Friday, November 1, 2024

Keystone Wastes - Part 5 - The Dam Good Trading Co.

 



Pro commercia et gloria – "For Goods and Glory"

Origins of the Dam Good Trading Co.

The Dam Good Trading Co. (DGTC) is a dynamic organization, seamlessly merging trade, logistics, and community development in the Hodgepocalypse. Born in the aftermath of cataclysmic events, the DGTC has grown into a leading entity across the shattered landscape of North America. Combining the innovation of the industrious Beaverfolk with centuries-old trading traditions, the company’s influence stretches far and wide, controlling crucial supply chains, rare goods, and vital infrastructure in a world struggling to rebuild.

Divisions of the Dam Good Trading Co.

  • Mortimer’s Luxe: An exclusive marketplace for the elite, specializing in luxury goods and rare artifacts. It's where wealthy traders and adventurers go to find the finest items salvaged from the ruins of the old world.
  • Beaver Bazaar: Located in the heart of Weird Pegg (Winnipeg), this eclectic market sells everything from mundane necessities to enchanted curiosities. It’s a bustling hub of commerce where deals are made and fortunes are lost.
  • Great Northern Traders: A decentralized trade network known for distributing practical, essential supplies to settlements in the remote northern regions. Great Northern Traders deal in raw materials, foodstuffs, and survival gear.
  • Keaton's Goods & Wares: An off-price emporium famous for high-quality salvaged goods. This division focuses on refurbished items and surplus gear at unbeatable prices, making it a favorite among scavengers and wanderers.

Operations and Structure

Each division operates semi-autonomously to cater to regional demands and ensure adaptability in a world where survival hinges on resourcefulness. The DGTC maintains outposts in strategic locations, offering defense and logistical support, while simultaneously ensuring their trade routes remain secure from rival factions and mutated threats.

Their Beaver Lodge Development branch manages real estate and community infrastructure, developing trade outposts, waystations, and supply hubs. The DGTC provides a sense of security and stability in a chaotic world, allowing settlements to thrive under their protection.

Defense and Fortification Strategies



DGTC outposts are modeled after the ancient Beaverfolk lodges, with an emphasis on natural fortifications and defensive ingenuity:

  • Compound-Style Outposts: Built like mini-fortresses, DGTC trading posts are equipped with traps, palisades, and natural barriers like rivers or forests, ensuring the safety of their goods and people.
  • Underwater Gardens and Hydropower: Many outposts feature hydro-powered defenses and underwater farms, making them self-sufficient and harder to siege.
  • Tactics and Armament: DGTC defenders rely on guerrilla tactics, traps, and ambushes. They also favor cutting-edge tech, from enchanted firearms to magical artillery, ensuring their strongholds remain formidable.

Trade Goods and Offerings



DGTC’s wares include a mix of survival essentials and rare items, serving adventurers, mercenaries, and wealthy elites alike:

  • Modern Weaponry and Armor: Firearms, explosives, custom armor, and other equipment suitable for traversing the hostile wastelands.
  • Faustian Mechanisms: Enchanted firearms, magical automatons, and hybrid machinery that combine technology with arcane power.
  • Underwater Farming Kits: Popular among aquatic species or communities near water, these kits help establish sustainable underwater gardens.
  • Salvaged Vehicles: Custom-built vehicles (affectionately called "Sweet Rides") range from armored trucks to bizarre, exotic contraptions.

Transportation and Portages



In Hodgepocalypse Canada, with its extensive wetlands and forests, traditional vehicles struggle. Enter the Pack Rats, six-legged beasts bred for their strength and adaptability:

  • Portage Routes: Pack Rats haul heavy loads across difficult terrain like dense forests or rocky outcrops, helping caravans move swiftly between riverways.
  • Water-Compatible Movement: Pack Rats, while not fully aquatic, excel in wet environments, able to wade through rivers and bogs.
  • Pack Rat Outposts: Special outposts serve as training centers for these creatures, where they are bred and prepared for overland trade routes.

Adventurer Hooks Involving Pack Rats

  1. The Pack Rat Problem: A DGTC trade route is blocked by a colony of wild Pack Rats, mutated by exposure to magical waste. Adventurers are hired to clear the infestation and recover stolen goods.
  2. The Great Pack Rat Rodeo: A yearly event in Weird Pegg draws competitors from all around. Adventurers are hired to investigate sabotage or compete in the rodeo.
  3. Lost Caravan: A DGTC caravan has disappeared in marshlands, and the usually docile Pack Rats are running wild. Adventurers are tasked with recovering the lost goods.

