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A Lifeline in Pieces of Me

Your name–give them your name, child.’

Blood rushed in my ears, deafening and growing louder with every heartbeat. The contents of my bag spilled out in my struggle to find the bottle, but there! There it is, cold in my hand despite the heat of fight, a bright red health potion. I tear out the lid with my teeth, my arm far too mangled to be of any use, and bring it to my lips. I can hear the Clanleader’s wet, choking breaths not too far from me—but I already know. There’s nothing anyone can do for him, just like there’s nothing anyone can do for me.

I chug down the health potion and feel the heat of my rage rise again. Someone’s walked away with my hammer—first my father, now my mother—

“My name is Hersir Runa Jorahsdottir, the Unflinching Spear, Honored Few of the Great Wolf’s Hunt—

Shattered Spear is not crushed under the boot of Stonetooth—

Shattered Spear is a bastion of everything that is Ulven—

Everything you are not.

And finally, the world goes black. 

“Just as my hunt began with her father, we shall end it with her,” A wretched voice croons, and I feel my soul within me anchored to the thin shred of life I had left. “Put her next to Laifnar,”

I barely feel the ground as I’m dragged across it. The gaping hole in my abdomen, the gristled mangle thats left of my arm—the pain of it all radiates throughout my body so much I barely hold on to consciousness. Im thrown against the side of a structure, something solid. My head bounces off of it, falling to the side where I see a body laid up a few feet from me. The view is a haze, and he’s covered in blood, but the man is unmistakable. Laifnar chokes on what I can only assumes are his final breaths right next to me.

“Gaia’s embrace awaits,” I try to cough out, but the sound doesn’t even carry to my own ears.

Footsteps approach, then Hyrrokin crouches down in front of him. 

“Congratulations, my conquered Clanleader. A great honor is coming to you,” she tells him, smiling wide. “Be assured, your pain will not be wasted.”

I don’t see it, but I hear it. A knife sinks into his gut, wet and squelching, and a shallow gasp falls out of Laifnar’s throat. There’s a wet suctioning sound, then a thud into the dirt, like a wet rope falling to the ground. Hyrrokin says another prayer—something about pillars and the Earth Mother—and Laifnar’s breathing gets deeper. More sturdy.

She’s keeping him alive. I watch her hand disappear inside his gut, then pull free more innards, tossing them towards me to land in the dirt. The hot spray of fresh blood streak across my skin, a strange pleasantly warm feeling to make me realize how cold I’ve become. 

It goes on for long—too long, for this kind of suffering—enough that I feel the anchor holding my soul within me loosening. 

Hyrrokin’s eyes turn to me. “Oh no, we can’t have you fading off too soon. It’s almost your turn,” she says, shifting towards me. 

She doesn’t make it more than one step before there’s shouting in the distance.

“Mmm, more of your kin, Jorahsdottir.” She snarks, jerking her chin towards the other Stonetooth stood watching. “We’ll bring them to witness their Clanleader’s true glory,”

Their footsteps move further into the distance, until eventually I don’t hear them at all anymore. All the sound thats left is the soft, gurgling chokes from the man beside me. My eyes refocus on him, feeling myself fading faster, my vision tunneling as I fought to keep my eyes open. I watch his chest rise once—twice—and with one final choked inhale, no more. 

I feel my own cold body fading from me. The footsteps quickly approaching don’t matter—Hyrrokin can’t bring the Clanleader back from this anyways. Can’t bring me back. Atleast she wont get the satisfaction—

Hersir!” A harsh whisper carries, then a body thuds down into the dirt next to me. A soft hand grabs my chin, pulling my head towards the newcomer and my gaze away from the Clanleader. “Hersir Runa, right?” she says, pulling her bag into her lap and hastily ripping it open, pulling bandages and bottles out, then cursing and tossing it aside. “Ack–no time. Gaia take my hand.”

She weaves mana, muttering prayers rife with profanity. If I had breath in my lungs, I might even laugh to appreciate it.

“There’s a group of Daughters nearby—but we figured out after hearing your fight that we are not making it out of here.” She explains, lifting something heavy wrapping the strap around me. “But you—you are a fighter. A true child of the Great Wolf. If anyone can make it out of here, and if there’s anyone Shattered Spear needs right now, its more of you.” 

The shouting in the distance has faded, and I watch her rise to her feet. 

“You have to move as fast as you can. I’m sorry I couldn’t do more, there just not enough time—-” Her voice is cut off by the sounds of Stonetooth returning. 

Now! Up! Up!” She frantically whispers, grabbing me by the not-mangled arm and pulling me up to my feet. My vision sways, blurring and nearly going black. “Run, Runa, you must run!”

She pulls me further, dragging me past the outpost walls. I hear something whiz past my head, then she gives me one last shove. “Keep going, don’t stop!” she cries. 

I hear a solid thunk—must be those archers trying to pick us off—then screaming as she tries to fight back.

My feet keep carrying me forward. Past trees and through creeks and ditches, it all blurs into the same landscape over and over, to the point that I’m not even sure which direction I’m going, or for how long. 

The world blurs, that cold feeling creeping in again, until finally—its all gone again.

But there’s flashes. Consciousness gained sporadically, showing me nothing about where I am, nor who I’m with. I’m being dragged by my feet—smart, considering the state of the rest of me—and I can feel my hammer has been laid across my chest. It must be what the Daughter wrapped around me, the one piece of me I would’ve been devastated to lose again.

