Thursday, October 17, 2024

Keystone Wastes - Part 2 - Wierd-Pegg

Weird-Pegg, a post-apocalyptic metropolis rising from the frozen heart of the Keystone Wastes, is a city where the bizarre and the supernatural intertwine with remnants of a lost civilization. Once known as Winnipeg, this rebuilt urban labyrinth is now a melting pot of diverse species and cultures, each carving out their own districts amid the ruins. In Weird-Pegg, ancient magic collides with alien technology, and its streets are alive with the eccentric, the mystical, and the dangerous. From the bustling, trade-filled heart at The Forks to the eerie, haunted Red River Ruins, Weird-Pegg is a city of contrasts where the resilient thrive, and every corner holds a new mystery waiting to be uncovered.

Diversity Fusion

Weird-Pegg is a city where different cultures and species have blended in unexpected ways, creating a place where ancient tribal rituals, futuristic tech, and bizarre customs coexist. The city is a hub of strange celebrations, bizarre art installations, and hybrid cultures that have emerged from the ashes of the old world.

Urban Spirits

Weird-Pegg could be a city where the boundary between the living and the dead is thin. Ghosts, spirits, and other supernatural entities openly interact with the living, influencing politics, commerce, or even the weather. The city could be governed by an eerie council of the living and the dead, with necromancers and spirit mediums holding significant power.

Lady Laurette



Location: St. Boniface Cathedral

Description: Lady Laurette was once a devout nun whose spirit became one with the Cathedral of Noise. Now, she drifts through St. Boniface, her spectral voice a mournful song that intertwines with the city’s chaotic soundscape. Lady Laurette is known to whisper secrets about the city’s darkest corners and forgotten places. However, her fragmented memories make it difficult to discern truth from madness. Those brave enough to follow her ethereal trail may uncover powerful relics hidden within the Cathedral’s ruins—or be led into deadly traps set by other vengeful spirits.

The Conductor



Location: Union Station

Description: The Conductor is the ghost of a railway engineer who died during the final evacuation of Winnipeg. His spirit haunts the desolate halls of Union Station, trying to complete the journey that was cut short by the apocalypse. The Conductor is obsessed with transporting lost souls to their destination, and his spectral train is said to appear on misty nights, offering passage to the afterlife—or to other mysterious realms. Adventurers seeking to travel vast distances quickly or access otherworldly locations may try to board the Conductor’s train, but the price of passage could be more than they bargained for.

Environmental Anomalies

Weird-Pegg is be a city where the climate is even more extreme and unpredictable. The underground network might have expanded into a sprawling, gritty, labyrinth of tunnels and chambers, some of which are still undiscovered or inhabited by strange creatures. The surface of the city could be almost uninhabitable during certain seasons, leading to a society that lives primarily underground, emerging only when the weather allows.

It is a city that doesn’t give up its secretly easily, but the opportunities for adventurers are just below the surface.

The Districts

The Forks (Central Hub)



The Forks, once the heart of Winnipeg's vibrant community, has become the Pulse of Weird-Pegg, a bustling interspecies marketplace and central hub where diverse beings from all corners of the city gather. The air crackles with energy—both from the sheer number of species interacting and the strange, residual magic left over from the Hodgepocalypse. The architecture is a jarring blend of salvaged ruins, cutting-edge alien tech, and reconstructed historical landmarks, symbolizing the convergence of the old and new worlds.


At the center of The Forks lies an enigmatic artifact known as the Pulse Stone—a massive, glowing obelisk of unknown origin, pulsing with strange, rhythmic energy that resonates with the city’s inhabitants. Recently, the stone's pulse has become erratic, causing the delicate balance of trade and social harmony in Weird-Pegg to falter. Inexplicable events such as spontaneous fights, malfunctioning alien technology, and even brief pockets of time dilation have been linked to the stone's fluctuating energy.

Plot Hook: The adventurers are hired by a council of merchants and traders to investigate the Pulse Stone. As they dig deeper, they uncover that a faction of rogue Feylin (obsessed with ancient tech and cosmic energies) are attempting to harness the stone's power for themselves, hoping to turn it into a broadcast beacon to call more otherworldly beings into Weird-Pegg. The adventurers must stop this plan before it destabilizes the entire city, but tampering with the Pulse Stone could unleash even more dangerous consequences, both magical and technological.

Exchange District (Historic and Cultural)



The Exchange District, once Winnipeg’s hub of commerce and industry, has been transformed into the Workshop of Wonders. The towering old-world buildings have been refitted by Gnomes and Dwarves into bustling forges, workshops, and laboratories. Arcane steam pipes snake along reinforced stone walls, venting mystical energy while the clanking of gears and the hum of magical devices echo through the cobblestone streets. The district has become the beating heart of Weird-Pegg's arcane industry, where innovation and craftsmanship fuel the city’s economy.


Recently, the Exchange District has been abuzz with rumors surrounding a massive, unfinished project hidden deep within the bowels of an old foundry—the Titan Engine, an enormous clockwork machine designed to harness untapped arcane energy from the remnants of the Hodgepocalypse. Its creators, a secretive alliance of Gnome and Dwarven engineers, have suddenly disappeared without a trace, leaving the machine inoperable.

Plot Hook: The adventurers are approached by a local inventor who fears the Titan Engine may have been sabotaged. Their task is to locate the missing engineers, repair the machine, and prevent it from falling into the hands of arcane smugglers seeking to use the engine’s power to fuel their illicit trade in magical weaponry. However, as the party delves into the foundry’s labyrinthine workshops and arcane labs, they begin to suspect the Titan Engine may have been designed for something far more dangerous than originally intended—perhaps even a device capable of reshaping the fabric of Weird-Pegg itself.

St. Boniface (Francophone Heritage)



St. Boniface, once Winnipeg’s heart of French heritage, has become the Enchanted Stage, a vibrant, artistic district dominated by the flamboyant Feylin and the enigmatic Medusas. This eclectic neighborhood is a kaleidoscope of baroque and fantastical architecture, with twisting spires, swirling mosaics, and buildings adorned with living statues. Pop culture references from across worlds blend with ancient myths, creating a surreal fusion of past and present. The air is thick with magic, as street performances and enchanted fashion shows are a daily occurrence.

Plot Hook – The Shattered Mirror

In the center of St. Boniface stands the Mirror of Vieux Monde, an ancient artifact said to reflect the true soul of the artist who gazes into it. Recently, the mirror was shattered during a theatrical performance gone awry, causing strange magical ripples throughout the district. The shattered pieces of the mirror now reflect not just individuals but their alternate selves from parallel dimensions, leading to chaos as some residents find themselves switched with their doppelgängers from other realities.

Plot Hook: The adventurers are tasked with gathering the scattered mirror shards, which have become coveted by both artists seeking inspiration and shady dealers looking to exploit the mirror's power. As they collect the shards, the adventurers must deal with reality-warping side effects, including encounters with versions of themselves from alternate worlds. The final twist reveals that the shattering was no accident, but part of a plan by a group of rogue Medusa artists who believe the mirror’s fragments can be used to summon a powerful being from beyond the known multiverse, reshaping St. Boniface into their vision of perfection.

