A needlepoint
interpretation of the region as done by Mrs. Honeygold
Avalon Peninsula
This large peninsula is on the east side and is where the
lion’s share of the population of the island. It is a diverse territory of
forests, rolling hills, and contrasted with vast boggy landscape. This is where the largest and longest city of
inhabitation in north America is located: St. Johns where the Confederation
Council meets.
Central Plateau
This is an area of dense forests and extensive
wetlands. This is an area of relative
low density, but paradoxically also an area of high population of Fey.
East Coast
Punctuated in the South by the Burin Peninsula in the south
and stretches northwards to the Bonavista peninsular and with the Clarenville
region inbetween.
Northern Peninsula
This stretches along the edge of the Long Range Mountains
and is capped with a coastal Terrace.
It’s dark mountain hideaways are often used for secret experiments by
the fraternity that dominates the area.
West Coast
This area is very mountainous and is the home of the
Northern Arm Hills, Blow me down mountains, the highest mountain on the island,
the cabox in the Lewis Hills. This area
was scoured by glaciers . As one goes further South, the mountains are
punctuated by lush green estuaries and crystal clear waters.
The Basins
Labrador Basin
·
Pre-Hodgepocalypse: A deep basin located
to the northwest of Newfoundland, known for its cold, nutrient-rich waters.
·
Post-Hodgepocalypse: The Labrador Basin
becomes a turbulent maelstrom of arcane energies, with swirling vortices of
water and magic. Strange, bioluminescent sea creatures, mutated by the magical
influx, thrive here. The basin's waters shimmer with an eerie, otherworldly glow,
making it both a site of wonder and danger.
Newfoundland Basin
·
Pre-Hodgepocalypse: Situated southeast of
Newfoundland, this basin is part of the larger North Atlantic Ocean and
features diverse marine life.
·
Post-Hodgepocalypse: The Newfoundland
Basin transforms into a vast, enchanted expanse where time and space are
distorted. Navigating these waters becomes perilous as ships might find
themselves traversing multiple dimensions. Magical storms, imbued with
lightning that crackles with mystical energy, frequently sweep through the
basin, making it a treacherous route for sailors.
Orphan Basin
Pre-Hodgepocalypse: Located to the northeast of Newfoundland, this basin is characterized by its relatively shallow waters compared to others.
Post-Hodgepocalypse: The Orphan Basin turns into a realm of shifting sands and enchanted coral reefs. The seabed is dotted with ancient, magically preserved shipwrecks, each harboring relics of lost civilizations. These relics exude powerful enchantments, attracting treasure hunters and scholars alike. However, the reefs are also home to fierce, magically-enhanced marine predators.
St. Pierre Bank
·
Pre-Hodgepocalypse: A submerged bank off
the southern coast of Newfoundland, known for its rich fishing grounds.
·
Post-Hodgepocalypse: The St. Pierre Bank
becomes a region of abundant and bizarre marine life, with fish and other sea
creatures exhibiting extraordinary size and abilities due to magical mutation.
The waters here are perpetually warm, a result of geothermal activity enhanced
by the Hodgepocalypse. This creates an ecosystem that resembles tropical coral
reefs more than the cold Atlantic, teeming with vibrant, magical flora and
fauna.
Grand Banks
·
Pre-Hodgepocalypse: One of the world's
richest fishing grounds, located southeast of Newfoundland, where the warm Gulf
Stream meets the cold Labrador Current.
·
Post-Hodgepocalypse: The Grand Banks
evolve into an aquatic wonderland of floating islands and submerged forests.
These islands, composed of magically animated rock and coral, drift across the
banks, creating a constantly changing landscape. The waters are inhabited by
schools of fish that possess various magical properties, such as the ability to
heal wounds or provide glimpses of the future. Fishermen and adventurers are
drawn here, hoping to harvest these mystical creatures, but must contend with
unpredictable magical phenomena and guardians of the sea.
