Saturday, July 26, 2025

Kaylna Country - Part 1 - A Prairie That Remembers



“History is never clean, never neat. It clings to the land like burrs to wool, stubborn and sharp. And here, where the dust rises slow and the roads forget where they were going, the past is still very much alive.”

Professor Rebecca Stonesworth of the University of Tristam Bay.

Kalyna Country is not just a place—it is a persistence.

Once, it was a mosaic of prairie towns and curling clubs, babas in headscarves with hands like wrinkled bark, and grain elevators that stood sentinel over fields sown with hope and hard lessons. But time, like a prairie fire, changes everything. The skies cracked. The world tipped. And Kalyna Country, stubborn as ever, didn’t fall—it stitched itself back together with embroidery thread and old magic.

Now, it is a land of rust and ritual, of ghost-wheat and God-silos. The highways are broken but still lead somewhere. Spirits ride sidecars. Elders mutter protection spells into their borscht. The dreamtime runs close here—close enough to kiss.

Pull on your rushnyk. Pour a shot for your ancestors. The solstice is coming, and the road is waiting.

Timeline of Kalyna Country: From Roots to the Hodgepocalypse



Pre-Contact Era

Before the plow, before the prayers, this was a land of whispers and wind.

  • Cree, Saulteaux, and Métis stewards live in rhythm with land and spirit.
  • Sacred trails walk away from unworthy feet.
  • A Sky Serpent is said to dream beneath the Beaver Hills, curling in sleep and storm alike.

Settler Arrival & Cultural Entwinement



They came with seeds in their pockets and stories in their bones.

  • Ukrainian immigrants build villages where the land doesn’t complain too much.
  • The kalyna shrub becomes both symbol and spell—its berries as red as martyr’s blood, its leaves whispering home.
  • Churches rise. So do secret rituals. The old country and the new land begin to sing in harmony—and sometimes in discord.

The Teacher Generation



  • The babas raise teachers. The teachers raise villages.
  • Veterans return from strange wars with stories that don’t quite fit on medals: ghost trains, frozen lights, woods that move when no one’s looking.
  • Families start avoiding certain corners of their land. Not out of fear—out of respect.

Cold Dreaming



The weirdness grows roots.

  • In 1973, a meteor scars the Vilna sky. Crops fail in perfect circles. Radios die near the crater.
  • “Blessed children” start arriving kids who dream in weather patterns and smell lies like smoke.
  • Babas know the land is waking. So do the deer. So do the crows.
  • Edmonton’s suburbs stop short of Vegreville like they’re afraid to cross some line no map remembers.

The Dimming Years



As the world buckles, Kalyna Country refuses to vanish.

  • Mass migration westward turns the region into a cultural ark—what isn’t preserved here, may not survive at all.
  • A secret school of magic hides beneath a “historical society” sign in Smoky Lake.
  • St. Paul’s UFO pad, once a Cold War curiosity, becomes a beacon—though no one can agree what for.
  • By century’s end, the Vegreville Egg pulses like a second sun on the frost.

The Hodgepocalypse


 

The world ends not with a bang, but with a transformation.

  • The Great Pysanka splits open, and out steps the first Silver Baba, smiling and carrying prophecy in her apron.
  • Mundare’s sausage monument comes alive, armored in smoke and blessed grease. It becomes a roaming knight.
  • Smoky Lake drowns in psychic cranberries and haunted maze-ways.
  • Trollitariots take root in fungal shrines outside Vilna—part Troll, part fae, all union.
  • Eight Great Babas manifest, each bearing a different school of magic like a quilt of power and protection.

Post-Hodgepocalypse Kalyna Country (2100+ CE)

Kalyna Country survives. Of course it does.

  • Now a dream-warped borderland, laced with ley lines and stitched in spirit thread.
  • Descendants of settlers and spirits alike walk the roads—some mutated, some awakened, all changed.
  • Relics live. Psalms glow. Even the scarecrows dream.
  • Rushnyks become battle flags. Pysanky become keys.
  • And in the mushroom abbeys beneath the fields, the babas train new Sentinels—because even magic needs defenders.

 Kalyna Country: A Living Culture of Magic, Memory, and Resistance
By Professor Rebecca Stonesworth, Department of Comparative Anthropologies, Ed-Town Institute of Post-Revelation Studies

"Our ancestors whisper in the wind, stitch spells into our sleeves, and ride shotgun in the rusted sidecars of memory. We do not forget. We do not fall. We feast, we fight, we endure."
— A common saying among Kalyna folk

A Day in the Life: Kalyna Country Post-Hodgepocalypse

By Professor Rebecca Stonesworth, University of Tristam Bay.

Field Note, 14th of April, 24 P.R.



Life in Kalyna begins in reverence and ends in riotous communion. Each morning, villagers tie their rushnyks—sacred cloths embroidered with wards and encoded bloodlines—around their waists, kiss their fingers, and touch the teaching flame. It’s not just a ceremony. It’s epistemology. These flames teach, you see—whispering ancestral truths via heat and light. (And yes, I once got burned trying to fact-check one.)

By midday, the rhythms shift. Farmers tend cranberry bogs engineered for solar resilience, children study under psionic blue fire, and scouts patrol ley lines on mutant elk or ornery dirtbikes. Watch closely and you’ll see didukhs—metal-and-wheat effigies swaying in wind-dreams—guarding fields like silent ancestors with joint pain.

Come nightfall? Feast, song, and vigilance. Toasts function as magical triggers. Meals are layered rituals of enchantment, nutrition, and intergenerational trauma unpacking. Kobzars perform—half-bard, half-medium—pulling melody from memory like thread from a wound. Their songs hush the land, and sometimes, wake it.

"They don't just eat here; they enchant calories into community."

Foreign Relations

"But even a land stitched from memory cannot exist alone. Kalyna Country, for all its enchantments and entrenched rituals, must still contend with neighbors—some helpful, some hostile, all impossible to ignore."

Boreal Buccaneers

While Kalyna Country views the Boreal Buccaneers with a mixture of exasperated disdain and reluctant admiration, the relationship is best described as a seasonal dance of bartered goods, shouted insults, and occasional shootouts that end in shared vodka. Descending from their tractor-armadas in Westlock or thundering up from Port Outlaw, the Buccaneers are as likely to plunder a relic convoy as they are to sell it back “with interest” two weeks later. Kalyna villages tolerate their presence when trade routes grow thin or when a local Baba needs a favor only a pirate with poor impulse control can deliver. But make no mistake—while Kalyna folk will toast with them, they always count the silverware afterward.

Cybercult

To say Kalyna Country has a complicated relationship with the Cybercult would be like saying birch bark is mildly flammable. The cult’s austere machine faith and barcode evangelism stand in spiritual defiance of Kalyna’s ancestral songlines and folkfire rituals. Where Kalyna raises didukhs and tells threefold truths, the Cybercult rolls into villages with flickering tablets and sermons in hex code. Yet, their ability to repair aging tech and “bless” vehicles has earned them a cautious welcome in some outlier communities—at least until smocks replace embroidery and the barcodes start appearing on necks. Babas have issued quiet but firm warnings about “metal ghosts preaching salvation.” While no formal war has broken out, more than one Solstice Race has ended in mysterious software failures blamed on “helpful visitors.” For now, the cult is tolerated, watched, and politely directed toward the next village over.

Ed-town:

Kalyna Country’s relationship with Ed-Town is as tangled and emotionally charged as a folk ballad played through a distortion pedal. On one hand, Ed-Town—the ever-thrumming, psychic-glittering nerve center of Strathcan—is the land of dreams, gigs, and glittering promise. Kalyna folk commute there in droves, chasing contracts, fame, or a fleeting brush with The Fest’s lingering echo. On the other hand, Yeggers tend to treat rural visitors like quaint relics with pitchforks instead of personalities. For many Kalynans, Ed-Town is both a lifeline and a cautionary tale—where dreams get supercharged, then chewed up by pop-up band battles, rogue psychic storms, or spontaneous rooftop drum circles. Mayor Larry does his best to keep things together, but Kalyna travelers know to carry cash, charms, and backup boots. As the saying goes: “Work in Ed-Town if you must, party in Ed-Town if you dare, but always come home with your soul accounted for.”

Lloyd

Lloydminster—oh Lloyd, dear fractured echo of fame’s afterparty. Once famous for straddling a border that no longer matters, it's now a town that straddles relevance and delusion. The streets still bear the ghosts of provincial bureaucracy, with faded lines cutting through the cracked asphalt like a punchline no one remembers. These days, Lloyd is a refuge for Ed-Town's musical runoff: glitter-worn synth shamans, rhythm anarchists, and the tragically unbooked. Led by the tireless (and perhaps slightly delusional) half-elf Tall Yana, the self-proclaimed “Wannabees” have turned the town into a 24/7 open mic fever dream. It’s part utopia, part tinnitus. Shows occur whether you’re ready or not, and while the riffs are heartfelt, the reverb tends to outlast the inspiration. Still, for all its noise and neon nostalgia, Lloyd has heart—and in Kalyna Country, that still counts for something.

