Friday, September 27, 2024

Maritime Compact - Part 4 - Moncton: The City at the Crossroads

 


Geography and Strategic Importance
Moncton lies at the heart of the Maritime Compact, straddling the intersection of trade routes between New Brunswick and the rest of the compact. Its location makes it a natural hub for logistics, communication, and defense, bridging the resource-rich forests of the west with the coastal strongholds of Nova Scotia and Prince Edward Island. The city is strategically located near the Petitcodiac River, which remains a vital artery for transportation, linking inland settlements to the Atlantic coast.

The City’s Role in the Compact
Moncton, known as “The Crossroads City,” serves as a key logistical and military hub within the Maritime Compact. Post-Hodgepocalypse, the city has undergone extensive reconstruction, blending pre-apocalyptic urban layouts with advanced techno-wizardry and Faustian Mechanics. Massive arcane pylons now power the city, blending magic and renewable energy sources, and its fortified walls make Moncton a crucial stopover for trade convoys and military reinforcements heading toward the Atlantic Stronghold.

Moncton's role extends beyond military and trade functions— it has become a cultural and educational hub. Several Faustian academies, gnomish inventors' workshops, and magical research facilities have sprouted in the city, making it a haven for those eager to push the boundaries of post-apocalyptic technology and magic. The city has a vibrant cosmopolitan feel, attracting species from across the Compact, including humans, dwarves, gnomes, and even Malarkoids who have set up permanent residences.

Historical Inspirations and Key Events



Industrial Legacy and Shipbuilding
Historically, Moncton was known for its shipbuilding industry, a tradition that continues into the Hodgepocalypse. The city’s shipyards have been restored to produce both seafaring vessels and arcane-powered submarines to patrol the waters between the Compact and the République de la Nuit, where undead threats from Quebec must be kept at bay. Dwarves and gnomes collaborate on these projects, ensuring that Moncton's shipyards remain cutting-edge.

The Vampiric Wars and the Necromantic Threat
One of the most pivotal events in Moncton’s modern history was its defense during the Vampiric Wars, a period where the forces of the République de la Nuit attempted to breach the Maritime Compact's borders. Moncton became the front line of defense, earning its people a reputation for resilience and bravery. The city's defense relied on a combination of enchanted artillery and techno-wizardry-powered fortifications. To this day, Moncton's citizens celebrate "Resilience Day" to commemorate their victory.



Cultural Tapestry
Moncton's melting-pot nature was accelerated by the migration of displaced peoples and species during the Hodgepocalypse. The city's diverse neighborhoods reflect the broader cultural blending within the Compact. Dwarves, known for their craftsmanship, occupy the industrial districts, working alongside gnomes on technological projects. Feylin enclaves dot the city, where their penchant for pop culture is embraced, and they contribute with entertainment and lighthearted performances that uplift the spirits of the weary populace.

Factions in Moncton

  • The Riverkeepers: A faction of gnome and human navigators who oversee trade and defense along the Petitcodiac River. They manage the docks and ensure that ships traveling up and down the river are well-armed to defend against threats from the undead or raiders. Their headquarters is a massive floating platform in the river itself, combining tech and magic.



  • The Steel Legion: A semi-autonomous militia that defends Moncton and the surrounding areas, heavily influenced by dwarven and human martial traditions. These warriors have become experts in combating the industrial undead and mechanical monstrosities that sometimes emerge from Quebec.



  • The College of Faustian Innovation: This academic body, largely gnomish and Malarkoid in membership, oversees much of Moncton's research into Faustian Mechanics. They are responsible for the city’s arcane-powered infrastructure, and their inventions have revolutionized agriculture, defense, and communication throughout the Compact.



  • The Unseen Cartel: A covert guild of rogues, spies, and shadow brokers operating in Moncton's underbelly. They monitor trade routes and provide valuable intelligence about both internal and external threats. While they operate in the shadows, the city council maintains a delicate relationship with them, recognizing their importance in a world filled with constant danger.



  • The Nightwatchers: A secretive group of scouts and rogues responsible for espionage and sabotage, especially when dealing with threats from the République de la Nuit.  They are primarily gnomes and feylin dressed as a post-apocalyptic recon unit based loosely on half remembered manuals of the canadian military.


