Arrival in Uranium City
The first thing you
notice is the glow.
It's not
natural—neither sunlight nor torchlight—but a sickly, shifting hue that pulses
beneath the earth and stains the sky like a bruise. A tangle of warped roads
and melted signage leads you toward the ruined outskirts, where twisted
buildings slump like exhausted skeletons, their concrete bones wrapped in
rusted rebar. Wind carries the sour scent of ozone, scorched plastic, and
something faintly metallic, like old blood on steel.
Your Geiger
counters begin to tick—softly at first, then with increasing urgency. It’s a
reminder: here, the land breathes radiation like air.
You pass through
the Ghost Streets, where shadows move a little too deliberately. On broken
walls, glowing graffiti reads “THE VEINS REMEMBER” in a child's
handwriting. A figure in a lead-lined robe watches from a crumbling window.
You’re not sure if they blink—or even if they have eyes.
Then, as the fog
clears, Uranium City reveals itself.
A tangle of makeshift
bunkers, mushrooming cult towers, and scavenged arcano-reactors
clustered around the jagged wound of the Radiant Veins. Aircraft
stitched together from scrap and sorcery wheel overhead, while mutated beasts
prowl alleyways thick with dust and dreamlike decay. You glimpse traders
wrapped in tinfoil shawls, arguing with cultists glowing from within.
Somewhere, an old
speaker crackles out the haunting warble of a pre-Hodgepocalypse national
anthem—twisted, staticky, and a little too slow.
This is Uranium
City.
Once a forgotten mining town.
Now, the last place on Earth where power, magic, and madness still bleed from
the same wound.
And you’ve just
walked into the heart of it.
Uranium City is a haven for nuclear
wizards, bomb-worshipping cults, and sentient, radioactive mines. In this
post-apocalyptic sandbox, magic and radiation merge to create dangerous power
struggles, mutated creatures, and dark rituals.
History
Uranium City, Saskatchewan, was founded in
the 1950s as a mining town during the uranium boom, and it was established to
support the Eldorado Mining and Refining operations. It was a thriving, remote
community built on the extraction of uranium ore, pivotal in fueling Cold
War-era nuclear energy and weaponry. At its peak, the city had schools,
hospitals, and infrastructure designed to accommodate the workers and their
families. However, when the uranium market declined in the 1980s, the mines
closed, and Uranium City was largely abandoned, leaving behind a ghost town in
the harsh wilderness of northern Canada.
Hodgepocalypse Transformation
Uranium City was forever changed after the
Hodgepocalypse—a world-shattering event that fused technology, magic, and
apocalyptic destruction. The blast waves and magical fallout replenished the
mines, infusing them with sentient energy. These newly awakened Radiant
Veins became a source of magical and radioactive power. The city, once
desolate, became a beacon for those seeking to tap into the magical properties
of uranium and rebuild their lives in this transformed world.
Survivors, scavengers, and outcasts from
the surrounding lands, attracted by rumors of magic and wealth, began to
trickle in. They quickly learned that the land itself had changed, as the mines
seemed to have a will of their own, controlling the flow of uranium and
creating unpredictable hazards. Those who survived these early attempts to
extract resources discovered a new kind of magic—nucleomancy—which drew its
power from the irradiated magic of the mines.
Founding of the Post-Hodgepocalypse
Community
The first settlers of Uranium City in the
new age were not miners or workers but Nucleomancers—arcane
practitioners who saw the potential in the sentient mines. They established the
Radiant Circle, a loose guild of magic-users who experimented with the
dangerous powers of radiation and magic. As word spread, more survivors
arrived, many driven by desperation or the allure of power, and a fragile
community began to form. The Cult of the Atom, a religious sect that
worshipped the power of the atom as a divine force, soon followed, claiming
that the Hodgepocalypse had been a holy event. They saw Uranium City as sacred
ground.
The land was dangerous, not just from
radiation but from the mutant creatures that emerged from the irradiated
wilderness. The settlers forged a tenuous alliance to protect themselves,
though power struggles quickly arose between the Radiant Circle and the Cult of
the Atom. Over time, additional factions formed, each with its own goals: some
seeking to exploit the mines for wealth, others trying to protect the fragile
balance of the city from being destroyed by greed or madness.
The founding of post-Hodgepocalypse Uranium
City was built on a delicate equilibrium between these influential groups, each
vying for control of the Radiant Veins and the unique magic they provided. Now,
the city is a dangerous but vital hub of magical activity, where life thrives
despite—or perhaps because of—the ever-present threat of radiation and magical
catastrophe.
The Factions
The Sentient Uranium Mines ("The Radiant Veins")
The Hodgepocalypse did not just replenish
the mines under Uranium City; they were fundamentally changed, becoming
semi-sentient. These "Radiant Veins" pulse with radioactive and
magical energy, which has a will of its own. The deeper one goes, the more the
mines communicate, luring explorers deeper with visions, hallucinations, or
even whispering promises of power. The energy emitted by the mines has given
rise to a new form of magic—Nucleomancy—a dangerous and volatile school
of arcane power that only a few can wield without succumbing to madness or
mutation.
The sentient mines can control the flow of uranium
and magic, sometimes shifting the tunnels themselves, creating an ever-changing
labyrinth for those seeking its riches or knowledge. These mines have their own
goals, though—perhaps they want to expand, feeding off the life force of those
who come too close, or they are trying to birth something monstrous deep within
the earth.
