The Basics

Date: February 10 – 12, in the winter of 2017. The game will start at Friday evening, and end before noon on Sunday
Location: Kopparberg, Sweden
Ticket prices: Bare Bones 450 SEK, Standard Edition 900 SEK, Special Edition 1800 SEK, Day Pass 300 SEK
Ingame language: Primarily Swedish and English.
Outdoor temperature: Most probably between -5 and -20 degrees C
Indoor temperature: Most probably between +15 and 0 degrees C
Snow depth: Most certainly between 15 and 50 cm

Participants are required to write their own characters, bring their own clothes and most of their gear. Most participants will have to bring and cook their own food, and handle basic logistics like chopping fire wood and tending to the stoves. Vinterland is for those of you, who enjoy winter larping, don't mind some uncomfort, and see snow as an asset, not an obstacle.

The Setting

The year is 2045, according to most people in post-apocalyptic Scandinavia. It is two days after the yearly market of Hindersmäss in Örebro, and at the settlement of Rifall a lot of travelers pass by these days. Vinterland takes place two and a half years after the larp Landsväg. You are welcome to bring your Landsväg character back to life again at Vinterland.

The larp takes place at the Rifall settlement, halfway between Östbacken and Värnhem. The location is the same as on the larp Hinterland. The local farmers at Rifall have found human bones in the ground, from the people who were buried there three decades earlier. Vinterland will be a story of the hardworking people of the farms and the forests, the poor travelers, the rich merchants, the nomadic diggers and the many colorful characters traveling the crumbling roads.

Vinterland will be a story of a post-apocalyptic time, when the war, the pandemic and the numerous looter gangs are tales of the past. Scandinavia is still scarcely populated, but people live of the land and the sea, not each other. Long gone are the days when survival was based solely on scavenging and fire power. Outside the larger settlements, however, the absence of law enforcement makes security a matter of weather you have friends or not. A new gang of plunderers have been active in the area again, and they have not yet been located and dealt with.

Vinterland will be a story of the people living among the ruins of the long gone society that brought itself to destruction. The younger generation never saw the wonders and the terrors of the past, but those born before the Crunch still tell the stories.

The Themes of the Game

We wish to explore several themes during Vinterland, and hope that you will too. The four themes of the game are partly corresponding to the four acts of Vinterland, but of course they mix together.

The Casual Life

These are the cozy and the uncomplicated parts of the game, for those of you who whish to for example spend time cooking, playing music, singing, gambling, perhaps dancing, portray visiting relatives or just invite the neighbors for a fika.

The Work

This theme is for those of you who wish to spend time working, for example by chopping fire wood or shoveling snow. We would like to se both services and crafts in game. Everything from blacksmithing to the smoking of meat and fish would be welcome.

The Plotting

This theme explores the more serious parts of social interaction, as in trading and bartering, politics and negotiations, rumor-mongering and slandering, the gathering of information and diplomacy.

The Armed Conflicts

This theme is for those characters who are armed. You may go on recon missions, or as armed security, but also spend time on gear maintenance and waiting with great discipline.



The Game – step by step

Arrival and Check In

Most of the participants will arrive at the location during Friday 10th. At arrival you are obliged to check in. Check in is open between 09:00-17:00. There will be a check in station at the road leading to the settlement. If no crew member is within sight at arrival, call the number on the sign at the check in station, and we will be with you shortly. If you arrive after 17:00, contact the organizers by phone and we will manage your check in separately.

Do you need a ride from the train station in Kopparberg? Please contact us in advance, and we will be happy to pick you up by car.


Participants are required to park off game cars pretty far off location. There is a parking lot available at Kölsjön, about 1500 m from the settlement. A Vinterland crew member will accompany your vehicle to Kölsjön, and take your driver back to the location by car.

The Start of the Game

There will be no work shops or other gatherings before the start of the game. You may start the game whenever you and your group decide to, but at 20:00, at the latest, all participants on location are expected to be in character.

The End of the Game

The official sign for the end of Vinterland will be music. After the end of the game, there will be a short gathering before the participants start cleaning and packing. Please take time to have a word with the people you have interacted with during the game. Please take pictures and share them later.

Check Out and Departure

Before leaving you are required to spend some time on clean up duty. Do not expect to be able to leave the location before 15:00. A driver from the Vinterland crew will organize the transportation of participants that need a ride to Kölsjön to get their cars.

At departure you are obliged to check out. Please contact the Vinterland crew before leaving. Do you need a ride to the train station in Kopparberg? Please ask the driver from the Vinterland crew.

Clothes and gear

General outlines

The participants are required to bring their own clothes and most of their gear, and we do not hesitate to state that the expectations are high. Bad looking last minute solutions are not appreciated. At Vinterland your clothing and personal effects will live up to the standards of a TV production. A layman must find them convincing, but an expert will perhaps not. There are only a few exceptions, further explained below.

Colors preferred are earth tones: Darker green, dirty sand colors, and any variation of brown, grey or off-black. This has no explanation in game. It will just look good at this larp. Off-white is acceptable, but somewhat uncommon. Camouflage patterned garments are still considered to be provocative, since people still remember that the military committed the most horrible war crimes imaginable. Military equipment is still in use, since it is very durable, but the camouflage pattern is frowned upon.


There are two main types of clothing in the year of 2045: PreCrunch stuff, and more newly made garments. Clothes industrially manufactured before the Crunch, are at least 32 years old, and must look like it. It would of course be wonderful if every pre Crunch garment was worn, torn and mended beyond all recognition. Think used for decades, patched together, falling apart, repaired with what was at hand, dirty, shabby, stained, bleached, scratched, chipped, modified, improvised, mended again, and worn down. Your efforts will be appreciated.

More newly made garments are off course also worn in post-apocalyptic Scandinavia, but they are rather expensive. Available fabrics and materials are those produced locally, like wool and linen fabrics, leather and fur. Knitted wool sweaters, mittens, socks and caps are of course most commonly seen in winter. Anoraks are increasingly popular, in a time where reliable zippers are in shortage. Feel free to design and make the clothes your character can afford, but these garments are most probably heavily worn as well.


It would off course be nice if all stuff made before the Crunch was worn, torn and mended beyond belief. At least make an effort to show that most of this gear has probably been used for up to three decades. Think shortage. All easily available stuff is long gone. What remains after a life time of use is probably just that: remains.

Equipment made after the Crunch will have the specific look of post-apocalyptic crafting. 19th century craftsmanship is often combined with scavenging finds and low tech solutions. The fabric of an old backpack might be remade into mittens; the remains of an old tent can be sewn into an anorak. Short lived materials, like paper and polyethylene plastic, are very uncommon in post-apocalyptic Scandinavia. For example, duct tape and polyethylene bottles are considered close to unrealistic at Vinterland, at least if the tape is still fresh and the bottle still transparent. We do not want to see plastic bags at all.

There are a couple of exceptions to the outlines above:

Boots: Any shoes or boots may be used outdoors at Vinterland, as long as they keep your feet warm and dry. Please avoid bright colors, but the well being of your feet is the number one priority.

Sleeping gear: Any sleeping bags or related gear may be used at Vinterland, as long as they keep you warm at night. If possible avoid bright colors, and inflatables, but you getting through the nights will be most important.

Long run skis, ski boots and skins: If you can avoid neon colors, it will be appreciated, but you are in no way obliged to wear down, or paint, your skis and ski boots, to make them look post-apocalyptic.

Fantasy gear: Do not bring any medieval/fantasy/reenactment stuff that obviously does not match the post-apocalyptic look. We might confiscate it and accidentally burn it.

Impairment aids: There is no need to wear down or remodel any equipment imperative for your participation, neither glasses nor wheelchairs.

Food and water


Most of the participants will have to bring and cook their own food during the game. Foods with high water content, like cans, are not recommended at all on this larp. They might freeze. Do not put yourself in the position where you will have to choose not to eat. Special Edition-participants will be served food at the Inn.