Moncton’s Environment and Survival

  • Faustian Machinery and Magic: Everyday life in Moncton revolves around Faustian technology. People use enchanted machines to maintain agriculture in a post-apocalyptic landscape where traditional farming is difficult. Moncton’s markets are filled with enchanted tools, weapons, and devices built by local gnomish tinkerers and Faustian artisans.
  • Underground Bunkers: The fear of sudden attack from vampiric or undead forces has led to the construction of extensive underground bunkers beneath the city. Dwarven engineers designed these bunkers, which can house entire neighborhoods in case of invasion. The tunnels also serve as escape routes or smuggling lanes for black market goods or information.

Regions and Locations of note

The Hub (Downtown Moncton)




    • Historical Inspiration: Historically, Moncton is known as "The Hub City" due to its central role in transportation and trade in the Maritimes.
    • Post-Apocalyptic Adaptation: Now, The Hub serves as the administrative and economic center of the Maritime Compact in the region. A mix of towering arcane-augmented skyscrapers and fortified trade hubs form a skyline defended by techno-magical barriers. It's a bustling zone where Faustian Mechanics factories churn out defense mechanisms, enchanted weapons, and technology crucial to the Compact’s defense.

    • Notable Locations:
      • Federation Assembly Hall: The primary government building where the Federation Assembly meets. It's a heavily fortified structure that blends both traditional architecture and arcane enhancements, with a large dome symbolizing unity.
      • The Hub Tower: The tallest structure in Moncton, this building doubles as a communications tower and an arcane power station, collecting energy from the surrounding ley lines.
      • The Faustian Arcology: A district within the Hub dedicated to the fusion of magic and machinery, where the elite Faustian Mechanics tinker with new designs.

    • Plot Hooks:
      • The Stolen Prototype: A secretive Faustian Mechanic project has gone missing from the Faustian Arcology, and it's rumored to be a powerful war machine. The party is hired by either the government or a criminal syndicate to retrieve or sabotage the prototype.
      • Political Espionage: A faction within the Federation Assembly is trying to overthrow the current leadership, and the party is tasked with uncovering the conspirators. This mission could involve blackmail, heists, and navigating a web of political intrigue.
      • Ley Line Sabotage: The Hub Tower has begun malfunctioning, disrupting communications across the Maritime Compact. Investigating the tower reveals that someone—or something—is tampering with the city's ley lines, and the adventurers must delve into the arcane workings of the tower to set things right.

The Necromancer's Belt (Old East End)



    • Historical Inspiration: Moncton’s East End is historically known as an older residential and industrial area. During the post-apocalypse, this area became a battleground.
    • Post-Apocalyptic Adaptation: Now called The Necromancer's Belt, this district bears the scars of battles fought during the Necromantic Wars. It’s a haunted zone with skeletal remains of buildings, inhabited by renegade necromancers and undead. While some sections have been reclaimed, the area is dangerous, filled with dark magic, rogue spirits, and illegal Faustian experiments.

    • Notable Locations:
      • The Black Maw: A partially collapsed industrial district overtaken by a dimensional rift, leading to a pocket of the ethereal plane where necromancers experiment with forbidden magics.
      • Ruined Cathedral of St. Michael: A once-grand cathedral destroyed during the wars, now a place where rogue magicians and warlocks dabble in necromantic spells. It’s a hotspot for illicit arcane activities.

o   Plot Hooks:

§  Haunted Streets: Something has reawakened the spirits in the Ruined Cathedral of St. Michael, and they’re terrorizing the nearby inhabitants. The party is hired to investigate, only to discover a powerful necromancer is experimenting with binding souls.

§  The Black Maw Expedition: An underground rift at The Black Maw has opened wider, and an exploratory team sent to map its depths has vanished. The adventurers are hired to locate the missing team and discover the cause of the strange magical disturbances in the area.

§  Warlocks in the Shadows: A rogue cabal of warlocks operating out of the Belt has been spotted dabbling in forbidden magic. The city’s leadership wants them eliminated quietly before the dark magic spreads—but the warlocks may have knowledge vital to an even greater threat looming over Moncton.

