Overview: Ursineholt, located on the ruins of the former town of Churchill, Manitoba, is a bustling, tight-knit community that serves as both the heart of Little Bear culture and a vital gateway to the Borealis Reach. Despite its small size, this settlement has grown in importance, attracting adventurers, traders, and scholars drawn to the mysteries of the warmed Hudson Bay and the surrounding wilderness.
The Borealis Reach: Once known as Hudson Bay, the Borealis Reach is a vast, semi-tropical expanse of water, a stark contrast to its former frozen state. A pre-Hodgepocalypse engineering marvel warmed the waters, creating a unique ecosystem that has been further enhanced by magical influences in the aftermath of the Revelations. The Reach is now teeming with life, both mundane and mystical, making it a destination for those seeking adventure, rare resources, and knowledge.
Layout of Ursineholt: Ursineholt is a blend of old-world remnants and new-world ingenuity. The settlement is built primarily from sod, evergreen wood, and clay bricks, with many structures perched on stilts to avoid flooding from the Reach. The Little Bears have repurposed several pre-Revelation buildings, restoring them to provide modern comforts like electricity and running water. The town’s layout is compact, with narrow streets winding between small, sturdy huts and treehouses.
Key Locations:
The Great Hall of Grandpapa:
At the center of Ursineholt stands the Great Hall, a large communal building made from repurposed materials, where the town's matriarch or patriarch, known as Grandpapa (or Grandmama), presides. This hall is where the community gathers for town meetings, religious ceremonies, and celebrations. The Great Hall is also where adventurers can seek blessings or advice before setting out into the Borealis Reach.
Plothook: When Grandmama Bjornhilde, the beloved leader of Ursineholt, falls gravely ill, the town's unity is at risk. The only hope lies in retrieving an ancient, enchanted heirloom, lost decades ago to Skaldr the Frostbane, an ice troll who fled into the dangerous Borealis Reach. The adventurers are tasked with finding this artifact, believed to possess healing powers, before the town descends into chaos. However, they must navigate treacherous frozen landscapes, confront potential rivals within Ursineholt, and uncover the true nature of the heirloom, which may carry a hidden curse.
The Adventurer's Hearth:
The Adventurer's Hearth is the primary gathering place for travelers, adventurers, and Little Bears alike. This establishment functions as a tavern, inn, and marketplace, where tales of past exploits are shared, and future journeys are planned. The Hearth is known for its hearty meals, brewed from local ingredients, and its extensive collection of rare items and maps of the Borealis Reach. It is run by a jovial Little Bear named Brewmaster White Tip, who is famous for his berry-infused ales.
Plot Hook: At the Adventurer's Hearth, a mysterious traveler arrives with a torn map of the Borealis Reach, claiming it leads to a long-lost vault hidden beneath the Bay. Brewmaster White Tip offers free ale for life to anyone who can retrieve the treasure, sparking fierce competition among adventurers and locals. However, as more people follow the map, strange accidents begin to occur, and whispers of an ancient curse linked to the vault spread through the tavern. The adventurers must decide whether to pursue the riches or uncover the dark secret that lies beneath the Hearth's jovial atmosphere.
The TEDI Enclave:
In the town center, the repuposed community center of Ursineholt is dedicated to the TEDI Order. Here, young Ursine Sentinels train under the guidance of experienced warriors and mages. The enclave is a serene place, surrounded by ancient trees and marked by carved stone pillars inscribed with both Norse runes and TEDI symbols. Visitors can often find TEDI members practicing their martial and magical arts or meditating on the balance between the physical and mystical.
Plot Hook: A mysterious figure calling themselves "The Lost Sentinel" has been sending letters to TEDI initiates, challenging them to prove their mastery of both martial and magical skills. Those who fail are said to vanish into the Borealis Reach, never to be seen again. TEDI scholars believe this figure is a rogue Sentinel who has gone mad. Adventurers are asked to participate in the next test and put an end to the Lost Sentinel’s dangerous games.