My eyes trace the man dragging me, catching on a belt flag, but my vision is blurry, and I can’t quite make it out. The darkness around me—nighttime or death, who knows—grows and wanes, until I’m once again propped up against something sturdy.

“Someone will find her here, we’re close enough.” A voice says, “Hopefully the right people, but this is the best we can manage.” 

Another person sighs. “Good luck, Longfang.” He says, backing away. He turns, and I see it now. The unmistakable fang on his belt flag, green-striped and bright white. 

They keep walking, footsteps fading into the distance as once again, a distinctly not-silent distant sound reaches my ears.

“Next time I say fill that hole in the line,” A voice I recognize floats through the trees. “I expect someone to fucking move into it!”

Volrok!

“Healer, get this warrior out of the way and back up! Baird! Get in here and hold that flank!”

My vision fades again, the world going dark to the sound of a living friend.

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The Fable of the Ever-Punctured

The last thing he felt was the blade of her knife being drawn from his chest. After that, everything melted into a warm haze of sensation. Voltaire sat with his back against a tree, dragged there by a now dead shattered spear archer. He had requested to be left there as it was the sunniest spot he could see within the dense tree cover. The dagger he had hoped to leave in his enemy’s throat now lay unused beneath a crumbling wooden shield to his left, and in his right hand now slaked in his own blood was the amulet on Sol he held so dear; torn from its chains by a stonetooth spearhead. Every breath he took was harder than the last, and he choked on the blood pooling in his mouth. They finally managed it… Voltaire, The Ever Punctured, brought down by poisoned arrows and wicked swords. 

A fitting end, he thought. His choice to stay behind and fight saved more lives than he could count, and promised hope for the shattered spear people. By the light, Sol would be proud. Even as his life began to fade he could feel the warmth of the sun comforting him. Soon, he would know what lies beyond the veil, and he would join his fallen brethren in the light eternal, ever watchful over the world of the living. His only regret was that he did not tell his comrades where he was going… News of his death may not ever reach them. 

But his reluctant peace was interrupted by something… or rather someone, screaming. The knife being held to Voltaire’s throat wavered, and as though she could not believe what she was hearing the Stonetooth Hearthsworn turned her attention away. He could hardly make out the words over the ringing in his ears, but he knew that voice. It was Runa! Hersir Runa was alive? How?… Surely this warband had cut everyone down. How was she still breathing? Just then more voices joined the din. Yells of pain and barked orders. “Bring her down!” one voice shouted. 

“It seems like you didn’t finish the job,” Voltaire rasped, his lungs protesting to even the lightest whisper at this point. “Perhaps you should take care of that first.” He murmured towards the Hearthsworn. 

She responded by plunging the dagger into his stomach. Voltaire barely registered the pain. The pressure from the blow was more pressing, as the jolt knocked what little air was left out of his lungs. Perhaps not his best work, but as far as last words go, one final jab at the competence of your enemy seemed an apt use of breath. He would not take another. And as his vision began to dim, the last thing Voltaire saw was the light of the sun beaming through the leaves above.

The darkness that welcomed him after was calm and inviting, like the hug of a long lost friend. His thoughts turned to home… the home he knew before Mardrun. Faerun spread before his mind as though not a day had passed since the last boat set sail for the new world. Before the dead scourged the land. He could see the rolling hills and dunes of his childhood home. The merchant village he and his father called home for all those years before the fall. He remembered long nights of practicing forms from his father’s old martial manuals, trying and failing to perfect his footwork. He thought of his father’s sword… gleaming in the firelight of his home set ablaze… the snarls and growls of the dead. He heard the screams from that day, as loud and as clear as could be imagined. As though he was right there again. He stepped forward, to match the walking corpses shambling toward him. And as he raised his sword, his footing faltered. Teeth found purchase on his arm. Then his leg. Then his neck. 

Voltaire awoke screaming. His heart pounded in his ears and his breath struggled to catch itself. He gasped for what little air could be found before he realized what was happening. He was… breathing. His heart was beating. Startled by this revelation, Voltaire shot up from his back, only to be rudely interrupted by the sharp protest of his stomach. He winced at the pain, and corrected his approach, slowly raising himself into a sitting position. He scanned his surroundings carefully. Voltaire found himself on a small cot in a dark room of a wooden cabin. The only light in the room came from a small lantern hanging on the wall by his bed. In the flickering light he saw the glint of his ruined armor resting in a heap on the other side of the room, and beside that were his shield, sword, and spear. Everything was caked in dark red stains. Relief began to take hold in his still racing heart as he turned his attention towards the gash that had been torn through him mere moments ago. Or… well… what he thought was mere moments ago. How much time had passed? Where even was he? The last thing he remembered was losing consciousness deep within shattered spear territory. Had he been captured and nursed back to health by the enemy? Was he enthralled? Where was Runa?…

These questions raced through his mind as he examined his bandages. Around his torso was wrapped a large roll of cloth, strained red with blood. On his leg was much the same, as well as left arm. He lifted the dressing on his chest, flinching at the initial sting before examining ragged stitches running nearly from his clavicle down to his sternum. Along his abdomen was a gash held closed by fine twine and a herbal paste. His head held a small quilted pad affixed with what seemed to be linen cloth soaked in tree sap. Whoever had done this was obviously no stranger to battle wounds. This was the work of a professional to be sure. And as he felt around in the shadows of his body he came across a wound he didn’t remember receiving on his right shoulder. Below a small bundle of cloth tied down with a scrap piece of burlap was a jagged little arrow wound. Voltaire knew the feeling all too well. He’d taken more arrows out of his body than he’d care to recount. But how did that get there? He never took an arrow there, and certainly not one like this.