Key Dam Good Trading Co. Outposts Across Canada

Fort Driftwood (Winnipeg, Manitoba)



  • Focus: Central hub of DGTC’s operations, combining trade, governance, and research.
  • Defenders: A mix of Beaverfolk, dwarves, humans, and Feylin, all experts in trap-laying and defense.
  • Purpose: Serves as the primary warehouse and administrative center for DGTC operations.

Greenwood Enclave (Vancouver Island, British Columbia)



  • Focus: Herbalism, potion-making, and trade in magical goods.
  • Defenders: Animated plant creatures and Feylin defenders.
  • Purpose: Produces rare herbs and potions.

The Silver Lodge (Banff, Alberta)



A mountain outpost leased to the Dam Good Trading Co by the teenage dragon, Jargon, who runs his territory with a mixture of youthful ambition and chaotic rule. Despite his draconic nature, Jargon engages in limited trade, especially in rare minerals, metals, and enchanted goods.

  • Focus: Mining rare minerals and trading enchanted goods.
  • Defenders: Elves, Minotaurs, and Feylin, using natural terrain for defense.
  • Purpose: Jargon allows mining and limited trading of precious metals, alchemical reagents, and enchanted artifacts, though he demands a cut of all proceeds.

York Haven (Hudson Bay, Northern Manitoba)



  • Focus: A fortified trading hub near the historic location of York Factory, known for its prominent portage and waterways. This outpost specializes in long-range, water-based trade, relying heavily on York boats to navigate the numerous rivers and coastlines.  It takes advantage of the much milder climate to venture northward. 
  • Defenders: The rugged inhabitants include Humans, Dwarves, and adaptable Beaverfolk, who have constructed the outpost like a hybrid between a fort and a lodge. Defense systems include both traps and water-based barricades.
  • Purpose: York Haven acts as a key supply stop for traders venturing further into the north and serves as a hub for aquatic farming, rare textiles, and alchemical materials sourced from the surrounding wetlands and forests. 

Expanded Adventuring Hooks: 

The Good, The Bad, and The Ugly

  1. The Good: A hidden cache of pre-Hodgepocalypse technology has been discovered in a remote, waterlogged ruin. DGTC hires adventurers to escort a convoy to the dig site and protect the engineers.
  2. The Bad: A DGTC supply convoy has vanished near Lake Agony, a desolate and dangerous region. The company needs scouts to recover the goods.
  3. The Ugly: A relic known as the Bone Mirror of the Old World was acquired by a DGTC agent. Rival factions want it, and a mole may be undermining the company from within.


#Hodgepocalypse #Drevrpg #dnd5e #dungeonsanddragons #apocalypse #beaver #TradeAndGlory  #AdventurersWelcome #BeaverfolkBrigade

Saturday, October 26, 2024

Keystone Wastes - Part 4 - Garter Folk Technology



The Garter Folk, an anthropomorphic serpent-like people, have crafted a distinct technological aesthetic that blends their natural agility with the retro-futuristic charm of 1950s dieselpunk and atompunk. Their gadgets and weapons are built around glowing vacuum tubes, chrome finishes, and buzzing machinery, with excessive waste heat considered a signature of their designs.  However, there are some technology that goes the other way to take advantage of the natural stealth abilities.

Venom and Toxins


Garter Folk are typically only mildly poisonous, but they skillfully enhance their venomous saliva and natural musk with potent herbalism and pharmaceuticals, transforming their abilities into a remarkable weapon.Access and Crafting Levels:

Mild Neurotoxin: Available to characters around level 3 when herbalism kits and poisoner's kits become more accessible.

Pheromone Cloud: Available at level 5 due to its ability to manipulate groups and creatures with a reasonable saving throw DC.

Hemotoxic Serum: Available around level 7 as it starts dealing significant ongoing damage.

Neurotoxic Dream Draught: Accessible at level 9, with stronger mind-altering effects suitable for higher-level encounters.

Cardiotoxic Elixir: High-level concoction available at level 11, capable of potentially killing powerful foes.

Summary of Crafting DCs:

1. Mild Neurotoxin: DC 13

2. Pheromone Cloud: DC 15

3. Hemotoxic Serum: DC 17

4. Neurotoxic Dream Draught: DC 19

5. Cardiotoxic Elixir: DC 22

Mild Neurotoxin (Level 3)

Description: This concoction enhances the weak venom found in the Garter Folk's saliva. When applied to a weapon or delivered through a bite, it disrupts the target's nervous system, causing muscle spasms and mild paralysis.

Effect: The target must make a DC 12 Constitution saving throw. On a failed save, they are poisoned for 1 minute and suffer disadvantage on Dexterity saving throws and attack rolls.