The main supply of drinkable water on location is the Pump House next to the Inn. It has a sign that says PUMPHUS. This is the place to collect water, so make sure to bring the water containers you need. You are not allowed to use the water tap at the Pump House as a place to wash your hands, brush your teeth, or do the dishes. Bring your water elsewhere before using it.

The locals living at the Rifall settlement might tell you which streams that have drinkable water, and which ones to avoid.

Sleeping gear and stoves

Sleeping gear

Participants are encouraged to bring reliable sleeping bags, preferably designed for winter use. A wool blanket or two will not be sufficient. You will probably not be in any real danger of life-threatening hypothermia, but loosing two nights of sleep in a row does not make a good foundation for enjoyable roleplaying.


Every building on location, where characters live and spend the nights, will be equipped with at least one stove. Standard Edition participants will have access to a stove with a hot plate, for cooking, and a block of wood, for chopping fire wood. The fire wood available at Vinterland will be cut and dry, but only coarsely split. Standard Edition and Bare Bones participants will have to spend time chopping fire wood during the game. Remember to bring an axe.

Accessibility and Language

Allergies and impairments

We have a limited budget, but we are intended on making Vinterland as accessible as we are able to. Do you have any special needs? Please send us an email.


Vinterland will primarily be played in Swedish, but if somebody present says "English, please" the language in game will instantly change into English, at that particular place, as long as the participant doing the request is present.

Safety and first aid


We take the safety of our participants very seriously. We will have both medical personnel and safety hosts on standby during the entire game. If you have any questions, do not hesitate to contact us in advance.

The rules of Vinterland are not suggestions, they are regulations that you will be responsible enough to respect. Make sure that you have enough margins to avoid injuries and accidents. Think ahead, be responsible.

First aid

Most groups of participants are expected to include somebody with at least basic first aid training, and you are obliged to bring some basic first aid gear, like plasters and pain killers. Please do not hesitate to ask for help, if you encounter medical problems that the you can not handle on your own. The medical personnel can be contacted at the Inn.

The Location and how to get there


We have the privilege of using the Rifallet location, before the land owner continues the restoration of the buildings. There are several benefits with the location. It is fairly easy to travel there. There are no neighbors nearby. It has drinking water, some electric power, sewage, and acceptable cellphone signal. We are free to use almost every one of the buildings on location. Most of the buildings are pretty post-apocalyptic looking. There are no shining masts, or other man made objects, in sight. We have access to the location a year in advance. The land owner still likes larpers.

The drawbacks are rather few. It is not completely silent on location; the nearby road can be heard when there is no wind. There are a couple of steep dirt roads to negotiate on location; cars might need to be equipped with snow chains. At night, the lights from the towns can be seen underneath the clouds. The organizers will have to spend a lot of time building and carpentering on location during 2016. Several of the buildings are molding. We ask participants allergic to mold to contact us by email.

How to get there

To start with: If you come by car, you are required to bring a pair of snow chains for it. They will be needed on the steep dirt roads on location. We kid you not. A cheap pair for temporary use, like these, will be quite sufficient. Practice how to attach them before going to Vinterland.

The coordinates for the location are as follows: 59.87673, 15.11723.

If you arrive by train, the stop closest by is Kopparberg. We are happy to send a car to pick you up. Just contact us by email in advance. We will of course offer you a ride back to Kopparberg after the end of Vinterland.

Frequently asked questions

Q: What will the indoor temperature be?
A: Unfortunately, that will depend on the weather. If the outdoor temperature rises to perhaps -2 degrees C, you will easily maintain or even exceed room temperature indoor, just by keeping the fire going. If the outdoor temperature should plunge to -20 degrees, it will be quite cold indoor as well. Feeding the stove with as much fire wood as it can possibly swallow might just keep the temperature at floor level above freezing point, in the corner farthest away from the stove.

Q: Will there be electricity available in game?
A: In game, there is no such thing as electricity for free. If your character needs it, you will have to produce it yourself, or pay a lot of money for it. If you need electricity to be able to participate at Vinterland, for medical or other reasons, the answer is yes. Please send us an email.

Q: Can I bring a caravan/RV?
A: Yes, but you will probably need a 4WD vehicle, with snow chains attached, to negotiate the steep dirt roads on location.

Q: Will I need a pair of long run skis?
A: At the settlement, roads and paths are cleared of snow, so that you may be able to walk where you need to go. If you wish to venture the woods during the game, you will have to negotiate deep snow. Just a pair of boots will not be sufficient. Long run skis with skins are highly recommended.

Q: Will it be possible to buy food at the Inn during the larp, even if I do not purchase a Special Edition ticket?
A: You will be able to buy meal tokens, and there are several solutions available:

  • If you preorder meal tokens, you will pay 80 SEK a meal. The payment must be registered at our account on February 1st 2017. When you check in on Friday 10th you will receive your meal tokens from the organizers. The tokens are then traded for meals at the Inn, during the game.
  • If you do not preorder meal tokens, the in game payment will preferably be labour.
  • Even if we do not encourage it, you may buy meal tokens from the organizers during the game. The price is 100 SEK and you will pay cash without further argument.
Note : Do not save meal tokens. They will only have a novelty value after the end of the game. Saved meal tokens can not be exchanged for money. On Sunday afternoon they will just be worthless pieces of wood.

Q: Can I have a shower after the game?
A: No, we're in shortage of warm tap water in reality as well, so the limited amount available is dedicated to the people working for Vinterland, not the participants.

Appreciated Acceptable Prohibited
Heavily worn down post-apocalyptic clothing and gear, movie production level. Clothing and gear that lives up to the level of a cheaper TV-production. Fantasy stuff. Medieval gear. Bad last minute solutions.
Heavily worn down clothes in darker green, dirty sand colors, grey, brown, and/or off-black. Worn down clothes in off-white, and/or lighter colors. Camouflage patterned clothing. New and/or brightly colored garments.
Hand made lanterns, constructed out of scavenging finds. Worn down kerosene or candle lanterns. Naked flames, as in bare candles, oil lamps and torches. New, shiny kerosene lanterns.
Boots that will keep your feet warm and dry, in darker colors. Boots that will keep your feet warm and dry, in any color. Any kind of foot wear that will cause you to get cold and wet feet.
Sleeping gear that will keep you warm at night, preferably in darker colors. Sleeping gear that will keep you warm at night, in any color. No sleeping gear. Bad or insufficiently warm sleeping gear. Inflatable mattresses.
Non-alcoholic beverages. Light beer (2.8 vol%) Alcohol
Fuel stored in heavily worn down jerrycans, marked or labeled to signal their content. Fuel stored in metal bottles, marked or labeled to signal their content. Flammable liquids in plastic bottles. Unmarked/unlabeled fuel containers.
Heavily worn down containers and bottles made of metal, wood, glass, or porcelain. Heavily worn down plastic containers. Plastic bags. Fresh paper.

Winter Larp Survival for Beginners

The experience of cold is a subjective appreciation. The thermometer may show the same digits during a sunny day when you're down hill skiing, and a dark morning when you've missed the bus, but your experience of it will differ vastly. It's the same thing when you're winter larping. Put yourself in a miserable situation and you will feel cold, keep going for enjoyable roleplaying and you will feel warmer.

If the experience of cold only depended on what you wear, nobody would ever have to do anything more than putting on some really warm clothing, and that would be it. On the contrary, a lot of factors will contribute to your experience.

The first outline is to take care of your well-being. The basics are: Keep your spirits up. Stay dry.

Make sure to fuel up with plenty of warm food. Drink more water than usual. Make sure to sleep well.

Stay out of the wind. (Misery, moisture, hunger, dehydration, fatigue and wind are as destructive as insufficient clothing. This is serious.)

The physiological reason you're cold is that you're unable to produce body heat as fast as you're losing it.

