively hiding in the Great Forest. He seems elated that the world has not forgotten about them and that some plans were in motion for something in the spring. 

Light conversation continues through the morning as everyone finishes breakfast and prepares for the next part of the journey; getting back home. A corner bucket is used for relief in the morning; the group agreed to stay inside to avoid easy tracks in the morning, and the group is ready for some fresh air. Scouts coordinate with Aurelia, Becca, and Zeke on the best way out of the territory and a plan is in place; it is time to leave. The snowfall had stopped several hours ago, but the door to the longhouse resists being opened a bit due to a few inches of accumulated snow. 

It isn’t the bright sunlight reflecting off the snow that catches everyone’s eye when the door is open.

It’s the bright red blood trail. A stark contrast of a dripping crimson line leads from the door of the longhouse, across the village center, and to the crest of a small hill nearby. Startled by this, the group ventures out into the snow and sees that there is more blood on the door. Strange symbols and runes mark the door now, painted with fingertips. Footprints in the fresh snow approach the door from the hill, then lead away and out of the village to the northwest. 

At the top of this hill, visible from the longhouse, appears to be a corpse. A tree was cut and carved into a point and a body is impaled on it, dragged down several feet so that the corpse rests about chest-level to someone standing near it. The body’s face is covered in canvas, concealing it, but is crusted with blood. Near the impaled corpse are two saplings that have also been cut into spikes and something much smaller than a corpse has been impaled on them. They too are covered in canvas and frozen blood. Hung from a thin rope in front of the gruesome display, visible even at this distance, is a roll of parchment displayed prominently. 

The village is dead quiet. Nothing stirs. Footprints in the snow lead away from the village. Panicked scouts with the party exchange looks voicelessly that clearly communicate worry over this somehow going unnoticed during the late night hours. Everyone is tense for something to happen and over an achingly long moment, nothing does. The village remains quiet except for the caws of several crows that have perched high in the trees, piqued with interest over the fresh meat on the crest of the hill, so rare in the dead of winter. 

Half the group pleads to flee immediately; the other half argues that the group needs to know who did this or what they want. The latter wins, granted that a good portion of the group’s cohorts are spies, scouts, and informants, and the group cautiously makes their way to the crested hill. Aurelia steps forth and takes the parchment and unties it from the string. Unrolling the thin rope, she opens it and prepares to read it aloud.

Tidings to you, from the heart of Hyrrokkin, on this day, for I have been sent forth to you and to me, you. The fallen are honored or forgotten, the taken are broken or reborn, and the defiant yet sustain us with chances to prove. For many moons my kin have joined in the rituals of conquest, but for fewer moons the order of things has been dishonored; the taken yearn to again be defiant. This cannot be, and therefore, shall not be. I speak plainly to you now; my kin know about you. About your hidden defiance. About these transgressions into our rightful lands; lands conquered by feats of might and by measures of worth. This is sacrilege and will be rooted out and the land itself will weep at the fervor of the inevitable purge. Roots will be ripped. It is only a matter of time. In several night’s time, the wolf moon will be upon us all. For He, who has unending hunger, your flesh will be made as an offer, a sacrifice to sate the Great Beast. You may be my kin’s enemy, but I weep tears of joy knowing that you will share this ritual with me, with my own hands, with my own spirit. For this gift, I thank you all, and may his hunger be sated for one more blackened night.

Before you are the first offerings of this day. The first two are of no consequence or proven contest, despite their holy purpose. The third, however, took time. And pain. And patience. Once my kin discovered who they were to one of you, they have been honored for their spirit, their stoic cries. Their flesh made divine through sacrifice, their final life-breath would be the start of the ritual of the hunt.

Hearthsworn Hyrrokkin, Watcher of the Endless-Night, and Blooded of the Feast-Succor”

Zeke reaches forward and removes the canvas from the first two small bloodied bundles. Sharp inhales of shock escape the lips of several among the group. Impaled on the sapling spike is the head of the Clan Shattered Spear thrall, the one that has helped the group several times with the resistance who remained nameless. The head’s eyes, tongue, and fangs have been removed. The other is the severed head of Seela, one of Becca’s spies. In similar gruesome fashion, the eyes and tongue have been removed but being human, the teeth were spared. Seela was due to rendezvous with your group this morning. 

With a trembling hand reaching towards the impaled figure, the canvas is pulled away to reveal a grisly sight. The corpse has been ritualistically opened, the entrails pulled out and wound around sprigs of trees. Small trinkets and woven yarn and hair have been wrapped around the loops of entrails with purpose and care. Blood was collected and poured with purpose in circles around the corpse. Symbols have been carved into the flesh. Ylva notices that the trauma to the flesh around the impaling spike shows that this victim was alive at the time of the ritual; the entrails ripe with fresh blood despite being pulled out of the body. The blood closest to the gaping hole has not yet frozen, evidence that this poor soul died not too long ago. 