The Polar Watch:
The Polar Watch is a lookout tower that serves as both a defensive position and a spiritual observatory. From here, Little Bears and visitors alike can observe the polar bears that roam the outskirts of Ursineholt. These majestic creatures are seen as omens and guides, and their movements are carefully interpreted by the Ursine. The tower also provides a stunning view of the Borealis Reach, making it a popular spot for those seeking inspiration or guidance.
Plot Hook: One night at the Polar Watch, a massive polar bear, larger than any seen before, is spotted wandering unusually close to Ursineholt. The Ursine elders believe the bear is a powerful omen, possibly signaling a major event for the settlement, but its meaning remains unclear. Meanwhile, strange tremors have been felt across the Borealis Reach, leading some to fear that something far worse is stirring beneath the ice. The adventurers are tasked with tracking the bear, deciphering its message, and discovering whether the creature is a protector—or a harbinger of doom.
The Old Train Depot:
An old, abandoned train depot has been converted into a bustling trading post. It serves as the primary hub for goods coming in and out of Ursineholt. Traders from distant lands bring exotic wares, while Little Bears offer unique crafts and preserved foods. The depot is a place of constant activity, where deals are struck, and new alliances are forged.
Plot Hook: Rumors spread through the bustling train depot that a newly arrived trader possesses a rare and ancient relic from before the Hodgepocalypse, one that could unlock untold power—or disaster. As traders and factions vie to purchase the relic, tensions run high, with whispers of sabotage and betrayal in the air. When the relic is suddenly stolen in the dead of night, the adventurers must navigate the dangerous underworld of the trading post, uncover the thief, and decide whether the relic is worth the risks it carries—or if it's better left forgotten.
Churchill River Beluga Whales:
The beluga whales in the area have mutated, becoming either psychic creatures capable of communicating with survivors, but also monstrous leviathans that attack anything that comes near the area that isn’t approved. Their haunting calls could lure or terrify those who hear them.
Plot Hook:The psychic beluga whales that roam the Churchill River have begun communicating more frequently, delivering cryptic warnings of a great danger lurking beneath the Borealis Reach. One whale claims to know the location of an ancient, sunken city filled with relics from the old world—but it’s also guarded by the monstrous leviathan belugas. Adventurers must decide whether to trust the whale’s message and venture into the depths or risk ignoring the warnings.
Miss Piggy Plane Wreck:
A relic of a bygone era, the Miss Piggy Plane Wreck looms large in the wasteland, its rusted fuselage a haunting reminder of the pre-Hodgepocalypse world. Once a C-46 cargo plane that crashed near Churchill, the wreckage has since become a vital landmark for scavengers and survivors, used as both a navigational point and a makeshift shelter against the unforgiving environment.
Plothook: Recently, scavengers have been disappearing around the Miss Piggy Plane Wreck, their camps found ransacked but with no signs of a struggle. The Little Bears believe the wreck is now home to a powerful spirit—perhaps the lingering essence of the plane's last pilot, who is said to protect the area from those unworthy. Adventurers are tasked with exploring the wreck and uncovering the truth, but they must tread carefully, as upsetting the spirit could have dire consequences.
The MV Ithaca,
Once a merchant vessel stranded in the shallows of Hudson Bay, has become a treacherous dungeon in the Hodgepocalypse. Its rusting hull, partially submerged and battered by the elements, now harbors twisted creatures drawn to the eerie aura of the wreck. Inside, the ship's flooded compartments form a labyrinth of crumbling steel, where adventurers must navigate through mutated sea life, dangerous debris, and the lingering spirits of the crew. The ship's cargo hold, long rumored to contain valuable or cursed relics, serves as the ultimate prize, but only the brave or foolhardy dare to explore its haunted depths.