Harvesters

The relationship between Kalyna Country and the Harvesters is best described as “cordial exasperation layered in compost.” These squash-skinned biotech monks of Smoky Lake speak the dialect of logic and genome, not gossip and proverb. While their communes are officially autonomous, their runoff problems are everyone’s headache. It's not uncommon for a quiet Kalyna hamlet to awaken to find a six-legged vine-hog eating the church shingles— “an experimental growth module,” the Harvesters will explain while issuing a politely damp apology. Still, there’s no denying their agricultural marvels, from fungal bread ovens to chlorophyll-fed grain mills, which earn them a wary seat at the Solstice table. They’re strange kin, kept at a distance, but kin all the same—as long as their seedlings don’t start singing again.

Strathcan Militia:

The Strathcan Militia casts a long shadow across Kalyna Country—not as occupiers, but as guardians of a world that’s already split at the seams. In this patchwork land of psychic roads, enchanted relics, and saint-haunted crossroads, the Militia serves as both rite of passage and rite of order. Many a young soul from the hamlets and wheat-warped villages volunteers for a tour through Ed-Town’s Garrison, seeking purpose, power, or escape, only to return hardened and half-mystic themselves. Some see the Militia as protectors, others as paternalistic relics of a dead Canada, but none can deny their presence. They train our defenders, quarantine our curses, and sometimes, if the stars align and the forms are in order, help patch the holes left by rampaging relic-beasts or out-of-season hauntings. They hold the line, though whether against the apocalypse or for it remains a matter of debate at many a tavern table.

Living Traditions Reforged

Lecture Segment: Applied Folkloric Technomancy



  1. Pysanky (Egg Magic): Not just painted eggs. Arcane grenades of symbolic geometry. Blessings, hexes, or encrypted leyline access keys—depending on the artisan’s mood.  These are often the keys to get to the dreamworld.
  2. The Babas of Power: Think of them as regional matriarchal sorcerer-governors. One per major school of magic. Each terrifying in its way. Each can outwit a demigod before breakfast. 
  3. Kupala Night → Prairie Bonfire Vigil: The Solstice Festival, now with more fire, more spirit encounters, and less chance of making it through without magical singeing.
  4. Didukh → Iron Totems: Spiritual status made from scrap of the past and wheat. They hum softly when you lie near them.
  5. Rushnyk → Cunning Cloths: Think ritual spell maps. Folded the right way, they grant passage, protection, or panic attacks.
  6. Sunflowers & Kalyna Berries: One fuels spirits. One fuels spells. Both taste like defiance.
  7. Hopak (Combat Dance): When fists meet folklore. Enhances endurance, morale, and the ability to kick your problems in time to a drum.
  8. Feasting and Toasting: Meal as magic. Toasts as pacts. Calories with consequences.
  9. Birch Groves (Berezka): Natural peace zones. Violate one and you’ll wake up hexed and embarrassed.
  10. Oral Song & Memory (Kobzars): These are not your average bards. They carry psychic libraries in their lungs. Sometimes the songs remind you.        

"There are no casual meals here. Every plate tells a story. Every toast dares a spirit to listen."

New Cultural Rites

Selected Observations from Field Rituals:



  • Teaching Flame: Localized psychic fire, unreplaceable outside its village. No, I’ve tried. Yes, I still smell like a burnt proverb.
  • Ride of the Freehands: The solstice motorcycle pilgrimage. Equal parts spell, cartography, and tribute to the road spirits.
  • Shoring of the Ghost House: Haunted renovation with sunflowers, singing, and just a hint of exorcism.
  • Ceremony of the First Book: Every child receives a living book at age seven. Mine has grown teeth and refuses to be shelved.
  • Three-Times Telling: Say it thrice under open sky, and it becomes magical law. Yes, even petty revenge.

The Land Provides – Crops in Kaylna Country.

 


 

Even after the world cracked open and the skies learned to hum, agriculture remains the beating heart of Kalyna Country. The black soil endures—rich, stubborn, and whispering with old roots—and the people still coax life from it with calloused hands and quiet prayers. Crops like rye, buckwheat, and sunflower still grow in familiar rows, while others—like glowcorn, Didukh grains, and the truth-ripened Firebush Kalyna—have changed alongside the land, touched by leylines, saintly intervention, or pre-Hodgepocalypse genetic miracles. In villages circled by rune-carved fenceposts and guarded by scarecrows that sometimes blink, farming is more than sustenance—it’s resistance, memory, and a way to keep the world stitched together one harvest at a time.

 

Legacy Crops (Still recognizably the same)

These survived due to hardiness, seed vaults, or fast adaptation.

  • Rye – The backbone grain. Hardier than wheat, still a staple.
  • Barley – Brewed into rustic beers or psychic kvass. Popular among Trollitariots.
  • Buckwheat – Used in soba-like noodles and ritual porridge. Good for bees.
  • Canola – Rebranded as “Blackgold Blossoms,” still grown for oil in rugged zones.
  • Potatoes – Gnarled but reliable. Some glow faintly if improperly buried.
  • Sunflowers – Mutated into watchflowers in some regions. Otherwise still useful for oil and seeds.
  • Beans and Lentils – Soil-fixing heroes of the black earth, traded heavily with the Dwarves of Fallhold.
  • Cabbage – Prized for fermentation. Occasionally becomes Kabbage Rolls if exposed to Harvester spores.

Cultural Holdovers (Kept for tradition, ritual, or stubbornness)

These are grown because they matter, even if they’re tricky.

  • Kalyna Berries (Highbush Cranberry) – The namesake. Used in syrups, preserves, and blood-oath rituals.
  • Beets – Cultivated not just for borscht but for ink, pigment, and a minor blood substitute.
  • Garlic – Grown in ceremonial braids. Repels both the undead and in-laws.
  • Dill – Ubiquitous. Used in pickling, prayers, and protective sigils.
  • Hemp – For rope, cloth, and soothing tinctures. Occasionally smoked during vision quests.

Kalyna Firebush

"Once just a garden decoration—now it guards the land like a grandmother guards her secrets."



Born from the bones of the highbush cranberry (Viburnum trilobum) and twisted by the strange tides of the Hodgepocalypse, the Kalyna Firebush now thrives across fallow fields and memory-rich soil. Its vivid red clusters glow faintly with ancestral rhythm, pulsing in time with nearby heartbeats. Farmers say it listens—root systems stretch through the soil like tangled lullabies, reacting to old songs, gossip, and grief. More than a plant, it's a healer of land and spirit, rebuilding depleted soil through sonic communion, and fiercely protecting the ground it claims.

Kozakoffee Bush

A pre-Hodgepocalypse GMO miracle crop, now a sacred addiction and source of eldritch anxiety.



Engineered initially by a Ukrainian-Canadian agro-research firm called PryvitGrow, the Kozakoffee Bush was a genetically modified hybrid between coffea arabica, alpine wild roses, and devil’s club. Designed to thrive in cold climates with erratic magic exposure, it was deployed in sealed agrodomes throughout east-central Alberta—some say in secret government contracts to keep frontline researchers awake during the Dream-Surge Crisis.

Shedskin Olive

“It doesn’t grow where it’s wanted—it grows where it’s owed.”



An experiment in cold-climate cultivation, the Shedskin Olive was PryvitGrow’s boldest graftwork—splicing Mediterranean olive trees with pincherry resilience. Its bark is gnarled but faintly luminous, shimmering with ancient sap; its leaves curl like downturned feathers, and its fruit ripens matte-black—until kissed by moonlight, when it gleams like spilled ink. In winter, the tree survives by shedding its bark and curling inward like a child in hibernation. Its roots don’t just seek water—they seek forgotten promises, buried secrets, or unquiet bones. Few dare plant it, but those who do often find more than they sowed.

Tools of Tenacity — Technology in Kalyna Country

"Rituals evolve. Culture adapts. Magic? It just finds new kinds of weird to wear."

Excerpt from Stonesworth's “Post-Revelation Engineering: How to Build a Miracle from Scraps and Salt”

Kalyna’s approach to technology is equal parts folklore, frontier pragmatism, and low-level magical terror. It’s not sleek. It’s sacred. Every device is carefully calibrated and often blessed by a Baba who should charge more.



Pioneer Tech Reborn:

  • Root Cellar Reactors: The cool, dark battery you didn’t know you needed.
  • Sod House Mesh: Bio-circuitry and mud, together at last.

War Adaptations:

  • Solar Oven Artillery: Yes, it does melt through shields and slow-cooks stew.
  • Ghost Signal Blockers: Granny’s lace panels, now with spectral jamming properties.

Philosophy: Kalyna tech isn’t an upgrade. It’s an offspring. Blessed, built, and passed on. Every bolt holds a story. Every spark a promise. You don’t use it. You partner with it.

"In Kalyna, technology doesn't run on electricity. It runs on trust, tradition, and duct tape blessed by your great-aunt."

Engines of Devotion: Car Culture in Kalyna Country

Excerpt from Stonesworth’s Lecture: “Horsepower, Heritage, and the Solstice Screamers”



In Kalyna Country, the wheel isn’t just a tool—it’s a doctrine. Where roads still breathe and relics still hum, vehicles are the lifeblood of pilgrimage, power, and post-Hodgepocalyptic survival. This isn’t your pre-Revelation fuel economy spreadsheet. This is a culture where carburetors get blessed, exhaust pipes are engraved with family prayers, and fuel is half gasoline, half folklore.