Crafting Materials: Local neurotoxic plants (like belladonna), venom from small animals, and stimulants.

Cost: 20 GB for one dose (lasts 1 minute if applied to a weapon or lasts for one bite).

Real-Life Basis: Certain garter snakes are known to consume toxic newts and retain their toxins to enhance their own venom, causing temporary paralysis in prey.

2. Pheromone Cloud (Level 5)

Description: The Garter Folk’s natural musk can be distilled and enhanced to produce a cloud of pheromones that attracts or repels creatures.

Effect: When used, this concoction creates a 10-foot radius cloud for 1 minute. Creatures in the cloud must make a DC 14 Wisdom saving throw or be charmed or frightened (user's choice). Creatures affected can remake the save at the end of each of their turns. If charmed, creatures will prioritize following the Garter Folk or leaving the area if frightened.

Crafting Materials: Distilled pheromones, herbs that trigger attraction or fear, and minor hallucinogens.

Cost: 75 GB for one dose (lasts 1 minute).

Real-Life Basis: Garter snakes use pheromones during mating seasons to attract partners, and some snakes excrete a foul-smelling musk to ward off predators.

3. Hemotoxic Serum (Level 7)

Description: This concoction enhances the Garter Folk’s saliva to create a hemotoxin that damages blood vessels and prevents coagulation.

Effect: The target must make a DC 15 Constitution saving throw. On a failed save, they suffer 3d6 poison damage immediately, and an additional 1d6 poison damage at the end of each of their turns for 1 minute. A successful save halves the initial damage and prevents the ongoing effect.

Crafting Materials: Extracts from venomous snakes (like rattlesnakes), blood-thinning herbs (like garlic), and anti-clotting agents.

Cost: 150 GB for one dose (lasts for one bite or applied to one weapon).

Real-Life Basis: Hemotoxins are commonly found in pit viper venoms, which destroy red blood cells and cause internal bleeding.

4. Neurotoxic Dream Draught (Level 9)

Description: By refining neurotoxins into a concentrated brew, the Garter Folk can create a concoction that induces vivid hallucinations and an altered mental state.

Effect: The target must make a DC 16 Wisdom saving throw. On a failed save, they are stunned for 1 minute, experiencing disorienting hallucinations. At the end of each of their turns, they may remake the saving throw. While stunned, they are incapacitated and unaware of their surroundings.

Crafting Materials: Psilocybin mushrooms or similar hallucinogens, garter venom, and neurotoxic herbs.

Cost: 300 GB for one dose (lasts for one bite or inhaled in a gaseous form).

Real-Life Basis: Garter snakes' neurotoxins cause prey to experience temporary disorientation and paralysis, which has been exaggerated in this draught.

5. Cardiotoxic Elixir (Level 11)

Description: This deadly concoction is a blend of toxins that targets the cardiovascular system, inducing cardiac arrest or failure in its victims.

Effect: The target must make a DC 18 Constitution saving throw. On a failed save, they suffer 4d8 poison damage and become paralyzed as their heart begins to fail. At the end of each of their turns, they can make another Constitution saving throw. On three consecutive failures, the target dies.

Crafting Materials: Digitalis (foxglove), garter venom, and venom from animals with cardio-inhibitory effects (such as certain frogs or marine life).

Cost: 500 GB for one dose (lasts for one bite or applied to a weapon).

Real-Life Basis: Certain snake venoms can inhibit the heart’s ability to function properly, leading to cardiac failure or death.

Weapons & Combat Gear

Coil Bolas



A set of bolas designed to trip and constrict enemies, made from durable synthetic fibers that mimic their own constricting ability. These would work well with their quick, slithery movements.

Weapon Type: Ranged Weapon (Martial, Thrown)

Damage: 1d4 bludgeoning (on hit), plus additional effects based on constriction

Range: 20/60 feet

Weight: 2 lbs

Cost: 30 GB

Properties: Thrown, finesse, special

Rarity: Uncommon

Special Properties:

Constriction: On a successful hit, the target must succeed on a DC 13 Dexterity saving throw or become restrained as the bolas constrict around them. A restrained creature takes 1d6 bludgeoning damage at the start of each of its turns as the bolas tighten.

Escape: A creature can use its action to make a DC 14 Strength check to free itself from the bolas. Alternatively, an adjacent creature can use an action to assist the restrained target, allowing them to make a DC 12 Dexterity check to free the target.

Reusability: The Coil Bolas can be retrieved and reused after each throw unless damaged or destroyed.