Just then, the door to his dark little room creaked open. Voltaire’s breath caught in his chest, realizing too late that whoever might have closed his wounds might still be around. From the doorway blew in a cool breeze that sent an uncomfortable shiver up Voltaire’s spine, which was closely followed by the shadowed form of a large man. As the light from the lantern fell upon the man, his eyes were the first to catch it. They were brilliant emerald jewels against the inky blackness behind him, and they bore a fresh hole into his heart as he stared. Ulven for sure. Even in the dim light, his fangs could be seen beneath his lips. The ulven man and Voltaire locked eyes for what seemed like an eternity before the silence was broken by an uncomfortable cough from the unknown man. He cleared the distance between them in two strides, pulled up a stool from one of the less illuminated corners, and sat beside Voltaire.

“So you are alive then. Good. I was worried I had finished the job.” The ulven man said, a hint of embarrassment edging into the low rumble he took for a voice.

“It would seem so…” Voltaire replied cautiously. He still had no idea who this man was, and so reserved his words.

Silence fell between them before the ulven spoke up.

“You… were in pretty bad shape when we found you, human. Your wounds were great. It was no small task pulling you back together, and even after that we had no idea if you would survive.” 

Voltaire perked at that. “We?” he questioned.

“Ah… right. There are others here. My pack-mates. We were resting at this hunting camp when you stumbled out of the trees half crazed and covered in blood. We are awfully close to the forest you see, so I thought you might be a ghost…” The ulven winced a bit as he pointed at the arrow wound on Voltaire’s shoulder. “That would be my handiwork… My apologies.”

Voltaire considered this. “I see…” He trailed off, his mind trying to piece together the story. He had made it all the way to the forest?… From shattered spear territory?… That’s nearly 80 miles! How did he?… 

“I… uh… Just wanted to let you know that you don’t owe us for this, if you were worried about that.” The ulven man said sheepishly, interrupting Voltaire’s concentration.

“Huh?… Oh… right. That’s… Very appreciated,” Voltaire recovered quickly. Questions that deep could wait. “So, I’m guessing I have you to thank for this stitching? I have to compliment you. This work is superb.” 

The ulven man looked taken aback for a moment before smiling and letting out a small chuckle. 

“With these hands? I’m lucky I can hold my bow as steady as I do! No, this is Halthgotha’s work. She’s our trapper. Not just handy with iron, she’s also a magician with a needle and thread.”

“Halth-goo-tha… I see.” Voltaire pondered that for a moment. He never would have expected a trapper to be capable of this. “I’ll be sure to thank her when I can stand.” Voltaire let a small smile cross his face. The ulven man regarded him and let his smile grow in kind.

“As well you should!” He quipped. “Were it not for her keen eye, we would have cut off your head!” The ulven man’s casual mention of brutality unsettled Voltaire. He tried to remain composed.

“Ha… Yes, that would make sense if you thought I was a walking corpse.” The irony of that wasn’t lost on him. He must have certainly looked the part. Voltaire the ever punctured rising again as a member of the living dead of which he’d spent the better part of 20 years fighting against. The jokes at his rotting expense would be legendary.

“Well, regardless, thank you for NOT taking my head. Halthgotha is a kind soul if nothing else just for that.” Voltaire tried to shake the thought from his head. “So… What is your name?”

The ulven regarded him once more, a warmth in his piercing green eyes. “My name is Skal. Skal Birchfodder, of Pack Timberborne, Clan Whiteoak. And you are?” 

“Voltaire… My name is Voltaire.” He replied. 

“Just Voltaire? Well now I feel a bit overdressed,” Skal snarked. His mood had noticeably improved since the beginning of this conversation, and it seemed now he was happy to make jokes. “Seems an awful shame to have just one name after what you’ve been through.”

Voltaire thought for a moment on that. Back to his youth. Voltaire was the only name he had ever gone by. His father insisted it was a family tradition… or something approximating one. Last names were reserved for those who accomplished something great. And when you had earned your name, you would be given it. You did not choose your name. The closest thing Voltaire ever got was his mocking title of the Ever Punctured. Initially a joke at his expense for always being the first to take a wound in battle, but now a badge of honor he wore with pride. But… not a name. Not his last name.

Skal must have noticed Voltaire’s expression fall. “Are you alright, friend?” He asked, compassion in his voice.

Voltaire shook himself. “Yes!… (ahem) yes… sorry. Got lost in thought there.” 

Skal turned to the door, then back to Voltaire. “Well, We’ve got a fire going outside. Care to take a chance at walking? I’m sure the warmths will do you good, and I’m sure you’ve got a hell of a story to tell!” He encouraged. He rose from his stool, which now looked comically small next to Skal’s imposing frame. He stood nearly a head over Voltaire, and was just as broad. His hands were large and adorned with simple jewelry, and his clothes were drab and utilitarian. Really it was his size that made him stand out. But despite his intimidating size, he held a softness in his eyes that put Voltaire at ease. 

“You know what? I think I’ll take you up on that.” Voltaire replied chipperly. Skal offered his hand, and Voltaire took it readily, wincing against the aches in the rest of his body. He swung his feet over the side of the bed and attempted to stand, but his legs would not obey. Before he hit the floor, Skal was there. He muscled Voltaire back to his feet, and then hunched over to offer a shoulder for support. Together, they slowly tottered out into the crisp evening air. 