“Your vehicle isn’t just yours—it’s who you were, who you carry, and where your ghost wants to go.” —Local mechanic-sage, Smoky Lake.

Nearly every family has a “legacy rig”—a battle-scarred pickup, a three-wheeled rune-sled, or a psychic go-kart passed down through generations (or bartered during dramatic weather). These machines are patched with embroidered rushnyks, powered by jury-rigged hybrid engines, and named like saints: Saint Veronica the Reliable, Old Sputter-Wind, The Grumbling Loaf.

The most significant expression of this wheeled theology comes in the form of the Solstice Circuit—a high-speed spiritual gauntlet run each year before midsummer. Participants must navigate Kalyna’s fractured backroads, stopping at all eight major relic sites to reawaken ancient magical totems known as the Relic Roadshows. Each site demands a different test: a song, a sacrifice, a meal, a dream retold, or just not exploding.

Winning the race isn’t the point—completing it is. Those who do are said to gain the land’s blessing for another year. Those who fail often disappear into legend… or get absorbed into the strange, humming machinery buried beneath the asphalt.

And it’s not just the racers who matter. Pit crews include hedge-wizards, roadside priests, and Gnome Pit Crews. Spectators line the ghost roads with banners of wheat and engine oil, cheering with enchanted air horns and throwing sunflower seeds instead of confetti.

So yes, car culture in Kalyna isn’t just about going fast. It’s about remembering faster. It’s about keeping your soul mobile in a world that wants to trap it in amber. And when the roads forget themselves—as they often do out here—it’s the drivers who remind them who they were.

The Orthodoxy

Excerpt from Stonesworth’s Notes: “Ascetics, Icons, and the Art of Tactical Theology”



In the smoking shadow of the old faith, a new order has risen—stoic, iron-spined, and wrapped in embroidered scripture. Calling themselves The Orthodoxy, these individuals claim to follow the path of the Ukrainian Orthodox tradition, albeit through the distorted lens of the Hodgepocalypse. Their doctrine blends ancient liturgy with modern necessity: prayer, yes—but only after your morning calisthenics and law enforcement patrol.  It also combines elements of the Doukhobor faith, which was historically nicknamed “spirit wrestlers”

Effectively acting as templars of moral order, they patrol Kalyna’s wilder reaches, offering spiritual counsel, field justice, and the occasional unsolicited sermon. To some, they’re protectors. To others, sanctimonious relics with stun batons.

Their headquarters, the Basilican Bunker in Mundare, was once a religious museum. Post-Revelation, it was consecrated anew with reinforced pews, devotional combat drills, and a library of scripture-encoded field manuals. It now serves as both seminary and stronghold—housing initiates in cells lined with iconography and resistance diagrams.

Father Melosky, a wiry zealot with a taste for both debate and bruises, leads the order. Equal parts philosopher and pugilist, he has a habit of challenging travelers to "friendly spars"—which often result in spiritual revelations and sprained ankles. He’s infamous for blessing a punch mid-swing and quoting saints during takedowns.

“They carry crosses, but don’t expect them to be ornamental.”

Their presence in Kalyna is controversial revered by some villages for bringing structure, resented by others for their strict codes and moral absolutism. But love them or loathe them, the Orthodoxy is here to stay—armed with prayer staves, doctrine, and an unshakable belief that faith must be tempered on the anvil of action. 

The New Cimmerians

Dictated en route to Kalyna border checkpoint #6, bruised ribs courtesy of a “blessed spar.”



The New Cimmerians are what happens when ancestral reverence, martial obsession, and a gym membership cult crash headlong into the Hodgepocalypse and emerge ripped.

They’re massive. They’re mystical. They’re maddeningly sincere. Picture Conan the Barbarian after a crash course in Ukrainian mysticism and then give him a flaming barbell, a sacred tattoo, and the unwavering conviction that leg day is a holy rite. That’s your average New Cimmerian—and believe me, that’s the mild one.

Their core belief? The Ancestral Fire. Not a metaphor, no—an actual divine spark said to dwell within the disciplined body. According to their sermons (typically delivered mid-squat), every repetition is a rite. Every deadlift is a dialogue with the dearly departed. I once witnessed a man scream his grandmother’s name while shoulder pressing an anvil. She might have responded.

Culturally, they operate like mobile war-monks on protein overdrive. Their gym-camps resemble something between an Eastern Orthodox boot camp and a Mad Max stronghold—with fewer skulls and more kettlebells. They pray through pushups. Their battle hymns are belted between sets. And their sacred texts are etched directly into their muscle tissue, one flex at a time.

Technologically? Brutalist minimalism with a side of rust. Their vehicles are hand-powered beasts—ox-drawn sleds and buggies reinforced with chain-wrapped iron. They view electricity with open suspicion, preferring muscle over machine, brawn over button. “If it doesn’t spark the soul,” one told me, “it shouldn’t spark at all.” I didn’t argue. His forearms were the size of my field pack.

Their relationship to Kalyna Country is... complicated. They're tolerated like a beloved but unpredictable cousin. They raise Thornslithers—those sonic-armored nightmare-cows—with a mix of reverence and brute command, treating them as both sacred steed and sweaty personal trainer. They respect the Babas’ shrinefire laws—barely—and only flex near holy flame if they've been properly anointed (or apologized profusely afterward).

Notable rites? Plenty. My personal favorite (from a safe distance) is the Trial by Burnt Barbell, a coming-of-age ceremony involving flaming weights inscribed with familial regrets. Participants are expected to lift until either enlightenment or dislocation occurs. Then there’s the Hundred-Mile Howl, where a lone warrior disappears into the wilds until they earn a new name or become a ghost worth remembering.

Their motto?
“Iron in blood. Fire in bones. Ghosts in every muscle.”
I’ve seen it tattooed on biceps, carved into mountainsides, and, once, muttered in sleep by a pack mule I’m fairly sure they blessed.



Thornslithers of Kalyna

Species Report: “If a Tractor Had Feelings and Spikes”

Recorded just after nearly stepping in a juvenile’s glue gland. Again.



Let us speak of the Thornslither—Kalyna Country’s favorite biological contradiction. Equal parts beast of burden, biological landmine, and living folk myth, these creatures are either the best thing to ever emerge from the Hodgepocalypse… or the punchline to a cosmic joke no one remembers telling.

Anatomically, a Thornslither looks like what happens when a centipede, a stegosaurus, and a bulldozer enter a very inappropriate relationship. They are armored from skull to spike, their tails could impale a ghost, and their heads are shaped like plowshares—presumably to till the land, destroy fences, or knock over researchers they don’t like (ask me how I know). Two drunken-antennae flop above their brow like confused radar dishes, twitching at stimuli that, near as I can tell, exist only in other dimensions.

Their coloration often mimics regional cattle—Holstein, Angus, even the occasional psychedelic 4-H project gone rogue. Whether this is camouflage, cosmic irony, or some deep-seated mockery of agrarian culture is anyone’s guess.

    “It mooed once. Just once. I haven’t slept since.” —Local herder

As for their origin? Absolutely not terrestrial. Possibly Dreamtime-adjacent. More likely, they crawled out of a pocket dimension that collapsed under the weight of poor planning and psychic rot. Wherever they’re from, they brought baggage. Sticky, screaming, stampeding baggage.

Their young are particularly treacherous: capable of excreting a hyper-adhesive substance affectionately known as “ranch glue.” It’s a blend of caulking gun, industrial solvent, and karmic punishment. I've seen it trap a grown ox, a hover-cart, and once, an entire wedding procession.

The elders, on the other hand, have developed what folklorists and traumatized militia recruits call the Thunder Roar. It’s less of a bellow and more of a full-body psychic detonation. Trees wilt. Comms short out. Your soul briefly forgets how to conjugate.

Behaviorally? They’re herd creatures, with intense emotional bonds to their group. Left alone, they become twitchy, unpredictable, and aggressively affectionate—much like my third assistant. But when herded properly, they leave behind perfectly tilled, nutrient-rich soil. By design or digestive accident, no one knows. Farmers love them. Fence manufacturers, less so.

Utilitarian uses abound:

    Their glue is used in everything from munitions to miracle adhesives to questionable folk medicine.

    Their hide is durable enough for vehicle plating and trauma-resistant outerwear.

    Their meat is technically edible. It smells like regret and tastes like burnt possibility.

Temperament-wise, they range from docile giants to feral nightmares, depending on social conditions, moon phase, and whether you’re wearing citrus-scented soap.

They’re often referred to as “Thunderslithers”—a nickname that, frankly, undersells the seismic chaos they leave behind. If you hear one coming, you are already late, unprepared, and probably standing in something you’ll regret.

Their most devoted caretakers? The New Cimmerians. To them, Thornslithers are more than livestock—they’re sacred sparring partners, walking sermons in muscle and menace. Training one is a rite of passage. Surviving that training? A minor miracle.

    “If you can raise a Thornslither,” the saying goes, “you can survive marriage. Or a god. Possibly both if you’re lucky.”

    (I am not lucky.)

Packenpocks Production LTD.

