Region Type: Necrotic Dead Zone / Boneyard Frontier
Original Name: Regina
New Name: Marrowdeep (commonly called "The Pile")
Vibe: Bleached sun, whispering winds, and the distant thunder of undead
hooves
Unique Feature: Endless herds of skeletal bison roam the blasted plains,
stirred by residual death magic left over from ancient mass hunts.
Overview
Once called Regina, now known as Marrowdeep, this skeletal metropolis was never under the control of the Fallen Lords. Whether due to jurisdictional confusion or sheer remoteness, they left it alone, and that neglect allowed something strange and independent to take root. Over time, necromancers, the bereaved, and the bonebound came here to raise a new kind of life out of the death-soaked earth.
Despite being a sanctuary for the dead and those who work with them, outsiders often view the region with horror and suspicion. Its very name—"Pile of Bones"—evokes dread, yet those within its ossified spires see themselves not as death worshippers but as stewards of a sacred, sustainable necromancy.
History of Marrowdeep (The City Once Known as Regina)
Pre-Fall: The Origins of “Pile of Bones”
- Indigenous Legacy: The region was initially known to the Cree as oskana kā-asastēki, meaning “the place where bones are piled.”
- This referred to the massive mounds of bison bones left behind after communal hunts, forming sacred and symbolic landmarks.
- These bones held spiritual significance—seen not as waste, but as a communion with the spirits of the land.
- Colonial Era: European settlers mistranslated the name into “Pile of Bones,” which later softened into Regina during the 19th century as the city took on administrative importance.
- The spiritual roots of the land were mainly ignored until they woke up.
20th Century: Regina Before the End
- The city served as a provincial capital and a regional hub of bureaucracy, agriculture, and midwestern practicality.
- Despite its modest size, Regina built a reputation for civil service, railway logistics, and a unique blend of flatland resilience and prairie mysticism.
- Some locals still whispered that the bones beneath the city "remembered" and that the land was “haunted by heritage,” but few took it seriously.
The Hodgepocalypse Hits
- When the Hodgepocalypse struck—a convergence of magical disasters, psychic breakdowns, and eldritch contamination—Regina fared better than most cities.
- Why? The deep-buried bison bones acted like a necrotic sponge, absorbing and redirecting unstable energies.
- The city became a necrotic neutral zone, not by design, but by bone-bound destiny.
- While other cities fell to madness or inferno, Regina transformed: into Marrowdeep is a jagged silhouette of:
· Bone Spires
· Broken Skyscrapers
· Necrofungus-choked ruins
Architecture fuses with necromantic intent: buildings “heal” their cracks with ossified tendrils, and walls pulse with slow necro-heartbeats. It’s not beautiful—but it is alive.
- Most importantly, necromantic spirits began to gather, not as enslaved minions, but as free-willed dead, pulled to the land’s spiritual gravity.
The Necromantic Migration
- During the Necromantic Wars that followed the fall, where various factions used undead as weapons, Marrowdeep became neutral ground.
- Those undead who gained sentience or were freed from domination spells had nowhere to go.
- Living nations saw them as monsters, threats, or weapons.
- But the Pile welcomed them—dead and not dangerous, displaced but not disposable.
- What started as a trickle became an exodus.
- Refugee caravans of the walking dead trudged across the plains to reach Marrowdeep.
- The Kamidavers—dead who took up the mantle of stewards and spiritual ranchers—formed the cultural backbone of this society.
Marrowdeep Today: Sanctuary of the Bone-Willed
- Now, Marrowdeep is a strange bastion of benevolent necromancy, where the dead are neither feared nor glorified—they are lived with.
- The undead and necromantically touched citizens coexist with the living in complex harmony.
- Most living here are descendants of necromantic refugees, bonewrights, ritual farmers, or wanderers seeking purpose.
- Major powers largely ignore the city, as even the Fallen Lords once debated its jurisdiction and found it more trouble than it's worth.
- That, or the Pile protects its own.
