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The city of Ulfenkarn.

Ulfenkarn or Wolf’s Feast [4] is a ancient city in the Realm of Shyish.[1] Located on the island of Szargorond in the Prime Innerlands, Ulfenkarn found itself on the edges of the Shyish Nadir after the Necroquake.[14a]


Map of Ulfenkarn.

Age of Myth

The city was initially founded as Mournhold when the Ebon Citadel was constructed on the windswept island of Szargorond by Houses ven Alten, Vossheim, and Gaunt, three noble families from the Realm of Azyr.[4] For many generations both the living and the spirits of the dead lived peacefully together.[1] It was common for the spirits of deceased nobles to continue to rule the city together with their still living relatives long after their demise. Trough them, Mournhold gained the reputation of a city, that while ruled by a firm hand, was also guided by generations of wisdom.

Yet, even during those early days, the people of Mournhold were tested. Its formidable navy, and skilled soldiers were faced with many beasts and monsters of that time. Those times breed a tough people whose strength would be sorely tested during the apocalyptic Age of Chaos.[14a]

Age of Chaos

When the Dark Gods invaded the Mortal Realms, pouring their legions into reality. Nagash unleashed all his might and sorceries across the lands. While Mournhold played no crucial role in those battles, its effects were still sorely felt. Nagashs need for souls to power him robbed the city of its guiding spirits piece by piece.[14a]

Trough the ages, many of the people of Mournhold still remembered their connection to Realm of Azyr. So when the situation turned more and more dire, many fled back to the Celestial Realm trough the Star-Woven Gate hidden deep under the city. With only the scions of its last warden, Duchard ven Alten, aware of its location left in the city.[14a]

Like so many other cities, Mournhold eventually found itself isolated and besieged. Despite the brave struggle of its fleet that broke six invasion fleets on the rocks of Banshee Bay, It was laid to waste by Slaughn the Ravenor, a Daemon Prince of Khorne.[4][14a] Slaughn's siege lasted for many seasons, his cannons pounding the city's walls, and the sea turning blood red. The siege was broken when a fleet of black sailed ships arrived on the horizon. The ships sailing under the sigil of the wolfs head belonged to Radukar and his Ogor mercenaries. He and his armies broke the chaos forces, and Radukar himself slew the Daemon Prince.[14a]

Having saved the city, Radukar gave the people of Mournhold a choice, either he leaves and the city has to face what ever monster came to finish what Slaughn started, or they invite him in. Seeing what choice they really had, the nobles of the town granted the Vampire's request. So Radukar the Wolf claimed the ancient Ebon Citadel for himself he began to surround himself with his coterie of fiends and lackeys, the Thirsting Court.[1] And so Peace returned to Mournhold, and for generations the people lived under the new status quo. Radukar in his citadel, and the people giving their tithe in blood to their saviour.[14a]

Age of Sigmar

Despite arrival of the Stormcast Eternals and the return of Sigmar's light to the Realms, relatively little changed for the island of Szargorond. The Merchants of the Kharadron Overlords together with the Ven Alten constructed a sky-dock in the city and trade returned to the city.[14a]

Main article: Battle for Ulfenkarn

Relative peace still reigned well into the Age of Sigmar until the Necroquake swept across the realms and, Radukar was infused with great power, losing all remaining restraint. He and his courtiers went on a bloody rampage against any who might defy them, turning a fortunate few into vampires but most were merely slain and their corpses left all across the city.[1] Radukar sought to drag the entire city into the Shyish Nadir and ascend to the rank of Mortarch or perhaps even surpass Nagash himself. Thanks to a group of heroes, the living trapped within the city were able to escape to Azyr via realmgate. Radukar himself was slain, before Nagash appeared to scorn his ambition. Nagash would seized Radukar's broken form so that he may begin his 're-education', Nagash's deathly energies leaving behind a city of re-awakened dead.[13]


Arms of Ulfenkarn[14a].