The second outline is: Stay insulated. Make sure that every part of your body has sufficiently warm clothing. No garments should be too tight. Make sure that you can combine all your clothing. For example: Your big warm mittens should fit over your thinner finger gloves, without hindering the blood flow through your fingers. The real reason you're cold is that you haven't taken the proper precautions in time.

The third outline is: Plan ahead. Remember the basic outlines above. Are you fairly rested, fed, hydrated and dry? Another big risk is inactivity. If you have to wait for some reason, ask to do in indoors. If you have to take your gloves off, put an extra sweater on first. If you have to leave for a longer journey through the woods, have a meal first, and remember to bring something to drink.

Avoid getting sweaty. Remove excessive clothing before chopping fire wood, and remove even more before going on a strenuous hike. Severely cold individuals get irritable and indolent. They prefer to continue shivering, rather than doing something to help the situation. This is a warning sign to be taken seriously. Encourage a severely cold individual to shuffle through the snow a couple of laps, do the Macarena in double speed, or if possible go indoors. Make sure to get them something warm to eat and drink. You taking action might not be appreciated at first, but the person will probably thank you later.

To summarize: Take care of yourself. Put on sufficient clothing. Plan ahead. Take action if somebody is seriously cold.

Tips and tricks:

  • Bring several pairs of gloves and mittens. Make sure that you can combine some of them.
  • Bring several pairs of really thick and warm socks. Wool is the preferred material. Make sure that you can wear several of them on at once, and that your boots fit over the socks, without hindering the blood flow to your toes. This is important.
  • Dry your clothing as soon as possible, should they get damp or wet. Put a drying line over your stove, you will need it.
  • Bring some high energy snacks, or something you can eat or drink on a short notice, should your blood sugar drop. Bring food high in energy, and eat plenty of it. (If you're on a diet, consider ditching it for just this weekend.)
  • Make sure to stay hydrated. Cold liquids can be painful to drink in low temperatures, so make it a daily routine to drink several cups of hot tea, for example.
  • Get yourself a sleeping bag designed for winter use. Experience has shown that a bad sleeping bag combined with layers of clothing and blankets is generally a bad solution. Civilian sleeping bags designed for outdoor use in winter are often very expensive, but military equipment can be found at lower prices. Consider spending some time searching for surplus or second hand solutions, if the costs are concerning you.
  • Bring a mattress. Sleeping directly on the floor, or a thin layer of insufficient insulation, is a disaster waiting to happen.


Go to the signup form.

Signup is open!

Your basic character development will be done in dialogue with an organizer. When your character concept is approved by an organizer, you will receive an invitation to pay for your ticket. Your participation at Vinterland will only be secured when your ticket fee is registered at our account.


We will welcome most character suggestions, but we will definitively say no to ideas that is does not match the Vinterland setting. We might also be forced to tell some people that they should sign up for another larp than Vinterland, for safety or other reasons.

This project has a tight budget. We will spend the money from your fees, on props, logistics, building materials and so on. We will not repay ticket fees, should you chose not to participate at Vinterland, after you have paid for your ticket. The organizers will help you to find somebody to take your place and pay for the ticket you bought.


We realize that some of our participants might not be able to share personal details, use the formal sign up, or join our facebook group, for safety reasons. If you have a need to remain anonymous, or have a protected identity, please send us an email. Your participation will be handled separately by an assigned organizer.

If you do not wish to share sleeping quarters with strangers, we will offer you a bed someplace else. For example, we have a dormitory on location, where cis-men are not allowed to enter. Please tell us about your needs, and we will do what we can, to help you out.

During the game, our safety hosts will handle safety issues. Please do not hesitate to contact them.

Tickets available

Bare Bones

This is the solution for those of you who prefer independence, and don't mind living in for example a tent for a couple of nights. There are no living quarters provided for Bare Bones-participants. We believe that your characters are possibly diggers on the road, travelers and merchants on their way somewhere, or perhaps locals dedicated to hunting and fishing.

The ticket price is 450 SEK and it includes:

  • access to clean water from the Inn,
  • a decent amount of dry fire wood, and
  • access to an outhouse.

Make no mistake, you are expected to handle your own in game logistics with ease. You will have to bring whatever you need to build your own camp, cook your own food, chop your own fire wood, and survive the nights, should the thermometer hit the -25 mark.

You are required to write your own character, but the organizers are intent on providing each group of participants with the background information necessary to generate interesting roleplaying.

Note: If you want to build something more permanent on location, than a temporary camp, you are welcome to do so during the fall of 2016. Please contact the organizers by email.

Standard Edition

This is the solution for those of you who prefer a real bed and a roof over your head. It will probably be cramped and smelly, but at least you may be able to keep the indoor temperature above freezing point. We believe that your characters are possibly diggers staying at the Shelter for a couple of nights, or locals living at Rifall.

The ticket price is 900 SEK and it includes:

  • a simple bed (bring your own mattress) in a post-apocalyptic building,
  • at least one fully working stove per household,
  • access to clean water from the Inn,
  • a decent amount of dry fire wood, and
  • access to an outhouse.

You are expected to handle your own in game logistics. You will have to cook your own food, chop your own fire wood, and decide together weather you want to keep the fire going at night or not. If you stay at the Shelter, you are expected to cooperate with the other diggers and keep your things together. If you stay at one of the houses at Rifall, you will be a member of a family, or a group of people who know each other.

You are required to write your own character, but the organizers are intent on providing each group of participants with the background information necessary to generate interesting roleplaying.

The Standard Edition spots are limited! We can only cramp in so many beds at the Shelter, and we have a limited number of houses on location to offer.

If you want to prepare your home in advance, or build something on location, instead of doing most of the work the evening before the larp starts, you are welcome to visit the location during the fall of 2016. Please contact the organizers by email.

Special Edition

This is the solution for those of you who prefer to stay as an in game guest at the Inn, have your food served, and let the staff tend to the stoves. It will be cramped and smelly, but at least you don't have to be responsible for keeping the indoor temperature above freezing point.

We believe your characters are all kind of travelers, on their way somewhere, staying for a night or two at the Inn at Rifall.

The ticket price is 1800 SEK and it includes:

  • a simple bed in a post-apocalyptic dormitory,
  • staff dedicated to keeping the fire going in every stove,
  • dinner Friday evening,
  • breakfast Saturday morning,
  • lunch Saturday at noon,
  • supper Saturday evening,
  • breakfast Sunday morning,
  • access to clean water, and
  • access to an outhouse.

You are expected to behave as a fairly decent guest at the Inn. Keep your things together, mind your manners, and appreciate the workload of the staff. You don't want to misbehave and risk ending up in the snow outside, do you?

You are required to write your own character, but the organizers are intent on providing each group of participants with the background information necessary to generate interesting roleplaying.

The Special Edition spots are limited! We can only offer so many beds at the Inn.

Day Pass

This is the solution for those of you who will only be in game for a day. There are three possible day pass tickets available:

  1. Friday afternoon until dawn at Saturday.
  2. Early Saturday morning until dawn at Sunday.
  3. Early Sunday morning until the end of the game.

The ticket price is 300 SEK and it includes:

  • access to clean water, and
  • access to an outhouse.

There are no beds available for Day Pass participants.

You are required to write your own character, but the organizers are intent on providing each group of participants with the background information necessary to generate interesting roleplaying.

The Innkeepers [SOLD OUT]

This is the solution for those of you who really enjoy working in game. Your characters are locals managing the Inn. They really like people, and they enjoy running the Inn especially when it is cramped with guests. There won't be many dull moments at the Inn this weekend!

You will not have to pay for a ticket, but you are obliged to happily work all day long. Some of you will also have to do night shifts, to tend to the lanterns and the stoves.