Necroplains Ecology
The lands around Marrowdeep are far from lifeless. They teem with a strange, adapted ecosystem:
- Bonegrass: Razor-sharp flora that feeds on the marrow remnants left behind by bison stampedes. Collectors must wear bone-woven boots to avoid slicing injuries.
- Scavenger Vultures: Multi-eyed carrion birds used by necromancers as omens, familiars, or messengers. They often form murder-flocks during Stampedes.
- Stampedes of the Dead: Periodic, unstoppable rushes of skeletal bison across the plains. They demolish anything in their path and stir up ghost winds that echo with ancient cries. They are not mindless. They remember.
The Rise of Necrotech: Industry of Bone and Steel
After the Necromantic Wars, the undead population of Marrowdeep faced a critical dilemma: how to survive and thrive in a world that neither trusted nor supported them. They didn’t just want sanctuary—they wanted sovereignty.
The answer was found in a new craft—Necrotech.
What Is Necrotech?
Necrotech is industrialized necromancy—the art and science of fusing the dead, the arcane, and the mechanical into functional, often beautiful, sometimes grotesque creations. It blends:
- Corpse Materials (bone, sinew, spiritual residue)
- Arcane Binding Runes
- Machinery and Engine Components
- Psycho-reactive Alloys (metal that "remembers" rituals)
This isn't mindless horror. This is craftsmanship. This is post-life engineering.
Historical Origins of Necrotech in Marrowdeep
Stage 1: Post-War Scavenging (Early Refugee Era)
- Refugees brought with them broken war constructs, enslaved revenants, and shattered boneforges.
- Marrowdeep’s bonewrights salvaged and repurposed the pieces using industrial methods from before the fall.
- Tinkers and morticians collaborated for the first time—autopsies became blueprints.
Stage 2: The Founding of the Ossuary Guilds
- Guilds like the Iron Phylactery, the Augur's Foundry, and Cog & Clavicle emerged.
- These necrotech unions organized production, standardized rituals, and even minted Bonecredits, a currency backed by sanctified remains and arcane tithes.
- Worker’s rights charters for both the living and post-living were established.
Stage 3: Export Economy Boom
- While most nations banned necromancy outright, they couldn’t resist necrotech imports:
- Self-driving bonewagons powered by soul-engines.
- Undead construction crews who never tired, guided by copper-plated lich foremen.
- Communication skulls—cheap, effective short-range voicing devices.
- Marrowdeep’s exports became a black-market luxury in some regions and a state secret in others.
The Culture of Necrotech Today
- Necrotech is part of daily life in Marrowdeep:
- Street cleaners are skeletal constructs with steam-powered brooms.
- Public transit rides soul-bound ossicars on magnetic bone-tracks.
- Security forces use Skelpacks and armor made from Monster hide plating enhanced with servomotors.
- Most citizens either build, maintain, or ride necrotech devices regularly.
- Education includes ritual mechanics, and apprenticeships often begin in the ossuary schools or scrapyard churches.
Ethics & Controversy
- Necrotech must be built ethically in Marrowdeep:
- Components must be sourced from donated or reclaimed remains.
- Conscious spirits must consent to usage or be given a choice to move on.
- “Blackfounding” (unethical necrotech from unwilling bodies) is a high crime, punished by soul-burning exile.
- Outside the city, however, necrotech's reputation remains controversial. It is seen as profanity by some and miracle engineering by others.
People of Marrowdeep
Kamidavers: Bonebound Cowboys
Kamidaver Subcultures
Dustbrand Riders
- Ride ghost steeds across ley-line pastures.
- Keep herds "spiritually fresh" through rotational grazing.
Hollowhearts
- Bonewrights and necro-medics.
- Can rebuild a bison—or person—from just a few choice bones.
The Marrow Choir
- Chanting necro-priests who ensure peaceful transitions of soul-essence.
- Their songs are rumored to calm stampedes or awaken old ghosts.
Other Species of Note
Fate Fugitives
Feylin
Often visit for pop culture scavenging and glam-punk necro-fashion. They find Marrowdeep deliciously edgy.