Combat Usage:

Constriction Mechanism: When the Coil Bolas hit a creature, the synthetic fibers automatically tighten around the target, simulating the Garter Folk's natural constriction abilities. The bolas are particularly effective at incapacitating fast or lightly armored foes.

Restrained Condition:

  • A restrained creature's speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Tactical Use:

  • Quick Immobilization: The Coil Bolas are perfect for slowing down and restraining fast-moving enemies or targets attempting to flee.
  • Gradual Pressure: The gradual bludgeoning damage simulates the tightening effect of constriction, weakening the enemy over time while they struggle to escape.
  • Non-Lethal Control: Ideal for capturing targets alive or preventing escape without lethal force.

Crafting DC:

DC 15 (for characters proficient in Tinker's Tools or Weavers' Tools) to craft Coil Bolas from durable synthetic materials. Crafting requires at least 15 GB in materials for one set.

Variations:

  • Heavy Coil Bolas: A heavier version that deals 1d6 bludgeoning damage on hit and increases the Dexterity saving throw DC to 15. However, the range decreases to 15/45 feet. Cost: 40 GB.
  • Barbed Coil Bolas: This variant includes small barbs that dig into the target’s skin, dealing an additional 1d4 piercing damage when the bolas first hit. Cost: 45 GB.

Dart Guns



Air-powered or CO2-based dart guns, used by wildlife conservationists in the 20th century, are adapted for tactical use. 

  • Weapon Type: Ranged Weapon (Martial)
  • Damage: 1 piercing (base), with additional effects based on the dart used.
  • Range: 25/100
  • Cost: 75 GB for the gun, 20-50 GB per specialized dart.
  • Special Ammunition: Paralyzing Dart, Sleeping Dart, Poisoned Dart, Tracking Dart, Blinding Dart.
  • Use: Ideal for stealth missions, capturing foes, or non-lethal engagements.

1. Paralyzing Dart

  • Effect: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Cost: 25 GB per dart (due to the venom and craftsmanship involved).
  • Use: Ideal for incapacitating targets without killing them, especially for capture or interrogation.

2. Sleeping Dart

  • Effect: The target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 hour. The target wakes up if they take damage or if someone uses an action to shake them awake.
  • Cost: 20 GB per dart.
  • Use: Non-lethal option to render a target unconscious, good for stealth or abduction missions.

3. Poisoned Dart

  • Effect: The target must make a DC 14 Constitution saving throw or take 1d8 poison damage and become poisoned for 1 minute. They can repeat the saving throw at the end of each of their turns to end the poisoned condition.
  • Cost: 30 GB per dart (due to the dangerous nature of the poison).
  • Use: Useful for weakening enemies before engaging in combat.

4. Tracking Dart

  • Effect: No immediate damage. Instead, the dart embeds a magical tracker (similar to the Locate Object spell) that allows the shooter to track the target within 500 feet for up to 24 hours. Requires concentration to focus on the tracker.
  • Cost: 50 GB per dart (due to the magical properties).
  • Use: Perfect for keeping tabs on someone or tracking a target without needing to physically follow them.

5. Blinding Dart

  • Effect: The target must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. The target can make a Constitution saving throw at the end of each of their turns to end the effect.
  • Cost: 20 GB per dart.
  • Use: Provides a tactical advantage in combat by temporarily blinding the target.

Additional Properties:

  • Silent: Because dart guns rely on compressed air or similar mechanisms, they make very little noise when fired. Attacks made with the dart gun are not automatically heard unless a creature is within 15 feet of the shooter, in which case they must make a DC 15 Perception check to hear the shot.
  • Non-Lethal Option: A dart gun can deliver non-lethal damage if the dart's effects are meant to incapacitate or paralyze rather than kill.

Sticky Venom Mines



Small, adhesive mines that can be placed on surfaces or thrown at enemies. Upon detonation, they release a sticky substance laced with venom that slows or incapacitates targets.

  • Type: Throwable Device / Trap
  • Damage: No direct damage; effects are based on venom and adhesive substance.
  • Range: 20 feet (thrown)
  • Weight: 1 lb (per mine)
  • Cost: 50 GB (per mine)
  • Rarity: Uncommon

________________________________________

Effects:

Adhesive Explosion: When the mine is triggered (either manually or by proximity), it detonates, releasing a sticky, venom-laced substance in a 10-foot radius. All creatures in the area must make a DC 14 Dexterity saving throw or be affected by the mine's venom and adhesive.

Failure on Dexterity Save:

Restrained: A creature that fails the saving throw is restrained by the sticky substance. The restrained creature can attempt to break free by making a DC 13 Strength check as an action on its turn.