Under the rule of Radukar and his Thirsting Court the once vibrant whaling city has fell into much ruin and disruption. Many industries, such as book binding have almost completely ceased to operate; whilst others such as saltboiling and whaling continue. [9c] [9d] Every citizen is liable for a daily blood tithe, donated in great fountains designed to repel vermin. The destitute may sell their blood in blood farms in exchange for a bed or food with their blood sold to the wealthy to replace their blood tithes; it should be noted however that the blood farm donators are still liable for their own tithes. [9b] [9e] All crimes are typically punished with one sentence; public exsanguination, their body left for draining by whoever (or whatever) wills.[9a][9b][9c]

A strict curfew is enforced partly by the Volkshafen and the Ulfenwatch; but given the increased risk of predators at night few would risk it even were it not forbidden. This risk is greatly increased the closer one gets to the Ebon Citadel, which is also surrounded by a life-stealing miasma, or in the vast swathes of the city which lay in ruins.[9b]


An almost instinctual respect for nobility has persisted among the citizens of the city, even after the changes Ulfenkarn has faced, with many who found loyalty to the old noble houses now finding themselves accepting the new order. [9f]


Before its decline, Mournhold was a center of trade in the Realm of Shyish. Merchants from this Realm and beyond arrived either at the city's harbour on ships of all sizes, or anchored at the skydocks in skyvessels of the Kharadron Overlords or the ships of the Ironweld Arsenal.[14a]

This trade grinded to a halt when Radukar took over. Radukar's Wolf Ships patrol the Cor Mortifus, preventing any vessel from leaving the island. And so, blood has taken over as main currency and trade good. It is not uncommon for community members to cover each others blood tithe. The truly desperate trade in their blood Leech Parlours for small food rations and other goods to survive.[14a]

Aqua Ghyranis and Grave-Sand are highly sought after. The regenerative properties of Aqua Ghyranis make them desirable even for the Vampires of Radukar's court. Where Aqua Ghyranis only exists in very limited quantities in Ulfenkarn, Grave-Sand is mined from the cliffs and beaches of Szargorond. The members of the Pact Mortalis seek this Realmstone to make use of it in their experiments.[14a]

Ivory and whalebone have somewhat persisted as local currencies, even after Radukar took over, in Ulfenkarn. These are divided into denominations known as weights, such as: ten-weight, twenty-weight, and fifty-weight.[9a][9e][9g][9h]

Yet, there still exists some trade with the outside world. Vassals of Radukar employ a small fleet of ships flying no colours or heraldry, to conduct foreign trade in absolute secret. This trade allows Radukar to keep up the food stockpiles in the Ebon Citadel. Ensuring he has something to dangle in front of the still mortal people of Ulfenkarn and keep the remains of the former nobility loyal.[14a]


The city of Ulfenkarn can be divided into three parts: the Outer Districts beyond the main walls; the Inner City behind the Goregate, Vharngate and Howlgate; and the Ebon Citadel in the center beyond the Mourngate.[14c]

Outer Districts

  • The Clot: A canal filled with blood and worse where carrion horrors hunt.[1]
  • Corpse-gardens: Graveyards and pits tended by Gorslav the Gravekeeper.[1]

Inner Districs

  • The Vharngate: The stronghold of the Ulfenwatch.[2]
  • The Goregate:
  • The Howlgate:
  • Barrowmark: Scholars Hall converted by Torgillius into a horrific visceral laboratory.[1]
  • The Screaming Spires: The once noble blood children of Radukar lair here between the towers.[1]
  • Van Alten Skydocks: Once the bustling centre of trade for the city.[1]
  • Hangman's Copse: Former Embassy of the Sylvaneth.[1]
  • Shadowed Crypt-Halls: vaults where haunting music and screams echo from within.[1]
  • Ghiestgale: Haunted area that few dare to venture near.[1]

Ebon Citadel



Portrait of Radukar the Wolf.