Plot Hook: A recent storm has uncovered a previously sealed section of the MV Ithaca, drawing the attention of treasure hunters and scholars alike. Rumor has it that within this newly revealed compartment lies a long-lost artifact that could either restore balance to the chaotic Borealis Reach or unleash an ancient curse. However, the ship's treacherous depths have become even more perilous, as mutated sea creatures now guard the wreck, and the vengeful spirits of the crew are more restless than ever. The adventurers must race against rival scavengers to secure the artifact, but the question remains—what price will they pay for venturing into the ship's haunted, crumbling heart?
Prince of Wales Fort
The Prince of Wales Fort, once a strategic outpost on Hudson Bay, has evolved into a formidable stronghold and haunted ruin in the Hodgepocalypse. Fortified by survivors who sought refuge from the surrounding chaos, the fort now stands as a bastion against the dangers of the post-apocalyptic world. Its ancient walls are lined with makeshift defenses, and its once-stately ramparts are now crowded with scavengers and defenders. However, the fort is also known for its spectral inhabitants; the spirits of past soldiers and settlers still roam the grounds, defending their domain with a vengeful intensity. The fort's shadowy corridors and battlements are a battleground of both the living and the dead, making it a place of both strategic significance and supernatural peril.
Plot Hook: The spectral defenders of the Prince of Wales Fort have become more aggressive in recent weeks, launching ghostly raids against nearby traders and travelers. Some survivors claim the spirits are re-enacting a long-forgotten siege. Adventurers are hired to lay the spirits to rest, but they will have to survive the fort's eerie battles, where the line between past and present is blurred, and both living and dead are caught in an endless cycle of war.
The Inukshuk
The Inukshuk is a towering stone figure, standing as a remnant of a long-forgotten past, predating even the Revelations. Built by the ancient Inuit, it is seen as both a marker of safe passage and a spiritual guide. To the Little Bears, the Inukshuk is revered as a sacred waypoint, its location believed to mark where the mortal and spirit worlds intersect.
Plot Hook: Strange lights have been seen near the Inukshuk at night, and whispers of ancient voices drift on the wind. Adventurers may be asked to investigate, only to discover that the statue hides a portal to a forgotten Inuit spirit realm.
The Radar Station
Once a Cold War-era military installation, the Radar Station is now an eerie ruin, its massive satellite dishes still standing but long abandoned. It sits on the outskirts of Ursineholt, its rusting husks partially buried by the shifting tundra. Local legends claim it was used for secret pre-Hodgepocalypse experiments, and its interior remains largely unexplored.
Plot Hook: A surge of electrical energy has been detected at the Radar Station, and strange creatures have been spotted lurking near it. The Little Bears need adventurers to investigate what lies within, but they'll need to be wary of both the station's lingering automated defenses and any surviving experiments.
The Rocket Range
Built in the 20th century for launching research rockets, the Rocket Range is now a desolate strip of land, littered with old launch pads and debris from failed launches. The area is still believed to contain highly valuable salvage, including rare metals and potentially dangerous technology.
Plot Hook: Recent sightings of glowing lights coming from the Rocket Range have piqued the interest of both local scavengers and TEDI scholars. Adventurers are hired to recover a piece of lost technology, but they quickly discover that the Range is haunted by ghostly apparitions of scientists and technicians who perished there.
Polar Bear Jail
Originally built to house problem bears that wandered too close to human settlements, the Polar Bear Jail is now a fortified outpost where the Little Bears hold dangerous criminals or wild creatures that can’t be killed. It stands at the edge of town, surrounded by high fences and reinforced gates.
Plot Hook: Recently, several powerful and deadly mutant creatures were captured and placed in the jail, but now they have begun to mysteriously disappear. Locals suspect something—or someone—is freeing them. The adventurers are hired to track down these creatures and uncover the jail's secrets.
Wolf Statues
Scattered around the outskirts of Ursineholt, the Wolf Statues are enigmatic stone sculptures left by an unknown pre-Hodgepocalypse civilization. The Little Bears regard them with reverence, believing they are protectors of the settlement, keeping away evil spirits and wild beasts.