Excerpt from Stonesworth’s Lecture: “Corporeal Capitalism: Meat, Memory, and Marketing in the Hodgepocalypse”



In a world where gods die and roads forget their destinations, one brand has proven oddly immortal: Packenpocks.

Reanimated from the greasy ashes of a pre-Hodgepocalypse meat empire, Packenpocks Production LTD. is a carnivorous colossus—equal parts nostalgia bait and territorial syndicate. The modern iteration was revived by one of the more ambitious patriarchs of the Packenpock clan, who wasted no time in weaponizing legacy branding. With logos lovingly ripped from 20th-century ad campaigns and jingles scrubbed clean of decay, the company has clawed its way back into public consciousness through sheer omnipresence.

“Pick me up a Packenpocks!”
Still blares from psychic radio, scavenged billboards, and jury-rigged TV broadcasts—now in three languages and one subliminal chant.

Their flagship facility—the Central Meatworks of Mundare—is less slaughterhouse, more fortified cathedral of industry. Massive smoke stacks billow like incense, feeding the sky with the scent of ambition and sausage. Inside, automated slicers, meat drones, and ritual butchers work in tandem, churning out everything from smoked marrow links to “protein bricks” stamped with eldritch QR codes.

The company’s reach is vast. Herding routes, ranch enclaves, and blood-traced trade lines across Strathcan and Kalyna are either owned, influenced, or quietly crushed by Packenpocks’ corporate arm. If you eat meat in the Wastes, odds are it passed through a Packenpock blade first.

And while their executives claim to “honor tradition,” their methods are anything but quaint. Reports persist of vat-grown cattle with psionic dampeners, branding rituals that mark both animal and handler, and flavor enhancers harvested from spectral residue.

“You don’t just eat a Packenpock meal,” one field agent noted. “You participate in its myth.”

Species in Kaylna Country

While Humans dominate the region, it is a place of surprising degree of cultural points and interaction.

Beaver Folk



In the patchwork heartland of Kalyna Country, Beaver Folk are the stoic sentinels of the waterways—gruff, geared-up, and never far from a wrench or a warning sign. Their lodges, hidden in sloughs and lakeside hollows, are half-homestead, half-bunker, woven from scavenged timber and reinforced scrap. Though wary of outsiders, they’ve quietly shaped the region's resilience, trading tools with Dwarves, sharing barricades with Little Bears, and occasionally feuding with Harvesters over whose roots run deeper. When the call to protect the land or settle a score rings out, a Beaver Folk adventurer might emerge—armored to the teeth, piloting a rust-red off-roader, and ready to damn the river or the road in equal measure.

Cats



In Kalyna Country, Cats are more than pets—they’re omens, secret keepers, and supernatural freelancers. Often viewed with reverence and wariness in equal measure, Inspired Cats are seen as living relics of the world before the Revelations. When bonded to a family or a town, they’re fiercely loyal (in their aloof way), acting as both guardians and gossip mongers. Local Babas often treat them as sacred messengers, reading their tail twitches like portents. Some Cats travel alone, whispering truths in alleys, while others lounge in sunbeams atop psychic relics, pretending not to care. But when the Solstice comes and the barriers thin, every wise soul knows: if a Cat chooses your side, it’s a sign the Fates are watching.

Fate Fugitive



When someone dies in Kalyna Country, the sky mourns with fire. A falling star streaks overhead—sometimes a whisper of light, other times a screaming omen—and if brave souls reach the crater before the dreamwinds do, a miracle may unfold. The departed might return... changed. These reborn souls are called Fate Fugitives—ghosts in defiance, stitched from memory and possibility. Neither fully dead nor truly living, they are echoes who slipped fate’s leash, driven by second chances and the unfinished business of destiny. Born from dreamtime breaches and starlit ruptures, they walk the world as living contradictions—haunted, gifted, and terrifyingly free. Whether harbingers of change or anomalies to be corrected, Fate Fugitives stand as living proof: not even death can stop a story that isn’t done being told.

Gnomes



In Kalyna Country, Gnomes are the flickering candle behind every strange invention, roadside spell-vendor, or rigged-up chicken-coop radio tower. Known in local tales as Domovoi or “barn-spirits,” they’re whispered to fix broken tractors by moonlight, leave enchanted buttons under children’s pillows, or hex thieves with never-ending hiccups. These clever little fey blurs the line between folklore and commerce—some are mystic tinkerers making self-plucking pierogi machines, while others serve as bureaucratic enforcers with contracts longer than church sermons. Though they love secrets and side-hustles, Gnomes are loyal once bound by word, kin, or coin—and most rural families know better than to insult a Gnome’s mustache or question their unpaid tab at the pub.

Halflings



In Kalyna Country, Halflings are the joyful lifeblood that rolls through potholes and backroads alike. Traveling in tightly knit convoys or cozying into borrowed barns and repurposed diners, they act as storytellers, mechanics, and deliverers of laughter wherever they roam. Their convoys paint bright murals over rusted panels, trade food and songs at roadside stops, and keep old traditions alive with new names. Whether you need a smuggler who can charm border guards, a fearless courier who’ll race through a haunted interchange, or a friend who’ll offer half their stew, a Halfling won’t let you down. Resilient and radiant, they carry hope in glove compartments and family in their hearts.

Kamidavers



In Kalyna Country, Kamidavers have become unlikely folk heroes—undead stunt-performers turned freedom fighters who thrive amid the region’s magical chaos and roadside myth. Once feared as shock troops of the Necromantic Wars, they’ve reinvented themselves as vigilantes, showmen, and defenders of the weird. Whether backflipping off burning grain elevators to save villagers, racing across relic circuits, or guarding Baban shrines, Kamidavers have found a strange kind of acceptance in a land where being bizarre is a badge of honor. Though still haunted by their origins, they now chase glory not for war, but for wonder.  They also appear to be a bad habit as people that die in their presence often come back as fellow Kamidavers.

Little Bears



In Kalyna Country, Little Bears are beloved wanderers, diplomats, and oddball sages—walking the line between myth and mascot. With the build of plush toys and the hearts of golden-age community leaders, they serve as guardians of forgotten paths and cheerful medics on the long road. Their settlements—whether treehouse villages deep in the groves or retrofitted lodges atop ruined ski resorts—buzz with warmth, sweet smells, and off-key singing. While many stay close to their forest kin, plenty venture out as jam-traders, peacekeepers, or accidental prophets. They are often the first to show kindness and the last to abandon a friend. Even in a land of psychic mushrooms and diesel-fueled ghosts, a Little Bear with a scarf and a smile is a welcome sight.

Marlarkoids



Marlarkoids—those lanky, helium-bellied “aliens” with too many arms and too much enthusiasm—have made St. Paul their unofficial capital, drawn by the legendary UFO Landing Pad they believe marks their destined rescue point. Whether they truly hail from the stars or are just mutated eccentrics with delusions of cosmic grandeur is hotly debated. Still, nobody denies their big hearts, bigger eyes, and bizarre gadgets. In Kalyna Country, they serve as archivists of pop culture, curators of roadside oddities, and nervous optimists praying the next Solstice will finally bring a way home. Despite their awkward mingling habits and helium-voiced attempts at diplomacy, their strange insights and unpredictable powers make them beloved (if oddball) neighbors, especially to the Feylin, Halflings, and any town weird enough to accept them.

Stumpies



Stumpies are grumbling wooden workhorses whose roots in Kalyna Country go deeper than most trees. With bark like armor and conspiracy theories thicker than their canopies, they inhabit the wild edges of cranberry bogs, abandoned logging camps, and overgrown rail lines. Though the origin of their kind is wrapped in bark-shrouded mystery—some blame the Harvesters, others whisper of a forgotten war—they focus less on history and more on hauling lumber, fixing fences, and muttering about rapture storms and suspicious ducks. In a land rebuilt by stubborn hands, Stumpies find both purpose and paranoia. Adventuring Stumpies often take up the axe or hammer not out of hope, but because sitting still gives them more time to think.             

Trollitariot



In the ruins and rebirths of Kalyna Country and in Vilna in particular, Trollitariot find a strange kind of peace through relentless labor. These gruff, wiry-limbed fey are the first to build a bridge, fix a grain mill, or reinforce a bunker—whether it needs it or not. To the locals, a Trollitariot worksite sounds like swearing, hammering, and philosophy all mixed. They form roving road crews, mushroom-patch masons, and ad-hoc unions in mushroom towns and Baba-blessed ruins alike. Some even shadow the Industrial Baba as her grumbling protectors, drawn to her sense of purpose. In Kalyna Country, Trollitariot aren’t just laborers—they're the muttering backbone of reconstruction, rebellion, and overbuilt roadside shrines.

#drevrpg #hodgepocalypse #canada #alberta #dungeonsanddragons #dnd5e #apocalypse #ukraine

Monday, July 21, 2025

Strathcan Militia - Part 2 - Strathcan Militia Field Operatives

 

Overview

Field operatives in the Strathcan Militia represent the disciplined edge of civilization in a world gone wild. In a setting where magic is chaotic, the Militia places its faith in precision, preparation, and psychic warfare. While arcane power has its uses, it's the repeatable, regimented application of psychic and martial skill that forms the foundation of Strathcan military doctrine.

