Wednesday, January 1, 2025

Scarcity - Hodgepocalypse Toronto - Part 2 - Airports, Waterfront and the Islands

 Pearson International Airport

 


Summary:

Once a bustling hub of international travel, Pearson International Airport has become a massive, fortified settlement and trade hub. Its vast runways now house makeshift towns and marketplaces, while the intact terminal buildings serve as headquarters for various factions and guilds. The airport’s remote location and sheer size make it a strategic stronghold for anyone who controls it.

Notable Features:

Runway Markets: Vendors and traders sell salvaged tech, magical artifacts, and even tamed flying mounts, turning the runways into chaotic but lively bazaars.

Control Tower Citadel: Reinforced with magic and technology, the control tower serves as the ruling seat of the Pearson Free Guild, a neutral faction managing the airport's operations.

Hanger Refugee Camps: Rows of hangars have been converted into shelters for displaced individuals, with a strong presence of Trollitariot workers providing protection.

Airship Dockyards: A portion of the airport has been repurposed for airships and other experimental flying machines, maintained by Gnome engineers and Beaver Folk craftsmen.

Dominant Factions:

The Pearson Free Guild: A coalition of merchants, mercenaries, and engineers ensuring fair trade and security. They broker deals with other factions across Toronto.

The Malarkoid Cartel: They maintain a small but influential presence, seeking to control the flow of high-tech goods through Pearson.

Raptor Raiders: This gang of Fossilborn occasionally launch attacks to disrupt trade or steal airships.

Plot Hook:

The Pearson Free Guild is organizing its first Sky Festival, showcasing magical airships and experimental flying mounts. However, sabotage threatens the event, and the characters are hired to investigate. Is it the Raptors trying to sow chaos, or a deeper conspiracy tied to stolen technology?

Regional Representation:

Pearson embodies the balance between chaos and order in the outskirts of Scarcity, showcasing how factions cooperate (or clash) in post-apocalyptic commerce and innovation. 

The Waterfront 

The Toronto Waterfront, once a vibrant urban jewel, has become a fractured yet vital region in the post-apocalyptic era. Stretching along the shores of Lake Ontario, it is a patchwork of crumbling high-rises, sunken ruins, and reclaimed green spaces teeming with strange flora and fauna. The area is divided between isolated elite enclaves like Billy Bishop Airport, bustling trade outposts at the old harbor, and lawless zones where scavengers and mercenaries clash over submerged treasures. Magical surges from the lake have turned parts of the waterfront into hazardous but resource-rich zones, attracting both daring adventurers and reckless opportunists. The region embodies the stark contrasts of Neo-Toronto—where innovation thrives in the shadow of collapse, and survival often means playing a dangerous game of alliances.

Fort York

Fort York has been repurposed into a heavily fortified bastion for the Trollitariot Union. Its historic walls and central location make it a key strategic site, serving as both a defensive stronghold and a rallying point for workers resisting oppressive factions. The fort brims with makeshift weaponry, salvaged machinery, and the defiant spirit of its occupants. Beneath the surface, an extensive network of tunnels connects the fort to the ruins of the city, allowing for covert movement and supply lines. Fort York represents hope and rebellion, but its leaders must tread carefully to maintain their precarious alliances.

Plot Hook: A spy within the union has sabotaged one of the fort’s critical defensive systems. The union offers to share blueprints of their powerful machinery if the party can unmask the traitor and prevent an imminent attack.

The Harborfront Centre

 


The Harborfront Centre has transformed from a hub of arts and culture into a chaotic marketplace and neutral ground for trade. Its sprawling open spaces host tents, makeshift stalls, and semi-permanent structures where factions, travelers, and scavengers barter goods ranging from salvaged tech to magical artifacts dredged from Lake Ontario. Overhead, remnants of a crumbled pedestrian bridge serve as a precarious network of pathways for those daring enough to use them. The factions here abide by a fragile truce upheld by an independent coalition of traders and entertainers, known as the Waterfront Guild. With constant danger from raiders, rivalries, and magical anomalies, the Harborfront Centre remains a tense but thriving heart of the waterfront economy.