Labrador
Labrador, also known as The Northern Frontier,
is a vast, rugged land characterized by its wild landscapes, rich resources,
and diverse inhabitants. Unlike the densely populated and magically vibrant
Rock, the Northern Frontier is more sparsely inhabited, with a mix of
indigenous tribes, magical creatures, and adventurous settlers. It is a place
of opportunity, mystery, and harsh beauty.
Key Elements
- Geography
and Climate:
- Harsh
Environment: The Northern Frontier is known for its extreme weather,
from frigid winters to brief, vibrant summers. Its landscape includes
dense forests, icy fjords, and vast tundras.
- Natural
Resources: Rich in minerals, timber, and magical flora and fauna, the
Northern Frontier is a land of untapped potential.
- Inhabitants:
- Indigenous
Tribes: The original inhabitants of the Northern Frontier are deeply
connected to the land and its magic. They possess unique magical
traditions and live in harmony with nature.
- Settlers
and Adventurers: Drawn by the promise of resources and adventure,
settlers from the Rock and other regions have established small
communities and outposts.
- Magical
Creatures: The Frontier is home to numerous magical beings, including
elusive creatures like the Ungo (sasquatch analogues) and Medusa
(nerdy snake people).
- Culture
and Society:
- Frontier
Spirit: The culture of the Northern Frontier is marked by resilience,
independence, and a deep respect for the land. Survival skills and
practical magic are highly valued.
- Resource-Based
Economy: The economy relies on mining, logging, and harvesting
magical resources. Trade with the Rock and other regions is vital.
- Community
and Cooperation: Small, tight-knit communities are common, with a
strong sense of mutual aid and cooperation.
- Magic
and Mysticism:
- Elemental
Magic: Magic in the Northern Frontier often draws on the natural
elements, with shamans and wizards harnessing the power of the land,
water, and sky.
- Ancient
Mysteries: The land is dotted with ancient ruins and mystical sites,
holding secrets from a bygone era and attracting scholars and treasure
hunters.
- Relations
with the Rock:
- Economic
Ties: The Rock relies on the Northern Frontier for raw materials and
unique magical components. Trade caravans and airships regularly travel
between the two regions.
- Cultural
Exchange: While distinct, there is a flow of cultural influences
between the Rock and the Frontier, with adventurers and traders bringing
new ideas and traditions back and forth.
- Political
Dynamics: The Northern Frontier maintains a degree of autonomy but
recognizes the authority of the Rock's central governance. Local leaders
often negotiate terms to ensure mutual benefits.
Notable Locations
- Tristam’s
Bay Outpost: The main trade hub and point of contact between the Rock
and the Frontier. It serves as a gateway for goods, adventurers, and
knowledge.
- The
Glacial Citadel: An ancient fortress carved into a glacier, rumored to
be a center of powerful elemental magic and a stronghold against northern
threats.
- Shaman’s
Grove: A sacred forest where the indigenous tribes perform their
rituals and commune with nature spirits. It is a place of pilgrimage for
those seeking wisdom and guidance.
- Aurora
Mines: Rich in rare minerals and magical crystals, these mines are
both a source of wealth and danger, attracting miners and treasure
hunters.
- The
Eternal Tundra: A vast, frozen expanse home to nomadic tribes and
mystical creatures. It is both a place of harsh survival and profound
beauty.
Incantation Islands
Overview
The Incantation Islands are a small, newly formed
archipelago near the Rock, created through powerful magic to resemble the
crumbling southwestern coastline. This island chain combines the practical with
the mystical, featuring a mix of inhabited settlements and secluded experimental
sites. It serves as a critical extension of the Rock’s magical community,
balancing daily life with groundbreaking magical research.
Key Elements
- Geography
and Formation:
- Magical
Genesis: The islands were formed by powerful wizards to stabilize the
southwestern coastline. Each island has a unique landscape, from lush
forests to rocky shores.
- Natural
Beauty: The islands are known for their stunning natural beauty,
attracting both locals and tourists. Crystal-clear waters, vibrant marine
life, and diverse flora and fauna characterize the archipelago.