North End (Working-Class and Diverse)



In the North End of Weird-Pegg, the resilient Beaver Folk have become the district's above-ground guardians, forming a paramilitary force that watches over the bustling industrial zone. Their skill in building and defending functional, fortified structures is unmatched, and they keep the district’s factories and markets running smoothly. Meanwhile, the Trollitariot toil below ground, carving out new tunnels and maintaining the vast underground infrastructure. These industrious, subterranean workers are the unseen lifeblood of the district, expanding Weird-Pegg’s foundation and ensuring that the city doesn’t collapse under its own weight. Above and below, the two groups are vital to the city’s survival, though their approaches to life and work couldn’t be more different.


The Trollitariot laborers have recently discovered something ancient and strange deep within their tunnels—a sprawling pre-Hodgepocalypse ruin. Rumors spread that the ruin holds lost technology that could revolutionize the city’s power supply, but the Beaver Folk, who control the district above, are wary. Tensions rise as the Beaver Folk fear the dangers lurking in the depths, while the Trollitariot see this discovery as a means to uplift their community and claim more influence.


Plot Hook: The adventurers are brought in to mediate the growing conflict between the two groups. The Trollitariot invite the party to explore the ruins and secure the lost technology, while the Beaver Folk ask them to investigate the potential threat and protect their district from any dangerous consequences. As the adventurers delve into the ruins, they uncover remnants of a military complex with automated defense systems that have been reactivated. The party must navigate the conflicting interests of the two communities while dealing with a ticking time bomb of volatile old-world technology buried deep beneath the city.


Osborne Village (Trendy and Bohemian)



In Osborne Village, Weird-Pegg’s trendiest and most decadent district, the Harlowe and Vamps have made their mark. The Harlowe, with their seductive and indulgent nature, run a thriving underground culture, filling the streets with hedonistic nightclubs, avant-garde art galleries, and 24/7 performance spaces. Their influence blends perfectly with the Vamps, who dominate the nocturnal scene with their gothic, art nouveau sensibilities. The district is a visual feast of dark elegance, where towering, shadowy buildings are adorned with ornate ironwork and mysterious sculptures. It’s a district that never sleeps, where the most fashionable, avant-garde, and dangerous trends emerge and dissolve in the blink of an eye.

Plot Hook – The Blood Pact Festival

Osborne Village is abuzz with the annual Blood Pact Festival, a celebration of art, music, and excess hosted by the Harlowe and Vamps to honor their dark heritage and foster their twisted sense of community. This year's festival, however, has a new attraction—a series of mysterious, underground clubs that promise transcendence through an ancient rite. Rumors circulate that the rite involves drawing on powerful blood magic, but whispers of disappearances and strange behavior among participants have spread fear and intrigue throughout the district.

Plot Hook: The adventurers are hired by a worried relative of one of the festival’s missing attendees, tasked with infiltrating the secretive club and uncovering what’s really going on behind the scenes. As they delve into Osborne Village’s underground world, they discover a sinister conspiracy involving both the Harlowe and Vamps. They must navigate the delicate power dynamics between these two groups while uncovering an ancient ritual that could either elevate its participants or doom them to eternal servitude. The adventurers must decide whether to expose the truth or use the knowledge they gain to their own advantage in Weird-Pegg’s seductive and dangerous nightlife.

West End (Culturally Rich and Resilient) – The Gritworks



In the West End, the Haraak and Malarkoids have formed an unusual yet powerful alliance, shaping the district into a gritty and resilient community. The Haraak, with their frontier, cowboy ethos, take pride in self-reliance, running taverns, armories, and community outposts where their rugged spirit keeps the district secure. Meanwhile, the Malarkoids’ mastery of Faustian mechanics has led to the creation of bizarre workshops and strange, high-tech laboratories, where they blend eldritch magic with advanced technology to fuel their experiments. The district itself is a patchwork of ramshackle saloons, scrapyard homes, and towering, arcane-tech facilities that reflect the fusion of both groups' ethos—a harsh, no-nonsense area where innovation meets frontier survivalism.

Plot Hook – The Devil’s Bargain

Tensions have begun to rise in the West End as one of the Malarkoid workshops, The Devil's Forge, is rumored to be working on a dangerous Faustian engine that could revolutionize warfare—or destroy the district. The device, fueled by infernal contracts, promises vast power but at an unspeakable cost. The Haraak, ever protective of their people and wary of anything that smells like Faustian manipulation, are torn between seizing this new power for community defense or destroying it before it can wreak havoc.

Plot Hook: The adventurers are hired by a Haraak community leader to investigate The Devil's Forge and determine whether the rumors of its destructive power are true. As they delve deeper into the West End, they must navigate the tense relationship between the Haraak and Malarkoids, each with their own secrets and motives. Will the adventurers side with the Haraak to destroy the device, or will they strike a deal with the Malarkoids, gaining access to forbidden Faustian knowledge in exchange for their cooperation? The fate of the West End hangs in the balance, with both groups standing on the brink of conflict.

Tuxedo (Affluent and Secluded) – The Grove of Solace



Tuxedo is a serene, secluded district where Elves and Verkhail have found common ground in a pursuit of beauty, order, and reflection. The Elves have preserved sprawling parks, ancient groves, and carefully tended gardens that serve as havens of tranquility amidst Weird-Pegg's chaos. Their homes blend seamlessly into nature, combining sophisticated architecture with the organic flow of the land. The Verkhail, former demons seeking redemption, have found solace here, contributing to the district’s introspective culture. Their estates are designed with an emphasis on serenity and high art, focusing on reflection, meditation, and cultural refinement. Tuxedo stands as an untouched refuge where natural beauty and high culture reign, offering an escape from the grim realities of the Hodgepocalypse.

Despite its outward calm, something dark has stirred beneath the surface of Tuxedo. A long-forgotten relic, known as the Heart of Lethariel, has been unearthed in one of the ancient Elven groves. The artifact is rumored to hold the spirit of a powerful, malevolent fey that was once imprisoned by the Elves centuries before. Now, the artifact’s discovery has awakened sinister energies, and strange, shadowy figures have begun to haunt the district’s peaceful gardens and pathways. The Elves and Verkhail are torn between destroying the artifact or using its power to fortify the district against external threats.

Plot Hook: The adventurers are called in by a prominent Verkhail noble, who fears the growing influence of the Heart of Lethariel is too dangerous to handle alone. However, the Elves wish to protect their sacred grove and are hesitant to involve outsiders. The party must navigate the delicate politics of Tuxedo, uncover the nature of the artifact, and decide whether to neutralize the relic or harness its power for the greater good. Meanwhile, the malevolent spirit within the Heart of Lethariel has its own plans, subtly influencing the minds of those around it, including the adventurers themselves.

Rural Areas and Suburbs (Periphery) – The Wild Frontier



The outskirts of Weird-Pegg form a rugged, untamed landscape, where different species have carved out unique territories amidst the overgrown wilderness. The Ungo (Sasquatch-like beings) dominate the most remote and wild areas, preferring the dense forests and mountains. They are rarely seen within the city, venturing in only for trade or urgent needs. The Stumpies, grumpy, plant-like humanoids, have claimed the overgrown suburbs where nature has reclaimed the land. They fiercely protect these forested enclaves, turning the suburbs into fortified, verdant strongholds. The Little Bears, small yet resilient beings, have settled in the harshest, coldest outskirts of the city, surviving in frigid, isolated regions where others would perish. Together, these species maintain a strong connection to the land, living on the fringe of Weird-Pegg society but playing a crucial role in its survival.