We are looking for janitors, kitchen staff, and entertainers/comedians/musicians. The janitors at the Inn spend a lot of time on clean up duty, shoveling snow, chopping firewood, and tending to the stoves and the lights. The kitchen staff prepares the meals, bake bread, clean the kitchen, and do the dishes. Everyone is obliged to tend to the guests, be service minded, and do what has to be done. The janitors sometimes peel potatoes, the kitchen staff sometimes shovels snow, and everyone makes an effort to ensure that the guests feel welcome.

If you are a funny-as-f&ck post-apocalyptic entertainer, comedian and/or musician, we might just have the gig for you. Please send us an email.

The Innkeeper's family and staff have several privileges:

  • simple beds in heated dormitories,
  • access to a water closet,
  • access to warm and cold tap water, in limited supplies,
  • the possibility to have a short shower during the game, and
  • all meals included.

You are required to write your own character, but the organizers are intent on providing each group of participants with the background information necessary to generate interesting roleplaying.




No alcohol stronger than 2,8% is allowed at Vinterland. Alcoholic beverages must be substituted with cold tea or perhaps apple juice, in bottles marked with labels explaining their content, like MORBROR GUSTENS ÄPPELSPRIT or whatever fits the situation.

Appreciate the location

We have the privilege of using the Rifallet location for larping, thanks to the landowner, Mr Hans Rainer von Groote. The long term plan for Rifallet, is to restore the buildings. They are not to be torn down, or further damaged.

You are NOT allowed to break anything at Rifallet. Please show the buildings care and respect, even if they may look beyond saving to you. The only exception is if something at Rifallet is destroyed by the organizers, as a part of the storytelling.


At Vinterland, combat is not to be used for solving problems or winning conflicts, it is a tool for roleplaying, primarily dialogue, and to further complicate interaction between characters.

There are two set of rules for combat on Vinterland: The Settlement Rules and the Outback Rules.

At the Settlement of Rifallet, the precept is simple: No violence, combat or shooting is allowed. Instead, conflicts are roleplayed. Reaching for a weapon at the settlement is only an invitation to further dialogue. When a conflict is escalating towards violence, the general outline is that the side which seems to be the outnumbered or under armed one, will consider itself to be the loosing side. The winning side is the one with more fire arms, or more people, or combat trained dogs, or the most horrifying reputation.

Bringing this general outline to the level of roleplaying, is to realize that victory is not the primary goal of any conflict at Vinterland. If you find yourself on the winning side of a conflict, you are obliged to make sure that it leads to further roleplaying. Make claims or demand compensation, ut make sure that your opponents are able to meet them during Vinterland. Raise ultimatums, but do so to invite to further complications, not to create a stand off. If possible make sure that the loosing side will be able to get back at you, and await retribution.

If you find yourself on the loosing side, you are thereby invited to talk yourself out of the situation. Say yes. Say please. Make promises. Make threats. Tell lies. Blame somebody else. Ask for forgiveness. Ask for another chance. Appeal to your accuser's good judgment. Appeal to you enemy's reputation. Tell them about your children. Start to cry. Pray for mercy. Ask what you can do to redeem yourself. And plot your payback.

In the woods surrounding the Rifallet settlement, the Outback Rules apply. Opening fire is allowed, if the rules regarding gunfire are being followed. Close combat is allowed, if it is performed with complete control and a lot of delicacy. The precept is that the consequences of close combat are devastating. Every act of violence has an exaggerated effect.

For example: A nudge has the effect of a blow. A controlled blow will send the victim to the ground with a possible concussion. Being rather gently wrestled to the ground might lead to bone fractures.

The victim decides how severe the injury is.

A blunt weapon may be used for simulated blows to the body, as in arms, legs and torso, never the head, never hands, breasts or crotches. The consequences are devastating. For example: A hit to the arm will most likely break it. A hit to the back will probably lead to ruptured kidneys. The pain will most certainly be terrible.

No object with sharp edges or corners will ever be allowed to be used in close combat. Whenever in doubt, ditch it and go for unarmed combat.

Reaching for a weapon with sharp edges is a viable way to signal that you are not in the mood for close combat. Instead, invite to dialogue, or provoke your opponent to shoot at you.


If you wish to leave the game, by letting your character die, the decision is yours. Nobody can kill your character at Vinterland, except yourself. You can not return to the game as a new character.

Disarming somebody

If your opponents surrender, you are allowed to disarm them, but you are obliged to follow these specific rules regarding guns:

  • Ask the owner of the gun to unload it and make sure it's safe.
  • Do not relocate anybody else's fire arm. The owner must have it in sight, unless they clearly give you permission to relocate it. If you disarm somebody, you are responsible for the gun, until it is returned to the owner.

If you are being disarmed by somebody, you are obliged to follow these rules:

  • Unload your weapon, and make sure it is safe.
  • You are responsible for whatever injuries your gun may cause, as long as you have it in sight.

Dogs and other animals

Participants are not allowed to feed the animals. Giving the wrong kind of food to an animal, might poison or kill it. Do not relocate animals. You are not allowed to steal a horse or even take a dog for a walk, without the owner's permission.

Avoid excessive noise close to the animals. One of the reasons gun fire is not allowed at the Rifall settlement, is that the animals can not understand that we are larping.

If you plan to bring an animal to Vinterland, please send us an email in advance.


At Vinterland, stoves and fires will be a fundamental part of the survival of the participants. There are however several safety rules involving the use of fire.

To start with, make sure that there is a fire extinguisher or a bucket of water close by, before even lighting a fire. Fires are preferably lit in existing stoves and fire places. At Vinterland you are allowed to build fires in other places outdoor, but you have to be absolutely sure that there is no risk whatsoever that the fire will spread. Please keep your fire away from buildings, vehicles, animals, trees, roads and paths.

Wood chopping will be a part of the game. We strongly recommend all participants to consider handling axes with bare hands, or at least a pair of gloves with very good friction. Chopping fire wood in wool mittens is an accident waiting to happen.

Fire arms

Guns are first and foremost considered to be props, not tools for winning conflicts. At Vinterland, guns must look good enough for a TV-production. They only work if they can produce a loud bang. A gun that doesn't fire is simply not functioning.

You should only point a gun at somebody, if they are deliberately escalating the conflict in that direction. Take it slow. Encourage dialogue. Good roleplaying may be you putting a hand on your gun, and listening to what your opponent has to say, before drawing it.

The specific rules regarding fire arms are as follows:

  • If you plan to bring a gun to Vinterland, you are obliged to let us know in advance.
  • Always give your opponent the opportunity to back down, to surrender, or talk their way out of the situation.
  • If you point a gun at somebody, keep a distance of at least 5 m.
  • Aim at the feet, never the face.
  • The barrel is only to be pointed in the same direction as your eyes, or towards the ground, in a heated situation. Be extra careful if the visibility is low, for example in darkness.
  • Make eye contact with your target, before firing. If possible, make a vocal threat first, like "I'm gonna blow your f&cking knee cap off!" or whatever fits the situation.
  • The targets decide if they are hit or not. The targets decide how severe the injury is.
  • You are under no circumstances allowed to bring live ammo to Vinterland.


Flammable fuels must be stored in metal containers, and clearly marked GAZOLINE or whatever the content is. Plastic fuel containers are not allowed at Vinterland.

Please store fuel containers far away from fire, or even the theoretical risk of exposure to flames.

Healing injuries during the game

Real life healing is far too time consuming, to be roleplayed realistically at Vinterland. Healing roleplayed injuries are therefore performed by roleplaying, involving at least one other character. The options are several, as long as you create a scene around it. Preferably, a character with medical experience may perform some kind of treatment on the patient, but other solutions are both welcome and effective. Several people praying with the injured character may prove to be as pain reducing as morphine. An ointment or medicine prepared by a skilled character in game may be just as effective as surgery.

The only thing that does not work is waiting. If you choose to isolate yourself, your injuries will most certainly not heal before the end of Vinterland.