A fleeting hint of divine energy still lingers on the corpse, hinting at magic being used to prolong the time before the moment of death for an excruciating amount of time. Like the severed spiked heads, this corpse has had its eyes, tongue, and fangs removed. However, the tear-streaked face of the corpse is unmistakable to at least one among your group. One among you that last spoke to them just over a year ago, where they were supposed to have been in Whiteoak territory, waiting to be reunited, after surviving the harrowing ordeal at Silfurfal. 

Jorah, father of Runa, lay impaled upon the tree. His body is full of scars and frail, proof of being at the mercy of Clan Stonetooth in some labor camp for an unknown amount of time, and it is clear now that he never made it to his intended destination over a year ago. How Stonetooth captured him is unknown, but him being here is proof they did it somehow. 

Before shock gives way to despair, an arrow takes Vryness in the throat, felling her and splashing the fresh white snow with bright red blood. She falls and cries out in pain as blood gurgles from the horrific neck wound and pumps more blood into the snow. This is when the bellow of a horn is heard in the distance. Low, drawn out, and deliberate, the noise echoes through the winter trees. The signal this horn represents is clear; a hunt has begun. 

“Run! Now!” shouts one of the Clan Shattered Spear thralls as the group breaks for the village again. Vryness is dragged along, her apron dress covered in blood and choking for air. A haunting feminine call is heard echoing through the woods. The vocalization is slow and deliberate, soothing almost, until it rapidly rises in pitch to a very audible yelp. A moment later, it begins anew, a ritualistic tone overseeing this moment. Hiding amongst the ruined buildings, a quick plan is devised; the group must scatter to throw off their pursuers. The Clanleader must survive and get back into hiding. Laifnar strains through gritted teeth at the pain of using his leg so quickly after surgery until Zeke pulls out a health potion, pops the cork, and gestures for the Clanleader to drink it. He does so quickly, chugging the red liquid, and instantly seems more invigorated. 

The group divides into groups of Shattered Spear thralls and scouts, and the signal is made to bolt as fast as possible. As the group runs as fast as they can, the sharp cry of pain of those felled by arrows is heard at a distance. Shortly after departing, the Clanleader and some of his group split from Runa’s, putting solid distance between pursuers and his escape. Although it is incredibly dangerous, Runa’s group doubles back, making extra tracks, and stalling just long enough to let pursuing hunters catch sight of Runa’s group to draw their attention. 

With the Clanleader safely heading away from the area, Runa’s group runs as fast as they can. Arrows thunk into trees as Stonetooth hunters range long shots to try to wound and slow down the group. An arrow takes Vryness again in the leg and again in the back, her gurgled cry heard over the hasty retreat. As she falls, she slams into Becca, knocking her to the ground. This moment’s delay allows a Stonetooth hunter to halt, knock an arrow, and level her bow. She is across a rocky crag and a bit of a distance away. Although reaching Becca will take time, that hindrance means nothing to an arrow in flight. 

The bow twangs as the arrow flies true. The arrow never makes it to Becca, the intended target, as Runa steps in the way. With a meaty thunk, the arrow bites deep into Runa’s lower back. A second later, another arrow lands, but this time it punches straight through her chest. In a gasp of air, Runa struggles to breathe as her lung is pierced by the arrow, and begins to drop into the snow. Scrambling quickly, Becca pulls one of Runa’s arms over her shoulder and moves as quickly as possible to rejoin the group. Several twangs of bowstrings answer a reply as Ylva and Niedre fire arrows at their pursuers. Not enough to do any real damage, but knowing their quarry can return arrows might give them pause. Ylva tosses the bow aside and bandages Runa quickly, removing the arrows as delicately as this chaotic situation will allow. Ylva notices the arrowhead looks different.

It is coated with poison.

Runa screams in pain as the arrow being pulled free allows the hole left by the arrow to move the poison around in her punctured lung. The sensation is excruciating and getting worse without proper care. Unfortunately, getting Runa able to walk without help is all that Ylva can hope for in this situation. Bandages are placed and through gritted teeth, Runa returns to her feet. The distance back to Vryness seems impossibly far away. Several more arrows are exchanged getting too close for comfort, and the group pushes to continue their escape, the gurgling cry and outstretched hand pleading for rescue the last that is seen of your cohort. Either through sheer luck, the pursuers pulling off to go after other targets, or their hasty retreat affording some distance, the group finds itself no longer actively chased. This only slightly slows down the pace of the escape. 

