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Liliana Valeria

PLAYED BY: Winter Edwardson

CHARACTER NAME: Liliana Valeria

GENDER: woman

PRONOUN(S): she/they

CLASS: cleric

AGE: 33

RACE: human

HAIR: dark blonde

EYES: blue

OCCUPATION: escort/ritualist

KNOWN SKILLS: divine magic

BIRTHPLACE: Southern Vandregon

BIO / BACKGROUND HISTORY:

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

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

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

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

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

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Tymraetheleon

PLAYED BY: Natalie Wheeler

CHARACTER NAME: Tymraetheleon (Tym)

GENDER: woman

PRONOUN(S): she/her/hers

CLASS: Mage

AGE: 31

RACE: Syndar (Io’larian)

HAIR: black

EYES: blue

OCCUPATION: barkeep / ritualist

KNOWN SKILLS: arcane magic, weaving

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

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

NOTABLE TRAITS: inquisitive, mildly offputting

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

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

BIO / BACKGROUND HISTORY:

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

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

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

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

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

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

Waveskimmers:

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

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

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

Urchin Divers:

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

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

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

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

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

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

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

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

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Pack Nightquill

Pack Nightquill

Clan: Belongs to Clan Steinjottun

Pack Leader: Borda Nightquill

Priestess: Κuβάγια

Size: Small-Medium

Insignia: A Blue Owl Head.

Colors: Dark Blues and Blacks.

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

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

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

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

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

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Pack Sunkiss

Clan: Belongs to Clan Steinjottun

Pack Leader: Bulti Sunkiss

Priestess: unknown

Size:  Very small

Insignia: a yellow sun rising over a mountain.

Colors: Bright yellow and red

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

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

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

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

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

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

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

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Pack Seabird

Clan: Belongs to Clan Steinjottun

Pack Leader: Mo Greatreef

Size: Large

Insignia: 2 Crossed Barbed Fishing Spears

Colors: Light Blues and Whites. 

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

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

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

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

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

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

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November 2025 – Player Workshop

November 2025 Player Workshop

=IMPORTANT DATES=

Monday, November 10th:
Resources and Downtime Actions Deadline

=EVENT DATE AND TIMES=

Saturday, November 22nd

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

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

=Event Details=

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



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

To Clarify (Click for more):

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

= EVENT SPECIAL MECHANICS =

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

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

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

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

5) Decorum & Out-Of-Game Clarifications:

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

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

Click here to navigate there.

Membership and Event Sign-Up Info

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

=FOOD, WATER, PROPERTY, AND SAFETY INFO=

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

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

= SAFETY RULES =


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

COVID 19 RESTRICTIONS & PRECAUTIONS

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

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

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

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

== SPONSORSHIP ==

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

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


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

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

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The Cost of War

=Event Story=

Scenario #1: The Battle of the Yurnai

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

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

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

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

Scenario #2: The Battle for Goldenfield

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

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

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

=Event Summary=

Scenario #1: The Battle of the Yurnai

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

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

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

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

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

Scenario #2: The Battle for Goldenfield

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

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

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

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

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

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

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Sigfrøðr

PLAYED BY: Ty Springer

CHARACTER NAME: Sigfrøðr (pronounced Sig-freeth)

GENDER: Male

PRONOUN(S): he/him

CLASS: Warrior

AGE: 35

RACE: Ulven

HAIR: Brown

EYES: Hazel

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

KNOWN SKILLS: Spear fighting, weaving, spinning, tactics

BIRTHPLACE: Pack Ironshear

APPEARANCE: Greying hair and tired eyes

RELATIONSHIPS: Mated with Helga Nighriver

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

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

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

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

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

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

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

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

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

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

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Avelina Squallborn

PLAYED BY: Emily Alligood

CHARACTER NAME: Avelina Squallborn

GENDER: Female

PRONOUN(S): She/Her

CLASS: Cleric

AGE: 28

RACE: Ulven

HAIR: Red

EYES: Blue

OCCUPATION: Avelina was raised in a fishing family and has continued to work in the family business.

KNOWN SKILLS: Avelina is a skilled fisherman and sailor. She was raised on the coast and is familiar with skills such as gardening and hunting to supplement during harsh winters when the coast freezes over or a wolf’s wind make the seas unsafe.