Operatives are selected for their adaptability, grit, and ability to execute high-risk missions with minimal backup. Whether navigating red zones, performing surgical strikes, or holding the line during psychic incursions, these soldiers blend traditional Canadian martial values with the cutting-edge protocols of post-apocalyptic warfare.

Writer’s Note:  The following are mainly included to make it easier to build a character with a Strathcan Militia backstory.

Core Class: Adventurer

The Adventurer serves as the militia’s all-purpose asset: scout, infiltrator, sapper, survivalist, and combat specialist. These operatives thrive in chaotic terrain, where the chain of command might be broken and the only backup is two sectors out. Militia Adventurers often lead recon teams, sabotage missions, and black-ops incursions—whatever the mission, they get it done.

Adventurer Paths

Prowler – Stealth Specialist / Infiltrator



Codename Format: Shadow-[Name], Ghost-[Callsign]
Role: Black ops, infiltration, target elimination

Summary:
Prowlers are the invisible hand of the Strathcan Militia. Masters of silent movement and sabotage, they specialize in bypassing wards and sensors to eliminate threats before alarms are tripped. When the mission calls for discretion, deniability, and precision, Prowlers are deployed.

Common Loadout:
Silenced SMG, collapsible blade, sensor jammer, grappling rig
Allies: Mentalists (for psi-shielding), Commanders (for op planning)

Scout – Wilderness Specialist / Recon Ranger



Codename Format: Pathfinder, Trail, Longpaw
Role: Long-range recon, survival ops, anomaly tracking

Summary:
Scouts are ghost-quiet rangers trained to survive and navigate the wildest zones. Whether charting magical fractures or stalking psychic anomalies, Scouts are the Militia’s eyes beyond the map.

Common Loadout:
Scoped lever-action rifle, survival gear, occult compass
Allies: Garterfolk, Little Bears, Wild-born Humans

Scrap Foot – Vehicle Expert / Convoy Escort



Codename Format: Torque, Skidmark, Crash Saint
Role: Driver, outrider, high-speed logistics

Summary:
Scrap Foots handle everything with wheels, tracks, or thrusters. Whether blazing extraction under fire or escorting critical supplies through mutant-infested corridors, they are the Militia's motorized vanguard.

Common Loadout:
Custom hoverbike or Striker LAV, sawed-off repeater, road rig
Traits: High DEX, mid CHA, low patience
Allies: Brutes (muscle), Deadeyes (gunners), Rockers (morale ops)

Troubleshooter – Field Engineer / Demolitions Expert



Codename Format: Wrench, Static, Boomstick
Role: Tech support, bomb disposal, field improvisation

Summary:
Troubleshooters are the answer to both mechanical and mystical hazards. From disarming cursed mines to jerry-rigging psychic dampeners, they’re indispensable when things go sideways.

Common Loadout:
Tool harness, handheld plasma torch, remote charges
Allies: Gnomes, Beaverfolk, Dwarves, Faustian Mechanics

Core Class: Combatant

Where the Adventurer operates with flexibility, the Combatant thrives on force. Strathcan Combatants serve as field leaders, frontline warriors, and morale pillars. They are disciplined, decisive, and trained to function under immense psychic and physical pressure.

Combatant Path: Commander – Tactical Officer / Squad Leader



Codename Format: Boss-[Name], Quarter-[Name], The [Moniker] (e.g., The Anvil)
Role: Team leadership, tactical coordination, morale control

Summary:
Commanders hold the line and forge order from chaos. From frontline engagements to riftstorm patrols, they rally squads and ensure that missions succeed—even when the odds say otherwise.

Key Duties:

  • Order Implementation: Boost allies or interrupt enemies
  • Tactical Planning: Optimize terrain, resources, and actions
  • Morale Stabilization: Resist dissonance and horror effects

Common Loadout:
Smart helmet, repeating pistol, HUD projector, stun baton
Variants:

  • Tactician: Focused on positioning and suppression
  • Inspiring: Boosts morale and resists fear
  • Logistics: Enhances supply and support management

Allies: Mentalists, Troubleshooters, Deadeyes, Brutes

Deadeye – Longshot Marksman / Threat Neutralizer



Codename Format: Coldshot, Longview, Quiet Jack
Role: Sniper, overwatch, anti-mage support

Summary:
Deadeyes carry the weight of Old Canada's long-range legends. With a single shot, they neutralize monsters, mages, and chaos. Paired with Prowlers or Scouts, they alter battles before they begin.

Field Duties:

  • Precision kills on anomalies or leaders
  • Zone denial across redzones
  • Counter-psionic sniping

Loadout:
Ghostline rifle or railgun, breath mask, ballistics journal, null rounds

Cultural Note:
Deadeyes are quietly revered—memorial walls list their kills, and recruits study sniper saints like Francis Pegahmagabow and Rob Furlong.

Sample Call Signs:
Icehole, Maple Fang, Echo Dancer, Rook

Core Class: Psychic

Magic is messy. Psychics, however, can be trained, standardized, and deployed. That’s why Strathcan invests heavily in psychic warfare units.

Mentalist – Psi-Core Support / Telepathic Overwatch



Codename Format: Gray-[Name], Mind-[Callsign]
Role: Psychic relay, threat detection, anti-anomaly support

Summary:
Mentalists are the Militia’s invisible comms, early warning systems, and anomaly spotters. In zones riddled with psychic distortion, they're often the only line between stability and madness.

Capabilities:

  • Read surface thoughts
  • Shield allies from confusion/fear
  • Disrupt enemy psychic powers
  • Relay orders telepathically
  • Form psychic links with other Mentalists

Gear:
Neural wraps, psionic focus, “quiet helm,” sparkstick

Special Protocol:
All Mentalists undergo weekly screenings for possession, emotional bleed, or rogue thoughtforms.

Psi-Warrior – Psychic Vanguard / Squad Anchor



Codename Format: Mindguard, Psi-Lock, Bastion Blue
Role: Psionic shield, frontline anchor, anomaly suppressor

Summary:
Psi-Warriors are mind-forged bunkers. Immune to panic, resistant to magic, and trained to walk through psychic fire, they keep squads grounded amid mental warfare.

Key Roles:

  • Shield against psionic intrusion
  • Break psychic zones
  • Anchor squads under mental duress
  • Guard command units

Loadout:
Shock weapon, amplifier harness, “Grey Wall” manual, riot-style shield

Deployment:

  • Fireteams: Psychic tank
  • Squads: Morale/mental integrity officer
  • Strike Teams: Leads Mentalist-augmented breach ops

 

Class / Path

Recommended Species

Adventurer - Prowler

Garterfolk, Little Bears, Humans, Gnomes

Adventurer - Troubleshooter

Beaverfolk, Dwarves, Gnomes, MLFs

Adventurer - Scout

Garterfolk, Little Bears, Humans, Ungo

Adventurer - Scrap Foot

Beaverfolk, Haraak, MLFs, Gnomes

Combatant - Commander

Humans, Dwarves, Haraak, Gnomes

Combatant - Deadeye

Humans, MLFs, Garterfolk, Ungo, Dwarves

Psy-Core - Mentalist

Humans, Little Bears, Gnomes, Garterfolk

Psy-Core - Psi-Warrior

Haraak, Ungo, MLFs, Humans

 

Equipment

Weapons

C-79 “Crux” Rifle



Type: Assault Rifle (Martial Ranged)
Description:
The Crux is the Strathcan Militia's modern standard-issue rifle. It is modeled after the old-world C7/C8 design but modified with post-Hodgepocalypse upgrades. Its lightweight polymer casing, rune-bonded firing core, and optional optic suite make it a reliable mainstay for infantry units. It balances versatility with deadly precision and can fire semi-automatic and controlled burst fire.

Use:
Standard frontline weapon, used by infantry, support squads, and watch post units. Often, the first weapon recruits train on.

Hawk Mk.1 Knife



Type: Combat Knife
Description:
More than a simple blade, the Hawk Mk.1 is a field multipurpose knife used for cutting, digging, fighting, and enchanting. Its curved edge, weighted handle, and steel-forged spine make it a brutal close-quarters option. With proper rites or applied rune kits, it can channel minor arcane energy for precise strikes.

Use:
Carried by nearly every infantry unit. G.A.H.A.S. units and arc-tech engineers often use them to carve field sigils or inscribe battle glyphs.

“Kestral” Shotpike



Type: Shotgun-Spear Hybrid (Martial Melee/Ranged)
Description:
The Kestral is an ingenious blend of pump-action shotgun and bayonet spear, a field-engineered solution for brutal close-quarters combat. Engineers and breachers swear by its versatility—it can easily punch holes in walls or enemies. Reinforced barrel grooves allow it to be used as a melee weapon without damaging the action.

Use:
Favored by field engineers, tunnel fighters, and melee-capable infantry. Often issued to units expecting ambushes or boarding actions.

M3 “Badger” Revolver



Type: Heavy Pistol
Description:
The M3 “Badger” is a six-round heavy revolver chambered for old-world stopping power. Designed with simplicity and field repair in mind, it's a favorite among officers and veterans who value reliability over volume. It features an oversized cylinder, ergonomic grips, and a recoil-dampening frame, making it the weapon that stays long past standard issue with its wielder.

Use:
Sidearm of choice for Strathcan officers, forward scouts, and duelists. Often used as a last-resort equalizer or ceremonial sidearm.