Plot Hook: A shipment of rare magical relics has been stolen from a guild caravan en route to the center. The relics are cursed and cause strange phenomena to manifest across the waterfront. The guild offers a hefty reward to anyone who can retrieve them before the curse destabilizes the fragile peace.

Power Plant Contemporary Art Gallery

 


The Power Plant has become an enigmatic fortress of creativity and chaos. Shrouded in magical energy, the gallery pulses with otherworldly light, a beacon for those drawn to its mysteries. Inside, the exhibits have been transformed into living installations, influenced by residual magic and an eccentric band of artists and mystics who have claimed the site. Their leader, a Feylin named Lyra Shadelight, is rumored to channel the collective unconscious of Neo-Toronto, crafting visions of potential futures. The Power Plant is both a sanctuary for outcasts and a source of awe and terror for those who dare venture too close.

Plot Hook: Lyra commissions adventurers to recover a "lost canvas" said to depict a prophecy critical to Neo-Toronto’s survival. The canvas, however, is held in a rival faction's territory, and recovering it might spark a violent conflict.

Queen’s Quay Terminal

 


Once a luxurious shopping and residential complex, the Queen’s Quay Terminal now serves as a stronghold for the Malarkoid Cartel. Its towering structure offers an unmatched view of the waterfront, making it both a strategic and symbolic location. The terminal’s lower levels have been repurposed into high-end trade halls where deals are made, and the upper levels serve as opulent quarters for the cartel’s elite. Heavily fortified, the terminal is both a beacon of power and a prison for those unlucky enough to become indebted to the cartel’s Faustian mechanics.

Plot Hook: A desperate informant claims to have evidence of the cartel's darkest secret, hidden deep in the terminal’s vaults. The informant promises to pay handsomely if the party helps them infiltrate the stronghold and expose the truth.

Therme Ruins: Ontario Place Reclaimed

 


Before the Revelations, the Therme Canada project sought to transform Ontario Place into a global destination—a family-friendly wellness oasis and high-tech waterpark promising joy and connection. With sprawling geothermal pools, futuristic greenhouses, and vast underground parking, it was designed as a marvel of modern luxury, blending leisure with sustainability. However, as chaos gripped the world, the grand vision collapsed. The complex became an eerie ghost town, its pools drained or stagnant, its greenhouses a tangle of unchecked growth. Below the surface, the subterranean garages flooded and became treacherous aquatic labyrinths filled with strange new predators. Survivors whisper of powerful relics left behind—biotech marvels designed to heal, now corrupted into something far darker.

Plot Hook: The party is hired by a desperate community battling a mysterious illness. The cure, they believe, lies in the abandoned Therme complex, where experimental biotech and medicinal plants were once cultivated. But the team must brave flooded tunnels, malfunctioning AI systems, and a monstrous aquatic hybrid lurking in the heart of the spa's former glory. Will they salvage salvation—or unleash something far worse?

Toronto Music Garden 

 


The Toronto Music Garden, now a surreal mix of verdant growth and haunting melodies, has become a mystical enclave. The plants have evolved into semi-sentient beings that hum or play eerie tunes when touched. The garden is rumored to be under the protection of an ancient Dryad named Melodia, who uses the power of music to heal, inspire, or curse. The site is a haven for peaceful factions and wandering artists, but its beauty hides dangers; the melodies can enthrall the unwary, and trespassers risk the wrath of the garden’s magical guardian.

Plot Hook: Melodia seeks aid to recover a stolen artifact, the Symphony Stone, which regulates the garden’s magical harmony. Without it, the music grows discordant, turning the garden into a deadly trap for all who enter.