Recently, the outskirts of Weird-Pegg have been plagued by strange disappearances and sightings of a massive, unknown beast stalking the forests and frozen tundra. Rumors suggest it might be an ancient, pre-Hodgepocalypse creature that has awakened or perhaps a twisted result of recent magical experimentation. The Ungo and Stumpies are preparing for war, each blaming the other for summoning or unleashing the creature. The Little Bears, meanwhile, have retreated into their icy strongholds, fearful that the beast will invade their isolated territory next.

Plot Hook: The adventurers are hired by a coalition of Ungo, Stumpies, and Little Bears to track down the beast and determine its origin. As they delve deeper into the untamed outskirts, they uncover evidence that the creature is not a natural predator, but rather the result of ancient bioengineering or a failed experiment from one of Weird-Pegg’s underground labs. The party must find a way to stop the beast while preventing an all-out conflict between the species of the periphery, each of whom has their own agenda for dealing with the creature.

Kildonan Park and Old Kildonan – The Verdant Lab




Kildonan Park and Old Kildonan are home to the Harvesters, psychic plant creatures known for their amoral experimentation, and the Bogey, elusive manipulators who thrive in dark places. The Harvesters have turned the park into a vast living laboratory where they grow bizarre, emotion-fueled flora, using their telepathic powers to extract emotions from the city's inhabitants. The district is a lush and beautiful nightmare, where vibrant, unnatural plants bloom in response to fear, joy, sorrow, and pain. Meanwhile, the Bogey lurk in the shadows, feeding on the emotional turbulence that the Harvesters unintentionally stir up. The area is eerily quiet, save for the occasional whisper of plants growing at an unnaturally rapid pace.

One of the Harvesters' latest experiments has gone awry. They've been cultivating a new type of plant that feeds on collective emotions to create powerful psychic blooms, meant to harness the power of empathy and shared experiences. However, something went wrong, and the plant has begun to tap into negative emotions—fear, anger, and despair—spreading these feelings throughout Weird-Pegg. People near the district have started experiencing intense mood swings, hallucinations, and even violent outbursts.

Plot Hook: The adventurers are hired to investigate the source of the disturbance and stop the spread of this psychic contamination. Navigating through the district’s maze of overgrown plant life, they'll have to negotiate with the Harvesters, who view the incident as just another fascinating development in their research. The Bogey might offer cryptic guidance, but their intentions are far from altruistic. The party will have to decide whether to destroy the rogue plant, attempt to modify it, or find another way to contain the growing emotional chaos before it consumes the city.

Locations of Note

Fort Garry – The Last Bastion



The crumbling ruins of Fort Garry have become a critical hub in the heart of Weird-Pegg, a place where power and desperation collide. Once a cornerstone of trade and military might, the fort is now a fortified sanctuary for survivors, traders, and mercenaries. Its thick stone walls, laced with salvaged metal and reinforced by arcane wards, offer protection from the chaos of the Keystone Wastes. Inside, the fort’s leaders keep a fragile order amidst shady deals, secret alliances, and backroom bargains, making it a melting pot of intrigue and opportunism.

Plot Hook – A Weapon for Peace

Rumors swirl that deep within the fort’s old armory lies a relic from before the Hodgepocalypse—a powerful weapon capable of changing the balance of power in Weird-Pegg. Different factions, from the trade consortiums to local warlords, have caught wind of its existence. However, the leaders of Fort Garry deny any such artifact, calling it a dangerous myth.

The adventurers are hired by one faction, or perhaps stumble upon a secret, that suggests the relic is real and hidden in the fort. They must infiltrate Fort Garry, navigating its complex web of politics, black market deals, and deadly power struggles to find out if the relic exists. Along the way, they’ll have to outmaneuver rival factions who also want the weapon—and survive the fort’s dangerous leaders, who will stop at nothing to keep their sanctuary from collapsing under internal strife. Is the weapon the key to peace, or will its discovery only ignite further conflict in the fragile city of Weird-Pegg?

The Museum of Lost Histories (Manitoba Museum)



Once the Manitoba Museum, this institution now stands as a fractured beacon of forgotten worlds. Renamed the Museum of Lost Histories, it houses exhibits that shift between dimensions, mixing artifacts from the pre-Hodgepocalypse world with relics from timelines that never existed. The museum is known to exhibit "echoes," remnants of historical events that didn’t happen or were altered by the chaotic forces of the Hodgepocalypse. Time itself behaves strangely here, with visitors often experiencing moments of déjà vu, altered memories, or even meeting alternate versions of themselves.

Plot Hook:
A strange artifact has appeared in the museum, displaying signs of energy far beyond any known technology or magic. The curators—odd, robotic librarians—offer a handsome reward to any adventurers willing to investigate the artifact's origins. However, those who touch it experience bizarre visions of a world where the Hodgepocalypse never happened, sparking questions about whether it holds the key to reversing or understanding the apocalyptic event.

Red River Floodway – The Lifeline of the Wastes


The Red River Floodway stands as one of the last remnants of pre-Hodgepocalypse engineering, a critical structure that controls the flow of water and keeps the southern regions of the Keystone Wastes from succumbing to catastrophic floods. It protects countless communities by diverting surging waters and ensuring the land remains habitable. Yet, this lifeline is constantly under siege by raiders, rival factions, and opportunistic warlords who see control of the Floodway as a way to manipulate the region’s survival. 

Plot Hook – The Silent Saboteur

A series of strange malfunctions have begun plaguing the Floodway’s control mechanisms, causing minor floods that seem timed to inflict maximum damage on nearby settlements. Engineers working to maintain the structure are baffled by the seemingly random disruptions, yet their suspicions grow that these failures are no accident. A saboteur, possibly working for one of the hostile factions vying for control of Weird-Pegg, has infiltrated the Floodway.

 

The adventurers are tasked with investigating the cause of the malfunctions, protecting the workers, and uncovering the identity of the saboteur. They’ll need to venture into the depths of the Floodway’s labyrinthine tunnels, where old technology mixes with new makeshift repairs. Along the way, they’ll encounter hostile creatures drawn to the water, rival agents seeking control, and the remnants of pre-Hodgepocalypse defenses. With the region’s survival at stake, will they expose the saboteur in time to prevent a devastating flood—or will Weird-Pegg be washed away in a tide of destruction?

Urban Shuffalos – Beasts of the New Order

In the aftermath of the Hodgepocalypse, the massive Urban Shuffalos roam the streets of Weird-Pegg, their towering forms casting long shadows over the crumbling remnants of the city. These creatures, a cross between African water buffalo and elephants, have adapted to urban life, bulldozing through debris and trampling anything in their path. Their tusks and horned shoulders make them a dangerous presence, while their resilience allows them to thrive in the wastelands, feeding off the strange new flora and scavenging remnants of the old world.

Plot Hook – The Stampede of the Steel Herd

A particularly aggressive herd of Shuffalos has begun moving toward the heart of Weird-Pegg, destroying anything in their path. Normally, the beasts keep to the outskirts or roam abandoned sectors, but something has drawn them deeper into the city. The adventurers are hired by a faction of traders and residents living near Fort Garry to investigate what’s driving the beasts toward populated areas and stop the stampede before it causes massive destruction.