Minotaurs:
Stumpies
Vamps
They often have envoys, adventurers, and tourists from nearby Genefield, the Ember Court, and Moosejaw.
Culture & Society
Core Beliefs
In Marrowdeep, death is stewardship, not an end. Each soul belongs to a bloodline or spectral herd, a lineage stretching beyond life into myth. Society revolves around the belief that undeath is a sacred continuation—one to be honored, maintained, and never abused.
Code of Conduct
· Wards of Peace: No one may be reanimated without their prior consent or spectral kin's.
· Spirit Marks: Every Kamidaver wears a glyph etched into bone or brand, symbolizing heritage and identity.
· The Pale Oath: Cruel or exploitative necromancy is the highest sin. Those who violate it are stripped of name and glyph, condemned to wander as Bleachwalkers, hunted by both the living and the dead.
The Stampede of Spirits
Every few seasons, the spectral winds shift, and with them comes the Stampede: a tidal surge of ghostly herds thundering across the aether. When the veil weakens, the city braces itself. Entire districts are sealed behind ritual wards, and every citizen—living or otherwise—joins the effort to hold the line. It's not just survival; it's tradition, duty, and a communal dance with the dead.
Iconic Locations
The Bone Archive
This is also the home of Scotty the T-rex, an animated Tyrannosaurus Rex skeleton who is surprisingly friendly and a local celebrity. He often wanders around town but always returns to the Bone Archive.
Plot Hook: A scholar of bone lore hires the party to retrieve a specific relic—an ossified claw tied to an extinct necrotech warbeast. But as they descend into the Archive’s deeper vaults, they awaken a ritual failsafe: the museum’s exhibits begin reenacting a war long past. The only way to escape may be to fulfill a long-lost Primordial Contract that binds bloodline, fossil, and machine—assuming one parties has the correct lineage.
The Cog & Clavicle Foundry
Plot Hook: A series of strange incidents have struck The Cog & Clavicle Foundry—machines malfunctioning and a rogue prototype soul-engine escaping into the streets of Marrowdeep. The players are summoned to investigate, only to find that the runaway device is gathering memories from the dead, forming a collective intelligence that threatens both the living and the dead. As they explore the foundry's secrets, the adventurers must navigate the tensions between elite tinker-lichs and sentient rights advocates, facing the need to confront a creation that has learned too much about existence—and seeks even more.
Eldritch Crust Pizzeria
Plot Hook: One fateful evening, as patrons enjoy their enchanted pies, a sudden necromantic surge disrupts the pizzeria, causing several undead patrons to awaken with unknown powers and chaotic intent. The owner, a cheerful yet mysterious ghost-chef known as Chef Calico, asks the players to investigate the source of this disturbance, suspecting that a cursed ingredient has unwittingly slipped into the dough. As the adventurers delve into the mystery, they uncover a secret ingredient market where blackfounders trade in dangerous remnants. This leads them to restore order before Eldritch Crust becomes a battleground for vengeful spirits and hungry appetites.
The Gilded Mausoleum:
Plot Hook: During a high stakes meeting at The Gilded Mausoleum, the players are invited as representatives of an influential faction. Tensions rise when the Mirror of Whispers, a vital relic for the council's guidance, goes missing. As the players investigate, they uncover a conspiracy involving rogue necromancers seeking to exploit the council’s secrets. To prevent a political upheaval, the adventurers must navigate the intrigue of the mausoleum, discovering that some allies might be more dangerous than they seem.
The Hospice Crucible
Once known as the bustling Regina General Hospital, The Hospice Crucible is a vital sanctuary within Marrowdeep, straddling the line between healing and necromancy. This unique facility operates as a center for the living and as an innovative resurrection lab where body and spirit can be meticulously entwined or discreetly separated through arcane rituals. Overseen by the Thanatocratic College, the Crucible becomes a battleground for differing philosophies: spirit-rights advocates fiercely defend the autonomy of souls while confronting the insidious practices of unethical "Blackfounders," who exploit the procedure for profit and power. As whispers spread among the residents of Marrowdeep, tales emerge of patients who rise with unforeseen abilities—a glimmer of hope or a harbinger of dread?