Blightshore: The Toronto Islands



Once idyllic vacation spots, these islands are now liminal spaces where reality and the ethereal collide. Twisted by the supernatural storm of 1858, they are haunted by the spirits of drowned bootleggers. The landscape constantly shifts, creating treacherous terrain of sandbars, sunken ruins, and ghostly echoes. Lost treasures and arcane artifacts are rumored to lie beneath the ever-changing sands, tempting the brave and foolhardy alike.

Local Myths: Legends speak of the Gentle Jane, a spectral sloop that can be seen at dusk on foggy nights, gliding silently across the waters. It is said that Gentle Jane carries contraband goods and threshing machines, relics of a forgotten age, with ghostly crewmen bound to an eternal smuggling route. The ship is a symbol of loss and misfortune, for it appears only to those who are marked by death. Those who glimpse the ship are doomed to follow its wake, becoming lost in the ever-changing waters or dragged into the depths by the vengeful dead.

Plot Hook: A collector offers a fortune for a specific artifact said to be buried in the sandbanks. The party must navigate the islands' eerie/ terrain while avoiding ghostly traps and rival treasure hunters.

Algonquin Island

 


Nestled on this island, this Stumpies and Little Bears Coalition community has created a cooperative utopia amidst the chaos. They farm, fish, and produce alchemical goods, defending their haven with clever tactics and fierce determination.

Plot Hook: The party must escort vital supplies to the enclave, navigating raider-infested waters and negotiating tense alliances with nearby factions.

Billy Bishop Airport

 


Transformed into a luxurious retreat for elites, the airport is now a fortified enclave of privilege. Its runways host private races, its terminals are lavish lounges, and its underbelly hides secretive dealings among the powerful.

Plot Hook: A murder at a high-profile gala threatens to spark a war between the Vamps and the Stumpies. The party must solve the mystery and prevent the conflict from escalating.

Electric Circus Raves

 


Located on Snake Island, the Electric Circus raves are legendary gatherings hosted by the fae. These events blend music, magic, and light in dazzling displays, luring mortals into their chaotic revelry. Few leave unchanged, and some never leave at all, becoming part of the island’s haunting aura.

Plot Hook: The party is tasked with infiltrating the rave to rescue someone lost to its allure. To succeed, they must negotiate with the fae court, resist intoxicating magical influences, and avoid becoming permanent partygoers themselves.

Far Enough Farm

 


A remnant of a bygone petting zoo, the farm is now home to mutated animals with bizarre abilities. Settlers rely on the farm's twisted creatures for food, alchemical ingredients, and defense, though it is constantly under threat from raiders and rival factions.

Plot Hook: A mutant goat with glowing horns has been stolen by the Haraak. The party must infiltrate the raiders’ swampy stronghold to recover it, confronting mutated creatures and cunning traps along the way.

Gibraltar Point Lighthouse

 


This decaying lighthouse is a nexus of supernatural energy. Cryptic carvings within hint at ties to ancient beings, and ghostly lights flicker in the surrounding swamp. Raiders occasionally use it as a lookout, but its dark reputation ensures they don’t stay long.

Plot Hook: A mystic hires the party to retrieve a powerful artifact from the lighthouse’s upper chamber. Supernatural dangers and rival treasure seekers complicate the mission.

Hanlan’s Point

 


Swallowed by swamps, Hanlan’s Point is the base of the Haraak Raiders. Dilapidated docks and buildings serve as fortifications, while their fleet of cobbled-together warships patrols the waters. Swamp creatures roam freely, making the area doubly treacherous.

Plot Hook: The party is hired to sabotage the Haraak fleet. They must evade swamp monsters, breach the defenses, and destroy the ships without being caught.

Island Park

 


Once a serene recreational area, Island Park is now a ruin overgrown with mutated flora. Towering, thorn-covered trees dominate the landscape, and strange wildlife lurks within. The park is rumored to hide ancient ruins beneath its undergrowth, though few dare venture deep enough to confirm.