Venomous Effect: A creature restrained by the substance must also make a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

Successful Dexterity Save:

On a success, the creature avoids being restrained but its movement speed is halved for 1 minute as the sticky substance clings to them.

Combat Usage:

Set the Trap: The mine can be placed on surfaces (walls, floors, or ceilings) as a trap. It can be thrown at a target or used to set up defensive zones in advance. Triggering the mine requires either a creature moving within 5 feet of it, or it can be manually triggered by the person who placed it.

Throwing the Mine: As an action, the mine can be thrown up to 20 feet. Upon impact, it detonates in the same 10-foot radius, affecting creatures in that area.

Tactical Use:

  • Area Denial: Perfect for blocking off corridors, doorways, or choke points to slow down or restrain enemies.
  • Incapacitation: The venomous nature of the mines allows them to both restrain and poison targets, making them highly vulnerable to further attacks from the Garter Folk or other allies.
  • Non-Lethal Control: The Sticky Venom Mines are useful for capturing or disabling enemies without lethal force, making them ideal for ambushes or defensive tactics.

Crafting DC:

DC 15 (for characters proficient with Tinker’s Tools or Poisoner’s Kit) to craft a Sticky Venom Mine. Crafting requires at least 25 GB in materials and access to venom.

Variations:

  • Paralyzing Venom Mine: A variant that applies a paralyzing venom instead of poison. The creature must make a DC 14 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralysis on a success. Cost: 75 GB per mine.
  • Explosive Sticky Mine: In addition to the adhesive and venom effects, this version deals 2d6 fire damage on detonation. Cost: 100 GB per mine.

This versatile trap is ideal for Garter Folk and any group that focuses on stealth, control, or ambush tactics.

Suppressor (for Ranged Weapons)



  • Cost: 200 GB
  • Description: A suppressor is a cylindrical device that attaches to the end of a ranged weapon, muffling the sound of the projectile being fired. It can be used with firearms It is typically made of treated wood, metal, or other sound-dampening materials, designed to make shots quieter and harder to detect.
  • Stealth Enhancement: When a weapon with a suppressor fires, creatures within 30 feet of the shooter cannot hear the shot unless they succeed on a DC 15 Perception check (modified by distance and environmental factors). This allows the shooter to remain hidden when making ranged attacks, if they are otherwise concealed.
    • For example, if the shooter is hidden before making an attack, they can remain hidden even after firing, provided they take steps to avoid being visually detected and there are no loud impacts (e.g., hitting metal armor).
  • Range Impact: The suppressor reduces the weapon’s effective range slightly, lowering the weapon’s normal range by 20% (rounded down). For example, an Auto pistol with a range of 30/120 would become 24/96 while the suppressor is attached. The reduction reflects the impact of the suppressor on the projectile’s speed or aerodynamics.
  • Precision Penalty: Due to the impact of the suppressor on the weapon's balance or projectile path, attacks made with a suppressed weapon have -1 to attack rolls. This penalty reflects the slight difficulty in aiming caused by the suppressor’s weight and impact on weapon dynamics.

The Garterfolk usually use a SMG or Micro Gatling. With these suppressors for quiet, stealthy operations. The Garter Folk’s focus on hit-and-run tactics would favor these over bulkier firearms.

They also prefer Sniper Rifles for Defense of territory from afar, or taking down key targets from stealthy vantage points.

Tripwire Nets



Garter Folk would utilize light tripwire-activated nets, similar to those used by law enforcement. These nets constrict and tighten around captured enemies, leveraging their natural knowledge of constriction.

  • Type: Mechanical Trap (can also be used as equipment)
  • Weight: 5 lbs
  • Cost: 50 GB (for a pre-made, reusable net trap)
  • Range: The trap can be set up to cover a 10 ft x 10 ft area.
  • Trigger: A creature stepping into the area covered by the tripwire must succeed on a DC 14 Dexterity saving throw or become restrained by the net.
  • Effect: When a creature is restrained by the net, it must succeed on a DC 13 Strength check to free itself. The net automatically constricts, applying the restrained condition to the target. If left for 3 rounds without escape, the net deals 1d6 bludgeoning damage per round due to its constriction, as it tightens around the target.

Properties:

  • Reusable: The net can be reused if recovered and undamaged. Reusing the net after a successful capture requires a successful DC 10 Dexterity check to reset the tripwire mechanism (takes 1 minute to reset).
  • Silent Capture: The net can trap targets without noise, making it ideal for stealthy situations or ambushes.
  • Restraining: A creature restrained by the net has disadvantage on attack rolls and Dexterity saving throws, and its movement speed becomes 0.