Plot Hook:
The Radiant Veins begin to shift again,
creating tremors across Uranium City and sending shockwaves of magical energy
into the sky. As they emerge, local wizards and scavengers rush to claim new
parts of the mines. Still, rumors spread that the Veins are awakening to a
dangerous level of sentience, potentially heralding a catastrophic event. A
faction might hire players to delve into the mines, or they could
The Nuclear Wizards (Nucleomancers)
The survivors who made Uranium City their
home have harnessed the power of the sentient mines to become Nucleomancers—arcane
practitioners who blend nuclear radiation with traditional magic. Nucleomancers
can absorb and channel radiation as a source of magical energy, using it to
cast powerful spells, but at significant personal risk. Prolonged exposure
mutates their bodies, turning them into living conduits for nuclear and magical
energy. Some even see these mutations as blessings akin to divine gifts from
the "Radiant Veins."
Abilities of Nucleomancers:
- Rad Surge: Release bursts of
radioactive energy that act as high-damage area-of-effect spells but with
unpredictable side effects, such as causing nearby plants or creatures to
mutate.
- Atomic Familiar: Nucleomancers
often bind small, irradiated creatures—mutant animals or glowing
insects—as familiars, who can act as messengers, scouts, or assist in spell
casting.
- Mutagenic Shift: Nucleomancers can
mutate their bodies temporarily to gain enhancements like extra limbs,
increased speed, or stronger armor, but at the cost of their long-term
health.
Plot Hook:
A faction of Nucleomancers within Uranium
City has become too powerful, and its leader believes that fusing with the
mines will grant them god-like power. The players might have to stop this,
either out of fear of the consequences or because a rival faction seeks to
exploit the power for its own gain.
The Cult of the Atom (Bomb Worshippers)
In the post-apocalyptic ruins of Uranium
City, a bomb cult has arisen, but with a twist. These survivors worship the
power of the atom, not as a destructive force, but as a creator of life—viewing
radiation as a sacred energy that has transformed and "purified"
them. They see the sentient mines and the nuclear magic as the work of a divine
force, which they call "The Radiant One." They believe the
Hodgepocalypse was a sacred act of cleansing, and their role is to spread the
glow of this new power across the land.
The cult operates through rituals and
sacrifices, offering gifts to the mines and tapping into the energy flows that
pulse beneath the city. Their ceremonies might involve detonating small nuclear
bombs as religious rites, believing the resulting radiation will bless the land
with fertility—or, more likely, new and powerful mutants. Some cult members are
Nucleomancers, while others are mutated zealots whose bodies have become
walking radioactive shrines.
Beliefs and Practices:
- Atomic Ascension: The cult's
ultimate goal is for its members to ascend by becoming fully irradiated
beings of pure energy and shedding their physical forms.
- The Glow: They believe that
prolonged exposure to radiation brings them closer to divinity, and
high-ranking cult members often glow faintly or exhibit severe mutations.
- The Glow Children: The cult
actively encourages the birth of mutated offspring, viewing such children
as divine incarnations of the Radiant One's will.
Plot Hook:
The Cult of the Atom has begun to spread
beyond Uranium City, bringing mutated missionaries to nearby settlements. They
offer the "gift" of mutation and nuclear magic, promising eternal
life through atomic ascension. The players are hired to investigate the cult’s
activities, uncovering their disturbing rituals and perhaps learning of a dark
prophecy about the Radiant One's return.
The Shifting Power Struggles (Factions of Uranium City)
Uranium City, though isolated, has become a
hub of activity due to the power of the sentient mines and the growing
influence of Nucleomancers and cults. Multiple factions vie for control of the
city and its valuable resources:
- The Radiant Circle: A group of
Nucleomancers who believe they are the rightful rulers of Uranium City,
destined to unlock the mines’ full potential and wield nuclear magic as
gods.
- The Atomic Priests: The leaders of
the Cult of the Atom, who see themselves as shepherds of the Radiant One’s
divine will. They view the mines as holy and seek to convert outsiders to
their faith.
- The Free Mutants: A group of
non-religious mutants living in the city's wasteland. They fight for their
survival, scavenging what they can from the mines without falling into the
religious fervor of the cult.
- The Regulators: A faction of
mercenaries and traders who maintain a tenuous order in Uranium City,
ensuring that the city’s resources can be harvested and sold to the
outside world without being monopolized by any one faction.
Plot Hook:
A power struggle is brewing in Uranium
City, with the Radiant Circle planning to seize complete control of the mines.
The players might have to choose a side or be hired as mercenaries to maintain
a balance of power, keeping any one faction from becoming too dominant.
Notable Figures of Uranium City
The ruins of Uranium
City are filled with larger-than-life figures—some mutated, others merely
mad—whose deeds and secrets have shaped the city's fate. Below is a collection
of key NPCs you can introduce to fuel intrigue, conflict, and faction dynamics.
Each comes with a built-in plot hook to spark adventure.
Anita “Scales” Desrosiers – Mutant
Gang Leader
Affiliation: Free Mutants
Status: Alive, charismatic
Summary: Scales is so named for the reptilian plating running down her
arms. She leads a gang of mutants known as the Shed, pushing back against
exploitation and preaching mutant self-rule. Her tactics veer toward terrorism,
but many see her as a folk hero of the wastes.
Plot Hook: Anita is planning a raid on a Radiant Circle
shipment of “purifier serums.” Are they medicine or weapons to suppress
mutation? The PCs must decide whether to aid, stop, or infiltrate her gang.
Ben McIntyre – The Mad Transmuter
Affiliation: Former scientist of the Ace Mine
Status: Presumed missing, possibly fused with the Radiant Veins
Summary: A pioneer of mutated spellcraft, Ben developed Atomic
Infusion, a spell that mutates creatures temporarily. His obsession with
forced evolution caused his disappearance after attempting a full-body merger
with radioactive ooze.