Vinterland will primarily be played in Swedish, but if somebody present says "English, please" the language in game will instantly change into English, at that particular place, as long as the participant doing the request is present. There is no in game explanation for this rule.


Naked flames are not allowed indoor at Vinterland. This includes for example candles and oil lamps without cover. Torches are not allowed at all. Bring lanterns or kerosene lamps with the flame safely covered by glass or metal webbing.

For safety reasons, we also recommend fake candles with LED-lights. Well inside a lantern, they look pretty good.

Medical care at Vinterland

The medical personnel can be contacted at the Inn. Please do not hesitate to ask for help. The key word for a real life problem is SKARP, or, in English, SHARP. For example, a real life injury is a SKARP SKADA, or a SHARP INJURY.

You are welcome to use the keyword at any time during Vinterland, to explain that a problem is a real life situation. It can be used without interrupting the game, should you choose to.

OFF stuff and personal necessities

The off game stuff you bring in game should be limited to small things, like car keys, cell phones, wallets, personal medications, tampons and so on. These things must be put in a small container or a small bag, and labeled OFF. Please put your OFF-container where it is not accidentally stolen or lost.

You are not allowed to put an OFF-sign on an entire suitcase, backpack, vehicle, door or building. Only the organizers will do that.


Please use the outhouses. Leaving feces and toilet paper in the snow, is provokingly disrespectful. Peeing in the woods is okay, peeing next to the buildings is not.

All participants are welcome to use the outhouses at Rifall, they are not assigned to any specific groups of characters. The Vinterland crew will provide toilet paper. At the outhouse next to the Inn, you are welcome to wash your hands at any time. A small supply of pain killers, tampons, sanitary towels and the like will also be located here, for emergency use.

Safe words

The safewords at Vinterland are to be respected without hesitation. Nobody using a safe word will ever be blamed, or even questioned about it.

If you find a given situation to be too unsafe, painful, triggering, violating, terrifying, or simply just too uncomfortable, the safe word BREMS may be used. This safe word will not stop the game; just turn it down a notch. If another participant tells you BREMS you are obliged to calm down, loosen your grip, step back, lower your voice or whatever caused them to use it.

If you find that the game has to be stopped completely, for safety or any other reason, the safe words AVBRYT SPELET, or, in English CUT THE GAME, may be used. Everybody within hearing, are obliged to quit roleplaying and address the problem. You are allowed to continue roleplaying only after that the problem has been solved.

Sexism, racism, ableism and HBTQ-phobia

At a post-apocalyptic larp where many of the traditional elements of the genre are present, we are worried that some prejudice will also find its way into the game. This will not be appreciated. All participants are obliged to take this under serious consideration, if necessary get further educated on the matter in advance, and work actively to avoid stereotypes and condescending roleplaying.

Sexual harassment

At Vinterland roleplaying with a sexual under- or overtone, will be considered sexual harassment if it is not agreed upon in advance, with explicit consent. This includes any sexualized behavior that may cause another participant to feel unsafe, violated or triggered.

Please do not hesitate to contact the safety hosts. We will listen to the victim, not the offender. If the victim wishes to take legal actions, we will assist in any way we can. The offender cam be kicked out of the game without further argument.


At Vinterland you are allowed to steal props, but you have to be absolutely certain that you do not steal anything needed to keep the victim warm and safe. You are therefore not allowed to steal food, clothes, boots, sleeping gear, cooking gear, entire backpacks, or whatever is needed to make it through Vinterland. This is also one of the reasons that you are not allowed to steal lanterns, fuel or fire wood.

For safety reasons, you are not allowed to steal fire arms, vehicles or animals at Vinterland.

Stealing props at Vinterland must be done in the interest of roleplaying, like snatching somebody's letter, stealing a bottle of liquor, or pickpocketing in game money.


Smoking is allowed outdoors and away from buildings and by passers. There are of course no shiny packs of industrially manufactured cigarettes still around in post-apocalyptic Scandinavia. Tobacco is smoked in pipes, or sometimes as hand made cigarettes, preferably crafted in game.

Trash and leftovers

Leftovers and nontoxic trash will preferably be burned. Please bring the remaining trash with you when you leave the location.


The main supply of drinkable water on location is the Pump House next to the Inn. It has a sign that says PUMPHUS. This is the place to collect water, so make sure to bring the water containers you need. You are not allowed to use the water tap at the Pump House as a place to wash your hands, brush your teeth, or do the dishes. Bring your water elsewhere before using it.


There are three categories of weapons at Vinterland: fire arms, long range weapons and close combat weapons. The rules regarding fire arms and close combat weapons and are further explained in separate sections.

The rules regarding (non firearm) long range weapons are the same both at the settlement and in the woods, it is the Settlement Rules that apply. Weather it is a post-apocalyptic compound bow or a simple spear, there are only two ways to use them: You may threaten somebody, to encourage further roleplaying, or you may use it to signal that you do not want to roleplay close combat.

The basic outline for threatening behavior is that you are responsible for making sure that the weapon can not be accidentally fired. Do not nock the arrow on the bowstring; hold it beside it, and so on.



The Acts

Vinterland is divided into four acts, but there will be no breaks between them. Participants are expected to keep the themes of the acts in mind during the game, but may choose to play in other directions if it leads to enjoyable roleplaying for several parts.


Friday evening and night – "We're safe for the night"

As darkness falls and the temperature drops, lanterns will be lit and kettles put on the stoves. Some of the characters will huddle in their houses or tents, others will enjoy reunions with old friends and kin. Supper will be prepared, stories will be told, and perhaps your old favorite deck of cards will be put to use again. At the Inn the staff is busier than ever, at the Shelter the diggers share news and rumors, and from the hut next to the woods you may hear the faint sound of someone singing in the night.


Saturday morning to evening – "Let's do this"

It is time to get things done. Sell your merchandise, offer your services, find someone to work for you, make friends, make enemies, spread the news, do repairs, go fishing, chop more fire wood, shovel snow, try to figure out how to get something to eat, invite someone for a meal or a fika, make new acquaintances, and tell your stories.


Saturday evening and night – "Something is wrong"

As night falls, unanswered questions and suspicious looks seem to forebode darker times. Someone has a hidden agenda, someone might just be as reliable as always, but this night might reveal who is still a friend when morning comes.


Sunday morning – "Get your shit together"

This is the day that will make the 12th of February, in the winter of 2045, remembered for years to come.

The past

The Crunch

On Midsummer's Eve 2013 the war comes to Sweden. Nobody knows why, or what has secretly preceded the outbreak of the war. It is a great chock. Stockholm, Göteborg, Malmö and Umeå are hit by nuclear weapons, and hundreds of thousands die. As Sweden wakes up from the hangover, on the day after Midsummer, it is without power and running water. The air is filled with the thunder of military air crafts. The larp Midsommar 2013 depicted some of these events.

The War

Nobody knows for sure what happened on the night of Midsummer, hence known as the Crunch, and since parliament and a majority of the offices have been wiped out, there is no way to find out. Forces from both Russia and Nato Countries arrive, unprepared and hastily deployed. The war becomes a three way battle, where the remains of the Swedish forces are destroyed.

Common people leave the cities, which have no water, power or food distribution. Vital infrastructure is destroyed in bomb raids.

The war turns out to be brief. The Russian and the Nato controlled forces are demoralized, lacks communication and supply lines, and after only two months the fighting has stalled out. Both the Russians and the Americans are convinced that they no longer have any home countries to fight for. Swedish authorities and social services desperately tries to support the hundreds of thousands of domestic refugees now pouring over the country side, and many large accumulation camps are established. The peak of the war is over, but the trouble has just begun. Sweden has been thrown a hundred years back in time.

The Rose and the Years of Famine

Three years pass. Refugees are still moving in large masses, law and order has broken down, food is in dire shortage, and the emergency services lack all resources. The state in the refugee camps is critical, but still offers a better chance than life outside the camps.