As they track the herd, they’ll discover strange markings on the Shuffalos’ hides—arcane symbols burned into their flesh. Could someone be controlling the beasts for a sinister purpose? The adventurers must follow the Shuffalos' trail through narrow streets, derelict buildings, and ruined highways, facing other dangers that lurk in the city's shadows. Time is running out, as the Shuffalos close in on the densely populated markets of The Forks. Will the adventurers discover the truth and stop the herd before it’s too late? Or will Weird-Pegg be overrun by the unstoppable steel hooves of the Shuffalo stampede?

Winnipeg the Bear Statue – The Pride of Little Bears



The Winnipeg the Bear Statue stands proudly in a central plaza of Weird-Pegg, serving as a revered symbol of the Little Bear community. This grand statue honors a legendary Little Bear who fought in the old world’s Great War, known for their bravery and leadership. For generations, it has inspired young Little Bears to uphold a legacy of courage and protectiveness. The statue is not just a piece of history—it's a sacred site, a place of pilgrimage for Little Bears, and a symbol of unity in their often-isolated existence. Any threat to it could stir a sleeping giant.

Plot Hook – The Desecration of Winnipeg

Rumors are spreading that a mysterious figure has been spotted near the Winnipeg the Bear Statue, performing strange rituals under the cover of night. The next morning, disturbing symbols appear on the base of the statue, and a chunk of it has mysteriously gone missing. The Little Bears are on edge, their tempers flaring as they suspect foul play and disrespect toward their sacred monument.

The adventurers are approached by a worried Little Bear elder who fears that the community is on the verge of a violent retaliation. They must investigate the desecration before the Little Bears go on the warpath, turning the streets of Weird-Pegg into a battleground. As the adventurers delve into the mystery, they discover that the vandalism is part of a larger plot to incite unrest between species factions in the city, and that the statue holds a forgotten secret from the past—one that could reshape the power dynamics in Weird-Pegg if revealed.

The adventurers must navigate tense negotiations, uncover ancient magic, and prevent a full-blown conflict from erupting. Can they solve the mystery and bring the culprits to justice, or will Weird-Pegg be torn apart by a Little Bear uprising?

 #drevrpg #hodgepocalypse #dungeonsanddragons #dnd5e #apocalypse #Canada #Manitoba #PostApocalypticFantasy #RedRiverRuins

Friday, October 11, 2024

Keystone Wastes - Part 1 - Overview



The Keystone Wastes is a region that once stood as the heart of a thriving nation, a central keystone connecting the east and west. Now, in the aftermath of the Hodgepocalypse, it is a shattered landscape where remnants of the old world lie buried beneath ice, snow, and ruin. From the perilous tundras of Frostbite Flats in the north to the haunted remnants of civilization in the Red River Ruins to the south, the Keystone Wastes are a land of stark contrasts and endless danger. This is a place where history, myth, and the relentless cold have woven together to create a frontier of both opportunity and peril, where only the strong, the cunning, or the lucky survive.

History of the Keystone Wastes

The Rise of the Central Province: Once known as Manitoba, this land was a keystone in the heart of a thriving nation. The province played a crucial role in the expansion and development of the country, acting as a bridge between the eastern and western territories. It was a land rich in resources, with its vast prairies, dense forests, and abundant lakes supporting a growing population. The people of Manitoba, known for their resilience and hospitality, cultivated a prosperous society, with Winnipeg as a cultural and economic hub.

Technological and Economic Boom: As time progressed, Manitoba became increasingly influential. Its cities grew, and technological advancements brought unprecedented wealth and development. The province's central location made it a vital transportation and communication hub, earning it the nickname "Keystone Province." The infrastructure expanded, and Manitoba's natural resources, particularly in agriculture and energy, fueled its economy.

Tensions and Turmoil: However, this period of growth was not without its challenges. Political and social tensions began to surface, particularly between the burgeoning urban centers and the rural communities that felt left behind. Environmental concerns also grew as the land was pushed to its limits, with deforestation, pollution, and over-extraction of resources leading to visible scars on the landscape. The indigenous peoples of the region, whose histories and cultures were deeply intertwined with the land, resisted the encroachment and exploitation of their ancestral territories.

The Hodgepocalypse: A cataclysmic event—referred to only as the Hodgepocalypse—brought the flourishing civilization of Manitoba to a sudden and violent end. The details of this apocalyptic disaster are shrouded in mystery, but its effects were immediate and devastating. The once-fertile lands were transformed into a barren, frozen wasteland. The great cities fell into ruin, and much of the population was wiped out or mutated by the strange energies unleashed during the Hodgepocalypse. Those who survived faced a world where the rules of nature had been rewritten, and the land itself seemed to rebel against its former inhabitants.

Aftermath and Survival: In the wake of the Hodgepocalypse, Manitoba was rechristened the Keystone Wastes—a fitting name for a land that had become a shadow of its former self. The survivors, scattered across the frozen tundras and crumbling ruins, struggled to adapt to the new realities of their world. Small communities formed around the few remaining sources of warmth and sustenance, often centered on ancient technologies or mystical anomalies. In the northern tundra, the region now known as

The New Frontier: The Keystone Wastes has become a land of stark contrasts, where survival is a daily struggle and opportunities for power and wealth are scarce but fiercely contested. Ancient ruins, mysterious relics, and strange new creatures populate the landscape, offering both danger and potential for those that are brave enough to seek them out. The remnants of the old world—now twisted by the cataclysm—serve as both a reminder of what was lost and a resource for those who can harness their power. The Keystone Wastes is a world where history, myth, and survival intertwine, creating a harsh but fascinating setting for those who dare to explore its frozen depths.

Regional Breakdown

Borealis Reachlands



Once the lands beside what was known as the Hudson bay was merely tundra, the megaproject has turned the edgelands to be fertile soil that makes it almost Mediterranean in nature.  Population in the Keystones waste is dominated by Churchill, renamed as Ursineholt: the mecca of the Little Bears.

Frostbite Flats



Once a rugged, rocky landscape dotted with boreal forests, the region is now an icy wasteland, plagued by relentless, bone-chilling winds that sweep across the barren terrain. The land is scarred by deep fissures and frozen craters, remnants of cataclysmic events that reshaped the earth. Glaciers have crept southward, encasing the ruins of old mining towns and ancient geological formations in thick layers of ice. Despite its inhospitable nature, Frostbite Flats is not devoid of life; strange, hardy creatures have adapted to the extreme cold, and hidden beneath the ice, secrets of the pre-apocalyptic world lie frozen, waiting to be uncovered by the brave or foolish. The psychic crystal forests of the north add an eerie glow to the landscape, further heightening the sense of isolation and danger that defines Frostbite Flats.

Red River Ruins



The Hodgepocalypse and the Red River’s infamous floods has changed the landscape, creating swamps or inland seas where strange creatures thrive, and where ancient, drowned towns hold forgotten secrets. This is a place for opportunities to profit from the past, water and monsters permitting.