That night, Ylva tends to Runa when she has a moment to do so properly. The wound is tended to, but the poison has done its work. Runa’s lung is a ruin that will take time to heal, and even with proper care it may never fully heal. That first night saw little sleep for the group, but no attack came to rouse them from fitful sleep. A week passes of careful movement and finally, the group has returned to allied territory, the banners of a Clan Nightriver warpack waving above a nearby group of warriors moving in the distance.

Runa’s party survived, if barely. They are confident their actions allowed Clanleader Laifnar to escape. Much needed supplies have been delivered to the resistance of Clan Shattered Spear. However, these efforts have come with a terrible cost and sacrifice. How much Clan Stonetooth knows of the resistance, and how much they have done to crush it, is yet unknown to all.

There are few gatherings in the weeks after the harrowing day the group fled from the forest and lost contact with Clanleader Icefury. Heartbroken at the loss but looking forward to the future, for the efforts and lives spent surely cannot be in vein, what time was spared was now reserved for rest and mourning. 

In the quiet, secluded corner Becca called home in Lumiria a somber reminder of that encounter sat on her desk. While it said nothing its presence managed to disrupt the entire room; a placard to the names of those lost under her service. The Ulven had a custom of remember the lost by speaking their names and deeds – and while Seela and Becca were no Ulven, many of their friends and associates were. It was only right to see that the names of those who assisting in fighting for healing Icefury, and furthering the resistance, be remembered.

The unveiling ceremony, and news of Seela’s passing, was shared with all of the scouts under Becca’s employ; no more, no less. A cloistered event to allow those who dabble in subterfuge and secrecy time to tell tales none should hear – freely. Many names and deeds were shared that night; Seela, Jorah, and Vryness to start, for they had names and stories to be shared. Without names for the Shattered Spear resistance fighters, who forewent names to further the efforts of their clans, the best the scouts could do was share to the Great Wolf, and any other deity listening, of their strength and resolve in the face of death. 

The placard now hangs in a quiet corner of the garden where this grim remembrance was held – a silent reminder to never forget the sacrifice made, the horrors that Stonetooth inflicted, and that even the silent or unnamed earn their place in the memory of those who live on.

When Runa returns to Chieftain Halli and the rest of the Shattered Spear in

Nightriver territory, the long, arduous story is repeated again. On the edge of the light cast by the flames of the funeral pyre–bereft of bodies because of Stonetooth’s treachery– Runa holds the last piece of her father she has in her fist. A necklace with a small metal pendant, dented and imperfect; the Thurisaz rune carved into its face. The first project Runa ever took with her father at his forge. 

“The power to overcome your obstacles, the courage to face conflict.” Jorah told a young Runa once, “After the storm comes the sun, but not if you let it wash you away.” 

Runa might never be sure how much of her has washed away. But she will face it. For him.

Now in March, months have gone by in complete silence. No sign of life from the Clanleader, nor anyone else from the resistance. Runa stays close, supporting Goldenfield as a blacksmith– the only thing she’s really capable of after the nightmare of her lung being burned away by Stonetooth’s poison. Her brief visit to Newhope’s Political Dinner yielded hopeful results, and now New Aldorian Marines are coming to support Goldenfield as well. 

Amongst the quiet and the flame of the forge, the lack of Stonetooth in the area around the outpost is suspicious. Too quiet. The sound of screams, followed shortly by howls, ring through the trees.

Thralls came bounding from the woods, swords raised in her direction, but moving in on the singular target known all too well to Runa and those fighting on the frontline – the Thrall Watcher. Each thrall took their turn in slicing and bashing the Thrall Watcher, until finally he hit the ground and fell still. While battered and out of breath from their hunt, all the thralls wipe the marks once signifying obedience from their foreheads, and one of them pulls a letter from their pouch to read it to the quickly forming crowd.

“People of Mardrun,Shattered Spear will lay subjugated no more. The fortitude and iron-will of this clan will not stay held down by the honorless, pathetic excuse for Ulven who have conquered our lands. Our minds will not be bent to the sick ways of these beasts. We will stand and fight to the last breath, and the Great Wolf will hear our names from the bloody screams of every Stonetooth we take down with us.The legacy of Clan Shattered Spear will not be that of victims who accepted their fate, but of warriors who fought for their freedom, no matter the blood cost.There is still time for the sun to shine on Shattered Spear once again. Our Journey begins now. When the Great Wolf stands to judge us, he will know our names and we will hunt with him forever. Gaia’s embrace awaits. Clan Shattered Spear stands once more.