Plot Hook: Ben's original research journal resurfaces,
but it’s written in a radioactive cipher that mutates the mind of anyone who
reads it. The players must find someone—or something—that can interpret it
before it falls into the wrong hands.
Bobby Watt – The Burning Ghost
Affiliation: None; legend
Status: Dead, spectral
Summary: Accused of starting the Great Fire of '57 and said to haunt the
Nuclear Cabin Courts, where lights flicker at night and spontaneous mutations
occur.
Plot Hook: A faction wants to reopen the Nuclear Cabin
Courts for trade. First, they hire the PCs to “exorcise” Bobby—but he’s not
just a ghost. He’s a living radioactive echo and remembers the fire very
differently...
Sister Callista – The Ash
Archivist
Affiliation: The
Chamber of Ash Status: Alive, burdened
Summary: The last functioning bureaucrat of Uranium City’s council, Callista
wears a lead veil and speaks in cold formalities. She catalogues irradiated
relics and old-world knowledge, guarding them fiercely in the ash-choked halls.
Rumors say she’s building a "doomsday ledger"—a written spell that
can erase entire lineages.
Plot Hook: Someone has
stolen a “sealed document” from the chamber. Sister Callista is hiring killers,
scholars, or fools to retrieve it—but reading it may trigger an ancient uranium
pact.
Dr. Cassandra Krylov – The
Chain-Reactor Scholar
Affiliation: Atom Academy / Radiant Circle (Fringe)
Status: Alive, deeply curious
Summary: A high-ranking professor at the Atom Academy, Krylov teaches
applied nucleomancy but is rumored to be building a theoretical “chain-reaction
spell” that could rewrite matter at a molecular level. She’s cool, precise, and
possibly playing both sides of the Radiant Circle–Cult of the Atom feud.
Plot Hook: A student with strange glowing mutations flees
the Academy. Krylov hires the PCs to return them—but is it a rescue, a
cover-up, or the final piece of her unstable spell?
Earl Dodds – The Gamma Shield
Affiliation: Independent; retired spellcrafter of Nuclear
Avenue
Status: Alive, reclusive
Summary: Created the protective Gamma Shield spell, but now lives
in isolation, encased in layers of magically charged shielding. He's rumored to
know secrets about the first nuclear awakenings.
Plot Hook: Dodds believes his shield is weakening and
hires the PCs to repair it. But the materials he needs must be harvested from
the heart of the Radiant Veins—and something in the mines wants them first.
Gilbert Labine & Steve Yanik –
The Beta Gamma Brethren
Affiliation: Beta Gamma Mine
Status: Transformed; location unknown
Summary: Once miners, they uncovered a new deposit and returned as the
harbingers of a town-wide mutation outbreak.
Plot Hook: People are mutating again, and all signs point
to a resurgence of the Beta Gamma contagion. The PCs must find Gilbert and
Steve—now semi-radiant beings in hiding—to extract a cure or put them down.
Gordon Timpson – The Toxic Prophet
Affiliation: Rogue cultist, former scientist
Status: Mutated, possibly undead
Summary: Created the infamous Timpson’s Cloud—a radioactive mist
that still clings to parts of the city. Believed to have ascended into a
“cloudborne” radiation entity.
Plot Hook: A mist matching the signature of Timpson’s
Cloud begins rolling through Ghost Streets again. Survivors report hearing
whispers. The PCs are sent to investigate whether Timpson is truly gone… or
preparing a second catastrophe.
Helga Arsenault – The Memory Broker
Affiliation: Independent / Operates in Ghost Streets
Status: Alive, damaged
Summary: A former Radiant Circle archivist, she was exposed to a rogue
psychic pulse from the Radiant Veins. Now, she trades in
memories—literally—offering bits of the past in exchange for favors or secrets.
Her mind is fracturing, but her information is invaluable.
Plot Hook: Helga has a memory fragment proving a faction
leader is manipulating the city’s water supply. But to get it, the PCs must
offer one of their memories… or find someone else's.
Mother Ash – The Glow-Midwife
Affiliation: Cult of the Atom
Status: Alive, worshipped by some
Summary: A high priestess of the Cult, she claims to help “birth the
next radiant generation.” Her presence is comforting—until you notice her
glowing eyes and the way Geiger counters scream around her. She delivers and
cares for the Glow Children, but some say she makes them too.
Plot Hook: A child goes missing in the Glowstone Falls
region. Locals blame Mother Ash, saying the baby was "called" to the
cult. The PCs must track her down—but what if she’s protecting the child from
something worse?
Ray King – Survivor of Clearwater
Affiliation: Cult of the Atom (former), now rogue wanderer
Status: Alive, unstable
Summary: Survivor of the Clearwater disaster who invented Atomic
Shockwave. Believes the Radiant Veins speak directly to him, warning of a
coming purge.
Plot Hook: Ray is constructing a doomsday beacon in the
hills, claiming it will prevent the Radiant One’s return. The PCs must
determine whether he’s mad… or the only one telling the truth.
Rene Bodais – The Shack Hermit
Affiliation: None
Status: Alive, mutated
Summary: Resides near the Box Mine ruins. Immune to most forms of
radiation, but his body is deeply changed. Rumored to know how to commune
directly with the Radiant Veins.
Plot Hook: A faction hires the players to “bring Rene
in”—but he’s booby-trapped his shack and wants no part of civilization. He
offers cryptic insight, and his memories may hold the key to calming the mines.