They had indeed been in a humble wooden lodge. A shack, by the looks of it. Animal skins and worn iron traps hung from the rafter beams of the overhang just outside of the door, and beyond this covered porch was a modest campfire. Around it sat 3 more Ulven in similar garb to Skal. Two males and a Female. The female he immediately recognized as Halthgotha, the one who had patched his wounds. The other two males looked on in bemusement.

“What have you got there, Skal? Is that dinner?” the first male barked, laughing at his own cleverness.

The second male chimed in, “That’s about the biggest thing I’ve ever seen you take down, Skal! We’ll be eating well tonight!” The two men jostled each other in delight.

“Oh, will you two shut it? I swear, you pups must have been dropped on your heads growing up.” chided Halthgotha. Her voice carried on the wind like a thunderclap, and the two raucous men were cowed no sooner than Voltaire and Skal had reached their seats near the fire.

Skal placed Voltaire on a log that was acting as a bench for the group, and then sat down as well, letting out a contented sigh. The fire crackled and spat sparks, the slightly damp firewood being all that was available. The air around them carried the scent of pine, birch, and cedar. Voltaire took a moment to savor the sensation. Something about nearly dying has a way of elevating the simple things, it seems. But as he sat drinking in the fragrant air, Halthgotha spoke up.

“Im glad to see my work paid off, human. Skal there was worried sick you wouldn’t pull through. The big softie thought that arrow he shot into your shoulder did you in,” She smirked. Skal let out a grumble as she continued. “But really, after you didn’t die the first few days, I was pretty sure you would survive. I kept telling him ‘Skal, with how bad his injuries are, that arrow is the LEAST of his worries’, but he wouldn’t listen. He sat beside your bed for nearly 5 days. Until today, that is.” Halthgotha gave a wink.

Voltaire looked up at Skal, who at this point was turning an amusing shade of red. “5 days?… By the light, how long have I been out?” Voltaire wondered aloud.

One of the males from across the fire spoke up next, “You mean you don’t know?… Do you even remember Skal mistaking you for a Drauger?” He said, a hint of mockery creeping into his voice once again. Halthgotha hissed at the man without a second thought, and he promptly dropped his grin.

“No…” Voltaire replied honestly. His voice was low and soft. “I dont remember a thing…”

Hathgotha leaned forward on her stool, seeming to engage more than she already had. “We found you stumbling out of the great forest. Skal likely told you as much when he no doubt apologized for that hole in your shoulder. But what WE are wondering,” She made a sweeping gesture to everyone around the fire, “Is how you got into the forest in the first place.” 

Her eyes were now locked on Voltaire. Halthgotha seemed to be an older ulven woman. Somewhere in her 40s by his guess, though its hard to tell sometimes with Ulven. They seem to visibly age faster than humans, though best he can tell they can live just as long. Her hair was dark brown with streaks of gray, braided into long and wild locks adorned with beads and feathers. Her eyes were a vibrant yellow, reminiscent of the wolves from which they take their namesake. She regarded the wounded Voltaire with equal parts suspicion and curiosity, and Voltaire could do nothing but squirm under her gaze. She was intense. He tried to gather his thoughts as quickly as possible.

“I was never IN the forest!” Voltaire blurted out.

Now even Skal was staring at him. Not with Halthgotha’s scrutiny, but sheer curiosity.

“But this is where we found you,” chimed Halthgotha, Her voice betraying growing distrust. “If you say you were never in the forest, then where the hell were you? And how did you get here?” She was pressing now. Judging by her demeanor, she was the leader of this small group.

Voltaire tried to gather himself. These people helped him… they saved his life. They just want to know what happened. So just TELL them what happened!

“I… was in shattered spear territory. Skal knows this much already, but my name is Voltaire. I am the High Martial of the Blades of Sol. I had made… a terrible mistake in the line of duty that put hundreds, if not thousands of shattered spear lives in danger. So… I reached out to Hersir Runa of Clan Shattered Spear. I told her that I owe her, and her people, a debt. One that I intended to pay dearly for….”

“Hold on! Hold on, wait,” piped up the other man, “YOU… were fighting for Clan shattered spear? You! A human…” 

Nobody bothered to reprimand the interruption this time. It seems the question was on all of their minds.

“Yes, I did,” Voltaire continued. “Runa sent me word not a day after my offer saying she planned on taking advantage of that blood debt. And so I secreted myself away from my allies. I met with Runa and her cohort, and together we went north to link up with Clanleader Laifnar Icefury. But I must warn you… from here, it is a long story.”

Again, nobody spoke up. The group seemed intent. So Voltaire recounted the events of the mission that led to his presumed demise. The ambushes, the outpost raids, his one on one combats with several stonetooth warriors, the lives lost, the lives saved, and the heroic last stand he and his fellow warriors made as the main Stonetooth forces closed in on the region. The group of ulven hunters around him seemed to hang on his every word.

“And then as she heard those last words, she plunged the dagger into my stomach and WRENCHED across. After that… Well… You actually know the rest of the story from there.” Voltaire concluded his telling with a small amount of charades, much to the chagrin of his aching bones. Skal and Halthgotha had been leaning forward in their seats listening intently. The other males, whom Voltaire now knew as Flouky and Raulk, had been participating in the retelling by acting out the fights in dramatic fashion. By the end, everyone was enthralled. Skal was the first to speak.