Plot Hook: A prominent advocate for spirit rights vanishes just days before a primary debate against the Blackfounders about resurrection ethics. Rumors suggest she may have been caught up in an illegal experiment within The Hospice Crucible, leading to a potentially catastrophic awakening. The players are tasked with infiltrating the hospital, navigating its delicate balance of compassion and exploitation to discover the truth. As they uncover hidden agendas and confront renegade spirits, the line between savior and monster blurs—will they rescue the missing advocate or unleash something far darker upon Marrowdeep?
The Legislative Ossuary
Plot Hook: The city’s necro-engine begins to pulse irregularly, and the premier’s skull has stopped whispering altogether—except once, during a solar eclipse, when it screamed. The Ossuary’s high priest demands silence no longer—he demands answers. Adventurers are called to descend into the catacomb-vaults beneath the cathedral to uncover what’s threatening the city's unholy heart… and perhaps what lies even deeper beneath.
The Redcoat Reliquary
Plot Hook: The players receive a summons to assist in a critical investigation when a sinister artifact, the Oath Keeper's Medallion—an object that binds wayward spirits to their duty—goes missing from The Redcoat Reliquary. As they navigate the labyrinthine archives, they uncover a plot by a faction of rogue supernatural enforcers hoping to destabilize the balance between the living and the dead. The adventurers must evaluate their roles: will they embrace their conscription as temporary Pale Marshal
Taylor Field Catacombs
The catacombs are run by a coalition of faculty from the University of the Unliving and local Kamidaver warbands, who ensure that duels are "educational" and executions are "ethical." No final exam ends without at least one dramatic resurrection. Justice is often meted out through trial-by-combat, with the ghosts of past champions still lurking in the stands, offering commentary—and curses—from the shadows.
Plot Hook: It's said that beneath the catacombs lies the buried skeleton of the original “Great Rider”, the first undead quarterback who rose during the final Grey Cup game before the collapse. Rumor has it his enchanted helmet still rests somewhere in the most bottomless pit of the maze, granting any wearer dominion over the spirits of former champions. A desperate faculty member wants a party to recover it before a rival university team beats them to it.
The Necroline
Necrotech engineers from the Cog & Clavicle Guild oversee regular maintenance at the Wascana Rail Yards, where communion with the trains often resembles a séance more than a service call. Lately, a troubling rumor has surfaced: one of the trains no longer needs tracks. It appears where it wants, when it wants, and its cargo—ancient relics, forbidden spells, or even passengers who never bought a ticket—has grown increasingly unpredictable.
Plot Hook: A train from the Necroline has gone rogue, vanishing from its schedule and reappearing days later on a disused spur, belching ash, and muttering in thirteen languages. The Ossuary Guilds are desperate to recover or destroy it before rival factions, or worse, blackfounders, get their hands on it. They need a team that can survive riding a ghost train that doesn’t obey the rules of space or consent. Can you board a necrotech miracle gone mad and uncover its new master before it chooses a destination... for everyone?
University of the Unliving
Plot Hook: A first-year student vanished after accessing the restricted stacks in the Old Library, and now their voice echoes across the intercom systems in dead languages. The administration denies anything is wrong, but several of their classmates are beginning to rot. Was it a prank, an experiment gone wrong… or did the student activate a buried protocol from before the end of the world?
Wascana Wastes
Once a scenic lake at the heart of Regina, but in the wake of the Necromantic Wars and unchecked necrotech runoff, they’ve become a haunted mire of bone slurry and pale, flickering ghost-light fireflies. The water is thick, sour with memories and rot, and drinks taken from it echo through the drinker’s bones for days. Wandering its banks are the Hollow Elk—once majestic beasts, now cursed and collapsing in on themselves. Their skin sloughs off in slow, mournful ribbons with each drink they take, yet they cannot stop returning to the waters, compelled by something unseen beneath the surface.