Shattered Basin



This is a fractured, perilous region in the Keystone Wastes, where the once-fertile Manitoban Lowlands have been torn apart by the Hodgepocalypse. The land is now a chaotic mix of flooded plains, deep chasms, and toxic marshes, shrouded in thick, glowing fog. Mutated flora and fauna thrive in this hostile environment, and the remnants of pre-apocalyptic towns and infrastructure are haunted by eerie echoes of the past. Psychic and supernatural phenomena are common, creating a sense of unease and danger that permeates the landscape, making the Shattered Basin a treacherous and mysterious area in the post-apocalyptic world.  This is the land of Narcisse City, the metropolitan center of the garter folk.

Turtlelands



In the southwestern Keystone Wastes is a rugged, fractured expanse reshaped by the Hodgepocalypse. Dominated by the now-giant Turtle Mountain, the area is a chaotic landscape of jagged rock formations, deep ravines, and unstable ridges. Once-verdant forests have been reduced to twisted groves and frostbitten scrubland, with the flora exhibiting strange mutations. Harsh, unpredictable weather and frequent tremors characterize the region, while old mining operations and ancient ruins offer both danger and opportunity. The Turtlelands, with its natural defenses and hidden caverns, has become a refuge for survivors and scavengers seeking shelter in this harsh, post-apocalyptic environment.  This is also Tommy the Turtle’s domain.

Locations of Note


Bloodstone Falls



A site of dark power in the Hodgepocalypse, where the once-beautiful bloodstone rock has mutated into a malevolent, pulsating material that feeds on the life force of those who approach. The falls now cascade with crimson waters, shrouded in a mist that seeps into the mind, while the surrounding area teems with twisted, aggressive creatures. Adventurers are drawn to the falls by rumors of a legendary artifact—a blade forged from the corrupted Bloodstone, offering immense power at a terrible cost. However, the falls are heavily guarded by both the hostile environment and the vengeful spirits of those who perished seeking the stone's dark power, making it a perilous destination for any who dare to venture there.

Cement Cemetery - Forgotten Monoliths:



In the Hodgepocalypse, these mysterious spires are remnants of an ancient civilization, and are conduits of arcane energy, the remnants of a forgotten religion, or the last standing structures of a lost city, now surrounded by myth and legend.  They glow with cyan energy and amongst other things, act as a sort of guidepost, breaking the darkness.


Flin Flon



Flin Flon is historically a mining town known for its rich deposits of copper and zinc. In your world, Flin Flon could be a crucial resource hub, possibly the last bastion of pre-apocalypse technology or a heavily fortified city-state built into the mine tunnels. The mines could also be rumored to house ancient, forgotten machines or even a slumbering entity awakened by the apocalypse.  Professor Josiah Flintabbaty Flonatin has taken over this town.  Rumors about his background is that he is an imposter, teleported from the past, or even a fictional character brought to life.  Feylin have flocked to the town to find out why and to cosplay the great treasure hunter.

Gimli



Viking Legacy: Gimli and New Iceland be home to a hardy group of survivors who trace their lineage back to the Vikings. They have retained or rediscovered some ancient Norse traditions, using them to survive in the harsh post-apocalyptic environment. Their longboats could now sail the inland seas, and they might be feared or respected raiders and traders.  This is protected by a giant Fiberglass Golem that’s a giant Viking Statue.


Glass Bottle Houses of Treherne:



This glass house was a combination house, bathroom, church and wishing well and overall salvation for survivors, with the glass bottle construction providing some protection against the elements and hostile creatures. The houses glow with an eerie light at night, powered by some unknown energy source.


Happy Rock - Gladstone



This ancient statue now surveys an abandon village and Is a fiberglass golem that takes requests to intervene in local activity.  It is hard to say what will motivate it to action as it has been both hero and villain in it’s actions.


The Kettlestones Collective



Slowly moving and communicating through deep vibrations and subtle shifts, these ancient stones possess a mysterious, collective consciousness. Revered and feared by the locals, the Kettlestones are seen as guardians of the land, capable of triggering seismic events or summoning elemental forces if disturbed. Their purpose is unknown, tied to the region's ancient geology and the cataclysmic forces of the Hodgepocalypse. Explorers seek their secrets, but the Collective remains enigmatic and impenetrable.


Little Limestone Lake 



This sentient sentient, shape-shifting body of water with mysterious properties. The color changes could be linked to the emotions or intentions of the lake itself, and those who drink from it gain strange powers or suffer bizarre mutations.  It is patrolled by mutants in the area that claim it as their holy sight.


Prairie Dog Central Railway



The Prairie Dog Central Railway is a ghost train, eternally running its route through the wastelands, possibly carrying the spirits of the dead or those who failed to escape the apocalypse. Boarding the train might be a dangerous or necessary journey for those seeking to traverse the region. This also can be used for transdimensional travel, but it has its risks.


Silo City



The former town of Branson, once a thriving agricultural hub, is now an eerie, self-sustaining machine city where automated systems continue to cultivate, harvest, and process grain long after human oversight has vanished. The relentless, unyielding machinery that drives the town creates a stark contrast against the desolate surroundings, and the town's automation has become both a blessing and a curse. While the automated processes ensure a steady food supply, the town is also fraught with dangers—malfunctioning machines, rogue AI, and grain silos that have been repurposed by scavengers and raiders for their own ends.  Despite it’s dangers, it is one of the main reasons that the farmers from across the Keystones Wastes are able to have a livelihood.  The Cybercult claim it as one of their own, but the rogue AI does not appreciate these advances.

Tommy the Turtle



Tommy the Turtle, the massive fiberglass golem of Boissevain, has become a towering symbol of peace and unity in the Keystone Wastes. Created in the pre-Hodgepocalypse era as a cheerful roadside attraction, Tommy was transformed by the cataclysm into a sentient, protective figure. Standing as a guardian of the Turtlelands, Tommy insists on peace within his domain, using his immense strength and durable form to enforce this decree. He acts as a rallying point for those seeking refuge from the chaos, offering sanctuary to all who respect his commitment to maintaining harmony. However, those who disrupt the fragile peace or bring violence to the Turtlelands quickly find themselves on the receiving end of Tommy’s formidable power. His presence has made Boissevain a haven in the tumultuous world of the Hodgepocalypse, a place where the promise of "peace in our time" is more than just an ideal—it's a living, vigilant force.


The World's Largest Curling Stone



Once a quirky roadside attraction in the heart of Keystone Wastes, has become a powerful symbol and a mysterious artifact in the Hodgepocalypse. Towering over the desolate landscape, the enormous stone is no longer just a monument to a beloved Canadian sport—it now hums with an eerie, otherworldly energy. The locals tell tales of how the stone absorbs the harsh winters and psychic energies of the surrounding Crystal Forests, growing colder and more potent with each passing year.


The World's Largest Mosquito



Once a playful landmark, has transformed into a nightmarish hive in the Hodgepocalypse. Now fused with the surrounding environment, the statue hosts swarms of mutant mosquitoes, far larger and more aggressive than their predecessors, with venomous bites that can transmit both physical and psychic afflictions. The area around the statue is feared as a no-go zone, shrouded in legends of a malevolent force that controls the swarms, making it a dark and dangerous symbol of the twisted landscape of the Keystone Wastes.

 

In the Aftermath of the Necromantic Wars.