“Unbelievable… You managed, somehow, after having your guts spilled for people you will never meet and not even your own, to crawl your way across nearly 80 miles of wilderness, just to have another arrow wound added to the pile of scars you carry,” Skal shook his head with a sigh. “By the wolf, I feel even worse now.”

Voltaire scooted closer to Skal and gave him a reassuring pat on his wide back. “Oh don’t feel bad, my friend. It’s just another story to add to the pile of mishaps for the Ever Punctured.”

Halthgotha, without skipping a beat, and barely stifling a giggle, “wait… the ever punctured? By Gaia’s grace, is that what they call you?” Her mirth was terribly hidden, but Voltaire beamed with pride regardless.

“It sure is!” He proclaimed, “Right, I think I skipped that part. Voltaire, the ever punctured! That’s me! That’s a story for a different day, but the short version is that despite my armoring, my enemies always seem to get past it. A Mordok once pounced on me during an expedition, and it snaked a dagger beneath my breastplate to get right at my heart! It took two healers to drag my carcass to a bed and staunch the bleeding before that same Mordok, infuriated that I was still alive, rushed the camp just to kill me! You’ve never seen a half dying man flop out of bed so fast in your life!”

At that, the entire crew burst into laughter. The twins Flouky and Raulk were rolling on the ground in hysterics. Skal had nearly fallen off the log as his head threw back in a deep belly laugh, and Halthgotha was clutching her stomach she was laughing so hard. Voltaire too was chortling along with them as much as his ribs would allow it. This band of weary souls told stories and laughed together all into the night, sharing drink and food until the sun began to crest over the horizon. And as the golden rays shined down on a brand new day, Voltaire felt at home. Not the home he had grown accustomed to here on Mardrun, not the home he had found in his comrades in Lumaria. No… This felt like how it used to be; how he imagined true home felt like. Strangers made friends from the most unlikely circumstances, stories and songs traded over firelight, and the promise of a life well spent clinging to every word. This is what he fights for. This is the life for which he holds such high regard, and would gladly give his own to defend. Voltaire watched the sunrise together with these Whiteoak Ulven in pure contentment before Skal began to speak.

“Voltaire, the Ever Punctured. An unbelievable story for an unbelievable man… Makes me think.” Skal began. Halthgotha snorted.

“Oh no, you aren’t thinking of writing a song about this guy, are you?” She said, disguising her contentment with sarcastic contempt.

Skal’s face once again changed shades. “Well… I haven’t decided yet.” He admitted bluntly.

Voltaire simply sat there, enjoying the comradery. He knew that come tomorrow, he would be on his way back to Lumaria to get the worst scolding of his life from Elzerith and Seymore, so he was intent on making the most of this, while he still had the excuse of being too injured to travel.

Halthgotha spoke up again, “You know what Skal? I think you are right. Anyone who has survived as much as this guy deserves something to be remembered by! Tell us Voltaire! What’s your full name? Let us know so we may let the great wolf know of your deeds!” She was really getting into the spirit of this now. But Voltaire shrank back slightly.

“Voltaire IS my full name… Atleast right now it is”

“Oh?” Halthgotha looked inquisitive. “And why might that be, friend?”

Voltaire took a deep sigh. “When I was young, my father told me about a tradition. Something of a rite of passage as he saw it. I am meant to earn my last name. But I can’t choose it… It must be given to me by those who believe me deserving. And to date, that hasnt happened yet. Beyond the whole ever punctured business.” Voltaire shrugged a bit at that. He did appreciate the title, as much of a joke as it first was, But it did always bother him that it wasn’t a last name. Thats really all he ever wanted. 

As silence fell over the band, both Skal and Halthgotha exchanged glances. There seemed to be a silent conversation between them. Skal nodded his head to his left towards Voltaire, Halthgotha shook hers in kind. Skal motioned again, a little more forcefully this time, and Hathgotha stared at Skal, hands clasped under her chin in contemplation before giving a nod. Skal broke the silence once more.

“How about… Ulfkin?” 

Voltaire blinked for a moment, thinking he might have misheard. “Excuse me?” He asked, barely containing his sense of disbelief.

“Ulfkin,” Skal repeated, “Voltaire Ulfkin, The Ever Punctured. I think it has a nice ring to it, personally.” Skal was not hiding his smile any longer. Neither was Halthgotha. The two of them looked to Voltaire for something. Recognition? Denial? A blank stare? No, All they got was silence for a good long while… Until he jumped from his seat and nearly fell into Skal’s lap, trying to embrace him. He couldn’t hold back his tears. 

This may not mean much in the end, but to Voltaire, in that moment, it meant everything. After nearly 30 years of living, fighting, hurting, and a few times dying… he was recognized. Not by some lofty station or duty. No dukes or lords in sight. Just… People. Everyday folks who saw his worth, and found him deserving of what so many might take for granted. A name. A last name. The last name he will ever have. And it is said that after that faithful night, Skal Birchfodder wrote this song to commemorate the man known in taverns across Mardrun as The Ever Punctured Knight.

Once upon a time, my friends,

And not so far from here.

Once fought a noble knight of Sun and Sword who knew no fear.

Though fearless was this man of faith

Though clad in shining steel,

The metal of it’s make was poor, and wounds he’d have to heal.