Sergeant Lise "Goatbomb"
Tremblay – Demolitions Expert
Affiliation: The Regulators
Status: Alive, twitchy
Summary: Tremblay lost a hand to an unstable uranium charge—and replaced
it with a magical detonation switch. Now she leads demolition raids with the
glee of a pyromancer at a fire sale. Her loyalty to the Regulators is fierce,
but her growing instability makes her dangerous to friend and foe alike.
Plot Hook: Tremblay has gone AWOL with a “blessed bomb”
salvaged from an old Cult bunker. Her squad is missing. The PCs are sent to
retrieve her… or stop her from nuking a faction outpost.
Therese Jelinski – The Radiant
Engineer
Affiliation: Damgaard Building Research Facility
Status: Alive, ambitious
Summary: A ruthless researcher is developing nuclear beam spells (Radiant
Burst) and experimenting with mutated wildlife near Beaverlodge Mountain.
Her work walks the line between salvation and atrocity.
Plot Hook: A mutated creature escapes her lab, disrupting
the fragile ecosystem and attracting attention from multiple factions. Jelinski
offers a rich reward for its return—but others want it destroyed… or
weaponized.
S.G.A. Hill – The White Fog
Affiliation: Ghostly legacy
Status: Deceased (or is he?)
Summary: Namesake of the S.G.A. Hill, where radioactive fog has taken
dozens of lives. Some say Hill became part of the fog after his failed
atmospheric containment experiments.
Plot Hook: Cat train crews are vanishing again. Survivors
are found changed—mutated and babbling about “the Hill’s voice.” The PCs must
traverse the fog and uncover what now lurks within.
Vera "Glow-Eyes" Blackwood
– Prophet of the Glow
Affiliation: Cult of the Atom
Status: Alive, revered
Summary: Glowing with constant low-level radiation, Vera claims to
receive dreams from the Radiant One. Her followers obey without question, and
her gentle words hide apocalyptic intent. Some believe she’s a fraud, others
that she’s the mouthpiece of a coming divine detonation.
Plot Hook: Vera publicly predicts a “holy flare” will
consume part of the city in three days—and panic spreads. Is she bluffing? Is
it sabotage? Or are the Radiant Veins responding to her will?
What They Eat in Uranium City
In Uranium City, food consists
of scavenged pre-Hodgepocalypse rations, mutated flora and fauna,
and cult-grown or magically infused sustenance. It's gritty, weird, and
often glows slightly in the dark.
Protein Sources
- Radbeef: Descended from cattle left behind in the collapse. These mutated
bovines have multiple stomachs, glow faintly near the horns, and taste
like tough, metallic jerky unless slow-roasted underground.
- Glow Trout: Fish pulled from Glowstone Falls. The
flesh is bioluminescent and needs to be soaked in vinegar and blessed with
lead salts to be non-lethal. It is popular in "flash-fried"
street tacos.
- Moledeer: This hybrid wildlife emerged
post-Hodgepocalypse, grazing near irradiated salt licks. Their meat is
oily and fibrous, and cooks often slather it in fermented mushroom paste.
- Varmint Stew: A catch-all stew made from whatever the
Free Mutants drag in. Typically includes rodent-like creatures, beetles,
or lizard analogues. Often spiced with soot and root-thistle.
Vegetable and Fungal Substitutes
- Ironcap Mushrooms: These are grown near the edges of the
Radiant Veins and are believed to be an invasive species from the Vilna
region of Alberta. They are tough and metallic-tasting but edible after
boiling with acidic berries. They are used in stews or sliced thin like
jerky.
- Radroots: Mutated tubers that resemble glowing
yams. Taste ranges from peppery to sweet. Too much will make your teeth
vibrate.
- Cinder Grain: A barley-like crop cultivated in
ash-soaked gardens. Very dry and hard, but serves as the base for breads
and moonshine.
- Cabbagebush: A tree-like cabbage that peels like bark.
Cultivated in repurposed hydroponic tanks under glowing quartz.
Staple Dishes
- Glow Gumbo: A thick, spicy stew of radbeef, ironcaps,
and mystery roots. The heat hides the radiation tingle.
- Atom Loaf: A glowing green meatloaf often served
with a slab of dense mushroom bread. It's either sacred or disgusting,
depending on who you ask.
- Fallout Flapjacks: Made from cinder grain and rehydrated
powdered milk. Popular among miners and militia. Sometimes served with
syrup made from irradiated beetle honey.
- Mutantoast: Toasted mushroom bread smeared with a
spread of crushed rad roots and fungal oils. It's cheap and shelf-stable.
Drinks and Intoxicants
- Glowbrew: A faintly radioactive beer brewed by the
Free Mutants using cinder grain and glowing hops. Causes hallucinations,
mutations, or euphoria in small doses.
- Thermo-Tea: It’s the safest hot drink made from
firethorn petals. Known to calm radiation sickness and clear the mind.
- Atomic Shine: Illegal but popular grain alcohol spiked
with Glowstone water. Distilled behind lead-lined walls and said to give
visions of “The Radiant One.”
- Nuke Cola (Vintage): Ancient cans of pre-Hodgepocalypse soda
that still fizz. Cult of the Atom treats it as holy relics.
Taboo or Dangerous Foods
- Veinfruit: Glowing, heart-shaped pods that sometimes
grow near the Radiant Veins. Beautiful and fragrant… and fatal without
magical preparation.
- Ash Mush: A black paste sold in back alleys. Likely
addictive. May contain spores from the Mutation Ward.