Combat Usage:

  • Setting the Trap: It takes 5 minutes to set up a tripwire net and requires a DC 12 Dexterity (Sleight of Hand) check to do so without being noticed.
  • Escaping the Net: The restrained creature can attempt a DC 13 Strength check to break free, or a creature adjacent to the restrained creature can use an action to free them with a DC 10 Dexterity (Sleight of Hand) check.

Tactical Use:

  • Trapping Intruders: Garter Folk use these nets to incapacitate or immobilize enemies before engaging in direct combat, giving them time to flee or prepare other actions.
  • Ambush Tool: Excellent for setting ambushes or securing areas like doorways, trails, or choke points.
  • Non-Lethal Immobilization: Allows for the capture of targets without risking their lives, particularly useful for capturing enemies for questioning.

Crafting DC:

DC 14 (for characters with proficiency in Tinker's Tools or Weavers' Tools) to craft a reusable tripwire net from materials, requiring at least 25 GB in materials.

Variations:

  • Weighted Net: An upgraded version that increases the Strength DC to 15 to escape but deals no bludgeoning damage. Cost: 75 GB.
  • Poisoned Tripwire: A variation that coats the net with poison. If the target fails the Dexterity saving throw to avoid the trap, they must also succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. Cost: 100 GB.

Tools & Utility Equipment

Besides using radios and flares for communication, the garter folk have done some adjustments to maximize utility.

Coilback Packs



  • Price: 10 GB
  • Rarity: Common
  • Weight: 2 lb (empty)
  • Capacity: The Coilback Pack can carry up to 30 pounds of equipment, distributed in smaller compartments across the Garter Folk’s body.
  • Special: Adapted to the physiology of Garter Folk, it doesn’t impose disadvantage on Dexterity (Stealth) checks, unlike typical backpacks.
  • Use: Ideal for long-term missions, it can store tools, rations, or ammunition without hindering agility or movement.

Flashlights with Red Filters



  • Price: 15 GB (handheld), 25 GB (helmet-mounted)
  • Rarity: Uncommon
  • Weight: 1 lb (handheld), 0.5 lb (helmet-mounted)
  • Use: Grants 30 feet of bright light and 30 feet of dim light in low-light or dark environments.
  • Red Filter Effect: When using the red filter, the light becomes dim light only, up to 30 feet, which does not disrupt darkvision or stealth checks. Perception checks relying on sight in dim light are made with advantage when using this filter.
  • Special: When used in stealth operations, those attempting to detect the light source via standard perception checks must succeed on a DC 14 Wisdom (Perception) check.

Pheromone Communicators



  • Price: 50 GB
  • Rarity: Rare
  • Weight: 0.5 lb
  • Range: 120 feet.
  • Effect: Allows Garter Folk to silently communicate through pheromones over a short range. Non-Garter Folk cannot detect these signals without a specialized tool or magical means.
  • Special: Requires an Intelligence (Medicine) check (DC 18) to detect or counter these pheromone signals if not a Garter Folk. Messages sent are basic, such as directions or emotional states.
  • Duration: Lasts indefinitely but requires concentration to communicate detailed messages (similar to the Message cantrip). Simple signals can be passively emitted.

Tail Grappling Hook



  • Price: 75 GB
  • Rarity: Uncommon
  • Weight: 5 lb
  • Range: 50 feet (max range).
  • Use: As an action, the user can fire the grappling hook to latch onto a solid surface within 50 feet. A Strength (Athletics) check (DC 12) is required to secure the hook. Once secured, the Garter Folk can climb or swing as part of their movement, treating the grappling hook as part of their natural movement (up to half their speed while climbing).
  • Special: Firing the grappling hook is a ranged attack (use Dexterity) with a range of 50 feet. On a hit, the hook latches on and allows for quick escapes, climbing, or traversal in urban environments. Firing the grappling hook does not occupy the hands, but retraction and resetting the hook take an action.

Transportation

1. Coil Tanks 



Light, mobile armored vehicles that can “coil” and compress into compact forms for easier movement through rough terrain. They could deploy venom gas or immobilizing mines as part of their armament.

o Use: Offers a compact, agile defensive unit with venom-based artillery.




2. Slithercycles



Lightweight, fast-moving motorbikes adapted to the Garter Folk’s serpentine movement. These vehicles are low-profile and designed for speed and maneuverability.

o Use: Urban transportation, messengers, or recon scouts.




3. Venom-Tipped Drones 



Small flying or crawling drones that can deliver venomous payloads or act as scouts for reconnaissance missions. These drones would be controlled via neural interface or pheromonal signals.

o Use: Equipped with tiny venomous stingers, useful for disabling enemies or marking targets.