This is when the infection known as the Rose hits. It is discovered in the camps, and at first believed to be another outbreak of cholera or influenza. It soon turns out to be something completely new, and far worse. When the new disease is confirmed, it is already to late. Hundreds of thousands die, and the camps collapse when panicked and gaunt refugees desperately tries to escape the disease. This is how the Rose is spread.

In less than a year a majority of the Swedish population dies, either from the Rose or secondary effects such as famine, exposure or violence. All production stops and complete lawlessness reigns. Armed gangs terrorize the refugees, and the roads become death traps where people are killed for the smallest scraps of food. The marauder gangs become the largest forces of power in a devastated Sweden, and the few survivors are completely in their hands. The larp Hinterland depicted some of these events.

The Settlement Days

Four years after the outbreak of the war, and with the horrible years of the Rose behind them, people are finally settling down where it is possible. In small villages, at farms and in cottages, far away from the roads where the gangs lurk, refugees realize that they no longer can survive on the run. The settlements are born. With primitive techniques, manual labour, and a few surviving horses, old plows are put in use and abandoned fields sowed again.

Sweden is desolate and the distances vast. People isolate themselves and fear strangers. The horrors they have survived are replaced by the hard work of long term survival. Everything is in shortage, but people manage to beat the famine.

This is when the diggers establish themselves. They are daring, motorized crews that scavenge storages, work shops and abandoned buildings of the things the settlers need; fuel, food, medicines and other things that is no longer in production. The diggers soon establish their reputation of being fearless and hardened beyond hard. They have however some kind of code of honor, that separates them from de looter gangs that have roamed the roads, killing and terrorizing their victims. The looter gangs and the diggers often get into fire fights.

The settlements survive, and even thrive, thanks to the diggers. When the diggers visits a settlement, the people living there does not have to worry about plunderers, and are able to trade penicillin, canned food, and other products they need to survive until harvest. During this time larger settlements establish themselves, like Östbacken, Sjövik, Hålet, the Gävle Market and Värnhem. For the first time in years people are able to sleep safely and on a filled stomach.

It is also during this time that two powers emerge. The New Communist Union (NKU), based in Växsjö, and the Protectorate, a gathering of surviving Swedish military forces, based near Skara. With the help of fire power, diplomacy, and fast expansion rudimentary states are formed. Several settlements, who have just managed to avoid death by famine, suddenly find themselves within the borders of either NKU or The Protectorate, and are heavily taxed to fund the expansion.

The settlements within the borders are subjected to the laws and politics of the "states", but outside the borders several forms of society are established. The collective Östbacken is semi-socialistic, Bytarstan is social conservative and protectionist, the village of Nejdingen is Christian, and the settlement of Värnhem market liberal.

Life is slowly returning to Sweden. The settlements are growing, since more and more people who have hidden at farms and in cottages move there. The standard of living is slowly rising, despite the conflicts between the powers, looter attacks and the shortage of modern technology.

Years pass and some settlements are growing larger, while others succumb or are being abandoned. The larps Solnedgång – Efter Slutet, Ingenmansland, Desperatia, Lost in Becquerel Forest, Epsilon 433 and Skymningsland depicted some of these events.

The Return of Peace

The long feared armed conflict between NKU and The Protectorate becomes a reality in the year of 2026, but it develops in a quite different direction than anticipated. The settlers are utterly tired of war and death, and as soon as the military forces of the two powers have exhausted each other, both NKU and The Protectorate collapse within a year. The settlements either declare their independence, or form alliances with other, free settlements. In the middle of a war that nobody can actually afford, the powers crumble into dust. NKU withers away and in 2027 only independent settlements and crestfallen former leaders remain. The Protectorate ends in a bloody uprising against the former officers in charge, who are lynched.

As the settlements grow stronger, larger and more independent, the need for the services of the diggers decline. Many of the diggers are also quite old, battered by combat, and weakened by the years on the road. The former respected and idolized digger crews wither away or become resident. The remaining crews, now on their second generation since they are born after the Crunch, support themselves by transporting mail and merchandise between the settlements. The great old days are remembered with melancholy. Life is no longer an adventure and Sweden is no longer a great storage just waiting to be emptied. The larp Landsväg depicted some of these events.

Sweden in the Year of 2045

The state of things is rather stabile in Sweden in the year of 2045. Most of the people living in the settlements are assured of some safety, that there is food to last the winter, and pure water to drink. Most of the middle parts of Sweden are peaceful. The large looter gangs are gone, the roads have been cleared of car wrecks, and outside the settlements the crops are growing and the cattle grazing. Looter attacks still occur, but mostly on isolated farms or desolate roads where the caravan leaders thought they could save some money by not hiring digger escort.

Life is however quite hard. Medical service is severely underdeveloped and there is a dire shortage of knowledge, medicines and equipment. Every winter people die from pneumonia and influenza, and infant mortality is rising. Common diseases such as cancer, heart problems and diabetes can hardly be treated at all. There is only one x-ray machine known to be working in the entire middle parts of Sweden, and the Bytarstan Clinic charges shameless fees for the use of it.

People are used to working hard and for long hours. Manual labour is common since the fuel that is being produced is far too expensive to be wasted. Sweden is by far at a level of the 19th century, even if several settlements are putting modern equipment to use again, such as fridges, freezers, electric lights, radio and mechanical work shops.

32 years after the outbreak of the war, a whole generation has grown up without proper schooling or vaccinations. They have no experience of the many modern and work-saving inventions their parents took for granted. The loss of knowledge is concerning the older generation, and is still a question to be addressed.

Most settlements have law and order, and the social contract is somewhat reestablished. Many exceptions occur, though. What might be allowed in one settlement, can be prohibited in another. What is considered quite natural at some places, might be taboo somewhere else. Especially the younger generation has been formed mainly by the culture of settlement they grew up in. Great differences are found in the attitudes, customs and conceptions of the world, between the people who experienced the time before the war, and the people born into the present.

Between the settlements trading is very common, and this also leads to social exchange. It is not uncommon to move and settle somewhere else, for a longer or shorter period of time. Those who do not feel comfortable in their new settlements can always try their luck somewhere else, if they are accepted to enter. This makes the settlements less static than before, people are always coming and going, and it is not uncommon to see trading caravans or other travelers on their way somewhere.

Most trading is however done within one or two days of journey. The more exclusive or uncommon merchandise will have to be found at some of the yearly markets. Merchants from entire Sweden show up at them.

The Settlements


This is where Vinterland will take place. The Rifall settlement is located around what was once a 19th century farm, about halfway between Östbacken and Värnhem. Not many people live here permanently, but if you are going this way, you will likely stay at Rifall for a night. If you can pay for it, you can get a roof over your head, a meal prepared and even a beer served. The people at Rifall can also help out with malfunctioning vehicles and basic medical care. Diggers often stop by here, looking for work or customers, or just a place to rest and regroup. They are less welcome in Värnhem nowadays.

From Rifall the distance to Östbacken is pretty close to 30 km, and the distance to Värnhem is about 50 km.

The Inn at Rifall is publicly known as Rifalls Gästgivaregård. It is quite expensive, but the service is decent and the food even better, at least by post-apocalyptic standards. The Innkeeper family has a small water powered generator located somewhere in the woods, and the entire settlement use the power to pump up clean water from a deep well.

Next to the Inn the Shelter is located. It is known as Grävarhärbärget or just Härbärget. The Shelter can only be used by diggers. Nobody else is allowed to even enter the Shelter, without a proper invitation from a digger.

Some trading takes place at Rifall, often in smaller quantities. It is not unusual for people from Värnhem and Östbacken to meet halfway, and finish their business at Rifall, before having a drink together at the Inn.

The Rifall and Finnfall settlers also hire extra hands, for example at harvest. Poor people from Värnhem sometimes make extra money here.

The Finnfall settlement is located a few kilometers north of Rifall, and is inhabited by about 20 people. The farmers living there are known to be very friendly, and are often seen at Rifall doing business with travelers.