Clanleader Laifnar Icefury of Clan Shattered Spear”

Clanleader Laifnar Icefury lives. 

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May 2026 – Fires of Defiance

=IMPORTANT DATES=

Sunday, May 10th:
Resources and Downtime Actions Deadline

Monday, May 18th:
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, May 23rd:

– Early Arrival Time – 10:00am
– Registration opens – 10:30am
– Registration closes – Noon
– All Player Scenario #1 Briefing – 12:15pm
– Scenario Begins / “Game On” – 1:00pm
– Scenario Ends / “Game Over” – 10:00pm
– Check-Out & Clean Up – 10:00pm

Sunday, May 24th:

– Early Arrival Time – 8:30am
– Registration opens – 9:00am
– Registration closes – 9:30am
– All Player Scenario #2 Briefing – 9:30am
– Scenario Begins / “Game On” – 10:00am
– Scenario Ends / “Game Over” – 3:00pm
– Check-Out & Clean Up – 3:00pm

***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=

Scenario #1 – Bridge Over Troubled Waters

Nightriver and Newhope continue their push into Grimward territory with renewed vigor now that the worst of the Spring thaw and storms are behind us. With Spring’s sweet heat rousing moods, the combined forces of Newhope and freshly-arrived Clan Nightriver, now with concentrated focus, resume their campaign to push against Grimward across the Yurnai River. The influx of fresh Nightriver warriors has renewed morale and allowed Newhope to push the warfront further into Grimward controlled territory making it less dangerous to navigate the area.

Similarly, with Clan Stormjarl’s recent success in taking some lost land back from Clan Grimward, hunger for revenge has grown amongst the warriors and even many in leadership. Now though, the clan’s own built outposts on the northern half of The Scar stand in their way, having been sieged and taken by Grimward during their invasion the prior year.

Each area’s confidence has sharpened into boldness, and both sides feel ready to push into a new offensive. Connecting the Yurnai Bridge to Stormjarl territory would strengthen the tentative foothold around the bridge, making it much more easily defensible, and allowing an easier, much safer means of getting support to and from mainland Stormjarl territory. In a coordinated effort, Clan Stormjarl has begun their attack northeast up the river while Newhope and Clan Nightriver attack southwest down the river, hoping to connect in the middle and create a land path to join the three allies and their critical supply lines.

Opposing this renewed campaign are the warriors of Clan Grimward, who have also spent the winter preparing for war and recovering from the defeat at the Battle of Blooded Shores. The emboldened martial forces and stretching supply lines of various allies will be put to the test, as any territory taken from Grimward will need to be pried away from stalwart warriors in their own lands. The success, or failure, of these critical first engagements will reveal if this campaign across the Yurnai carries forward this initial momentum or breaks upon the defenses of the enemy.

Scenario #2 – For Death or Glory

With the recent revelation of Clanleader Laifnar Icefury’s survival and his proclamation to rise up, a fire has been lit in the Ulven of Shattered Spear. While those who escaped Stonetooth’s initial attack two years ago continue to help allied forces push back towards their homelands, the Shattered Spear who were unlucky to be conquered have started fighting back. The Shattered Spear resistance has begun. 

The resistance has given Stonetooth a taste of their own medicine, employing hit and run tactics to free their own thralled people and overrun settlements. While the tactics have been quite successful, it has drawn the attention of the main Stonetooth forces who have abandoned the Goldenfield warfront and now travel back to Shattered Spear lands. 

With Stonetooth now bearing down on them and Shattered Spear Ulven still imprisoned in their own lands, the resistance has a hard battle ahead. Many of their people know that they may not survive to see summer, but still aim to make an impact far behind the war’s frontlines and crimson the ground of their homeland with invader’s blood.

= EVENT SPECIAL MECHANICS =


1) Event Theme: “Combat Scenario” Event:
This event’s theme will focus on two different combat scenarios.