Plot Hook: A reclusive historian hires the party to find and retrieve a relic believed to be hidden beneath Island Park. Navigating the park’s hostile ecosystem and uncovering its buried secrets could unlock forgotten history—or unleash an ancient curse.

Mugg’s Islands

 


Mugg’s Islands are a fragmented cluster of small, swampy landmasses teeming with life and danger. These islands are riddled with quicksand, dense foliage, and hidden caves where strange bioluminescent fungi grow. Rumors persist of alchemical secrets hidden within the mushrooms, drawing alchemists and raiders alike.

Plot Hook: An alchemist offers a reward for samples of a rare glowing fungus believed to grow only in Mugg’s Islands. The party must navigate the treacherous terrain, avoiding quicksand and hostile creatures, while dealing with rival collectors.

Olympic Island Park

 


This once-celebrated venue is now a dilapidated arena, its crumbling structures home to gladiatorial combat organized by raiders and thrill-seekers. Captives are often forced to fight for their freedom, and the stands are filled with cheering spectators eager for bloodsport.

Plot Hook: The party is hired to rescue a captured ally forced to fight in the arena. To free them, they must either bribe the organizers, win the crowd’s favor, or enter the deadly games themselves.

Sunken Sanctum

 


Hidden beneath the waves, this coral-encrusted temple fuses natural beauty with ancient magic. Controlled by the Haraak and their aquatic allies, its labyrinthine corridors are filled with traps and treasures.

Plot Hook: A rival faction hires the party to infiltrate the sanctum and retrieve a sacred relic. Stealth and ingenuity are essential to outwit its guardians and escape undetected.

Toronto Island Marina

 


A haven for smugglers and traders, the marina thrives amidst the islands' turmoil. Though its waters are haunted, it serves as a black market hub, with rare goods and whispered secrets exchanged daily.

Plot Hook: The party must uncover a saboteur who is targeting the marina's vital supply lines, unraveling a conspiracy that threatens the fragile balance of power.

Tsunami Fault & Lake Terror

 


The fault beneath Lake Ontario has transformed the area into a submerged dungeon, home to aquatic monsters and ancient relics. Aetherfiends and their allies guard this magical hotbed, threatening those who dare explore its depths.

Plot Hook: A mage seeks a relic to stabilize the fault. The party must brave oxygen limits, aquatic ambushes, and dangerous traps to retrieve the artifact before rival forces seize it.

Ward’s Island Park

 


Though still touched by the supernatural, its tranquil groves and flower-covered meadows are maintained by mysterious forces. The park serves as a neutral ground for factions to hold tense negotiations.  These are tended by a local Rainmaker community.

Plot Hook: The Rainmakers request the party’s aid in rooting out a hidden corruption spreading beneath the surface of the park. Strange phenomena, including withering trees and erratic animal behavior, hint at a sinister presence.

 #drevrpg #hodgepocalypse #dnd5e #dungeonsanddragons #apocalypse #toronto #ontario #canada

Thursday, December 26, 2024

Scarcity - Hodgepocalypse Toronto - Part 1 - Overview and Species

 Scarcity – The Shattered Metropolis

 


Once known as the world’s newest great city, what was once known as Toronto is now a necropolis of a world that once was.  A mix of survivor factions contracted within the hollow wreckage of the city, it is a place of options and opportunities for those brave enough to pick a side.

History 

Toronto in the Hodgepocalypse: The Fall of the Megacity

Toronto was once the site of the largest population of Canada and arguably its most iconic city. Toronto stood as the beacon of modern urban life, defined by its multicultural vibrancy, economic vitality, and progressive values. Known as one of the most diverse cities in the world, its neighborhoods were a living tapestry of cultures, languages, and traditions. The city thrived on innovation, with hubs like the MaRS Discovery District pushed boundaries in technology, healthcare, and green energy. As Canada's financial capital, Toronto boasted a booming skyline, anchored by iconic landmarks like the CN Tower, while its bustling arts scene and world-class events like the Toronto International Film Festival solidified its global cultural influence. Despite its prosperity, the city grappled with challenges: housing affordability, urban sprawl, and the growing pressure of climate change. The city’s leaders strived to balance progress with sustainability, but tensions between corporate interests, activist movements, and grassroots communities hinted at deeper struggles beneath its polished exterior. Toronto’s resilience and adaptability set the stage for both remarkable achievements and the seeds of the profound transformation to come.