- Inhabitants
and Society:
- Fisheries
and Farmers: Many islands are home to small fishing and farming
communities. These inhabitants lead simple, self-sufficient lives,
relying on the rich marine resources and fertile land.
- Wizard
Estates: Prominent wizards own several islands, using them as
secluded sites for magical experiments. These estates are often protected
by powerful enchantments and are off-limits to the general public.
- Culture
and Daily Life:
- Community
Spirit: The fishing and farming communities are tight-knit, with a
strong sense of cooperation and mutual support. Festivals and communal
gatherings are common, celebrating the bounty of the sea and land.
- Isolation
and Secrecy: The wizard estates are marked by isolation and secrecy.
While some wizards interact with the local communities, many prefer to
remain secluded, focused on their research.
- Magic
and Research:
- Experimental
Sites: The islands serve as experimental grounds for various magical
disciplines. Wizards conduct research on elemental magic, alchemy, and
other arcane sciences, away from the prying eyes of the Rock.
- Safety
Measures: To ensure safety, these experiments are often conducted
under strict protocols. Powerful wards and barriers are in place to
contain any magical mishaps.
- Economy
and Trade:
- Fishing
and Agriculture: The primary economic activities on the inhabited
islands are fishing and agriculture. The islands produce a variety of
seafood, crops, and artisanal goods, which are traded with the Rock and
beyond.
- Magical
Goods: Some islands also produce unique magical items and potions,
derived from the experimental work of resident wizards. These goods are
highly sought after and command premium prices.
- Notable
Locations:
- Azure
Cove: A bustling fishing village known for its vibrant market and
annual sea harvest festival. The village is a hub of activity, with
traders and fishermen from across the archipelago.
- Eldritch
Isle: Owned by Archmage Elara, this island is a center for
experimental enchantments. It is heavily warded and known for the
strange, magical phenomena that occasionally occur.
- Verdant
Grove: A farming community renowned for its enchanted crops. The
local farmers use druidic magic to enhance the fertility of the soil and
the yield of their harvests.
- Mystic
Lighthouse: A towering structure that serves both as a beacon for
ships and a research center for light and illusion magic. It is a symbol
of the harmonious blend of practical use and magical experimentation.
Triistam Bay
The largest of the Incantation Islands is home to Tristam
Bay, a vibrant university town that serves as the beating heart of magical
academia on the Rock. This island, often referred to by locals as
"Arcadia," is a place where young wizards, witches, and magical
scholars from various fraternities and sororities come together in pursuit of
knowledge. Tristam Bay is a neutral ground, where ancient rivalries are set
aside in favor of collaboration and intellectual growth. The town itself is a
blend of historic charm and modern enchantment, with its cobblestone streets
lined by towering libraries, alchemical labs, and arcane shops
Arcadia is also known for its grand university, a sprawling
complex of castle-like structures where students study everything from
elemental magic to necromantic defense. The island’s serene landscapes and
mystical ambiance make it an ideal setting for both study and peaceful
reflection, and it stands as a symbol of unity and progress within the magical
community of the Rock.
Locations of Note
Lighthouse and the Rock
· On
the Rock, lighthouses are more than just navigational aids—they are beacons of
both magical power and historical significance. Each lighthouse, perched on
rugged cliffs or remote outposts, is an enchanted structure that not only
guides ships through treacherous waters but also protects the island from
magical threats. Many of these lighthouses were constructed by the earliest
wizards who settled on the Rock, infusing them with spells of protection,
scrying, and even teleportation. They serve as watchtowers, monitoring the
surrounding seas for any sign of danger, whether from mundane storms or arcane
incursions.
· For
adventurers, lighthouses are places of mystery and opportunity. Each one is
unique, with its own history and array of magical defenses. Some are rumored to
be haunted by the spirits of ancient lighthouse keepers who protect their posts
even in death. Others are known to house powerful artifacts, hidden away in
secret chambers accessible only to those who can solve complex magical puzzles.