Scenario #1 (Saturday): Combat & Strategic Focused

  • The scenario will focus on controlling strategic points, and managing martial and support efforts from two separate camps.
  • Due to the scenario being a middle ground between the Yurnai offensive and Clan Stormjarl, no characters will be subject to rolls for dangerous travel.
  • Newhope & Clan Nightriver’s camp will be located at the Merchant Village, while Clan Stormjarl’s camp will be located at the Outpost. The two sides will be separated, but each will be able to designate a scout who can travel and communicate with the other camp.
  • Movement between camps is restricted due to coordinated war efforts being needed instead of free-form travel, however there will be a ‘redeployment’ mechanic allowing forces to shift from one camp to another. Careful planning amongst allies for distributing efforts will be critical for success.
  • Players are welcome to setup pre-event at either camp with their tents and equipment. In the second half of the scenario though, Newhope and Nightriver forces should be ready to relocate to the Outpost to merge forces. During this, players may choose to bring their camp tents and setups, leave them to pack up after the scenario ends, or leave them overnight to be used during the Sunday scenario.
  • In addition to the expected combat NPC roles, there will be non/low-combat NPC roles available for both sides of the scenario (menders, minor healers, casters, etc).
  • Players should be prepared to switch to an NPC role should their PCs become too wounded to continue, keeping momentum will be critical for success.
  • Pre-Registration will be crucial for balancing and PC/NPC placement; players who miss the cut-off may be required to NPC.

Scenario #2 (Sunday): Combat Focused via Irregular Warfare

  • PCs are restricted at this scenario and players will be NPCs, whether as the Shattered Spear resistance or Stonetooth conquerors. There may be exceptions due to players proactively setting up their PCs to be able to attend due to narrative efforts, but players must get approval from staff prior to the event.
  • Clan Shattered Spear’s captured people within Stonetooth-conquered territory will continue their fight to rise up against their conquerors. Players should be ready for unstructured objectives to appear, and the successes or failures during this scenario will still be affecting the war’s story.
  • Neither side will have a dedicated camp to set up at, players should expect to be stationed at various locations or move around the field based on objectives and encounters that will occur.
  • This event will not have healer or blacksmith trades due to the chaotic and sporadic fighting. Players should be ready to rely on first aid, mend, and event respawn mechanics. A high death count is expected.

2) Specific NPC Roles:

  • There are no monster roles for this event.
  • (Saturday / Scenario #1) During the Saturday scenario, players will be able to represent all races of NPCs at this event and are asked to bring appropriate centric garb, weapons, and armor to be able to fill in where needed.
  • (Sunday / Scenario #2) Stonetooth NPC roles are available for this event scenario. Players interested in Clan Stonetooth roles must contact staff via email at lasthopelarp@gmail.com for the details of these roles. Note that Clan Stonetooth roles come with special garb requirements that require staff approval.

3) Pre-Event Setup:
Players will be allowed pre-event set-up both in the Outpost and Merchant Village for Scenario #1 (Saturday). Scenario #2 (Sunday) will not allow pre-event setup, although tents may be left set up from Scenario #1 to be used. Spaces can be reserved via Downtime Actions or Org Actions, then the remaining space is first-come-first-served on the event days.

4) Night Conditions (Saturday scenario):
This event WILL have night conditions, starting at 8:00pm. Read the rules for full night time rules!

  • Players are responsible for their own light sources (which must be decorum and brightness approved!)
  • Arrows must have illumination devices (yellow glow bracelets, mini yellow glowsticks, or any illumi-nock color)
  • Spells must have the appropriate illumination on them (colored glow bracelets, listed in the spell description)
  • Red lights may be used as kill rags/out of game player travel if necessary.

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.

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

=Camping, Bathrooms, Fire, and Electricity=
– This event is a two-day event; players will have the option of tent-camping on the land.
– If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby.
-All players are responsible for taking their garbage home. There is one communal trash can for small things like band-aid wrappers or other small dry items. Do not leave bags of trash behind for the land-owners to dispose of.
– There is a porta-potty onsite in the parking area for players. 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, May 13th.
– 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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April 2026 – The Friends We Left Behind

== Event Story ==

Snow and ice across Mardrun are definitively thawed, creating its own set of challenges as Goldenfield, Nightriver, and Aldorian boots continue to stomp through mud, this time almost completely unimpeded by Stonetooth. Reports come in that their marauders are largely gone from the front-lines, and even raids in the rear-lines seem to have largely faded. As Ironmound is put on the defensive and seems to be making an organized retreat towards Hammerfall, spreading news of a Shattered Spear resistance make it seem likely that Stonetooth is returning west to quell the uprising.. Unfortunately for Goldenfield though, is the result of the damage Stonetooth’s incursion left behind. Bodies left behind to freeze over the winter are thawing and just as was suspected, those bodies are rising again.

Every inch of ground gained against Stonetooth runs the risk of undead rising behind the front line. To make matters worse, through the sounds of shambling feet and groans from the undead, the bone-chilling screech of the monsters come to be known as Salt Beasts are heard echoing through the woods. Rumors pass among units and scouts that these occurrences are not happenstance, but intentionally staged by Stonetooth to cause harm as they leave and hurt morale.