BIRTHPLACE: I was born in what is now former Clan Squallborn territory in 246.

APPEARANCE: Avelina is quiet, but with a strong and steady demeanor.

NOTABLE TRAITS: No notable traits.

RELATIONSHIPS: Avelina recently met and befriended Hersir Imrick and has joined the organization called the Stormborn Coast (or the name of the organization once it has been approved, as it is in progress). In this process, she has befriended the other members of the organization, especially Mirth, who answers her endless questions about the world. Avelina grew up as the best friend of Bodil’s daughter, Hilda.

RUMORS: There are rumors in her small village that Avelina consorts with humans and prefers them to Ulven company. She is believed to have a party streak despite being so quiet, in the same way that people say ‘it’s always the quiet ones’.

BIO / BACKGROUND HISTORY:

Avelina was born to a successful fishing family and grew up spending her days on the sea and her nights with her pack. She spent time at the markets with her family where she met her friend Hilda, daughter of Bodil Squallborn. Avelina always had a fascination with the world at large, asking questions of traveling merchants, and wondering just how far her little skiff could take her. Her pack tolerated this curiosity at first, seeing the intrigue of a small child as a gift. The older she got, though, the more her questions were met with unhappy answers- first it was changed subjects, awkward silence, and soon outright hostility. As confused as she was, she harbored her curiosity in secret, being careful not to disrupt the harmony of the pack, and more importantly, the clan.

One day, when she was about 13 years old, Avelina was playing with Hilda when they overheard raised voices from across the house- they heard Bodil, the clan leader, discussing humans in Squallborn territory. The young girls crept into the hallway to listen to the story, they heard of humans, coming from Faedrun, a land overrun with monsters as if in a living nightmare. They heard of scared families running from devastation, abandoning their homes and their people, to keep their families safe. However, these families now needed a place to stay, to rebuild, and they wanted to consider the lan of Clan Squallborn as an option. At the thought of so many new people, their new stories and new ideas, Avelina gasped in excitement, which drew the attention of Hilda’s mother, Siegrid. She discreetly shooed them back into the den where the girls had been playing and shut the door. Avelina was bright eyed and full of questions, but Siegrid hushed her quickly. She told the girls to keep what they’d heard to themselves as this would be a matter for the clan leaders and not something for little wolves to worry about. Avelina was perplexed. She couldn’t understand why this would be anything other than exciting, and told Siegrid just that. Knowing the girls and their insatiable curiosity, she had no choice but to discuss with the girls long into the evening. As they spoke, Avelina recalled the mumbled answers, the silence, and the anger she’d encountered when asking about new people and lands; it all fell into place for her that night.

From that day on, Avelina was far more quiet. She stayed out of the conversations about the war, stood by as a quiet observer, humming in agreement as needed and simply gathering the thoughts of her pack mates, hearing the sentiments intensify day by day until the sparks of feared blazed into a civil war. Avelina watched her pack, her friends, and Bodil move through the war, through raids, and the fateful day of Attenjav. It tore her heart to see her family, once so revered, brought down so low. Despite the war and the raids, the pain and horror she’d seen and experienced, her curiosity remained, though now with a shameful trickle of guilt to accompany it.

As it always does, life continued. Avelina sailed with her family, eventually earning her own skiff, and went to market to support her family. She tried to shove away the curiosity, but the more her pack worked and waited for life to return to “normal”, the more she realized it never could. Out on the ocean, where she and Hilda could speak freely, Avelina confessed her ideas of a new future for Squallborn. A world where Ulven, Human, and Syndar, live together in peace. Hilda laughed at the thought, simply because the pack was now too beaten down, bitter, and angry to consider a future. Avelina wondered if she could begin the process of rebuilding a future for her people, hoping that one day, her people would want a new path, and see the value in curiosity as they had when she was just a little girl.

One fateful evening in a tavern the next town over, Avelina encountered a strange group of travelers, formerly known as the Golden Hand, who were looking for new opportunities in the area. As a daughter of former Clan Squallborn, and someone with a dream for the future, she leapt at the chance when she heard those fateful words- “are you looking for a job?”