The city's transformation began subtly—reports of strange phenomena in the PATH underground network, sudden blackouts that defied logical explanation, and rumors of individuals vanishing only to reappear days later with fractured memories. When the Revelation Wave struck, Toronto was irrevocably changed. The CN Tower, once a beacon of Canadian pride, became a lightning rod for dimensional instability. The surrounding downtown core warped into a twisted landscape where time and space no longer obeyed the laws of physics. This "Zone of Flux" remains impassable to this day, a haunting reminder of the city's darkest hours.

Toronto’s Survival: A City Reclaimed by the Unnatural

Today, the ruins of Toronto are a mix of wonder and horror. Small communities cling to the outskirts of the city, salvaging what they can from the remnants of advanced technology and adapting it with newfound magical knowledge. The city's remnants are inhabited not just by humans but by a mix of visitors and mutated wildlife.

The "New Towerers," a faction of mystics and engineers, have attempted to reclaim parts of the CN Tower. They believe the Flux can be harnessed as a power source, though many view their efforts as reckless. Meanwhile, the Toronto Islands, once a peaceful retreat, are now home to the "Waveborn," an enigmatic group who claim to have been transformed by the energies of the Revelation Wave and act as guardians of the lake.

Species of Note

Toronto of old was known as an incredibly multicultural city and even in the ashes of the Hodgepocalypse, this still applies to an even greater degree.  Just about any species can be found here, either plotting and scheming, or just trying to survive the day to day affairs.

Highly Feasible Species (Core of the City, Active Participants)


Beaver Folk

 


Practical and reliable, Beaver Folk tirelessly maintain Toronto’s crumbling infrastructure. Their craftsmanship shines on the waterfront, where they repair docks and reinforce trolley lines, ensuring the city’s lifelines endure.

Bogey

 


Masters of the shadows, Bogeys thrive in Toronto’s subway ruins and alleys. Equal parts tricksters and survivors, they trade secrets for favors, guiding the unwary through urban labyrinths.

Cats

 


Graceful and cunning, Cats prowl Neo-Toronto as spies, thieves, and messengers. They trade in whispers and treasures, often outsmarting larger factions with their agility and charm.


Feylin



 

The vibrant soul of the city, Feylin infuse Toronto with an enchanting mix of pop culture and faerie magic. Their districts hum with life, offering rare artifacts and surreal celebrations that blur reality.


Fossilborn

 


The Dinosaur folk with a demonic past are not an uncommon occurrence and are particularly common around the Royal Museum of Ontario, which they have rebuilt as their own bastion. 


Gnomes

 


Industrious and inventive, Gnomes are the tinkerers of the city, running everything from gadget shops to trolley systems. Their pizza stands and whimsical creations add quirky charm to bustling markets.


Humans

 


The adaptable cornerstone of Toronto’s population, Humans span all walks of life. From scavengers to scholars, they embody the city’s diverse resilience.


Kamidaver

 


Flocking to the city after the necromantic wars, Adrenaline junkies and undead daredevils, Kamidaver dominate the CN Tower and Rogers Centre, where they perform death-defying stunts that thrill and terrify the masses.


Malarkoids

The shadowy rulers of the Marlarkoid Cartel, these Faustian technocrats epitomize the city’s retro-futuristic aesthetic, blending alien allure with ruthless ambition.


Mechanical Life Forms (M.L.F.s).  