The Kölsjön settlement is located a couple of kilometers south of Rifall. The people living there are infamous for being suspicious of strangers, and they do not welcome uninvited visitors.


People have lived at Östbacken since late 2016, but the Östbacken residents declared the foundation of it in 2018. That was when the decision was made to put everybody's possessions together in a joined effort to buy food and seeds, and start farming. The settlement is located about 30 km north of Lindesberg in Närke, and used to be a settlement next to an abandoned mine. In 2040 the entire settlement was moved to a village of cottages about 10 km south of the mine.

Östbacken is one of the largest settlements in the middle parts of Sweden, and has about 600 residents. Only Bytarstan is larger. Östbacken have been very collectivistic for a long time, and the residents work for the good of everybody. Labour and assets are shared, and the Östbacken residents try to honor the old saying "To each according to their needs, from each according to ability", even if the official motto of Östbacken is "Labour and progress."

Politically Östbacken has experimented a lot, and made changes from time to time. Today it is syndicalist organisation, where a number of "offices" (like the Office of Farming, and the Office of Technical Engineering) make the decisions and work as independent as possible. A council meeting is held every month, where all residents may be present and speak their opinion. The practice is to discuss matters until an agreement is achieved, but the council can also make decisions based on a majority of votes.

The Östbacken resident is generally a rather uncomplicated individual, who work hard during the day and appreciate casual company in the free hours. People live close to each other, strong bonds of friendship are formed, and the strong feeling of "us" is always present. They are not reactionary, changes and new solutions are appreciated.

The majority of the Östbacken residents live in the "New Östbacken", a former camping and recreation site about 10 km south of the Stråssa mine. About 60 larger cottages are located here, surrounding a former conference facility, and a number of houses built by the residents. About one hundred Östbacken residents live at "The Outer Farms", small crofter's cottages and farms within a kilometer from the main village, where they breed cattle, grow food, and produce lumber.

Maybe half of the Östbacken population is engaged in some form of farming or cattle breeding. Potatoes, wheat and apples are produced, and larger herds of cattle and chickens are held. Other branches of business are tar and charcoal production (which is the largest export product), alcohol (mainly as fuel for power generators and vehicles), lumber and fire wood, and beer production (the "Östbackens Lilla Röda" beer is an appreciated export product). Qualified mechanics, technicians, carpenters and electricians also live here.

Östbacken has fairly qualified medical personnel and the production of electric power is quite large, by using solar power panels, wind generators and fuel powered electric generators.

Import products are fish and salt from the settlement of Sjövik, wool, hides, fruit and vegetables from Värnhem, and tools, nails and the like from Bytarstan.

Law and order are usually sufficient in Östbacken, and the crime and violence rates are generally low. Outsiders sometimes think that the Östbacken residents work slowly, and waste a lot of time on arguing about things. Lately a concern for the misuse of alcohol, and the social and health problems that follows, have been growing. This is a problem especially in winter time.

Östbacken have only a few laws (the principle of favoring the collective is a large part of it) and there is no specialized police force (instead the practice of mandatory "protection duty" is in use, on a rotating schedule). Neither capital nor corporal punishment is in use, and the most severe punishment is exile. Imprisonment is not in use either, since it is regarded a waste of resources, and in those cases forced labour is preferred.


The Örebro Settlement is located about 40 km south of Östbacken, at the shore of Lake Hjälmaren. Only about 50 people live here. The old city of Örebro, located a few kilometers inland, has been abandoned for the good farming lands and fishing waters of the northern shore of the lake. Once a year, in deep winter, the Hindersmäss Market takes place in Örebro. It attracts merchants from all over the land.


Värnhem is based around a former nursery garden and garden centre outside of Fagersta, about 80 km north east of Östbacken. The greenhouses, orchards and fields located here have made Värnhem known for it's production of fruits and vegetables.

Värmhem was founded one year after Östbacken, in 2019, but a group of people, who used to work at the facility, stayed and survived the entire war here. Today about 400 people live here, most of the inside The Wall, a barricade of shipping containers, fences and rubble, that sorrounds the nursery garden and the buildings next to it.

The average Värnhem citizen is a skilled and enterprising individual, who takes pride in the success of the settlement. The pride over the achievements made here are a common subject among the people living here, which outsiders may find boastful. Skill, decency and being true to one's word are traits that are also highly valued here.

The Värnhem citizen is generally more solitary than for example the Östbacken resident, since Värmhem is a more secluded society that one might find difficult to become part of. Newcomers are evaluated before being allowed to settle down here, and they need to verify their working skills first.

Well on the inside, Värnhem is a very liberal society, and the common practice is to never interfere with anybody's private life, as long as no one gets hurt.

Värnhem is a liberal market economy, and as a rudimentary state it is governed by a generally elected board. Elections are held every two years. The "town" owns for example the green houses and the barricade, and it is responsible for the keeping of law and order, and the protection of the settlement.

Except for this, the settlement is based on private property. Living quarters, for example, are purchased by instalments to the Peoples Bank of Värnhem. Public services are limited to a minimum.

Two practices that are in high esteem are individual freedom and that everybody is the smith of their own fortune. Sometimes people say "There are no poor people in Värnhem" but that is only partly correct. Most who could not support themselves in Värnhem have moved, to try their luck somewhere else, for example in Östbacken, but poverty does exist.

Värnhem has a security force of about 20 people, employed full time, which can be further reinforced by part time guards. The full time guards practice a lot, and are therefore known to be very competent, and they have no problem dealing with external threats against the settlement.

The main production of Värnhem is farming, at the fields surrounding the settlement, and in the green houses. Great effort has been put into keepng the green houses warm during winter time as well, for example by importing charcoal from Östbacken. To give the produce enough light, the flourescent tubes shine and the etanol powered generators hum all winter. This enables produce all year around, although less plentiful in winter. Tomatoes, cucumbers, chili, black pepper and other spices are grown.

Outside the Wall there are plenty of beehives that produce wax and honey. There are also a lot of different crafts in practice here, and a lot of useful things are being produced in smaller quantities. The Market Place is located right outside the Wall. This is where trade takes place, and a couple of shelters, stables, a fueling station and a mechanical workshop can also be found here.

The Market Place of Värnhem can not match the Bytarstan Market, but it is frequently visited by farmers and traders from the entire middle parts of Sweden. The produce sold in winter attracts a lot of people.

In a joint effort with Östbacken the old telephone line, refitted with new copper wire in some distances, have been reestablished between the two settlements. There are now two lines in each direction. One of them is often in use for digital communication, by the use of old modems being pressed into renewed service. The telephone connection is rather unstable, sometimes wires or other parts break. Bad weather sometimes makes the solar panels at the relay stations less effective. When the system is functional, it is quite a development compared to before. Now orders can be made, the current stock in change can be checked, news can be shared, and it is possible to speak to people. Through the modem connection, it is also possible to send simple text files, and a low quality image or two.

The People outside the settlements

There are a lot of different people living in Scandinavia in the year of 2045. The Sami population have reclaimed large swathes in the north, and herds their reindeer through the vast inlands. More Sami are probably nomadic today, than before the Crunch. They refer to themselves as citizens of Sápmi, and consider the breakdown of the Scandinavian nations a step on the way back to self-determination.

The inlands of the south are populated by farmers and other people living of the land and the forests. The general practice is that you have to grow something, to be considered a resident at that place. This has both a juridical and a symbolic meaning. You have to be a resident to be able to claim membership at the local village council. If you can assert your authority as a resident, you may lay claim to the local resources, weather they are hunting grounds, buildings, farmable land, or fishing waters.

If you do not grow anything, you are considered a drifter. Owning a farm is off course treated as a higher station than planting some tomatoes in the back yard, but even growing some parsley next to your tent might just be enough to formally make you a resident.