His name is known, though some may say

A joke was played on he

For from this day, He will, we say, The Ever Punctured be.

The fable of this punctured man

Is short and course, tis true.

For on the field of battle, a spear ran him clean through.

His armor rent, his belly bare,

He fell upon the floor,

And were this not the Ever Punctured, dead he’d be for sure!

But on that day, some will recall,

While horns and signals cry,

His broken battered body rose, and through the trees did fly!

But not on loft, nor eagle’s wing,

Though some may dare assert,

But broken knee, and bloody hand, and clumps of trodden dirt.

To fly… or limp, more aptly put,

The ever punctured went.

Through the battle lines he slumped, his armor torn and bent.

The warriors of tooth and spear,

Their energy near spent,

They paid this walking corpse no mind, as through the mud it trekked.

And as the ever punctured walked,

His guts held in by hand,

He heard the voice of God ring out, “My boy, your wound is grand”

“Indeed,” Said He “but ill be fine! This wound is but a graze!”

“But with no trail left to find, I might be lost for days…”

“Fear not” replied the voice on high,

“For I am light of day”

“And in the gleam of Sun, to thee, i shall ignite the way”

And lo, before this broken son,

The light did show a path!

And hobbling along, he sped to spare his life from wrath.

It took the Ever Punctured

Nearly two whole days and nights,

To find a camp of sullen men, all weary from their fights.

He fumbled on his feet, and cried,

And to their feet they dove!

An arrow nocked, the bow was loosed, and in an arrow drove.

Clean through his shoulder, sharp and true,

The arrow head did lodge,

Into the bone of poor Voltaire, Why cant he learn to dodge…

When next he woke, on bed he lay

A bandage on his arm.

The giant gash now wrapped in cloth to halt the further harm.

The Ever Punctured sat and said,

“To whom am I to thank?”

But no reply came from the dark, It seems an awful prank.

But as he look, his saw the scar,

And felt his bruising head.

“No wonder” He exclaimed aloud, “They must have thought me dead!”

“BUT YET I LIVE” He roared into the dark and silent night.

“And when I’m off this cot, it’s back to war to fight the fight!”

Now smarter men than he, im sure,

Would call its quits from there.

But not the ever punctured… Not the ever sweet Voltaire.

His armor will not stop a sword,

It will not stop a stick.

But armor is not needed when your skull is just as thick.

So RAISE your glasses, One and all

And join me in this Toast!

Three cheers, The Ever Punctured Lives! Died more than most can Boast!

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July 2026 – Comradery and Community

July Market Faire & 15 Year Celebration

=IMPORTANT DATES=

Wednesday, July 8th:
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.

Monday, July 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, July 18th:
Early Arrival Time – 9:30am
Registration opens – 10:00am
Registration closes – 11:30am
All Player Event Briefing – 11:45pm
“Game On for Market Faire – 12:30pm
– “Game Over” for Market Faire – 5:00pm
15-Year Ceremony & Prizes – 5:00pm
Cook-out, Swap Meet, Open Social – Immediately after ceremony
Clean Up & Go Home – Anytime after ceremony/social.

Tent camping is highly encouraged!
*NOTE: Campers should be cleaned up and heading out by 10am, Sunday the 19th.

***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=

With the City-State of Newhope giving right of way to host this year’s market faire to the people of Lumiria, the Blades of Sol have prepared their settlement to receive visitors and merchants from all walks of life. Even in times of war, people look forward to gathering to enjoy each other’s company. Whether it be food, gossip, or a chance to reconnect, people from all corners of Mardrun have come to Lumiria, located in Aylin’s Reach territory, to participate in this year’s annual market faire, a welcome respite from the constant strain of war.

Part 1: Blades of Sol Host The Market Faire
The Blades of Sol Faction members will be hosting the Market Faire this year, coordinating the in-game schedule of events and tournaments.

Part 2: Out-of-Game Community Hangout
This event will include an evening of out-of-game community hangout! There will be a 15-Year Celebration Ceremony and then camping, a cook-out, a swap-meet, and just hanging out are all encouraged. Share your stories about the past 15 years of Last Hope LARP history!

= EVENT SPECIAL MECHANICS =

1) Pre-Event Setup:
The event will take place in the Outpost, where players will be allowed to pre-event set-up. Spaces can be reserved via Downtime Actions, then the remaining space is first-come-first-served on the event day.

2) Attempting to Flee:
Since the Market Faire takes place in the heart of a settlement, any attempts to flee the area (by running “out of bounds/out of the game area” while being pursued) will result in a dice roll to see if the escape is successful. Applicable skills (such as Lore: Survival, Lore: Tactics, and Break Away) could help influence the outcome of this roll. On the opposite side of this, the settlements different attributes, any patrolling units, and certain upgrades could make this roll more difficult. Characters who cause trouble (fighting, stealing, assassination attempts) should think twice (and/or plan ahead) before doing so due to “off-screen” mechanics.

3) Tournaments:
There will be a series of tournaments and games available during the event, coordinated by the hosting group of the Faire. Information will be released closer to the event date or available day of.

4) Travel Dangers:
Due to the war successes of the Yurnai campaign and Ironmound changing sides, moving forward characters will no longer face travel dangers while going to events in territory they are cut off from.

5) NPC Roles:
There are no monster roles for this event.
Players will be representing 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.