#TTRPG #DnD #GameDesign #Worldbuilding #Homebrew #TabletopGames #RPG


Friday, October 25, 2024

Keystone Wastes - Part 3 - Narcisse City

The Heart of Garter Folk Civilization

 


Overview: The Narcisse City, located in what was once southern Manitoba, stand as the largest and most vibrant community of the Garter Folk. A marvel of natural and architectural ingenuity, this subterranean city is a sprawling network of caverns, tunnels, and natural pits that have been hollowed out and expanded by generations of Garter Folk. The city is a living organism, growing and changing with the needs of its inhabitants, and is renowned for its unique blend of natural beauty and snake-like architecture.

City Layout: The Narcisse City are divided into several key districts, each serving a specific function within Garter Folk society:

1. The Spiral District: At the heart of the city lies the Spiral District, a massive spiraling cavern that descends deep into the earth. This is the oldest part of the city, and it serves as the central hub for all activity. The Spiral District is home to the Garter Folk Council, where leaders from various communities come together to discuss matters of importance.


2. The Warm Caverns: These caverns are the heart of the city's thermal activity, where natural geothermal vents keep the temperature warm year-round. The Garter Folk flock to these caverns during colder seasons for warmth and socializing. It's here that the famous spring gatherings occur, where thousands of Garter Folk engage in their ritualistic mating and social dances.



3. The Mud Farms: A vital part of the city's infrastructure, the Mud Farms are expansive underground farms where earthworms, insects, and other food sources are cultivated. These farms are meticulously maintained to ensure a constant food supply for the ever-growing population.



4. The Venomous Bazaar: The primary marketplace of Narcisse, where Garter Folk trade in goods both mundane and exotic. Here, one can find anything from ornamental stones to rare insects, and even magical items. The bazaar is a lively, bustling place where trade and social interaction go hand in hand.



5. The Upper Tunnels: These tunnels extend toward the surface and are often used for foraging, hunting, and interacting with other races. They also serve as a defense mechanism, with numerous hidden entrances and traps designed to protect the city from potential threats.



6. The Echoing Caverns: A series of interconnected chambers where the Garter Folk perform their sacred sound rituals. The echoes amplify their hissing songs and chants, creating a mesmerizing, eerie atmosphere. These chambers are also known for containing hidden doors that lead to forgotten parts of the city.  



7. Venom Dens: Hidden away from the main streets, these are semi-sacred, hallucinogenic dens where Garter Folk partake in venom-based rituals. Outsiders may experience strange visions or revelations here, but overindulgence could lead to a dangerous state of stupor. Adventurers might have to navigate this delicate balance if they're invited.



8. Serpent Gardens: Underground botanical gardens where the Garter Folk cultivate rare plants and fungi, some of which have unique magical properties. These gardens also serve as a meeting spot for outsiders seeking rare ingredients, but some plants have protective, sentient qualities, making the area both wondrous and dangerous to explore.



9. Slitherpaths: Highly polished stone pathways that allow the Garter Folk to move quickly between districts. These paths are slippery for non-serpentine creatures and are riddled with concealed passageways. Adventurers navigating the city may need assistance from locals or risk falling into hidden pits.



10. Garter Parliament.  The Garter Parliament is the governing body of Narcisse City, a council of elders and influential leaders from across the Garter Folk communities. Located in the Spiral District, this chamber is a vast, spiraling cavern where decisions affecting the entire city and its people are debated. Unlike other races’ formal governments, the Garter Folk's Parliament operates with a fluid and communal structure, where discussions take the form of hisses, body language, and even ritual dances. Consensus is valued over conflict, and the council is known for its ability to settle disputes through patient dialogue. However, their slow, deliberative process can frustrate outsiders who are unfamiliar with their unique methods of communication and governance.



Culture and Society: The Garter Folk of Narcisse are known for their friendly, yet unconventional, social customs. Their society is built around a few key principles:

Communal Living: Garter Folk believe in the strength of the community. They live in close-knit groups, often with multiple families sharing the same space. Privacy is a foreign concept to them, and personal boundaries are almost non-existent.

Seasonal Rhythms: The Narcisse City are most active during the warmer months, particularly in spring. This is when the Garter Folk's sensual nature comes to the fore, and the city is alive with energy and celebration.

Food and Festivity: The importance of food in Garter Folk culture cannot be overstated. Communal meals are a daily event, and the city hosts numerous festivals centered around the harvest of the Mud Farms.

Serpent Dances: These sensual, hypnotic dances are a staple of Garter Folk culture. Outsiders are welcome to observe or even participate, but they must understand that missteps during these dances could be seen as disrespectful, potentially leading to challenges from prideful dancers or elders.