As Nightriver forces continue to redeploy to the Yurnai River, transferring the battle lines to Aldorian soldiers, the focus has been maintaining the front line and supply lines, not clearing retaken territory. This has left a concern of increased undead sightings and the presence of salt beasts left behind by Stonetooth forces being left unchecked. A call for aid has been made to sweep and clear returned territory while martial forces focus on the advance of the front line against retreating Stonetooth and Ironmound forces, otherwise further risking the people of Clan Goldenfield and collapse of supplies going to the frontlines.

To the surprise of Goldenfield and its allies, Clan Spiritclaw steps in; a fighting force of divine magic and Truthseekers to aid in putting the undead back down, find out more about the Salt Beasts, and whether or not these monsters are connected to Mordok. While Spiritclaw is decidedly still neutral, no one can deny the pressing need to clear undead away before this continent ends up on the same path to destruction as Faedrun. The clanleader’s announcement of aid to Goldenfield makes claim that slaying monsters is the duty of all ulven people, and they will not be drawing blades against anything else.

== Event Summary ==

Chaos reigns through the villages, roads, and mud covered lands behind the frontlines of Clan Goldenfield as rising undead spread across the lands while salt beasts stalk the wounded and alone for opportunist meals. Goldenfield’s forces and people find themselves in disarray as they combat or flee from dangers from any direction, but they do not face these monsters alone. The rearline forces of the Aldoria Marines, casters from Clan Spiritclaw, and friends and allies from all walks of life answer the call for aid.

The arrival of so many allies is impactful, but they find the day to be harried with challenges beyond the expected monsters. With no official leadership arriving from Clan Goldenfield, those in the area had to find ways to organize their mixed independent forces to scout, protect the camp, and send out patrols. Despite the undead seeming endless and coming from any direction, the defenders stood through the whole day and kept the wounded and resting protected. Not once did their makeshift camp find itself at risk of falling or was anyone abandoned to be feasted upon, although the salt beasts made the job even harder.

As the undead attacked the camp and kept patrols busy, lone salt beasts stalked from a distance like hunters, closing the distance to go for wounded or anyone not keeping an eye on them. Hurling dangerous spell bolts and swiping with crude weapons and protrusions of their own limbs, anyone not careful risked getting crippled or critically wounded, although thanks to weavers, clerics, and a skilled healer, only a few found themselves nearly meeting their gods.

The day saw unexpected encounters pop up as scouts ventured through the muddy forests and fields; Aldorian Marines worked with allies to get through traps and secure stolen goods stashed by bandits, while casters formed teams to venture out and handle obscure pools of magic seemingly caused by the rising of undead in the area. A great oak infected with harmful mana was even cured, but disturbing rumors pass that several casters had a shared vision while meditating near the oak tree for research. This vision reportedly showed a Stonetooth scout luring a horde undead to a camp of Goldenfield refugees at the very same oak during a prior night. Some believe that the undead killed throughout the day were these very same refugees.

Equally disturbing but less a rumor, scouts later found a lair belonging to the salt beasts, filled with flesh and bones from past their kills, shedded skins of the monsters, and oddest of all: a block of salt. Many theories fly as to where it came from and its purpose, but the most prominent stands that Stonetooth may have placed it to attract the salt beasts. On top of the salt beasts’ confusing and dangerous nature though, the Clan Spiritclaw researchers also learned them to be clever enough to avoid ambushes and able to recall away to safety when in danger. Despite receiving help from others and theories successfully being tested with the salt block, no Salt Beasts were killed in this area or able to be researched by Spiritclaw. With the salt beasts unable to claim further meals though and the potential need for their blocks of salt being disrupted, reports come that the creatures appear to have begun moving back north to the Great Forest.

The day was difficult and had dangers at every turn, but the crippled Clan Goldenfield found itself fortunate to have allies rising to meet every challenge they encountered. Goldenfield lands are not fully cured of biting undead and salt beasts, but the notable hordes have been smited and salt beasts mostly driven off. None know when Goldenfield will be fully safe again, but the clan seems to have finally been pulled away from the precipice of collapse even though significant rebuilding is still needed. Clan Spiritclaw did not get their answer as to whether salt beasts carry relation to mordok and some question if they will remain to finish the job, but with the north stabilizing attention shifts southward where Clan Nightriver marches. The battle across the Yurnai river rages on in Grimward and Stormjarl territories, the death count rapidly rising as neither side relents; but one must eventually break.