 

MP5 “Canid” SMG



Type: Submachine Gun (Martial Ranged)
Description:
The Canid is a compact, fast-cycling submachine gun designed for tight corridors, urban skirmishes, and vehicle crews. It is based loosely on the MP5 family and features lightweight casing, simplified maintenance protocols, and a burst limiter toggle. Though it lacks stopping power at range, it excels at suppressive fire and sudden strikes.

Use:
Commonly issued to medics, vehicle crews, and base security teams. Its small size makes it ideal for dense environments or quick response forces.

 

R93 Repeater



Type: Lever-Action Rifle (Simple Ranged)
Description:
The R93 is a durable lever-action rifle that's stood the test of time—and several apocalypses. Often salvaged from rural caches or handed down through militia families, it’s favored by scouts and survivalists. While it lacks automatic fire, its sturdy construction and surprising range make it ideal for patrols in uneven terrain.

Use:
Used in recon units, wilderness patrols, and by sharpshooters who value simplicity and silence. Sometimes modified with suppressors or wood-burned kill tallies.

 

Railgun Slab Carbine



Type: Prototype Electromagnet Rifle (Advanced Unit)
Description:
Built from salvaged mag-rail cores and wrapped in insulation, the Slab Carbine channels devastating electromagnetic force through dense metal slugs. Each shot creates a thunderclap and leaves a plasma-smoked trail. Deployed only among advanced G.A.H.A.S. squads or elite strike forces, it is as dangerous to its target as it is to wield improperly.

Use:
Used by elite troopers and testbed units for breach, suppression, or anti-tech missions. Cannot be mass-produced; each unit is custom-built.

 

Sparkstick Baton



Type: Electrified Club
Description:
The Sparkstick is a collapsible baton modified with low-energy arc coils, designed for crowd control and nonlethal takedowns—with a twist. At the flick of a thumb switch, it emits a crackling charge that delivers a burst of thunder damage. Originally developed for psyops operatives, it's now seen widespread adoption in riot teams and escort patrols.

Use:
Standard issue for MPs, medics in hostile zones, and any unit expected to subdue without lethal force and also rumored to disrupt low-level psychic effects.

 

Standard Armor

GAHAS Skinweave Suit



Type: Natural/Unarmored
AC: 13 + Con
Description:
The Skinweave Suit is grown—not manufactured—for Bastion-Class and other GAHAS units. Bio-enhanced fibers blend into the user’s skin, forming a dermal lattice that enhances survivability without restricting movement. While it offers no layering over external armor, it allows shield use and operates like living tissue.

Use:
Exclusive to GAHAS supersoldiers. Not compatible with other armor but often used in conjunction with defensive shields or exo-grafts.

 

Modular Composite Vest (MCV)



Type: Light Armor
AC: 13 + Dex
Description:
The Modular Composite Vest is the most commonly issued armor across the Strathcan Militia. It features ceramic insert plates layered with rune-bonded mesh and soft armor weave. Lightweight yet durable, the MCV strikes a balance between mobility and survivability, featuring modular pouches, mag-lock harnesses, and space for tech upgrades.

Use:
Worn by regular infantry, engineers, and specialists who require flexibility and protection. Compatible with personal radio harnesses and environmental gear.

 

Reactive Shell Harness (RSH)



Type: Medium Armor
AC: 15 + Dex (max 2)
Description:
Engineered for heavy infantry and officers, the Reactive Shell Harness uses a gel-packed internal lining to absorb concussive force and reduce trauma. The thick plating is heavier than standard vests, but integrates bracing harnesses and kinetic dampeners—essential for those on the front lines of firestorms and psychic shockwaves.

Use:
Standard for assault squads, front-line command, and GAHAS troopers in direct combat roles. Worn with reinforced helmets and nerve-dampening gloves.

 

Patchwork Raider Rig



Type: Light Armor
AC: 12 + Dex
Description:
No two Raider Rigs are exactly the same. Assembled from scavenged plating, broken vests, and salvaged riot gear, these rigs represent both necessity and personality. Often adorned with tokens, charms, and personal symbols, they’re common among militia auxiliaries, irregulars, or units operating without formal supply chains.

Use:
Favored by scouts, irregular troops, and militia-trained civilians. Often upgraded with field charms, scrap armor plating, or minor magical symbols.

 

Strathcan Militia Vehicle Roster

“If it’s got wheels and armor, we’ll drive it ‘til it explodes—and then mount the engine on something else.”
– Chief Mechanist Blondlot “Euclidia”

Cougar 6x6



  • Origin: Canadian MRAP vehicle modified for command use.
  • Purpose: Armored coordination platform for psy-ops, strategy, and leadership roles.
  • Use: Rolling HQ equipped with map tables, encrypted comms, and hardened sensors. Ideal centerpiece for military leaders.

Deuce & a Half



  • Origin: Classic military 2.5-ton trucks.
  • Purpose: Salvage transport, convoy duty, and cultural relic.
  • Use: Still rolling after decades. Often operated by veteran crews or nostalgic units. Great for cinematic escapes and underdog missions.

Grizzly IFV



  • Origin: Heavily armed infantry fighting vehicle from pre-Hodgepocalypse stock.
  • Purpose: Heavy troop support and battlefield dominance.
  • Use: When factions need to make a statement—or end a standoff with overwhelming force. Often used as a boss-fight centerpiece or siege breaker.

M113 APC



  • Origin: Pre-Hodgepocalypse armored personnel carriers.
  • Purpose: Troop protection and fortified movement.
  • Use: Known for durability and ease of maintenance. Often retrofitted as mobile labs, sanctuaries, or zombie-proof bunkers.

Mosquito Gunpod



Nickname: “One pilot, two rockets, three prayers.”

  • Origin: Stripped-down medivac drones or gyrocopters with reinforced cockpits.
  • Purpose: Hit-and-run air raids, psychological intimidation, and light aerial suppression.
  • Use: Buzzes low over enemy lines to disrupt formations and morale.
  • Visual: Compact airframe with rocket pods, oil-slick smoke trails, and red lightning decals. Pilots wear full-body wraps and welding goggles.
  • Armament: Twin rocket tubes and a foot-pedal-controlled swivel auto-gun.

Mule



Nickname: “Carry all, survive most.”

  • Origin: 6-wheeled utility vehicle with rugged off-road capability.
  • Purpose: Versatile logistics hauler used in salvage runs, med-evac operations, and resupply missions.
  • Use: A go-to for rough terrain and dangerous zones. Outfitted with radiation shielding, winch arms, and Faraday cage wiring.

 Railwagon



Nickname: “The Ironrunner”

  • Origin: Repurposed train engines armored into mobile fortresses.
  • Purpose: Heavy fire support and supply transport in areas with intact rail infrastructure.
  • Use: Deployed in Moose Jaw and Prairie Atlantis. Armed with mounted howitzers and drone launchers for mobile artillery coverage.

Skycrier Drone



Nickname: “The voice of authority in the clouds.”

  • Origin: Converted news/weather drones repurposed for battlefield psy-ops.
  • Purpose: Psychological warfare, disinformation, and sonic disruption.
  • Use: Deployed to project false commands, unsettling sounds, or military orders across enemy lines.
  • Visual: Paraboloid frame with glowing sensor eye, four rotors, and a voice emitter that crackles with distorted commands.
  • Abilities: Forces Wisdom saves vs fear/confusion; used to fake troop movement or simulate artillery barrages.

Striker-Class LAV (Light Armored Vehicle)



Nickname: “The Backbone”

  • Origin: Based on pre-Hodgepocalypse Canadian LAV III and LAV 6.0 designs.
  • Purpose: Troop transport, mobile fire support, and battlefield command relay.
  • Use: Standard deployment vehicle for Strathcan forces. Flexible enough for direct assaults, convoy defense, or command operations.
  • Variants:
    • Striker-Alpha: Basic APC with reinforced plating and roof hatch.
    • Striker-Bruiser: Modular turret mount (HMG or auto-cannon).
    • Striker-Chariot: Command and signal relay variant with deployable comms mast.
    • Striker-Wraith: Rare stealth version with noise-dampening foam and light-bending plating.

Triage Roller



  • Origin: Converted ambulances or food trucks retrofitted for warzone medicine.
  • Purpose: Frontline medical stabilization and trauma response.
  • Use: Moves with battle groups to recover wounded. Outfitted with bunks, blood storage, surgical kits, and trauma lights.

Wren-Class Skywagon



s

Nickname: “A pickup with wings and too much duct tape.”

  • Origin: Salvaged cargo choppers and tiltrotors retrofitted with scavenged engines.
  • Purpose: Quick-response aerial deployment and emergency evacuation.
  • Use: Delivers troops or medics into danger zones, then performs vertical extraction. Often escorted by Mosquito or Strathkite units.
  • Visual: Rust-patched belly, cloth-reinforced rotors, open side cabins with harnesses, and eclectic interior shrines or medical gear.
  • Features: Dual side doors, two light door guns, and netted storage for crates.

Strathcan Militia: Western Field s & Recruitment Zones

Each location is part of a field , with a designated command post, specific threats, and a favored recruitment doctrine. These s often blend military operations with cultural integration, serving as the cradle for recruits into the Militia.

