Thursday, October 17, 2024

Keystone Wastes - Part 2 - Wierd-Pegg

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

Diversity Fusion

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

Urban Spirits

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

Lady Laurette



Location: St. Boniface Cathedral

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

The Conductor



Location: Union Station

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

Environmental Anomalies

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

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

The Districts

The Forks (Central Hub)



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


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

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

Exchange District (Historic and Cultural)



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


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

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

St. Boniface (Francophone Heritage)



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

Plot Hook – The Shattered Mirror

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

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

North End (Working-Class and Diverse)



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


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


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


Osborne Village (Trendy and Bohemian)



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

Plot Hook – The Blood Pact Festival

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

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

West End (Culturally Rich and Resilient) – The Gritworks



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

Plot Hook – The Devil’s Bargain

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

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

Tuxedo (Affluent and Secluded) – The Grove of Solace



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

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

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

Rural Areas and Suburbs (Periphery) – The Wild Frontier



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

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

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

Kildonan Park and Old Kildonan – The Verdant Lab




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

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

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

Locations of Note

Fort Garry – The Last Bastion



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

Plot Hook – A Weapon for Peace

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

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

The Museum of Lost Histories (Manitoba Museum)



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

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

Red River Floodway – The Lifeline of the Wastes


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

Plot Hook – The Silent Saboteur

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

 

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

Urban Shuffalos – Beasts of the New Order

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

Plot Hook – The Stampede of the Steel Herd

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

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

Winnipeg the Bear Statue – The Pride of Little Bears



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

Plot Hook – The Desecration of Winnipeg

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

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

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

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

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