Wendigo the Wild, the ruthless undead Fallen Lord from what was once Thunder Bay, casts a chilling shadow over the Keystone Wastes. His aggressive campaigns during the Necromantic Wars devastated the region, turning much of northern Manitoba into a twisted battleground. His influence lingers in the form of roving undead legions, cursed landscapes, and pockets of desolation. Despite his defeat and hibernation, Wendigo's forces still patrol the borders, and his raids frequently spill into the Keystone Wastes, particularly in the northern regions like Frostbite Flats. Survivors are haunted by tales of his ravenous hunger for souls, and the ongoing threat of necromantic incursions keeps the people of the Keystone Wastes in a constant state of vigilance. This looming presence creates an uneasy tension, as adventurers must often deal with the remnants of his undead armies and the scars of war—while rumors of a secret alliance or uprising against Wendigo circulate in the shadows, presenting opportunities for bold heroes.


Fort Ironwood (Thunder Bay, Ontario)

  • Status: Once a thriving industrial center of the Dam Good Trading Company, Fort Ironwood has since fallen under the control of the Corpseman, a faction of relentless, tireless automatons and necromantically enhanced workers who harvest the remna nts of civilization for their own purposes.
  • Current Focus: No longer a safe place for trade, Fort Ironwood is now an industrial powerhouse run by undead engineers. It is best avoided by most traders, though some daring scavengers still risk venturing there in search of the advanced machinery and weaponry rumored to lie within the factory districts.


#drevrpg #hodgepocalypse #dungeonsanddragons #dnd5e #apocalypse #Canada #Manitoba #PostApocalypticFantasy #RedRiverRuins

Friday, October 4, 2024

Maritime Compact - Part 5 - Adventuring Options

New Brunswick

Key Features for Adventurers:

  1. The Forests of the Ancestors:


    • Description: New Brunswick is home to vast, ancient forests that have become both sanctuaries and battlegrounds in the wake of the Hodgepocalypse. These woods are filled with haunted groves, fey enclaves, and powerful nature spirits. Adventurers might explore these forests seeking lost knowledge, hidden settlements, or powerful relics tied to the land.
    • Adventure Hooks: Recovering a long-lost artifact from a cursed grove, negotiating with the forest spirits to protect a town from necromantic forces, or hunting down a rogue druid threatening to unleash a primal force
      2. The Necromantic Wastes:



    • Description: Once fertile farmlands, parts of New Brunswick were devastated by necromantic plagues during the Necromantic Wars. These areas are now wastelands, populated by the restless dead, mutated creatures, and twisted flora. Adventurers are drawn to these wastes to search for forgotten treasures or to battle the undead in service of local communities.
    • Adventure Hooks: Investigating the source of a new undead plague, finding a cure for a necromantic curse, or defending a village from a horde of undead.

Cultural Concepts:

  • Lumberjack Enclaves: Reflecting the region’s historical ties to the timber industry, communities in New Brunswick are often organized around large lumberjack enclaves. These hardy people, known as “Logmen,” have a deep connection to the forests and the spirits within. They often practice wood-based magic and use enchanted lumber to craft weapons and tools.
  • Shadow Folk Festivals: To ward off the spirits of the Necromantic Wastes, the people of New Brunswick hold regular Shadow Folk Festivals. These are vibrant celebrations involving masked dances, bonfires, and rituals meant to honor and appease the dead, ensuring the safety of their communities.

Nova Scotia

Key Features for Adventurers:

  1. The Fortress Coast:


    • Description: Nova Scotia’s coastline is dotted with fortified settlements, old military bases, and hidden bunkers. These locations have been retrofitted with advanced defenses, including Faustian Mechanics-powered cannons and energy shields. Adventurers might be hired to help protect these fortresses from raiders or explore abandoned ones for forgotten technology.
    • Adventure Hooks: Defending a coastal town from pirate attacks, uncovering a hidden bunker with pre-Hodgepocalypse secrets, or repairing a malfunctioning energy shield before a storm hits.
        2.The Crystal Mines of Cape Breton:



    • Description: Cape Breton’s mines have become famous for their crystals, which are now sought after for their magical properties. These crystals are used in Faustian Mechanics and other forms of techno-wizardry, making the mines a target for both treasure hunters and rival factions.
    • Adventure Hooks: Securing a mining operation against hostile forces, discovering a new type of crystal with unique properties, or rescuing miners trapped after a magical explosion.

Cultural Concepts:

  • Sea Shanty Rituals: Nova Scotians have turned their maritime heritage into a series of magical sea shanties. These songs are not just for entertainment—they are imbued with spells that can calm storms, summon sea creatures, or enhance a ship’s speed. Singing these shanties is an important part of their culture, with competitions and festivals held regularly.
  • The Blue Shield Alliance: A coalition of Nova Scotia’s coastal towns, the Blue Shield Alliance is dedicated to the defense of the region from both supernatural and mundane threats. Members of this alliance are highly trained in maritime warfare and use both traditional and Faustian Mechanic-enhanced weaponry.

3.                   3. The Big Fiddle of the Ceilidh





o   Description: The Titan’s Fiddle of Ceilidh Bay is a monumental fiddle that stands proudly on the shores of the bay, a magical relic crafted by a fey-touched giant in the distant past. The instrument is intricately carved from ancient wood, with runes and symbols that glow faintly in the moonlight. It resonates with an otherworldly melody that lingers in the air, drawing fey creatures and music lovers alike. The strings, though seemingly delicate, are unbreakable, and the bow is said to be enchanted with the power to stir the hearts of even the most stoic beings. When the fiddle is played, the wind seems to dance, and the waters of the bay shimmer with a silvery light, as if the world itself is moved by the music.

o   Plot Hook: Legends tell of the Titan’s Fiddle having the power to bridge the gap between the mortal world and the Feywild. However, only those who can play the ancient melodies inscribed in the runes will unlock its true potential. Adventurers are drawn to Ceilidh Bay, seeking to learn the mystical tunes from local fey or ancient texts, in hopes of using the fiddle to access hidden realms or summon powerful allies. But the fiddle's magic is unpredictable, and those who play it without understanding its fey nature risk being transported to the Feywild, where they must navigate the perilous and whimsical landscape to return home—or perhaps find treasures and secrets lost to time.

 

Prince Edward Island (P.E.I.)

Key Features for Adventurers:

  1. The Island of Illusions:


    • Description: P.E.I. is known for its illusory landscapes and shifting geography, a result of the Hodgepocalypse’s lingering magic. Entire towns might disappear into the mists, only to reappear days later in a different location. Adventurers might be called upon to navigate these illusions, find lost settlements, or unravel the mysteries of the island’s magic.
    • Adventure Hooks: Tracking a lost caravan through the mists, dispelling a powerful illusion affecting an entire town, or uncovering the source of the island’s shifting geography.
           2. The Red Cliffs of Power:



    • Description: The famous red sandstone cliffs of P.E.I. have become sites of great magical power, drawing Faustian Mechanic practitioners and other magic users. These cliffs are rumored to contain hidden vaults of arcane knowledge and are often the battleground for powerful mages seeking to control their secrets.
    • Adventure Hooks: Protecting a research expedition at the cliffs, uncovering a hidden vault of forbidden magic, or battling a rival faction over control of a powerful ley line.
         3. Hannah's Bottle Village



o   Description: in Belfast, Prince Edward Island, was a curious sight, where a resourceful woman named Hannah built a small village entirely from glass bottles. Each house in the hamlet glows with an otherworldly light, said to be the remnants of the powerful magical potions used in their creation.

o   Adventure Hooks: The village is now abandoned, but legends speak of hidden alchemical formulas and enchanted relics still buried within the crystalline walls. Adventurers might explore the hamlet to uncover these secrets, facing challenges from magical traps and the spirits of those who once sought Hannah’s knowledge for their own dark purposes.