High Command – Ed-Town



Codename: The Bannerhold
Recruitment Style: National service, elite academy induction, and legacy postings

Overview:
Ed-Town serves as the de facto capital of the Strathcan Militia, a command nexus where psychic warfare doctrine, military culture, and strategic decisions coalesce. It is home to the Sanctum Castellum, a fortress-like institution built atop a government ruin known for black-site experiments, now repurposed into a psionic academy. Recruits hail from prestigious bloodlines, rigorous academy trials, or are chosen by aptitude lotteries, then undergo physical and mental crucibles to earn their place. There is a rumor that Strathcan Elite officers often undergo the Oath of Iron and Flame, becoming part of the collective psychic gestalt that guides the Militia's core, but this is currently unfounded.

Plot Hook (Communication):
A rogue mindprint—an unstable psychic echo of a former commander—has begun broadcasting corrupted protocols into secure channels. The party must trace the signal, contain the threat, and determine whether it’s sabotage, legacy memory drift, or something far stranger.

 Fringe Delta – Prairie Atlantis



Codename: The Drowned Bastion
Recruitment Style: Invitation-only deployment, honor-bound initiations, field commendations, and relic-based rank promotions

Overview:

The Drowned Bastion rises like a crowned relic from the submerged bones of Calgary—an armored monastery-stronghold gifted to the Strathcan Militia by the surviving arcane guilds of Prairie Atlantis. In exchange for continued containment of the Terrorsaur Containment Zone (TCZ)—a volatile rift to the Hallowed Earth—they were granted permission to establish a permanent chapter here: the Iron Current Regiment.

This isn't a simple garrison. The Order views the TCZ as a divine proving ground, where monsters of the past return to test the strength of the present. Every terrorsaur killed earns the slayer a mark. Every captured relic is enshrined. Each knight-militant carries a sigil blade encoded with psychic telemetry and engraved kill-records. Promotions are awarded not by paperwork, but by recovered bones, roarshock survivals, and booming resonance chants.

Despite this, the Order's success in stabilizing the TCZ is undeniable. The shock towers, tide-gates, and deep-rigged monitoring crèches have drastically reduced terrorsaur incursions into the flooded districts.

But with each moon, the roar from the depths changes tone… and the halls grow restless.

Plot Hook (Communication):

The Chamber of the Resonant Fang detects a new harmonic pattern beneath the TCZ. It matches the screamprint of a long-dead beast—one supposedly entombed beneath the city’s old science center. The Order dispatches a knight-candidate team (the PCs) to confirm the anomaly… but the signal originates from beneath hostile cult territory, where a rogue faction has built a sonar shrine that might be resurrecting extinct nightmares for reasons unknown.

 Westgate Command



Codename: The Harvest Line
Recruitment Style: Community loyalty; "Young Rangers" civic militia program
 

Overview:
Located between Edson and Hinton,  Westgate is a balance point between civilization and elemental chaos. The Militia’s joint command here rotates leadership each Harvest Days festival, where locals participate in the Harvest Games—an event that now doubles as a recruitment trial. With tensions between coal-burning and wood-burning communities simmering, and elemental incursions from the old mines growing more frequent, peacekeeper units must navigate diplomacy, ecology, and insurgency.

Plot Hook (Communication):
A Harvest Days official goes missing during the Games. The party must escort a new delegation, uncover sabotage, and discover the real reason the coal reserves are humming with forbidden energy.

 LatNorth Command



Codename: The Slick Frontier
Recruitment Style: Hazard bonus conscription and oil-for-gear enlistment deals
 

Overview:
Fort Mac is an unforgiving resource zone at the northern edge of Strathcan territory. Those brave—or desperate—enough to sign on here face the threat of sentient sludge oozes, illegal oil guilds, and bizarre psychic effects from the crystal forests.  LatNorth offers high-risk, high-reward assignments, often granting gear, land rights, or combat bonuses for survival. Oozewranglers and psychic hazmat teams are common here, hardened by constant exposure to environmental trauma.

Plot Hook (Communication):
A data packet from a lost ooze-wrangling crew contains frantic logs describing a speaking ooze that remembers past lives. The Militia sends the party to determine if it's a threat, an anomaly, or a breakthrough.

 Fort Vermin Quarantine Zone



Codename: The Bugland Expanse
Recruitment Style: Psi-vetted volunteers, punishment detail candidates, or grief-sworn operatives (those who've lost kin to the Swarm)
 

Overview:

Deep in the northern hinterlands of former Alberta, where the land has been twisted into a hyper-colored, pheromone-choked bog, the Strathcan Militia maintains a tenuous foothold: Fort Vermin. This outpost, once a routine monitoring relay, now serves as the front line against the spread of the Void Covenant. This caste-based, dimension-hopping insectoid empire terraforms entire biomes into surreal, hive-like structures.

Here, the war isn’t fought with conventional tactics. The Void speaks not in sound, but in chemical pheromonal pulses that command, control, and corrupt. Entire battalions have vanished without a shot fired. Those who return speak of scent-driven madness, resonant towers that hum inside the skull, and dragonfly gunships that move like dancers before melting minds and flesh alike.

To even be assigned to LatDeep Command, one must undergo psychic screening. Many are punished here. Others volunteer out of debt, trauma, or fascination. All are changed.

Fort Vermin operates under a doctrine of:

  • Watch and Withstand: Strike missions are rare; most efforts are containment and recon.
  • Data Pilgrimage: All expeditions must wear record-crystals that capture emotional, psychic, and chemical telemetry. These are stored in the Vault of Residual Thought.
  • Burn Before Breach: Protocols dictate firebombing of all outposts if scent-signals of a swarm surge are detected.

A strange religious subculture has formed within the ranks here. Some believe the Void Covenant is not a threat but a test of purity, and seek communion through controlled exposure. The Militia tolerates these mystics—for now.

Plot Hook (Communication):

A long-range Militia watch drone transmits haunting footage: a Gunship Dragonfly, long presumed lost, walking on two legs—with a human gait—across the fungal canopy. Its movement suggests consciousness, maybe even mimicry. The squad sent to investigate never returned.

Now the PCs are tasked with:

  • Recovering the memory crystals of the lost squad,
  • Identifying whether the biomechanical hybrid is rogue, evolved, or infiltrated,
  • And determining whether the Void is adapting… or already inside.

Northwatch Command



Codename: The Veil Line
Recruitment Style: Intelligence-driven infiltration or defectors from Cybercult
 

Overview:
Operating in Grande Prairie and Sexsmith, Northwatch is the frontline in the war against cybercult infiltration. Though GP is not under Militia jurisdiction, sleeper cells coordinate resistance from Sexsmith and beyond. Agents are selected for deep-cover skills, often defectors or trauma-screened operatives. Code Prophets and rogue AIs are common enemies, with ALGORITHMUS being the most infamous—an evolving digital god trying to "reform" the world.

Plot Hook (Communication):
The rogue radio station in Sexsmith broadcasts a cipher the Militia can't crack—possibly a warning or a summoning. The party must secure the station and uncover who’s really behind the signal.

 Ironroot Command



Codename: The Forge Line
Recruitment Style: Veteran smiths, dwarven iron-priests, elite human defenders sworn to the Oath of Flame
 

Overview:

Guildon Bastion, deep within the peaks near Golden, stands as the last line of steel and fire before the unstable fey-touched volcanic realms known as the Ashward Reach. It is both a foundry of weapons and a fortress of the spirit, held by the Ironroot Militia, a hybrid order of Strathcan veterans, dwarven forge-mystics, and chosen oathbound defenders.

This is not a casual post—those who serve here are called by flame and duty. Weapons crafted within the Forge Line are more than steel—they are baptized in molten soul-slurry, anointed with runes of binding, and often linked to their wielder’s will. Every warrior is required to forge their own blade or gauntlet as part of their induction. Those who fail the ritual return home in silence.

Their primary threat is the Way of the Ash, a growing cult centered around a being known as the Ashen King, who sends dreams of madness, self-immolation, and volcanic worship to would-be converts. These fire-warped elves and dream-broken humans wield lava-slick sorcery, ash-borne diseases, and uncontrolled flame elementals.

To the Ironroot, fire is sacred, but must be bound. Their greatest fear is flame without purpose—the hallmark of the Ashen King.

Plot Hook (Communication):

The Grand Crucible—Guildon’s central forge—begins to hum with harmonic tones during a full moon. A newly captured Ash Elf defector, still half-lost in dream-speech, whispers that the tone is a summoning—a “calling home” from the Ashen King.

The Militia dispatches a trusted team (the PCs) to:

  • Decipher the forge-tones without triggering a runaway ignition,
  • Determine if the Ash Elf can be rehabilitated, or if their madness is contagious,
  • Or—if the harmonic is a dreamgate signal, seal the breach before a firestorm army marches through the forge itself.

 Battleford Command



Codename: Twinwatch Divide
Recruitment Style: Civic volunteerism, trade defense pacts, Beaverfolk apprenticeship exchanges
 

Overview:
The Battlefords straddle the North Saskatchewan River, serving as a crossroads between civilization and chaos. West Battleford acts as a militia-friendly trade outpost, while East Battleford—home to the proud Beaverfolk—is a fortress of log walls, mechanical sluices, and guarded canals. Tensions simmer over an underwater ruin believed to house lost tech. Still, both sides recognize the necessity of cooperation in the face of external threats from Genefield to the east.