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March 275 News & Rumors

Prince Aylin’s forces have begun to reach the fighting in Goldenfield, supporting the Nightriver forces there to make quick work of reclaiming the territory from Clan Stonetooth. While the situation is still very fresh, with Aylin’s forces still arriving, spirits are high now that a concentrated effort has begun in the area. The warmer weather always means more action, and it seems like Nightriver and Aylin’s Reach are more than prepared for the fights ahead. The only concern now is the increasing worry that too much damage has been done to Goldenfield to be able to recover quickly enough to provide supplies for the continued warfare this year.

The arrest of Duke Joakim Ventrini has lit the flame of the City-State of Newhope’s rumor mill in the weeks following the Political Dinner. With charges of embezzlement, entrapment, conspiracy to commit murder, kidnapping, unlawful imprisonment, and treason all held against him and no statements made yet by the Council, people wonder if they’ll be made to wait for the trial to get answers. Worse even–wondering if the Duke will survive Newhope detainment the way the last arrested Council member couldn’t. After the coordinated raid on Ventrini’s estate and the continued seizure of all his holdings, its clear that this was no simple arrest. Until Newhope releases an official statement, speculation about the Duke’s crimes is likely to continue to grow to epic proportions.

Not only are Duke Ventrini’s crimes at the top of the mind for many, but the method of his arrest as well. Specifically, an arrest order supported by Prince Aylin and signed by every Council member except the Grand Duke Byron Richards. Questions have begun to rise surrounding this detail– could it be a show of power from the remaining Council members? Was Grand Duke Richards not supportive of the arrest? Once again, only an official Newhope statement can clear the air, but the City-State is mysteriously tight-lipped.

The northern section of the Great Wolf’s Hackles has unleashed, the melt causing a mudslide at the edge of Nightriver’s territory. Thankfully, no major settlements were harmed, but the arduous task of traveling around the fall out will most certainly impact a few Nightriver supply lines as the clan likely does not have the spare hands to begin cleaning up the disaster with all their resources tied up in the war—not to mention the rumors of a planned joint offensive to connect the frontlines of Stormjarl and the Yurnai bridge. Speculation has risen that, being a collection of mountains, perhaps the Great Wolf’s Hackles delivered an equal-measure disaster on the other side, where Clan Grimward will also have to contend with this disaster among their own war efforts.

Warriors all across the front lines are watching as Shattered Spear Thralls turn against the Stonetooth overseers after Clanleader Laifnar Icefury revealed himself to be alive and leading the charge of rebellion from within Stonetooth territory. A number of Shattered Spear warpacks have already made their way to freedom and joined up with the forces fighting in Goldenfield, lighting a renewed vigor in the warriors already fighting there. Initial whispers about this massive change in the war were initially solemn, with most feeling like they’re watching the final death throws of the once-great Clan Shattered Spear. While the sentiment may be true, witnessing the clan go out in the truest way Ulven can– fighting with everything they have– has been galvanizing to anyone watching. No one can deny now that the Great Wolf’s ears are ringing, for better or for worse.

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April 2026 – The Friends We Left Behind

The Friends We Left Behind

=IMPORTANT DATES=

Wednesday, April 8th:
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.
Event Affecting Resources and Downtime Actions Deadline

Friday, April 10th:
Non-Event Affecting Resources and Downtime Actions Deadline

Monday, April 13th:
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, April 18th:

– Early Arrival Time – 9:00am
– Registration opens – 9:30am
– Registration closes – 11:00am
– All Player Event Briefing – 11:15am
– Scenario Begins / “Game On” – Noon
– Scenario Ends / “Game Over” – 6:00pm
– Check-Out & Clean Up – 6:00pm+ 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==

Snow and ice across Mardrun are definitively thawed, creating its own set of challenges as Goldenfield, Nightriver, and Aldorian boots continue to stomp through mud, this time almost completely unimpeded by Stonetooth. Reports come in that their marauders are largely gone from the front-lines, and even raids in the rear-lines seem to have largely faded. As Ironmound is put on the defensive and seems to be making an organized retreat towards Hammerfall, spreading news of a Shattered Spear resistance make it seem likely that Stonetooth is returning west to quell the uprising.. Unfortunately for Goldenfield though, is the result of the damage Stonetooth’s incursion left behind. Bodies left behind to freeze over the winter are thawing and just as was suspected, those bodies are rising again.

Every inch of ground gained against Stonetooth runs the risk of undead rising behind the front line. To make matters worse, through the sounds of shambling feet and groans from the undead, the bone-chilling screech of the monsters come to be known as Salt Beasts are heard echoing through the woods. Rumors pass among units and scouts that these occurrences are not happenstance, but intentionally staged by Stonetooth to cause harm as they leave and hurt morale.