Cultural Concepts:

  • Faerie-Touched Agriculture: The people of P.E.I. have turned their farming practices into a magical art form. With the help of Feylin (faerie-like creatures), they produce crops with unique properties, such as glowing vegetables or fruits that enhance magical abilities. The island’s agriculture is both a source of pride and a critical part of its economy.
  • The Shifting Festivals: Reflecting the island’s illusory nature, P.E.I. hosts “Shifting Festivals” that change location and theme every year. These festivals are filled with illusionary performances, magical contests, and markets selling enchanted goods. They draw visitors from across the Maritime Compact.

Anticosti Dominion (Anicosti Island and Adjacent Banks)

Key Features for Adventurers:

  1. The Haunted Banks:\


    • Description: The waters around Anticosti Island are known for their treacherous currents and the ghosts of lost sailors. These banks are rich in resources, particularly magical reagents found in the deep sea, but they are also haunted by spirits and sea monsters. Adventurers may be hired to explore these dangerous waters or to lay restless spirits to rest.
    • Adventure Hooks: Recovering a sunken treasure protected by spirits, battling a sea monster terrorizing fishing communities, or seeking a rare reagent in the haunted depths.
          2.The Enigmatic Forests of Anticosti:


    • Description: The forests of Anticosti Island are ancient and filled with strange, otherworldly creatures. These woods are home to powerful fey beings, hidden druidic circles, and mysterious ruins. Adventurers might explore these forests seeking ancient knowledge, rare ingredients, or to resolve conflicts between the fey and human settlers.
    • Adventure Hooks: Investigating a mysterious disappearance in the forest, negotiating a peace treaty between warring fey factions, or discovering an ancient ruin with untold magical power.
         3. The Skyward Roosts of Bonaventure



o   Description: The Skyward Roosts of Bonaventure, nestled on the cliffs of Bonaventure Island in Percé, Québec, are home to more than 50,000 Northern Gannets. These majestic birds are said to be the guardians of ancient secrets hidden within the island's rugged terrain. The cliffs, constantly battered by wind and waves, resonate with the echoes of the gannets' calls, creating an eerie symphony that some believe is the voice of the island itself. The colony is not just a natural wonder but a living, breathing entity imbued with the spirit of the island, where the birds act as sentinels to a forgotten power.

o   Plot Hook: Adventurers are drawn to the Skyward Roosts by legends of a lost druidic temple hidden within the cliffs, accessible only when the gannets take to the sky in unison, revealing a hidden path. To uncover this secret, they must first navigate the treacherous cliffs and gain the favor of the gannets, possibly through a series of trials that test their connection to nature. The temple is rumored to house ancient relics of druidic magic, potent enough to alter the course of nature itself. However, disturbing the delicate balance of the island could provoke the wrath of both the gannets and the spirits of the druids who once worshipped there.

 

Cultural Concepts:

  • The Ghostkeeper Tradition: Reflecting the region’s haunted history, the people of this area have developed a unique tradition of “Ghostkeepers,” individuals who maintain the peace between the living and the dead. These Ghostkeepers are both respected and feared, wielding rituals and magic to manage the restless spirits of the region.
  • Fey-Infused Cuisine: The influence of the fey has led to a unique culinary tradition in the Quebec regions of the Federation. The locals prepare dishes that incorporate magical herbs and ingredients found only in the forests of Anticosti, believed to grant minor magical effects or enhance one’s connection to the spirit world.

Exploration Expeditions



In the Hodgepocalypse, the Maritime Compact has established itself as a formidable seafaring power, not only defending its waters but also pushing the boundaries of the known world through exploration expeditions. These ventures, inspired by the grand naval traditions of Earth's history, are essential to the Compact's survival and expansion in a post-apocalyptic world filled with mystery, danger, and opportunity.

Much like the age of exploration during Earth's Renaissance, the Maritime Compact's expeditions serve multiple purposes: they seek new lands and resources, establish contact with distant or isolated communities, and map uncharted territories. However, in the Hodgepocalypse, these missions are also critical for securing strategic advantages, uncovering ancient technologies, and navigating the complex web of magical anomalies that now litter the globe.

Structure of Exploration Expeditions

Leadership and Crew:

Each expedition is typically led by a seasoned captain, often a veteran of previous voyages, chosen for their knowledge of the seas and ability to make quick decisions in the face of the unknown. The crew is a mix of skilled sailors, combat-trained marines, and specialized personnel, including navigators, historians, scientists, and mages. This diverse team ensures that the expedition is prepared for anything from hostile encounters to diplomatic negotiations.

Vessels and Technology:

The Compact's ships are state-of-the-art, blending the best of ancient seafaring design with advanced, post-apocalyptic technology. Equipped with reinforced hulls, Faustian Mechanical gadgetry, and cutting-edge navigation systems, these vessels are capable of withstanding the harshest conditions, whether they are battling monstrous sea creatures or navigating through areas of unstable reality. Some ships are even fitted with experimental propulsion systems, allowing them to traverse vast distances faster than traditional sailing methods.

Terms of Service:

Service in the Compact's exploration fleet is both an honor and a responsibility. Crew members are often volunteers who seek adventure, prestige, or the chance to secure wealth and influence. However, participation in these expeditions is also a common part of the Compact's terms of service, particularly for those seeking to advance in military or governmental ranks. The expeditions are seen as a rite of passage, testing the mettle of the Compact's finest in the face of the unknown.

Privateering



Oh, the year was 1778

How I wish I was in Sherbrooke now

A letter of marque came from the king

To the scummiest vessel I've ever seen

 

[Chorus]

God damn them all, I was told

We'd cruise the seas for American gold

We'd fire no guns, shed no tears

Now I'm a broken man on a Halifax pier

The last of Barrett's privateers

-          Barrett’s Privateers, Stan Rogers

 

In the Hodgepocalypse, the tradition of privateering has been revived by the Maritime Compact as both a means of defense and a lucrative opportunity for its citizens. Much like the historical privateers who sailed under the protection of their nation’s flag, the privateers of the Compact are semi-independent adventurers who take to the seas in search of fortune, glory, and sometimes a bit of mischief.



Structure and Purpose

Privateering within the Compact is a hybrid of exploration, salvage, and sanctioned piracy. The Compact grants Letters of Marque to trusted individuals and crews, allowing them to operate as privateers. These documents not only legitimize their actions but also grant them certain legal protections and rights, including salvage rights to whatever they recover from their adventures.

Privateering Vessels

Privateering vessels in the Compact are often fast, agile ships equipped for both combat and exploration. While larger ships are used for major expeditions, privateers favor smaller, more maneuverable boats that allow them to quickly chase down targets, navigate treacherous waters, or make rapid escapes. These vessels are often outfitted with small landing craft or even motorcycles, which are stored onboard and used for quick forays onto land.