- Glow Children Candy: Bright-colored chewables sometimes made
by Cult initiates. Causes temporary euphoric mutations. Possibly sentient.
Cultural Notes
- Lead-lined cookware is common in kitchens to prevent food
from absorbing too much ambient magic radiation.
- Meals are often communal, partly for
survival, partly due to superstition—sharing food wards off madness.
- Blessings before meals vary: Radiant Circle chants formulas,
Cultists whisper praises to the Atom, Free Mutants spit in the fire and
dig in.
Species of Uranium City
Other then human, these
are the most likely species to appear, either as is or as they have been
reskinned.
Bogey
“You need a cursed gearshaft, a bottle of
glowing hot sauce, and a map to the sixth basement of the Mutation Ward? Yeah,
I might know a guy.”
Bogeys are a staple of
the urban underbelly, creeping through the radioactive shadows of Uranium
City’s alleys, junkyards, and ductwork. Small, wiry, and perpetually grimy,
these goblin-like folk have adapted better than most to Uranium City’s magical
fallout. With a knack for survival, scavenging, and shady deals, Bogeys don’t
just live in the cracks—they own them.
Though often
underestimated for their size or squeaky voices, many factions rely on Bogey
ingenuity. Whether it’s building illegal telepathy rigs from washing machine
parts, fermenting glow-wine in sewer tanks, or fencing pre-Hodgepocalypse tech
to cultists, Bogeys are the invisible arteries that keep the city’s weird
heart pumping.
Fate Fugitives
“I’ve died once
already. This time, I’m choosing how the story ends.”
Wreathed in the
shimmer of a path not taken, Fate Fugitives are souls untethered from their
original destinies. Born of paradox and rebirth, these beings are survivors of
cosmic escape—a rebellion against divine design, narrative prophecy, or planar
judgment. In Uranium City, where the rules of reality already bend under
radiation and magic, Fate Fugitives Walk openly among ghosts, cultists, and
forgotten prophecies.
Their presence
disturbs and inspires in equal measure. A Fate Fugitive may appear no different
from a traveler or a castaway. Still, those who look closer notice the signs:
eyes that flicker with timelines, voices that echo with possibility, and an
aura that makes fate-warped seers physically ill.
Kamidaver
“Death is for
quitters. I’m just getting warmed up.”
In a city built on
glowing rubble and shattered legacies, Kamidavers stand as grim legends—undead
daredevils who walk, run, and crash through the radioactive streets with unholy
swagger. Originally shock troops of the Fallen Lords' mechanized necromantic
armies, Kamidavers broke free during the Necromantic Wars and now live un-lives
defined by chaos, honor, and high-velocity impact.
Where others fear the
Radiant Veins or Cult of the Atom's twisted experiments, Kamidavers smile. They
are undead thrill-seekers, grave-punk mercs, and walking contradictions:
stitched-together corpses who wear designer shades, quote action movies, and keep
emergency autograph cards tucked in their boots.
In Uranium City, they
operate as stunt-runners, cult icons, or grim enforcers. Some run illegal
thrill-circuits through collapsing reactor ruins. Others serve as bodyguards
for high-risk diplomats, who know that a Kamidaver, once hired, won’t stop
protecting them even after technically dying.
Malarkoids
“We’re not from
around here. But
this place? It’s got vibe.”
A Malarkoid walking
through Uranium City is hard to miss—cloaked in mystery (and sometimes an
actual cloak), softly floating through rad-choked ruins, and chatting about
obscure pop songs no one's heard in 150 years. Whether they’re truly
extraterrestrials or just deeply confused, mutated post-humans, nobody knows
for sure—and that includes most Malarkoids themselves.
What is
certain: Malarkoids are brilliant, bizarre, and dangerously
inventive. They’re often found in junkyard labs, Radiant Circle outposts,
or blasting helium-propelled prototypes through the collapsed skyport. With a
natural affinity for tinkering, improvising, and destabilizing, Malarkoids are
often behind Uranium City’s least stable miracle devices—and its most
unlikely breakthroughs.
Transband
“Don’t ask where I found it. Just be
glad it still sparks.”
Transband—commonly called TrashBands—are
hyperactive raccoon mutants with twitchy hands, glowing goggles, and a moral
compass calibrated to "chaotic helpful." Born from post-fallout
mutation and pure scavenger grit, Transband are wasteland wisdom gremlins:
equal parts rogue, engineer, and goblin raccoon messiah. In Uranium City, they
fill every crevice and crawlspace the bigger folk can’t. They run underground
info networks, tech scrapyards, and radiation-enhanced salvage bazaars. If it’s
missing, glowing, broken, or cursed, a Transband can probably get it—and trade
it back to you with "only mild markups."
Vamps
“Blood is memory. Radiance is eternity.
Both… are delicious.”
In the flickering neon
of Uranium City, Vamps are impossible to ignore. They glide through the
Glowstone-lit alleyways in tattered finery, cloaked in charisma and secrets.
Their breath smells faintly of copper and ozone. Their laughter echoes from
balconies above plutonium speakeasies and atomic cathedrals.
Once the errand boys
of true vampire nobility, Vamps have survived the death of empires, the fall of
human civilization, and the Hodgepocalypse itself. Now free agents feed not
just on blood, but on radiation, ambition, and style. In
Uranium City, they’ve embraced mutation as fashion, eternity as currency, and
suffering as an art form.
Many have aligned with
the Cult of the Atom, drinking irradiated blood in candlelit ceremonies
beneath the Chamber of Ash. Others run exclusive clubs, ghost press agencies,
or radiation-chic fashion boutiques where the glowing never goes out of style.