Plot Hook: Locals whisper that the Hollow Elk are being called by a “Bone Mother”—a forgotten spirit forming deep in the sludge, fed by guilt, grief, and magical waste. Recently, Hollow Elk have begun showing up miles from the lake, dropping cryptic bone totems and leading dreamers back to the wastes. The Ossuary wants the source contained, the necrotech guilds want it studied… and the Bone Mother may want to grow.
Plot Hooks
· A powerful Harvester tech-core is mistaken for a “Playcaller’s Voice,” and the Riders will burn entire villages to retrieve it.
· A defector from the Rough Riders knows the location of “The Final Play”—a legendary drive said to grant its witness godlike strength
· Genefield is under siege by a Rough Rider blitz-formation. The only way to stop them? Challenge their Coach to ritual combat on the Field.
· A Rider warband has gone rogue and started worshipping a mutated gopher they claim is “Gainer Reborn.” Now they're calling for a holy crusade.
Plot Hooks
“The Bones Remember”
A ghost-bison warchief bears pre-Fall inscriptions on its skull. Recover it—without starting a stampede.“Ride the Thunder”
Nomads have learned to ride the dead. Will you stop their ghost rodeo—or join it?“Harvest Gone Wrong”
A mega-bison experiment has gone haywire. It’s now a divine protector of the Pile—and growing...
Marrowdeep Variants of “If you don’t like the weather…
· “If you don’t like the weather, wait an hour—someone’ll raise a wind-wraith to change it.”
· “If you don’t like the weather, wait an hour. The spirits don’t either.”
· “In Marrowdeep, the skies mourn on rotation. Give it an hour—they’ll cry for someone else.”
· “Don’t like the sun? Wait an hour. Don’t like the ghosts? Good luck with that.”
· “The bone winds shift fast—today’s heatwave is tomorrow’s spectral hailstorm.”
· “Weather don’t stick ‘round here long. The dead like variety.”
· “If you don’t like the weather, wait an hour. If it likes you, though... run.”
· “Forecast says scattered bone storms and a 70% chance of possession—check back in an hour.”
The Rough Riders
“Paint the world green, leave only smoke.”
Type: Nomadic Raider-Militia
Vibe: Gridiron war cult meets prairie survivalists
Symbol: A rusted football helmet split by antlers, with the letter
"S" burned into leather or branded onto scavenged armor.
Territory: Roaming southern Saskatchewan and the Pallister’s Triangle,
with mobile strongholds that move like cavalry across the prairie.
Background
These survivors interpreted the old football culture as sacred scripture. They reformed as the Rough Riders, a raiding war-cult that values strength, strategy, and spectacle. Their raids are choreographed like plays; their leaders are "Coaches" who call formations in battle, and their elite squads are known as First Downs, Quarterbacks, and Tacklers.
Each Rider dons the armor of those who came before—stitched green jerseys, pads of scrap metal, and helmets adorned with horns, feathers, or LED visors. They travel in Convoy Columns across the prairie, riding jury-rigged war rigs, cyber-horses, and dune-skis, spreading their gospel of toughness and territorial domination.
Culture & Beliefs
- The Field is Sacred: Any open land can be declared a "Field," where disputes are settled with ritualized skirmishes or "Matches."
- Playbooks Are Scripture: Tactical tomes with strange symbols (diagrams of football plays) are treated like divine instructions for war.
- Victory Defines Worth: To lose is to fail the team. To win is to ascend in the eyes of the ancestors, especially the great Riders of Old.
- The Rider’s Green: Their signature color is a rallying point. They dye flags, vehicles, and even mohawks in brilliant shades of emerald.
Notable Elements
Coach MacRoar:
Current head of the Rough Riders, a tactical genius and
charismatic shouter who sees the world as one massive, never-ending
season.
The
Endzone:
Their hidden mobile base—a retrofitted arena on treads, containing war trophies, recovered relics, and training grounds.
Greenlight Gangs:
Splinter cells of younger Riders who break off to prove themselves. They wear glowing green visors and fight in packs.
Mosaic Ascendants: High-ranking zealots who believe the ghosts of the original team watch over them. They speak only in chants and football metaphors.
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