These lighthouses often become the focus of quests, as adventurers seek to
uncover their secrets, defend them from dark forces, or restore them to their
former glory after years of neglect.
· In
addition to their protective roles, the lighthouses of the Rock are also key
points of communication, using arcane light signals to transmit messages across
the island and even to distant lands. The brightest and most famous of these is
the Beacon of Valormere, whose light has been known to pierce even the darkest
magical shrouds, making it a symbol of hope and resilience for the people of
the Rock.
Mines of the Rock
In the magical landscape of the Rock, mining plays a unique
and central role in both the economy and the community. The mines on the island
follow a distinct three-part life cycle: first as sources of valuable
materials, then as dangerous dungeons to be cleared by adventurers, and finally
as repurposed living quarters or communal spaces. This cycle is deeply
ingrained in the culture of the island, with each stage bringing its own
challenges and opportunities.
Cultural Significance
The life cycle of a mine on the Rock reflects the island’s
adaptability and resourcefulness. Each stage of the mine’s life is celebrated
in its own way:
- Mining:
Festivals are held to honor the miners and the wealth they bring to the
community, with rituals to protect them from the dangers below.
- Dungeon
Clearing: Adventurers who clear a mine are celebrated as heroes, and
their tales are often passed down through generations. The process of
clearing a dungeon is seen as a rite of passage for young wizards and
warriors.
- Living
Quarters: Once a mine becomes a residential area, it is blessed by
local wizards and druids to ensure it remains safe and prosperous. These
communities are often very close-knit, with a strong connection to the
history of the mine.
Copper Hollow
- Stage:
Mining
- Location:
Northern Highlands
- Description:
Copper Hollow is one of the most active mines on the island, rich in
copper and other rare metals. The mine is in full operation, with miners
extracting valuable ores that are used in both mundane and magical crafts.
The mine’s tunnels are expansive, with new veins being discovered
regularly. This location is heavily guarded and enchanted to ensure the
safety of the workers.
- Future
Potential: Once the veins run dry, Copper Hollow is expected to
attract adventurers seeking to clear out any lurking dangers, making it a
prime candidate for conversion into living quarters.
Silver Spire
- Stage:
Dungeon
- Location:
Eastern Coast
- Description:
Silver Spire was once a thriving silver mine, but after the ore was
exhausted, it became infested with magical creatures and dark spirits.
Now, it's a well-known dungeon, attracting adventurers from all over the
Rock and beyond. The mine’s treacherous depths are filled with traps,
monsters, and ancient secrets left behind by the miners and the creatures
that have since taken over.
- Future
Potential: After being fully cleared, Silver Spire is slated for
conversion into a series of subterranean homes and communal spaces,
possibly housing a new fraternity or magical research center.
Irondeep
- Stage:
Living Quarters
- Location:
Western Valleys
- Description:
Irondeep was a large iron mine that has long since been depleted of
resources and cleared of dangers. Now, it has been transformed into a
thriving underground community. The former mining tunnels have been
repurposed into homes, shops, and public spaces. Irondeep is particularly
popular among students and younger wizards who prefer the seclusion and
unique ambiance of living in an underground setting.
- Unique
Features: The walls of Irondeep are adorned with luminescent crystals
that provide natural light, and the old mining elevators have been
enchanted for easy travel between levels.
Goldheart
- Stage:
Transition from Mining to Dungeon
- Location:
Central Mountains
- Description:
Goldheart is in the final stages of its mining life, with the last veins
of gold being extracted. However, recent reports suggest that strange
creatures have begun to emerge from the deepest tunnels, marking the
beginning of its transformation into a dungeon. The mine’s proximity to
several wizard estates makes it a high-priority target for adventurers
eager to clear it before it becomes too dangerous.
- Future
Potential: Given its central location and the allure of its name,
Goldheart is expected to become one of the most sought-after residential
areas once the dungeon is cleared.