Areas of Note
The Abandoned Townsite (Ghost Streets)
Real-World Basis: Much of Uranium City was abandoned in the 1980s, leaving empty
homes and facilities behind.
Hodgepocalypse Version: Now called the Ghost Streets, the old
townsite is a twisted maze of decaying homes, empty schools, and skeletal
infrastructure. Strange, ghostly apparitions made from radiation and magic
haunt the streets at night, and scavengers claim the very air warps your
perception. Most people avoid the area, but the ruins still hold valuable
pre-Hodgepocalypse technology.
Plot Hook: Rumors of a hidden cache of pre-Hodgepocalypse tech deep in
the Ghost Streets spread through the city, attracting treasure hunters.
However, these irradiated spirits are more than echoes of the past; they guard
the streets fiercely. The players must brave the illusions, discover the truth
behind the cache, and who left the spirits behind as guardians.
d6 Random Weirdness
in the Ghost Streets:
- A school bus haunted by giggling spirits
plays twisted nursery rhymes.
- A streetlight flickers in Morse code,
transmitting a pre-war emergency signal.
- A feral child with glowing eyes leads
scavengers into a trap.
- A weather anomaly—acid snow that whispers
secrets.
- A pack of two-headed raccoons nests in a
former coffee shop.
- The air hums with static; magic
malfunctions for 1 hour.
Candu High School (The Atom Academy)
Real-World Basis: Once the center of community life, the high school is now abandoned.
Hodgepocalypse Version: Candu High has been repurposed into the Atom
Academy, where aspiring Nucleomancers are trained to harness the
magic-radiation hybrid power. Classes are filled with dangerous experiments,
and mutated students roam the halls. The academy is also a political
battleground, where rival factions attempt to recruit the next generation of
nuclear wizards.
Plot Hook: A powerful student with a rare ability has gone missing, and
the head of the academy hires the players to track them down. The search
reveals that the student has been kidnapped by the Cult of the Atom, who
believe they are destined to become the vessel of the Radiant One.
Eldorado Mine (The Radiant Veins)
Real-World Basis: Eldorado Mine was the primary uranium mine, which fueled the
town's development.
Hodgepocalypse Version: The mine is now an unpredictable, semi-sentient
labyrinth. Its tunnels constantly shift, and its walls pulse with radioactive
energy, seemingly alive. The deeper you go, the stronger the magic—and the more
dangerous the mutations that arise.
Plot Hook: A powerful Nucleomancer attempts to communicate with the
mines, believing they can unlock its full power. However, strange and deadly
hallucinations begin to spread through the town, and players must delve into
the mine to find the source and stop it before the entire city falls under its
sway.
Gunnar River Dam (The Glowstone Falls)
Real-World Basis: The Gunnar River Dam was an important energy source for the town,
providing hydroelectric power.
Hodgepocalypse Version: The dam has been warped by radiation and magic,
and the once-clear river is now a glowing, irradiated flow known as Glowstone
Falls. The water glows with magical energy and has been known to transform
those who bathe in it, either blessing them with power or cursing them with
grotesque mutations. A cult has built shrines along the riverbanks, and
disputes over access to its magical properties have led to skirmishes.
Plot Hook: The dam’s control systems have been malfunctioning, causing
unpredictable floods of irradiated water. The Cult of the Atom claims it's a
sign from their deity, while the Regulators suspect sabotage. The players must
navigate both factions to fix the dam and prevent a catastrophic overflow that
could drown Uranium City in radioactive sludge.
St. Joseph’s Hospital (The Mutation Ward)
Real-World Basis: St. Joseph’s Hospital was the leading medical center, providing
care for miners and residents.
Hodgepocalypse Version: The hospital is now known as the Mutation
Ward, where the mutated and irradiated come for care, experimentation, or
containment. It’s run by a faction of rogue scientists and healers who attempt
to study and reverse the mutations caused by the Radiant Veins and the
Glowstone Falls. Patients here are a mixture of those seeking help and those
embracing their new, mutated forms. Some are too far gone, becoming dangerous
abominations.
Plot Hook: The hospital staff is losing control of the mutation
outbreaks within the ward as patients’ transformations accelerate in
unpredictable ways. The players are called in to investigate whether someone is
tampering with the radiation levels or if the Radiation Veins themselves are
causing the mutations to spiral out of control.
Uranium City Airport (The Ruined Skyport)
Real-World Basis: The airport served as a lifeline to the remote community,
providing access to supplies and transport in and out of the region.
Hodgepocalypse Version: Now, the ruined airport is a hub for scavengers,
traders, and mercenaries. Aircraft that survived the Hodgepocalypse are
repaired with magic-infused tech, turning them into hybrid flying machines that
run on magical energy and leftover nuclear fuel. The airport is a key strategic
location, but it’s run by a faction of smugglers who charge heavy tolls for
anyone looking to fly.
Plot Hook: The Radiant Circle needs an ancient artifact hidden in a
neighboring wasteland, but only the smugglers at the Skyport have the means to
fly there. The players must negotiate a risky deal or sabotage a rival's
aircraft to secure their flight—and ensure the Skyport’s cutthroat operators do
not double-cross them.
Uranium City Council Building (The Chamber of Ash)
Real-World Basis: The old uranium hotel
Hodgepocalypse Version: Now known as the Chamber of Ash, the council building is a
ruin, still bearing the marks of the magical and nuclear fallout. What remains
of the government operates from here, though it’s little more than a collection
of power-hungry bureaucrats and mercenaries vying for control of Uranium City.