Riverside Haven (Petitcodiac Riverfront)




    • Historical Inspiration: Moncton’s riverfront, bordering the Petitcodiac River, has long been a hub for commerce, fishing, and transportation.
    • Post-Apocalyptic Adaptation: Riverside Haven is a thriving district known for its fisheries, aquatic trade, and transportation via the still-active waterways. The riverfront has been heavily fortified to defend against raiders and hostile forces from Quebec. Enchanted docks are built to protect the area from the undead or magical attacks coming from upriver.
    • Notable Locations:
      • The Shimmering Locks: A series of magical locks controlling river traffic. These locks can raise powerful arcane barriers to block access when needed, and serve as an additional line of defense against invading forces.
      • River Keep: A floating fortress on the river, designed by Dwarves and Gnomes, serving as both a defense outpost and a major shipping hub.

o   Plot Hooks:

§  The Smugglers' Ring: With trade between the city and upriver settlements disrupted by undead raiders, the party is asked to infiltrate a smuggling operation in the Shimmering Locks. However, they soon discover that the smugglers may be dealing with much darker forces than simple contraband.

§  The Siren’s Call: Strange singing has been luring river workers to their deaths, and people fear a new type of fey or aquatic undead might be stalking the waterways. The adventurers must track the source of the threat and eliminate it before more lives are lost.


§  Raid on River Keep: The River Keep fortress has been overtaken by a group of Quebec undead or rogue mercenaries, cutting off Moncton’s river trade. The adventurers are tasked with retaking the fortress, but the enemy has fortified their position with both arcane defenses and brutal combatants.

The Forge Quarters (Historical Industrial Zone)



    • Historical Inspiration: Moncton has a legacy of industry, especially in transportation and manufacturing.
    • Post-Apocalyptic Adaptation: The Forge Quarters has become a hub of arcane forges and workshops, with Dwarves and Gnomes producing enchanted weapons, arcane machines, and other magical technologies. It’s a bustling area with constant production.
    • Notable Locations:
      • The Iron Council: The Dwarven-run guildhall where key decisions about the city's industrial development and defenses are made.
      • The Grand Forge: The largest of the city’s forges, a vast underground facility where enchanted steel and other materials are crafted for the entire region.
    • Plot Hooks:
      • The Runaway Construct: An experimental arcane construct created in The Grand Forge has gone rogue, attacking workers and threatening to destroy key infrastructure. The party must find a way to shut it down, but the construct's creator is hiding something critical about its origin.
      • Sabotage in the Forge: A series of mysterious explosions have crippled the Dwarven forges. The adventurers are hired to investigate, leading them to a rival faction seeking to cripple Moncton’s production capabilities—perhaps agents from the République de la Nuit.
      • The Gnome Rebellion: Tensions are rising between the Dwarves and Gnomes working in the forges, as accusations of sabotage and theft abound. The adventurers must mediate between the two groups, or risk the collapse of the city’s industrial sector. However, darker forces may be stoking these flames for their own ends.

Westfort (Old West End)




    • Historical Inspiration: The West End of Moncton was a primarily residential area.
    • Post-Apocalyptic Adaptation: Now called Westfort, this area has been transformed into a massive fortification. Many of the old residential neighborhoods have been converted into military outposts, housing for soldiers, and defensive battlements to keep the western frontier of the city safe from potential Quebec incursions.
    • Notable Locations:
      • Fort MacNaughton: The largest defensive structure in the city, a sprawling fortress that serves as both a military headquarters and a training facility for the Compact’s forces.
      • The Westwall: A massive enchanted barrier constructed to prevent undead forces or rogue marauders from entering the city from the west.

o   Plot Hooks:

§  Defending the Westwall: A large undead horde is marching from the west, and the defenders of Fort MacNaughton need reinforcements. The adventurers are hired to lead a defense or perhaps undertake a daring raid to disrupt the horde’s leadership. 

§  Conspiracy within the Ranks: Evidence has surfaced of a traitor in the Westwall, leaking information to Quebec forces. The party is tasked with uncovering the mole before critical defenses are compromised, but this conspiracy may reach far higher than they expect.

 

§  The Siege of Fort MacNaughton: The party finds themselves trapped inside the fortress as a surprise attack from rogue undead factions cuts off the city’s communication with Westfort. Can the adventurers hold the line until reinforcements arrive, or will they have to find a way to break the siege?