Plot Hook (Communication):
An encrypted transmission is intercepted coming from beneath the riverbed, possibly from an awakened machine intelligence. The party is dispatched to determine its origin and mediate before either Battleford claims it unilaterally.

Crossroad Command Lloyd



Codename: The Pulse Fringe
Recruitment Style: Voluntary enlistment from the arts community, rhythmic aptitude screening
 

Overview:
Lloyd, a once-divided town on the old Alberta–Saskatchewan border, now thrives as a vibrant cultural experiment under the self-proclaimed “New Utopia” of Tall Yana and the Wannabees. Music, light, and raw emotion shape both politics and psychic resonance here. The Militia operates through soft influence, respecting the unique power of Lloyd’s social structure but wary of rogue frequencies capable of destabilizing more than just morale.

Plot Hook (Communication):
Tall Yana sends a rhythmic distress call encoded in music. Something is hijacking Lloyd’s beat-streams, and only an outsider immune to the city’s tempo can trace it.

Keystone Command



Codename: The Buried Nexus
Recruitment Style: Academic enlistment, fey-guided internships, relic excavator contracts
 

Overview:
Flin Flon has become a mythic technomagical archive carved into old mine shafts and ancient machinery. Now ruled by the eccentric Professor Flintabbaty Flonatin, the settlement draws fey, scholars, and treasure hunters from across the land. Whether Flonatin is a resurrected historical figure or a story made manifest, his command of buried technology cannot be denied. The Militia sends observers but avoids provocation.

Plot Hook (Communication):
A prototype relic activates and begins broadcasting coordinates in a long-dead language. Professor Flonatin invites a neutral third party to mediate access rights before factions tear the vault apart.

Cameron Falls Haven



Codename: The Steam Rest
Recruitment Style: Pilgrim sponsorship, healer-veteran exchanges, hospitality rotations
 

Overview:
Nestled near the falls, Cameron Haven serves as a neutral retreat for diplomats, veterans, and weary travelers. Protected by ritual oaths and geothermal blessings, it’s considered neutral ground. The Militia rotates peacekeeping agents through short tours here to recharge, negotiate, or recover. However, its peace often masks high-stakes diplomacy beneath the surface.

Plot Hook (Communication):
An envoy from a hostile faction collapses upon arrival, claiming betrayal. The party must unravel the truth before the Haven’s neutrality is shattered.

Fort Providence



Codename: The River Gate
Recruitment Style: Lineage oaths, toll guardianship, crisis drafting
Image Prompt: Fortress-town hugging a wide river, watchtowers on both shores, barge checkpoints, glowing runes on riverstones, heavy gates operated by winding mills and prayer wheels

Overview:
Fort Providence, known as The Crossing, holds strategic control over the major riverways between the north and south. Its defenses are legendary, blending old-world engineering and modern rune technology. It is a stronghold against Void incursions and rogue cults trying to reach the Arctic circuits. Despite their isolation, their defenders possess high morale and deeply rooted traditions.

Plot Hook (Communication):
A supply barge under Militia escort is missing. A single rune buoy drifts back downstream, pulsing an encoded request for sanctuary. The party must uncover what got through the Gate.

Fort Simpson



Codename: Sanctuary Point
Recruitment Style: Refugee integration, survivalist conscription, oath of renewal
 

Overview:
Located where two great rivers meet, Fort Simpson has become Sanctuary Point—a refuge for the displaced and desperate. Under Militia protection, it blends humanitarian aid with strategic defense. Psychic wardens and field medics are familiar here, enforcing security without undermining the town’s mission. Many recruits come from those who have been granted shelter, repaying it with their service.

Plot Hook (Communication):
A refugee child begins drawing maps of places they’ve never seen—marked with symbols of an ancient Militia order. The party must determine whether it’s prophecy, memory echo, or manipulation.

 

Strathcan Militia Base Template



This template outlines the standard organizational, infrastructural, and cultural elements of a Strathcan Militia Base, extrapolated from the Garrison of Gore model. It is designed for gamemasters to create consistent, flexible military bases across the Hodgepocalypse setting.

I. BASE STRUCTURE OVERVIEW

Purpose: Strathcan militia bases serve as multi-role defensive, logistical, and operational hubs. They support patrols, local civilian protection, supply lines, and region-specific operations.


Size Categories:

  • Outpost (5–10 staff) – remote, tactical
  • Standard Garrison (30–50 staff) – local operations HQ
  • Command Base (100+ staff) – strategic hub, regional oversight

Base Perimeter:

  • 12-foot wooden picket and concertina wire fence
  • Sentry Towers (usually 2) with 360° visibility
  • Checkpoint/Bunker Gate with barricades and auto-monitoring

II. COMMAND HIERARCHY & STAFFING



Typical Chain of Command:

  • Commander (Brigadier/Major) – Strategic oversight
  • Executive Officer (Major/Lt.) – Daily operations
  • Field Operations Officer – Assignments, deployments
  • Engineering Officer – Repairs, fieldwork, resource adaptation
  • Medical Officer – Health & emergencies
  • Morale Officer/Counselor – Mental health and mediation

Support Roles:

  • Logistics & Supply Clerks
  • Scouts and Recon Teams
  • Sentry Gunners/Snipers
  • Maintenance and Sanitation

III. STANDARDIZED LOCATIONS



1. Headquarters (Command Bunker): Center for radio transmissions, strategic meetings, and dispatch. Reinforced structure.

2. Barracks (Junior and Senior Ranks): Separated housing. Junior ranks often share open quarters. Senior officers have small private rooms.

3. Recreation Hall: Includes games, old electronics, darts/pool, and morale posters. Optional: secret files/blackmail material hidden here.

4. Assignment Office: Liaison point with adventurers and outside help. Handles bounties, contracts, and debriefs.

5. Engineering Services: Workshop area for improvised weapons, field tools, and makeshift vehicle repairs.

6. Medical Bay: Operates as triage and quarantine. Includes recovery rooms and controlled meds stockpile.

7. Vehicle Hangar: Houses Strikers (APCs), converted pickups, and fuel stores. Usually guarded 24/7.

8. Watch Towers: Two towers minimum. Contain sniping gear, launchers, radios, and emergency descent poles.

9. Field Training Zone (Drills Yard): Open cemented courtyard for demonstrations, drills, and emergency mustering.

10. Diner/Mess Facility: Combines chow hall with public interaction space. Optional: used as neutral ground or hidden info source.

11. Resource Depot (Gull Yard): Garbage/recycling dump; often doubled as fertilizer or explosive prep site. May attract scavenger creatures.

12. Post Office / Communications Hub: Processes internal/external mail. May house informants or encrypted messages.

Optional Facilities:

  • Golf Minefield (training course/dead zone)
  • Psychic Evaluation Center (for psionic units or threats)
  • Prison Block (for internal discipline and POWs)

IV. TACTICAL & CULTURAL DOCTRINES



Core Philosophies:

  • Improvisation over Perfection: Build, adapt, overcome.
  • Sniper Efficiency: One bullet can change a war.
  • Jury-Rigging as Culture: If it’s broken, fix it. If it can’t be fixed, weaponize it.
  • Professional Manners: Clean speech, upright bearing – even under fire.

Training Techniques:

  • Live ammo drills (controversial but effective)
  • Hazing through simulated danger zones (e.g., minefields)
  • Tinkering competitions for engineering teams
  • Moral resilience exercises via counselors

Common Personnel Traits:

  • Each staff member has a code name and informal "jingle"
  • Heavy use of GAHAS (genetically engineered) soldiers, usually Half-Orcs
  • Recognition of psychological and physical strain in long-term deployments

V. BASE SEEDING TOOLKIT (ROLL TABLE)



D20: Key Feature or Oddity

  1. Explosive training gone wrong
  2. Missing scout with ominous clues
  3. Haunted or corrupted item in depot
  4. Drill instructor possessed by strange urge
  5. Sentry tower shows signs of sabotage
  6. Junk pile came to life
  7. Psychic message from unknown source
  8. Underground passage discovered
  9. NPC starts broadcasting Chuck’s voice
  10. Mural or structure is an Art Aberration
  11. External faction attempts infiltration
  12. Weapon cache replaced with decoys
  13. Disappearance in the rec hall
  14. Rogue striker vehicle loose on grounds
  15. New recruit knows too much
  16. Experimental GAHAS unit returns... altered
  17. Psychic field spike fries comms
  18. Routine paperwork contains dark prophecy
  19. Improvised farm tool turns into war relic
  20. Officer insists something is watching from the walls

VI. REUSING THE TEMPLATE

To create a new militia base:

  • Choose region: Forest, Wasteland, Urban, Tundra
  • Adjust aesthetic: Swap materials (brick → corrugated iron, wood → resincrete)
  • Pick 1–3 key traits from Tactical Doctrines
  • Randomize 1d4 aberrations and 1d2 infiltration vectors
  • Populate with adapted NPCs based on needs (Sniper Chief, Paranoid Medic, Burned-Out Commander, etc.)