The nomadic diggers take pride in not being residents anywhere at all, even if many of them have to accept seasonal employment to make it through the year. Long gone are the days when the diggers could support their way of life, only by their traditional scavenging and trading. Today all uninhabited territories have been looted of their valuables and resources. Diggers are often hired as transporters, and sometimes as security, on dangerous routes. If you would like to play a digger at Vinterland, the precept is the same as on the larp Landsväg: You have to a member of a team, and the team must bring some means of transportation to Vinterland. The digger's way of life is described in detail at

The diggers are not the only travelers you may encounter on the roads. Merchants have become more and more frequently seen in the past few years, due to the raising demand for foreign products. The relative stability and peace makes people more eager to barter for what they can not produce on their own. Travelling longer distances takes skill and effort, so strangers are generally seen with respect, and sometimes even as celebrities. Some foreigners are pretty close to rock stars, not because they are alien, but since they have the skills and means to travel impressively long distances.

Common courtesy

These are some examples of good manners in post-apocalyptic Scandinavia, especially in winter time:

  • Close the door behind you, as soon as you can. When you enter a heated room, you are appreciating somebody's labour to keep it that way. Wasting the warmth by leaving the door open, is considered really bad manners.
  • Walk beside the ski tracks. Destroying somebody's ski tracks by using them as a path, is considered bad manners.
  • Greet strangers. People are assets, in a time where long term survival is based on skills, not gear. You don't have to befriend everyone, but when the time comes it is a relief to know of somebody who can perform simple surgery or repair a pair of boots. Ignoring people you don't know is considered bad manners.
  • Respect the locals. If you are new to an area, it is generally a good idea to appreciate the advice of the people living there. They know which streams that have drinkable water, and which ones to avoid. If you get in trouble, they are most often the ones closest by, to lend you a helping hand.

Money and Valuables

Trading goods for goods is still the most frequent way to make business in post-apocalyptic Scandinavia. Labour is also a quite common way to pay for things. Some of the larger settlements have created their own currencies. These notes only have a real value in their settlements and the surrounding area. Bringing them on longer journeys makes them more or less worthless.


The currency of Östbacken is known as Kuponger, but farther away people call them Östbackenkuponger. The value of Kuponger is considered to be rather stabile. The notes are produced in the values of 1 Ök, 5 Ök, 10 Ök, 50 Ök and 100 Ök.


The currency of Värnhem is known as Ören, but outside the Wall people call them Värnhemsören. The value of Värnhemsören is notorious for being unstable. The notes are produced in the values of 1 Vö, 5 Vö, 10 Vö, 50 Vö and 100 Vö, but the 1 Vö-note is considered close to worthless outside the settlement of Värnhem.


We realize that some participants might need a currency in game, with an actual value. To make things easy, Swedish Crowns are referred to as Bytarkronor. They are named after the infamous settlement of Bytarstan. These ofcourse are not used diegetically ingame, but can be used to pay for stuff or as a simple comparison for relative values.

How much is your work worth?

These guidelines are not the law. They are not even completely realistic. Hopefully they will help you on the way to enjoyable bartering and bickering during the game, perhaps a meal or even a payment. If it ensures enjoyable roleplaying for several participants, you may ditch these guidelines completely.

3 hours of unskilled labour, like chopping fire wood, normally pays a simple meal. If somebody is working for you, it is considered good manners to invite them in and serve them warm food. You will off course allow a short break or two. Offer something to drink, have a chat.

A whole day of unskilled work (about 9 hours) normally pays three simple meals. In cash this equals roughly about 50 Ök or perhaps 250 Vö as payment for a complete day's work. If somebody works for you a whole day, it is considered decent to offer them somewhere to spend the night, even if it is just a corner in the room with the stove.

1 hour of skilled labour, like carpentering, baking, sewing, or doing auto repairs, normally pays 10 – 20 Ök or 50 – 100 Vö. Very heavy skilled work, like masonry or cutting sheep, pays about the double.

Team work is commonly higher appraised in post-apocalyptic Scandinavia; a couple of skilled workers are considered to secure a more reliable result than one single individual.

1 hour of highly skilled labour, like master blacksmithing, electrical engineering, or professional translation, pays 20 – 50 Ök or 100 – 250 Vö. Extremely specialized skills, like surgery, pay the double.

How much is something worth?

These examples are only crude guidelines, and not entirely realistic, but they will work as an estimate of what stuff might be worth at Vinterland. At current rate of exchange, 1 Ök is considered to be worth 5 Vö.

Goods Ök
1 pair of boots, used but in decent shape 120 Ök 600 Vö
1 knitted sweater, used but in decent shape 80 Ök 400 Vö
1 kg butter 16 Ök 80 Vö
1 kg bread 8 Ök 40 Vö
1 l. milk 8 Ök 40 Vö
1 kg salt 120 Ök 600 Vö
1 l. low quality beer 15 Ök 75 Vö
75 cl low quality distilled liquor 75 Ök 375 Vö
1 simple meal at a restaurant 20 Ök 100 Vö
33 cl decent quality beer at a restaurant 15 Ök 75 Vö
4 cl high quality distilled liquor at a restaurant 40 Ök 200 Vö
1 high quality coffee at a restaurant 4 Ök 20 Vö
1 l. diesel 40-60 Ök 200-300 Vö
1 l. kerosene 50-70 Ök 250-350 Vö
1 horse 2000-4000 Ök 10 000-20 000 Vö
1 sheep 200 Ök 1000 Vö
1 chicken 24 Ök 120 Vö
1 medical examination by a skilled physician 10 Ök 50 Vö
To send a letter 200 km, in summer 50 Ök 250 Vö
To send a letter 200 km, in winter 100 Ök 500 Vö

Winter travel

Travelling is a time consuming business. Three decades after the Crunch, the roads of Scandinavia are a mess. Most of them are damaged on several places, or completely washed away by the rain. Bridges have fallen to pieces and tunnels have been filled with water. In some respects, it is easier to travel in winter. On frozen lakes it is possible to go full speed straight ahead with a motorized vehicle, something that is rarely possible on the damaged roads. Some products, like charcoal, can only be transported longer distances in winter. On the bumpy summer roads, charcoal breaks down to useless dust pretty quick.

For longer distances, snow mobiles are still in use, for those who can afford the fuel. Snow mobiles are noisy and require skilled mechanics, but they are some of the fastest land vehicles available in post-apocalyptic Scandinavia.

Cars and motor cycles are often stalled for the winter, simply because they are too unreliable when the snow depth exceeds 20 cm. In emergency situations it is possible to come quite far by attaching snow chains and burning a lot of fuel, but this is not an option for everyday use. The risk of getting stuck in some uphill terrain far from home is too big.

Long run skis with skins are by far the most common and most versatile means for travelling shorter distances in winter. They are cheap and require very little training in advance. Home made snow shoes might be even cheaper, but prohibits the user from taking advantage of downhill terrain. Snow shoes are also notorious for punishing the unskilled user with horrible muscle pains.

Sled dogs are rather uncommon this far south, but even border collies and German shepherds can be used for pulling, on shorter distances. People skijoring (a dog or two pulling somebody on long run skis) are more often seen on the winter roads than regular sled teams.

Real polar dogs are some the most reliable long distance runners known to man. They require very skilled mushers, and a lot of food, but as long as the temperature is low, they are able to pull heavy loads for weeks, without ever complaining.



The organizers

You are welcome to contact the organizers by email:

We answer e-mails primarily on mondays.

Our Facebook group is Vinterland Official

The Crew

Project manager: Erik Stormark
The crew so far: Martin Höppe, Moa J-Molitor, Jessica Rickardsson, Kenny Svensson
Medics: Cia Jildenhed
Web: Sebastian Utbult


Location provided by Hans Rainer von Groote
Trailer made by Zarah Virtanen Windh
Produced in cooperation with Berättelsefrämjandet.

Bildflickan Berättelsefrämjandet