Communal Privacy: The Garter Folk’s disregard for personal boundaries can make outsiders uncomfortable. For adventurers, this could mean shared sleeping quarters, constant surveillance by curious Garter Folk, or awkward interruptions at inopportune times.

Relations with Other Races: While the Garter Folk are generally friendly, their unusual customs can be off-putting to outsiders. However, their honesty and diplomatic skills make them valuable allies in negotiations and trade.

Medusas and Desecrator Races: These races tend to have the most amicable relations with the Garter Folk, as they can see beyond the superficial oddities and appreciate the Garter Folk's sincerity.

Feylins: Despite initial interest, Feylins often find themselves disappointed by the Garter Folk, who do not fit their idealized notions of serpent folk.

NPCs:

1. Olisssia Coilweaver the Dreamseer: An elder Garter Folk who serves as both a spiritual guide and a venom visionary. She is known for her prophetic dreams and can offer valuable insights into the future for those willing to undergo her venom-infused rituals. She’s a key figure if the adventurers need advice but may send them on cryptic, vision-quest-style missions.



2. Linsscoln Penfang the Venom Master: The leader of the city’s defense forces and a master of venom-based weaponry. He has a deep distrust of outsiders but is bound by Garter Folk hospitality. If the adventurers can prove their worth, he may offer them training in venom crafting or introduce them to other deadly techniques used by the Garter Folk.



3. Emilyss Hissson the Merchant: A charismatic and somewhat shady figure in the Venomous Bazaar, Emilyss deals in exotic and often dangerous wares. He’s the go-to NPC for adventurers looking to acquire rare items, though his deals often come with hidden strings attached.



Defense and Security: Despite their peaceful nature, the Garter Folk of Narcisse are not defenseless. The city is riddled with traps, and the Garter Folk are not afraid to defend their home with a sudden burst of aggression if threatened. Their adaptability and sheer numbers make them a force to be reckoned with.

Unique Defenses:

1. Venomous Traps: The Garter Folk have a variety of creative, venom-based traps hidden throughout the city. These traps are not always lethal but can induce paralysis, disorientation, or hallucinogenic effects on intruders. Adventurers may need to solve riddles or puzzles to disable these traps while under the influence of the venom.



2. Snake Swarms: If provoked, the Garter Folk can call upon actual swarms of garter snakes, which serve as scouts, distractions, or even a defensive force. The adventurers might need to outwit or avoid these swarms, which can overwhelm or confuse foes through sheer numbers.



3. Camouflage Ambushes: The Garter Folk are masters of stealth within their own city. They can blend seamlessly into their surroundings, using the natural rock formations and tunnel walls to ambush intruders or unwelcome guests. Adventurers may find themselves surrounded without warning if they aren’t careful.



Adventure Hooks:

The Disappearing Earthworms: A sudden blight threatens the Mud Farms, and the Garter Folk seek help from outsiders to discover the cause and save their food supply.

The Lost Spiral: A legendary deeper spiral cavern is said to hold ancient secrets and treasures, but it's also home to dangerous creatures that even the Garter Folk fear.

The Outsider's Challenge: A group of adventurers must prove their worth to the Garter Folk by surviving a night in the Upper Tunnels, where they must navigate traps and potential ambushes.

The Warm Cavern Challenge: Every year, the Garter Folk host a series of trials in the Warm Caverns, where outsiders are invited to compete in tasks that require dexterity, cunning, and survival instincts. The rewards are rare magical items and deep respect from the Garter Folk, but the challenges are designed to be alien and unnerving to outsiders.

The Venom Dealer: A rogue Garter Folk has begun secretly selling potent venom-based drugs in the Venomous Bazaar, causing unrest among the Garter Folk and drawing the attention of law enforcement. The adventurers are hired to track down the dealer and dismantle the operation without causing a full-blown conflict in the delicate community.

Tensions with Medusas: A diplomatic envoy from the Medusas arrives in Narcisse City, but something goes wrong during negotiations. The adventurers must mediate between the two sides, each with their own unique perspectives and customs, before the situation escalates into a deadly feud.

The Curse of the Spiral: A mysterious curse has begun spreading through the Spiral District, causing Garter Folk to fall into strange trances. Some say it’s connected to an ancient artifact buried deep in the Lost Spiral. The adventurers must delve into the darkest depths of the city to find the source and either destroy it or control its power.

The Narcisse City serve as a vibrant and complex center of Garter Folk civilization, a place where outsiders can experience a truly unique culture while facing the challenges that come with entering the world of the Garter Folk.

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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?

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