Quartz Caverns
- Stage:
Living Quarters
- Location:
Southern Peninsula
- Description:
Quartz Caverns was originally a mine known for its abundance of quartz and
other precious gems. After being fully cleared, the caverns have been
converted into a luxurious underground neighborhood. The walls still
glitter with embedded crystals, and the large, open spaces have been
fashioned into grand halls and private chambers.
- Unique
Features: The community here is known for its elaborate light shows
and magical displays that take advantage of the reflective and refractive
properties of the quartz crystals.
Mithril Veil
- Stage:
Dungeon
- Location:
Far Western Cliffs
- Description:
Mithril Veil was once a legendary source of mithril, but it was abandoned
after the mine became too dangerous to work in. Now, it is one of the most
challenging dungeons on the Rock, filled with powerful guardians, arcane
traps, and the remnants of ancient mining equipment enchanted by long-lost
spells.
- Future
Potential: If Mithril Veil is ever cleared, it has the potential to
become a fortified underground fortress or a highly exclusive residential
area, given the strength of the natural mithril deposits in the rock.
The Wraithwrecks
In the waters surrounding the Rock, particularly near the
Incantation Islands and the craggy coastline, countless ships have met their
end. These wrecks are not mere hulks of wood and iron; they have become infused
with the powerful magic of the Rock, taking on a life of their own. Some are
haunted by the spirits of those who perished, while others have become the
lairs of magical creatures. The Wraithwrecks are infamous among sailors and
adventurers alike, representing both danger and opportunity.
Applications:
Ghost Ships
These wrecks are haunted by the spirits of their former
crews, who cannot rest due to unfinished business or curses laid upon them.
Adventurers might be called upon to lay these spirits to rest, retrieve cursed
treasures, or uncover the secrets that led to the ship’s demise.
Example: The Specter of St. John
The Specter of St. John was a massive trading vessel that mysteriously vanished
during a routine voyage. Now, it appears on stormy nights, its spectral crew
endlessly repeating their final moments. It's said that the ship carries an
artifact of immense power, but it is cursed, bringing doom to any who dare to
claim it. Adventurers might be tasked with breaking the curse or protecting a
port from the wrath of the ship’s vengeful spirits.
Living
Shipwrecks
These shipwrecks have fused with the magical energies of the Rock, transforming
into living entities. They move through the water as if still intact, sometimes
with strange plant or animal life growing from them. Some are docile, while
others are predatory, attacking anything that comes near.
Example: The Coral Warden
The Coral Warden was once a naval warship that sank during a battle against
pirates. Now, it roams the seas, its hull covered in vibrant, living coral.
This shipwreck is alive, controlled by the coral that has taken over it, and
defends the underwater gardens it now calls home. Adventurers might seek the
Warden to harvest rare coral, or they could be hired to destroy it as it
becomes more aggressive and encroaches on shipping lanes.
Sunken Libraries
Some shipwrecks carried more than just cargo—they
transported knowledge, magical scrolls, and ancient texts. Over time, these
wrecks have become underwater libraries, guarded by magical constructs,
merfolk, or other aquatic beings. These libraries hold invaluable knowledge but
are perilous to explore.
Example: The Abyssal Archive
The Abyssal Archive was a scholar's vessel that sank en route to a distant
academy. Its holds were filled with ancient tomes, scrolls, and relics. Now, it
lies at the bottom of the sea, surrounded by powerful wards that protect the
knowledge within. Adventurers may venture into the Archive to recover a lost
spell or artifact, but they must first bypass the wards and the guardians that
protect them.
Cursed Treasures
Some shipwrecks are notorious for the cursed treasures they
hold. These treasures are incredibly valuable, but they come with great
risks—curses that bring misfortune, monsters that guard them, or rival treasure
hunters.
Example: The Siren’s Hoard
The Siren’s Hoard was a pirate ship that ran aground during a storm, lured by
the song of a siren. Its holds are filled with gold, jewels, and enchanted
items, but they are all cursed by the siren who claimed them. Adventurers might
be lured by the promise of wealth, only to find themselves trapped in the
siren's spell, forced to perform a dangerous task to earn their freedom.