The council building holds vital records, maps, and artifacts before the
Hodgepocalypse.
Plot Hook: One of the council members, rumored to have ties to the
Radiant Veins, has gone missing. The city’s factions seek to fill the power
vacuum, and players are hired to find the council member before the city
descends into chaos. Along the way, they uncover clues that the missing leader
may have been experimenting with dark Nucleomancy.
Most Common Character Options in
Uranium City
These options thrive
naturally in Uranium City's hazardous, faction-fueled, radioactive madness.
They are either attracted to the Veins, born from them, or forced to adapt to
their chaos.
Adventurer: Scrap Foot
Why Common: The ruins of Uranium City sprawl far and
wide—and survival often depends on who can get there first. Scrap Foots are
road warriors, courier jockeys, and convoy guardians. Their love of speed,
terrain-savvy instincts, and knack for salvaging parts from moving wrecks make
them invaluable in a city stitched together by fuel, trade, and desperation.
In the World: Found riding escort for Regulator caravans,
hauling black market goods across Glowstone-choked causeways, or bartering
roadside junk with Free Mutant scavengers. Scrap Foots are equal parts
grease monkey and daredevil, often seen tuning up patched-together dirt bikes
or skate-trucks before racing into another irradiated dust storm. Whether part
of a biker gang, a salvage crew, or just a loner with a map and a
gas can—they move.
Adventurer: Troubleshooter
Why Common: Uranium City breaks—a lot, and someone needs
to fix it. Troubleshooters are valuable because they can disarm a nuclear trap,
jury-rig a broken rad-cart, or throw together a bomb out of soup cans and a
cursed potato.
In the World: Regarded with suspicion and admiration. You'll
find them working for scavenger crews, mine expeditions, or as freelance
tinkerers who "defuse problems"—literally or with creative
application of firepower.
Channeler: Faustian Mechanic
Why Common: Uranium City is a hotspot of tech/magic fusion,
and Faustian Mechanics is the closest you'll get to mad scientists channeling
unstable energies through jury-rigged machines. They're everywhere—tinkering
with rad-powered drones, cobbling together spell gadgets, or selling
malfunctioning “safety” devices at market.
In the World: Often aligned with the Radiant Circle or
independent researchers. They build glowing gizmos from salvage and are both
revered and blamed for half the disasters in town.
Channeler: IsoChamp
Why Common: Uranium City is drenched in radiation, and
only the strong—or the transformed—survive. IsoChamps channel that energy directly
into themselves, becoming living paladins of fallout and mutation. They
serve as radiant knights of the apocalypse, glowing beacons of hope (or terror)
empowered by the mutagenic grace of the Radiant Veins or the Cult of the Atom’s
twisted blessings.
In the World: IsoChamps often act as champions of the
Cult of the Atom, mutant warlords, or independent glow-prophets
seeking to uplift the weak through radiant trials. Some operate as frontline
healers, soaking up elemental devastation to empower their allies. Others walk
the wastelands like mutated messiahs, reshaping the world with every step.
Whether revered, feared, or hunted—IsoChamps never walk in shadow. They shine.
Combatant: Brute (Traditional or New
Age)
Why Common: The city draws violent types like flies to a
radioactive carcass. Brutes are enforcers, raiders, mutant gang members, or
Cult zealots with oversized weapons and oversized tempers.
In the World: Found in the ranks of The Free Mutants, hired
muscle for the Regulators, or duelists in the slagpit arenas. Traditional
Brutes tend to go feral faster; New Age Brutes sometimes pilot powered
scrapmechs.
Combatant: Commander
Why Common: Someone has to take charge in a city balanced
on the edge of radioactive collapse. Commanders are combat leaders,
militia captains, and battlefield tacticians who carve out fragile order in a
world that resists it. Whether barking orders over crackling radios or leading
last stands against mutant hordes, Commanders impose discipline where chaos
reigns.
In the World: Rare, but essential—Commanders can be found
within Regulator detachments, paramilitary enclaves, or splinter
militias trying to hold fractured neighborhoods together. Some are
ex-soldiers turned community leaders; others are tacticians for hire who keep
their squads alive through sheer grit and brutal efficiency. In Uranium City, a
Commander might be the only thing standing between a scavenger crew and total
annihilation—or the architect of the next civil war.
Psychic: Eruptor
Why Common: Uranium City is emotionally and magically
volatile, drawing or creating Eruptors. Their elemental power often manifests
due to exposure to the Radiant Veins or Glowstone Falls.
In the World. They are treated with fear and awe. Some
believe the Radiant One chooses them, others see them as walking time bombs.
They might work as living weapons for factions or as rogue, unpredictable
loners.
Psychic: Mentalist
Why Common: In a city steeped in secrets, those who can
pry them loose with a thought are invaluable. Mentalists are the
mind-benders, truth-rippers, and cerebral infiltrators of Uranium City. They
twist perception, invade memories, and reshape behavior—not with machines or
magic, but through raw psychic force. In a world where trust is a currency,
Mentalists know everyone’s balance.
In the World: Mentalists often serve as interrogators,
con artists, or street prophets, drifting between factions or carving out
their own niches. Some work for the Regulators or Radiant Circle,
ensuring loyalty without a single word spoken. Others operate independently,
selling truths and illusions for favors or Glowshards. Feared, respected, and
often misunderstood, Mentalists are the quiet power behind many of the city’s
most pivotal moments.