6) 15-Year Anniversary Celebration!
We will be doing a 15-year celebration ceremony immediately after the in-game market faire. There will be a speech, fun facts about Last Hope LARP, and some special announcements.
There will also a group “Story-time” in the evening. Feel free to write-up or prep your favorite Last Hope LARP story/experience moments and bring them with you to share!

7) Prizes!
There will be a prize giveaway during the ceremony based on player memberships for the month. In addition, there will be a number of “15 coin” and “15 xp” prizes randomly drawn from attending players. We will be using giveaway tickets for this event; you either must be present to win or coordinate someone handling your giveaway ticket(s) for you if you leave early.

8) Cook Out
We will be providing grilled hotdogs on a bun, potato chips, and lemonade for all attending players. Feel free to bring stuff to share or supplement your own food and don’t forget your feastware!

9) Swap-Meet
We are encouraging everyone to bring their extra gear/weapons/stuff that is LARP applicable to buy/sell/trade! Bring your stuff into the outpost after the ceremony; bring a table, use the tent you setup for the in-game faire, or throw a blanket down on the ground. Bring real money AND players can barter with their PC coin as well! Staff will be on hand to help with coin transfers.

10) 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 single-day event; but players will have the option and are encouraged to tent-camp on the land.
– Campers should be packed up and off the land by 10am, Sunday June 19th.
– 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

=Unmedievable=
Unmedievable is owned by one of our own LARPers! Medieval clothing, accessories, weapons, and Last Hope-specific game items are all available, and she’ll be setting up a shop at this event.
www.unmedievable.com/

== 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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May 2026 – Fires of Defiance

=Event Story=

Scenario 1 – Stormjarl and The Yurnai

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 – Shattered Spear Resistance

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 Summary=

Saturday: Stormjarl and the Yurnai

Newhope and Stormjarl’s effort to join warfronts was anything but a slow start, as each side immediately found themselves needing to strategize their fighting power, while also a mysterious Grimward archer sent arrows with cryptic messages into each camp. With no time to waste decoding what could’ve been nothing, fighters went out to defend their camps against Grimward.

Newhope’s lack of front-line fighters became an immediate concern when their forces were pushed back just enough to let Grimward raiders slip through to do damage to their supply line. Scouts did their best to be quick on their feet to deliver messages between camps, but with the constant pressure Grimward was placing, both on the camps and the traveling scouts, the message was not quick enough to save Newhope from another defeat. 

Stormjarl, being successful so far on their side, decided to ferry over all the warriors they could spare. Now stretched thin, the warriors who stayed continued their success by the skin of their teeth. Patched-up armor and patched-up bodies managed to carry the Stormjarl side until finally, there was enough of an opening to merge the camps together. Unfortunately, the support from Stormjarl wasn’t enough to pull together the line for the Newhope side, and Grimward raiders continued to wreak havoc on their supply lines.

The merging of the camps finally gave each side a moment to breath, and finally the time to decipher the strange messages that had been shot into their respective camps at the beginning of the day. As it turned out, each camp had received half of a larger puzzle, beaconing them to a location at a certain time. 

The night persisted with more pressure from Grimward, but thanks to all the warriors being together, no more raiders were able to break through. As for the mysterious meeting point—only tight lips can be found among the brave group that ventured out to it. 

Newhope’s forces may have been forced to a halt, but the continued success of Clan Stormjarl was just able to secure the combined warfront. Only time will tell if the allied forces are able to keep it that way.

Sunday: Shattered Spear Resistance

As the sun rose and crossed the sky, the Shattered Spear resistance, lead by Clanleader Laifnar Icefury, worked to push through Stonetooth warriors and Thrallkeepers to free their kin and push further into the stolen Shattered Spear territory.

As Thralls were freed and joined the ranks of the resistance fighters, more territory was able to be taken and held against Stonetooth. Several successful ambush attacks gained the group enough ground that High Priestess Gyda Shattered Spear, previously taken hostage by Stonetooth at the start of the war, was able to be saved from Stonetooth’s captivity. 

While the group found initial success in the rapid guerilla tactics, Stonetooth’s main army returning from the front lines to the east began to respond to the uprising; descending on the pockets of resistance across the clan, with very few being able to escape before the clanleader’s personal group was completely surrounded. Quickly finding themselves surrounded with limited options, the resistance fighters were forced to decide who would stay to buy time for the delegates and fighters selected to carry the stories of their time under Stonetooth further south into friendly territory.  

Those chosen to take the dangerous passage back to safer lands left swiftly, leaving the brave resistance fighters to stand against the growing forces of Stonetooth. Their final fight was explosive, with every fighter refusing to go alone to the Great Wolf, taking down as many Stonetooth with them as they could. The Clanleader, refusing to leave his people even in the face of overwhelming odds, fought until the bitter end alongside the other Shattered Spear warriors who refused to yield to Stonetooth’s forces.

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June 2026 – Sharp Tongues, Sharper Iron

=IMPORTANT DATES=

Wednesday, June 10th:
Resources and Downtime Actions Deadline

Monday, June 15th:
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, June 20th:

– 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=

Stories of hardship and glory travel up from the southern front, where Newhope and Clan Stormjarl’s forces have successfully bridged their frontlines at a difficult cost. Clan Grimward’s raiders at sea remain a threat, but cannot stop the supplies and aid reaching Clan Stormjarl via the new land-bridge. Meanwhile, whispers travel the former lands of Clan Shattered Spear. The flame of resistance that had fought for freedom and revenge over the last few months… is snuffed out. Survivors, freed thralls, and figures important to the clan’s future begin to emerge from the Great Forest after escaping Clan Stonetooth’s grasp, allowing more of Shattered Spear’s people to be reunited in their current home within Clan Nightriver.