Plot Hook: After a severe storm, one of the statues is found shattered, and strange wolf-like creatures have been spotted prowling the town’s borders. It’s up to the adventurers to figure out if the statues truly hold protective power—and if so, how to restore it before something worse appears.
Sea Port
The Sea Port is Ursineholt's lifeline to the outside world, a small but bustling dockyard where ships brave enough to sail the ever-changing waters of the Borealis Reach can load and unload goods. It is also the starting point for many expeditions across the Reach, offering adventurers a place to find passage or repair their vessels.
Plot Hook: A ship carrying valuable cargo has gone missing, last seen heading toward a mysterious island in the middle of the Reach. The ship's crew was known for their dangerous dealings, and the adventurers are tasked with both recovering the cargo and uncovering what truly happened to the vessel.
Little Bear Religion and Beliefs:
The Ursine believe they are the reincarnations of noble human souls lost during the Revelations, given a second chance to live in harmony with nature and the cosmic forces. Their religion blends ancient Norse beliefs with the teachings of the TEDI Order, creating a unique spiritual path that emphasizes balance, honor, and the pursuit of inner peace.
• Norse Mythology: The Ursine worship the Æsir gods, seeing themselves as their chosen warriors in the eternal battle against chaos. They recount tales of Odin, Thor, and other gods, interpreting them as guides on how to live and fight with honor.
• TEDI Order: The TEDI Order is the Ursine’s adaptation of the ancient Sentinel tradition, a blend of warrior and mage disciplines. Ursine Sentinels practice self-discipline, martial prowess, and arcane knowledge, striving to maintain the balance between the physical and mystical realms. They are taught the importance of mindfulness, the pursuit of harmony, and the need to protect the weak from the forces of darkness.
Viking Raids and Polar Bear Omens:
For the Ursine, taking on the mantle of a Viking is a religious duty. They embark on Vikingraids, journeys meant to protect the innocent, gather knowledge, and spread their teachings. Unlike the violent raids of old, these expeditions focus on exploration, diplomacy, and defending the weak.
Polar bears, which roam the lands around Churchill, are seen as sacred animals and omens. Their behavior is closely watched and interpreted as messages from the gods. A polar bear’s movements might predict the weather, foretell the success of a voyage, or signal a time of peace or conflict. These bears are never hunted; instead, they are respected and revered as living symbols of the divine.
Local Customs and Events:
The Raids of Light:
o Twice a year, the Ursine hold the Raids of Light, ceremonial Vikingraids where groups of Little Bears set out on expeditions across the Borealis Reach. These raids are not for conquest but for discovery and the spreading of the TEDI teachings. They bring back knowledge, resources, and sometimes new settlers to Ursineholt.
The Festival of the Shifting Lights:
o The Festival of the Shifting Lights is a celebration of the Borealis Reach’s magical auroras. This week-long event includes storytelling, feasting, and a series of ritualized duels and games held in honor of the TEDI Order and the Norse gods. It is a time for Little Bears to honor their ancestors and the forces that shaped their world.
The Polar Bear Procession:
o A spiritual event held when a polar bear is spotted near the town. The Ursine interpret the bear’s behavior as an omen, and the entire community may participate in a procession to honor the bear, offering it food and gifts. This ritual is believed to bring good fortune and protection to Ursineholt.
Challenges for Adventurers:
The Everchanging Reach:
o The Borealis Reach is a place of wonder and danger, where the waters and the creatures within them are influenced by both ancient technology and wild magic. Adventurers must be prepared to face both natural and supernatural threats as they explore this strange, semi-tropical bay.
Mysteries of the Old World:
o Within Ursineholt and the surrounding areas, remnants of the pre-Hodgepocalypse world still hold secrets. Adventurers may stumble upon old bunkers, forgotten technologies, or even ancient spirits that need to be laid to rest.
The Call of the TEDI:
o Those who come to Ursineholt may find themselves drawn to the TEDI Order, seeking to learn their ways. However, this path is not for the faint-hearted, requiring both discipline and a deep understanding of the balance between martial prowess and magical ability.