Motivations and Opportunities

  • Salvage Rights: One of the primary draws of privateering is the right to claim salvage from shipwrecks, ruins, and abandoned settlements. These spoils can include everything from valuable artifacts and rare resources to advanced technology and magical items. Salvaging is a dangerous but potentially highly profitable enterprise, attracting those with the skill and daring to succeed.
  • Adventuring: For many in the Compact, privateering is synonymous with adventuring. Just as adventurers might hop into a car and head off into the unknown, privateers hop into their boats and set sail on the high seas. These adventurers seek out danger, treasure, and glory, often facing off against sea monsters, hostile factions, and the unpredictable forces of nature. Their exploits are the stuff of legend, inspiring others to take up the mantle of privateering.
  • National Defense: Privateers also serve a strategic role in the Compact's defense. They are often tasked with harassing enemy shipping lanes, disrupting the activities of hostile factions, and gathering intelligence on the Compact’s rivals. In times of war, privateers can be called upon to supplement the Compact’s naval forces, using their intimate knowledge of the seas to outmaneuver and outfight larger, more conventional fleets.

The Risks of Privateering

While privateering offers significant rewards, it is not without its dangers. The high seas of the Hodgepocalypse are fraught with peril, from deadly storms and monstrous creatures to rival privateers and pirate factions. The Compact’s enemies may not recognize the legitimacy of privateers, treating them as common pirates and subjecting them to harsh reprisals if captured.

The Legacy of Privateering

Privateering has become a cornerstone of the Compact’s culture, blending the adventurous spirit of exploration with the ruthless pragmatism of survival. The privateers of the Compact are celebrated as heroes, villains, and everything in between, their stories woven into the fabric of the Compact’s identity. Through their exploits, the Compact not only defends its interests but also ensures that the spirit of adventure continues to thrive in a world where danger and opportunity are never far away.

 

Random Treasure Map Table



Roll 1d12 to determine the treasure map found:

1.       The Lost Cache of Captain Fishhook

Description: This map details the supposed location of Captain Fishhook's lost treasure, rumored to be hidden on a remote island guarded by spectral sailors. The map is scrawled on an ancient piece of parchment, with coordinates that only reveal themselves under moonlight.

Lore: Captain Fishhook, a legendary pirate hero from old-world tales, was said to have buried his loot after a betrayal by his crew. His treasure is rumored to include not just gold, but powerful relics of the pre-Revelations world.

 

2.       The Feylin's Forgotten Vault

Description: This colorful map leads to a hidden vault supposedly created by a group of Feylin obsessed with pre-Revelations movies. The vault is said to contain rare cinematic relics, costumes, and perhaps even artifacts from the fey world itself.

Lore: The vault was established by Feylin who sought to preserve their most beloved films and memorabilia. Rumor has it that the vault's entrance is guarded by a riddle involving classic movie quotes.

3.       Halfling Harvest Hoard

Description: A simple, well-worn map that claims to lead to a long-abandoned Halfling convoy, filled with supplies, foodstuffs, and family heirlooms left behind in haste.

Lore: The convoy was lost during a rapid escape from a nameless evil. According to Halfling tradition, the convoy’s leader buried their most valuable items before leading their people through a mysterious portal to safety.

 

4.       The Shattered Oath of the Storm King

Description: A map etched into the metal hull of a sunken ship, leading to the ruins of a fortress beneath the waves where the Storm King, a figure from local maritime myths, kept his cursed weapon.

Lore: The Storm King was a tyrant who ruled the seas with an iron fist, making a pact with dark forces to control the weather. His weapon, said to channel the fury of storms, was lost when his fortress was swallowed by the sea.

5.       Bruce the Mighty’s Final Stand

Description: A tattered flyer from a bygone cinema that doubles as a map. It details the location where Bruce the Mighty supposedly made his last stand against unspeakable evil. The treasure is rumored to be a collection of weapons and armor once wielded by Bruce himself.

Lore: Bruce the Mighty, a cult hero among the Feylin, is said to have left behind a hidden cache of gear somewhere in the wastelands. Many have sought it, hoping to emulate Bruce’s legendary feats.

6.       The Treasure of Oak Island

Description: A faded, hand-drawn map with markings leading to Oak Island, where numerous excavations have taken place. The map highlights an area said to be untouched, where the real treasure lies buried under layers of traps and puzzles.

Lore: Oak Island has been the focus of treasure hunters for centuries, with many believing it holds the buried wealth of pirates, knights, or even ancient civilizations. The map's authenticity is debated, but its promise of riches has lured many to their doom.

7.       Whispering Woods

Description: A map drawn in a style reminiscent of a children’s storybook, leading to an enchanted forest where a magical artifact lies hidden. The forest is known for its mischievous fey inhabitants and shifting paths.

Lore: The Whispering Woods are said to be a gateway to the fey world, where the lines between reality and illusion blur. The artifact within is said to grant the power to commune with nature spirits.

8.       Halfling Feast of Legends

Description: A well-preserved recipe book with a treasure map hidden in its pages. The map leads to a hidden Halfling enclave where a legendary feast was once held. The treasure is said to be a pantry stocked with ancient, enchanted foods.

Lore: Halfling tales speak of a grand feast prepared during their travels. The foods at this feast were said to have magical properties, granting those who ate them enhanced abilities or even immortality.

9.       The Crystal Caverns of Feylin’s Delight

Description: A map sketched on the back of an old comic book, leading to a network of glowing crystal caverns beneath the earth. The caverns are rumored to be filled with precious gems and artifacts of fey origin.

Lore: The Feylin, ever in pursuit of the wondrous and strange, once made a pilgrimage to these caverns. The crystals within are said to hold the essence of pure magic, making them highly sought after by adventurers.

10.   The Sunken City of the Halfling Kings

Description: An ancient, water-stained map depicting a once-great Halfling city now lost beneath the waves. The city is said to hold the royal treasury, filled with gold and relics from the Halfling homeland.

Lore: The Halfling Kings, driven from their green glens, took with them the treasures of their people. When their city was lost to the sea, so too were their riches. The map is believed to lead to an air pocket within the city, where the treasury remains untouched.

11.   The Infernal Forge of the Salamander Lords

Description: A blackened, fireproof map that leads to a hidden forge deep within a volcano, where Salamander Lords crafted weapons of immense power. The forge is said to still burn with the fires of creation.

Lore: The Salamander Lords, creatures of fire, used this forge to create weapons imbued with elemental fury. Many seek these weapons, but few can withstand the heat of the forge long enough to claim them.

12.   The Phantom Gold of Blackbeard

Description: A charred map found in a shipwreck, purportedly leading to Blackbeard’s lost hoard. The treasure is said to be cursed, guarded by the vengeful spirit of the infamous pirate himself.

Lore: Blackbeard, one of the most feared pirates of his time, was rumored to have hidden his treasure before his death. Legends say that those who seek it are doomed to encounter his wrathful ghost, ensuring the gold remains lost forever.

Privateer Flags

The following are flags to use for your own privateers...enjoy. :)






























 


#drevrpg #maritime #hodgepocalypse #apocalypse #dnd5e  #dungeonsanddragons #novascotia #princeislandisland #newbrunswick