Psychic: Rocker
Why Common: In a city soaked in radiation and sorrow, sound
still moves the soul. Rockers are psychics who channel mental energy
through music—ripping minds open with sheer sonic force. Whether performing on
stage in a glowing bar or unleashing a psychic solo mid-battle, Rockers
electrify the air around them. Their powers resonate with the fractured psyche
of Uranium City’s people, who crave rhythm in the chaos.
In the World: Rockers are cult icons, underground
prophets, or post-apocalyptic pop stars. Some lead mutated fringe
bands that inspire street revolutions; others serve as psychic shock troops
for factions like the Radiant Circle or the Cult of the Atom. Their instruments
are sacred relics—often wired with broken tech, infused with psychic crystal,
or patched with Glowstone filaments. In Uranium City, they’re entertainers,
agitators, and artillery—and sometimes all three at once.
Ritualist: Magister
Why Common: In a city where arcane radiation warps both
flesh and fact, someone has to understand it. Magisters are scholars of
structured magic, obsessed with stability in the unstable. They pore over
irradiated grimoires, deciphering lost equations of power, and cataloging
mutation phenomena that would melt lesser minds. In a city built on radioactive
mystery, knowledge is control—and Magisters intend to hold both.
In the World: Magisters often serve as senior researchers,
vault archivists, or mutation theorists within the Radiant
Circle. Some operate private labs carved from Glowstone-rich ruins,
hoarding magical secrets behind wards and wards of lead-lined sigils. They
treat Labineite crystals like gold and approach magic like a mix of
religion, science, and old-world bureaucracy. Brilliant, arrogant, and often
heavily mutated—they're tolerated because they make the lights stay on… even if
they talk to them sometimes.
Ritualist: Nucleomancer
Why Common: The Radiant Veins call to them—and they
answer. Nucleomancers are the natural consequence of combining arcane tradition
with raw, mutagenic radiation. Whether drawn to Uranium City for research,
salvation, or transformation, they are among town's most respected (and feared)
ritualists. Some heal. Some warp. All glow.
In the World: Found at the heart of the Radiant Circle, deep in
the Mutation Ward, or operating as freelance medics-for-hire. They're
equal parts scholar, healer, and atomic horror. Many walk the line between
savior and contaminant—transforming allies or enemies with the same deadly
precision.
Plot Hooks
- Radiation Shifts and Power Struggles: The Radiant Veins have begun
shifting, causing strange radiation surges that alter the local geography.
A faction of Nucleomancers believes they can harness this phenomenon to
achieve godlike power. Rival groups hire the PCs to investigate the mines,
either to stop the Nucleomancers or secure the power for themselves before
it’s too late.
- The Vanishing Radiant Circle Leader: The leader of the Radiant Circle,
a powerful Nucleomancer, has gone missing under mysterious circumstances.
It’s believed that they’ve uncovered a method to communicate directly with
the Radiant Veins, and factions are scrambling to find them. The players
are hired to investigate their disappearance, discovering dark secrets
about the mine’s sentient nature.
- The Cult's Prophecy: The Cult of the Atom has
uncovered an ancient prophecy within the mines, claiming that the
"Radiant One" will return soon in a new, more powerful form. An
outsider faction hires the players to infiltrate the cult and retrieve or
sabotage the prophecy before it can bring about an apocalypse. Along the
way, the players may learn that the prophecy isn’t as apocalyptic as it
seems—it might be the key to stabilizing the city.
- Tech Salvage and Hidden Knowledge: Amidst the Ghost Streets, an
ancient technological artifact is rumored to be buried deep within the city's
ruins. It is possibly a pre-Hodgepocalypse invention that could reverse
the dangerous effects of radiation. A scholar or tech faction hires the
players to retrieve it, but they must contend with hazardous mutated
inhabitants and the restless spirits of those who once lived in the town.
- The Atomic Awakening: The Glowstone Falls have started
to behave erratically, causing strange mutations in those who bathe in the
water. A former ally of the Radiant Veins believes that the falls
are becoming an uncontrollable force of nuclear magic and is seeking help
to stop it before it spreads. The players must navigate between factions
with competing interests in harnessing the power of the falls and uncover
the truth behind its awakening.
Reasons for PCs to Visit Uranium City
- The Promise of Wealth and Power: The Radiant Veins offer the
allure of untold power, both magical and material. Survivors and treasure
hunters worldwide come to Uranium City for uranium veins rich with potent
magical energy that can be harnessed for spells or advanced technology.
- Mystery and Ancient Knowledge: Scholars or power-hungry factions could
send the PCs to Uranium City to uncover lost knowledge about
pre-Hodgepocalypse technology and arcane mysteries hidden deep within the
mines. The sentient mines are a repository of forgotten lore, with secrets
that, if understood, could change the fate of the world.
- Political Intrigue and Faction Warfare: Uranium City has become a battleground
for multiple factions vying for control over the city’s resources. One of
the factions could hire the PCs, or they might choose to play both sides
against the middle, manipulating the power struggles for their gain.
- Urgent Mission: The Cult of the Atom has captured a
family member, friend, or loved one and taken them to Uranium City. The
PCs may need to venture into the irradiated and dangerous city to rescue
them, learning that the cult’s influence extends farther than they first
believed.
- A Dark Prophecy or Curse: The PCs could be drawn to Uranium City
after encountering a dangerous curse or a prophetic vision that ties their
fate to the mines. Whether seeking to break the curse or prevent a
catastrophic future, their journey through Uranium City will reveal unsettling
truths about their world.

#hodgepocalypse
#drevrpg
#dungeonsanddragons
#dnd5e
#apocalypse
#saskatchewan
#nuclear