As the heat of summer begins to arrive though, news quickly travels from Hammerfall. The mixed army of Aldorian Marines, Shattered Spear remnant warpacks, and Clan Goldenfield warpacks had continued their advance against Clan Ironmound over the last month, but reports begin to arrive confirming that Clan Ironmound has successfully pulled their lines back to the Hammerfall area, and are now bolstered by their prepared defensive positions. The towns of Bladehome and Shieldhaven remain stranded behind Ironmound’s lines and under constant siege since last year. The two walled towns still stand, but may be at risk of falling if the sieges last much longer, making the need to push Ironmound back further a critical effort before the army of Clan Stonetooth returns to this frontline to attack once again. Any attempted advances by allies have already proven costly though, with Ironmound’s defensive tactics proving to be difficult to crack.

Unexpectedly, the call for aid from any available allies comes not from martial forces in the area, but instead from Jarl Laela Nightriver, Ambassador of Clan Nightriver. Through her efforts, contact has been made directly with Clan Ironmound’s Clanleader, Gustav Ironmound, who has agreed to a meeting of delegates on the frontlines to receive discussion and be heard in return. Contact has been successful, but due to being enemies Ironmound has sent terms.

Their time has been offered up, but requires payments of services, honorbound, or resources to be made to their clan in trade. After a trade is agreed upon, Ironmound’s leaders will allow discussion to happen for as long as battle happens, as enemies of this war. Some may see this as too high of demands from the clan, but others see that Ironmound even just becoming neutral could put them at great risk of angering both Clans Grimward and Stonetooth enough for invasion, making their homeland’s surrounded situation a lethal one for their people. Thus, Ambassador Laela’s calls for aid are not just for those who have words to speak, but also those who have offerings to provide and those skilled in combat to fight while discussions happen.

For those who have fought against Ironmound, their developing hatred for their current allies of Clan Stonetooth has become as well known as their honor strict culture. Many believe that the clan had no interest in fighting in this war, and would have been neutral if not for their pact with Clan Grimward and their clan’s precarious location as the war developed after the first year. With that, some like Jarl Laela see the war’s new situation as an opportunity to help the clan’s return to neutrality with honorable trade, or with luck maybe even convince them with enough aid to switch sides all together.

Rumors have it that Clan Ironmound has been pressured to fully apply themselves to the war on Grimward’s side, so if persuasions fail it may see the sieges of Bladehome and Shieldhaven severely worsen as Stonetooth’s armies are soon to return to the frontlines.

= EVENT SPECIAL MECHANICS =

1) Event Theme: “Deals, Politics, and Combat” Event:

This event will take place in Hammerfall and be focused on attempts to convince Clan Ironmound to become neutral or switch sides. The event will consist of a repeating cycle, starting with making trade deals, determining terms of battle, and then holding discussion for as long as the battle lasts. Creativity and cultural knowledge may be factors to success.

  • Trade Deals – Each time, before meeting with Clan Ironmound leadership, players must determine what will be offered up for the clan’s time and consideration. This can be a wide variety of options, with a couple examples being resources and materials, or individuals and units offered as honorbound for service to Clan Ironmound. On top of this, players may ante additional services and offerings to gain additional time or to cut different deals.
  • Terms of Battle – After the trade is agreed upon, forces must be brought up to battle Ironmound’s warriors. With Ironmound’s known honor, many expect this combat to only be lethal if decided in terms or if neither side comes to yield during the clashing of iron.
  • Discussions – As battle commences, Ironmound’s delegates will allow for players to present information, arguments, or to continue prior discussions. This will only last for as long as the battle continues, and if there is a pause in fighting or Ironmound finds its enemies to be intentionally stalling, then discussions will be paused until proper fighting continues.

2) Travel Dangers:
Due to the success of the land-bridge between Newhope and Clan Stormjarl forces, moving forward characters and units moving to and from mainland Stormjarl will no longer be guaranteed to roll travel danger rolls. Additionally, given the unique situation with the besieged towns of Bladehome and Shieldhaven, Ironmound has agreed to escort their warriors, leaders, and support to the location of the battles and talks; and then afterwards will be returning everyone to their towns for the sieges to continue.

3) Pre-Event Setup:
The event will primarily take place in the Outpost, where players will be allowed to pre-event set-up. Spaces can be reserved via Downtime Actions or Org Actions, then the remaining space is first-come-first-served on the event days.

4) Specific NPC Roles:
NPC players can expect to be representing the martial or political forces of Clan Ironmound, or for the mixed forces aligned with Clan Nightriver. In addition to the expected combat and political NPC roles, there will also be other NPC roles available for both sides of the scenario (menders, healers, casters, etc).

5) Story Arc Special NPC Roles:
This event will bring us to the conclusion of the Clan Goldenfield story arc that started in March. If you played an NPC in March or April, then if interested you might be able to return as that role in June. Staff will ensure that priority event roles are filled first, but will also look to bring back past roles as able depending on signups.

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.

=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 a Faction may earn +1 Faction Exp per event day that they attend and prominently display Faction heraldry. Bring and show your heraldry to check-in!
– PCs that are part of an Faction may earn +1 Faction Exp for attending and prominently displaying Faction Standard/Banner (Min 2 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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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/