Plot Hooks
# |
Plot Hook |
Description |
1 |
The Disappearing Island |
A small island in the Incantation Islands vanishes and
reappears sporadically. Locals believe it’s due to a wizard's experiment gone
wrong. Can the adventurers stabilize it? |
2 |
Ghosts of the Wraithwrecks |
A recently sunken ship has become a new Wraithwreck, and
its ghostly crew is terrorizing nearby villages. The adventurers must find a
way to lay the spirits to rest. |
3 |
The Lost Ritual |
An ancient, powerful ritual used to protect the Rock has
been forgotten. Rumors of its existence have surfaced, and different factions
are vying to recover it. |
4 |
Rogue Familiar |
A wizard's familiar has gone rogue, stealing magical
artifacts from various fraternities. The adventurers must track it down
before it causes irreparable damage. |
5 |
Baited Trap |
A fishing village reports that their catches are laced
with strange magical properties. What seems like a blessing may actually be a
trap set by a rival wizard. |
6 |
The Wandering Mine |
A mine that was cleared of monsters has started shifting
its location on the island. The adventurers must discover why and stop it
before it causes more trouble. |
7 |
Fraternity Feud |
Two rival fraternities are at odds over a powerful
artifact. Their feud is causing chaos in Tristam Bay, and the adventurers are
hired to mediate—or escalate—the conflict. |
8 |
Medusa Negotiations |
The Medusa community is upset about new mining operations
near their homes. The adventurers are hired to mediate and find a peaceful
solution—or secure the mines by force. |
9 |
Ungo’s Challenge |
An Ungo elder challenges the adventurers to a series of
trials in the mountains. Success earns their respect and potential allies,
but failure could be fatal. |
10 |
Lighthouse Guardian |
One of the magical lighthouses has gone dark, causing
ships to crash. The adventurers must investigate whether it's sabotage, a
curse, or something else entirely. |
11 |
The Forgotten Faculty |
A long-abandoned faculty on the outskirts of Tristam Bay
is rumored to be haunted by its former students. The adventurers are tasked
with clearing it out—or discovering its true purpose. |
12 |
Stolen Shipwreck |
A powerful artifact from a sunken shipwreck has been
stolen. The adventurers must retrieve it before its new owner unleashes its
full power. |
13 |
The Secret of the Coral Warden |
Strange creatures have been sighted near the Coral Warden.
The adventurers are hired to investigate and either destroy the ship or
protect the creatures if they are of value. |
14 |
The Siren’s Lure |
The Siren’s Hoard has reappeared, and treasure hunters are
flocking to it. However, the adventurers discover that the siren's curse is
still active and must find a way to break it. |
15 |
A New Island Appears |
A new island has risen near the Incantation Islands, and
factions are scrambling to claim it. The adventurers are hired to explore and
secure it—or sabotage others' attempts. |
16 |
Gnome Engineering Gone Awry |
A gnome-engineered mining machine has gone haywire,
causing tremors throughout the Rock. The adventurers must find a way to stop
it before it triggers a catastrophic earthquake. |
17 |
The Temporal Echo |
A temporal anomaly has caused a part of the island to
revert to an earlier time. The adventurers must navigate this pocket of the
past and prevent it from spreading. |
18 |
Elven Envoys |
The elves on the Rock are demanding more influence in the
Tristam Committee. The adventurers are tasked with either supporting their
claim or undermining it to maintain the status quo. |
19 |
The Curse of the Miner’s Ghost |
A ghostly miner haunts a recently cleared mine, attacking
anyone who enters. The adventurers must discover why he is restless and put
him to peace. |
20 |
Wizards’ Tournament |
A grand tournament is being held in Tristam Bay,
attracting spellcasters from across the Rock. The adventurers are either
participants or must protect the event from sabotage. |
Puffins are a common familiar in the Rock
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