 


Whether it is artifacts from the past, or recent creations, Mechanical life abounds and even control key locations.


Trollitariot


Dockworkers and trolley operators by day, enforcers by night, Trollitariot are the muscle behind Toronto’s industrial revival. Their unionized syndicate is a force to be reckoned with.


Transband

 


Resourceful and chaotic, Transband Raccoons are Neo-Toronto’s urban survivors. They rule the rooftops, sewers, and alleys with an uncanny knack for scavenging and thriving.


Vamps



 

Elegant yet deadly, Vamps control Toronto’s nightlife, commanding clubs and skyscrapers with equal finesse. They trade in blood, power, and secrets under the city’s neon glow.

Moderately Feasible Species (Niche Groups in Specific Areas)


Aethyrfiends

 


These aquatic creatures of the dreamtime are particularly common along the Toronto Islands, both above and below.


Cyclops



Youthful giants with a greaser aesthetic, Cyclops gangs rule Toronto’s highways, balancing rebellion with camaraderie.


Dwarf 

Rugged and stoic, dwarves carve out a life in Toronto’s ravines and ruins. They thrive underground, repurposing the industrial past into tools for survival.


Elf

Reclusive yet vigilant, Elves inhabit the green remnants of the city like High Park, protecting these sanctuaries from encroaching urban chaos.


Haraak


Cowboy mercenaries, the Haraak patrol trade routes and guard Toronto’s most prized assets. They’re equal parts sharpshooters and strategists.


Harlowe


Masters of charm and subterfuge, the Harlowe run bars and shady enterprises in the city’s seedy districts, weaving webs of influence that keep them a step ahead.


Medusa

Artists and merchants, Medusas run high-profile businesses in Toronto’s art districts. Their petrifying gaze is both feared and revered.


Minotaurs


Powerful and imposing, Minotaurs find work as bouncers or gladiators, often seen guarding or fighting in the Rogers Centre’s arenas.


Tree Octopus

Rare and enigmatic, these creatures haunt Toronto’s ravines and waterfront, blending stealth with intellect to hunt or protect.

Verkhail


These liberated demons that were the lowest cast of the desecrators fight tyranny with infernal contracts and mystic prowess. Their rebellion is a beacon of hope in the city’s chaos.

Low Feasibility Species (Rare, Eccentric, or Outliers)


Fate Fugitives



Ethereal beings made flesh, Fate Fugitives wrestle with their place in Toronto, often taking refuge in philosophical enclaves or cults.


Garter Folk


 


Small and serpentine, Garter Folk inhabit sewers and ruins, thriving in niches but rarely taking center stage in the city’s drama.


Halflings

Hidden in micro-districts, Halflings farm and trade, bringing warmth to an otherwise harsh urban sprawl.


Harvesters

 


Plant-based psychic overlords, Harvesters have taken over the distillery for their own purpose and to create new experiments.


Kilgoreans

The Kilgoreans, alien warrior women from the legendary "Mondo de Revoj" (World of Dreams), are not native to Scarcity, but frequently arrive in the Toronto region to trade their advanced cybernetics and rare tech or to raid for scarce resources like fuel, metals, and biological materials. 


Little Bears

 


Playful yet hardworking, Little Bears are found in quiet boroughs running workshops or food stalls. Their rarity adds charm but limits their influence.


Stumpy


Stumpies are in Toronto because their growing sense of independence and exploration has driven them to urban areas, where they serve as laborers, adventurers, and investigators of their own mysterious history. The city's diverse population and cultural curiosity make it a natural destination for these gruff, tree-like beings seeking to "get off the damn farm" and discover the truth of their origins.


Ungo

 


Sasquatch analogues, Ungos operate as urban lumberjacks or guardians, their rural nature an odd but intriguing fit in Neo-Toronto.

 #drevrpg #hodgepocalypse #dnd5e #dungeonsanddragons #apocalypse #toronto #ontario #canada