As Nightriver forces continue to redeploy to the Yurnai River, transferring the battle lines to Aldorian soldiers, the focus has been maintaining the front line and supply lines, not clearing retaken territory. This has left a concern of increased undead sightings and the presence of salt beasts left behind by Stonetooth forces being left unchecked. A call for aid has been made to sweep and clear returned territory while martial forces focus on the advance of the front line against retreating Stonetooth and Ironmound forces, otherwise further risking the people of Clan Goldenfield and collapse of supplies going to the frontlines.

To the surprise of Goldenfield and its allies, Clan Spiritclaw steps in; a fighting force of divine magic and Truthseekers to aid in putting the undead back down, find out more about the Salt Beasts, and whether or not these monsters are connected to Mordok. While Spiritclaw is decidedly still neutral, no one can deny the pressing need to clear undead away before this continent ends up on the same path to destruction as Faedrun. The clanleader’s announcement of aid to Goldenfield makes claim that slaying monsters is the duty of all ulven people, and they will not be drawing blades against anything else.



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: “Hunt or be Hunted” Event:

The event will take place behind the frontlines in Clan Goldenfield, focused on facing the monsters left roaming in the rear lines. The day contains mystery in how help can be given, but the one thing for certain is that roaming undead and stalking salt beasts will need to be killed or driven off. Camp will be set up out in the field instead of the safety of an outpost, representing a makeshift location of aid efforts in the area.

2) Pre-Event Setup:

Players will be allowed pre-event set-up. 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 land. 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:

If you had signed up for a recurring role in March, then you can sign up to return as that NPC role again for this April event.

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” 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, or Clan Spiritclaw Ulven. 


5) Monster Roles:

Undead and Salt Beast monster roles are available at this event. If you are interested in a monster role, please sign up for the “Monster” role during pre-registration.

6) 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.

7) 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, April 8th.
– 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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March 2026 – Reap What You Sow

==Event Info==

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.

==Event Summary==

​​The day started with a thin layer of fresh snow dusting the ground, peaceful and pure, before the sun melted it away and boots tore across the dirt. The mucky mess spared absolutely no one as the water levels continued to rise throughout the day.

But the water wasn’t all that had risen. A small amount of Undead made their way towards the camp. Luckily, they never made it or tore down any allies, but their presence confirmed the fears of many– that unfound bodies from the winter battles are thawing, and Stonetooth leaving behind bodies without burning them could spell very, very badly for the continent.

Goldenfields operations throughout the day went contested, at first by Grimward soldiers who caused supply chain efforts to notably slow down, but then heavy bandit activity quickly moved into the area. Whether the hunger these people used to gain favor was real or not, Goldenfield’s hospitable ways and hesitation to send away a hungry group of people cost them supplies. Land was won back and several logistical goals of the day were completed, but shipments have been delayed and supplies were lost to these bandits, and only time will tell how great of a loss it truly was.

Among the dirt and muck, it seems Clan Stonetooth left behind quite a bit of their own mess in their evident rush to leave the area. Several sites of apparent worship were seen on the trails between outposts, each one with trinkets and offerings left behind to a specific god in what seems to be a pantheon the Stonetooth believe in. Each site included a prayer written in ancient Ulven, leaving those with knowledge on Ulven and their religious practices able to decipher the meaning. One in particular was especially gruesome, and according to the prayer left behind, was actually the strung up body of one of Stonetooth’s own, left there as a shameful reminder of his or her own failures to their people and gods for “failing their oath”

The only question that seemed to go unanswered was– where are all the Stonetooth now?
Each prayer left behind, every altar left untouched gave the impression that Clan Stonetooth intended to stay in the area. Keeping this area conquered just like the land they took from Clan Shattered Spear seemed like Stonetooth’s main goal, so where could they have gone without enough time to take their ritualistic things with them?
But just as the night watch was starting to arrive, the question was answered.
A herd of Shattered Spear thralls came screaming out of the trees quickly after the first group had already been cut down, but rather than raise their swords against the Goldenfield allies, their attention turned to their Thrall-Watcher. Each one took turns wounding him, running him almost back into the tree line before he finally fell, left to bleed out in the dirt the way he’d done with so many Shattered Spear before.
One thrall stood tall, pulling a letter from his pouch and reading out loud in front of all the witnesses in camp– Clanleader Laifnar Icefury has raised Clan Shattered Spear from their positions as prisoners of war to that of rebels fighting back against their captors. The price of their freedom will be high, but Clan Shattered Spear has never been known to shy away from a fight. The Great Wolf will hear their names in the months to come.

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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/