The Feylin Expanse (Magnetic Hill Area)




    • Historical Inspiration: Magnetic Hill is one of Moncton’s most famous tourist attractions, known for its optical illusion.
    • Post-Apocalyptic Adaptation: Now an area filled with Feylin settlements, The Feylin Expanse is a quirky and eccentric district where Feylin communities have thrived. Their love of pop culture has turned Magnetic Hill into a center for their unique blend of playful magic and scavenged artifacts from pre-apocalyptic culture.

    • Notable Locations:
      • The Neon Market: A bustling open-air market filled with glowing magical items, quirky scavenged tech, and pop-culture artifacts.
      • The Hill of Wonders: A magical recreation of the famous Magnetic Hill illusion, but now powered by arcane energy. It’s both a tourist attraction and a magical testing ground.

o   Plot Hooks:

§  Pop Culture Obsession: Fey creatures in the Neon Market have become obsessed with collecting ancient pop-culture relics, including one powerful artifact that could tip the balance of power in Moncton. The adventurers must either outbid or outwit fey traders in order to secure it. 

§  The Hill of Wonders Unraveled: Something has gone wrong with the magical recreation of Magnetic Hill, and now people who visit the Hill of Wonders are vanishing into alternate dimensions. The party is hired to explore these dimensions and rescue the victims, but the cause may be something far more sinister than a malfunctioning attraction.

§  Fey Revolt: Feylin factions in the Expanse are planning a rebellion against the Maritime Compact’s government, claiming they are being exploited for their knowledge and resources. The adventurers are caught between supporting the Feylin’s independence or maintaining peace in Moncton.

The Highlands (Centennial Park)




    • Historical Inspiration: Centennial Park is one of Moncton's large, green public spaces.
    • Post-Apocalyptic Adaptation: The Highlands has become a sanctuary for nature and magic. Druids, rangers, and fey creatures have transformed this park into a sacred space filled with natural beauty, magical groves, and ancient fey portals. It also serves as a neutral ground where diplomatic matters with Fey and Sylvan races are conducted.
    • Notable Locations:
      • The Whispering Glade: A sacred grove where Rainmakers commune with nature spirits and hold seasonal festivals.
      • The Ley Nexus: A powerful convergence of ley lines located in the heart of the park, often used by wizards and mages for rituals and arcane experimentation.

o   Plot Hooks:

§  Spirit of the Glade: Something is corrupting the Whispering Glade, turning the normally peaceful spirits into hostile entities. The adventurers are hired to cleanse the corruption, but they soon find that it stems from a deeper conflict between the fey and the spirits of the land.

§  The Ley Nexus Overload: A dangerous magical anomaly has appeared at the Ley Nexus, threatening to destabilize Moncton’s ley line network. The party must venture into the heart of the Nexus to prevent a city-wide disaster—but what they find there could forever alter Moncton’s magical foundations.


§ Rainmaker's Betrayal: A Rainmaker cult has emerged in the Highlands, claiming they seek to restore nature’s balance. However, their methods involve sacrificing the city’s inhabitants. The adventurers must stop the cult before they complete a ritual that could unleash an apocalyptic disaster.

The Outer Reaches (Dieppe and Riverview)



    • Historical Inspiration: Dieppe and Riverview are neighboring communities across the river from Moncton.
    • Post-Apocalyptic Adaptation: These areas have become satellite cities of Moncton, primarily focused on agricultural production, refugee housing, and resource gathering. They also house a few refugee communities who fled from Quebec during the Necromantic Wars.
    • Notable Locations:
      • The Refugee Barracks: A large community of displaced people from the frontlines of the Quebec conflict.
      • The Sky Gardens: Enormous floating greenhouses built by gnomes, supplying food to Moncton and the surrounding areas.

o   Plot Hooks:

§  Refugee Uprising: Discontent is growing among the refugees housed in Dieppe, with rumors of an armed uprising to claim their own land. The adventurers must quell the rebellion—or help lead it—depending on where their sympathies lie.

§  Sabotage in the Sky Gardens: A mysterious blight is attacking the Sky Gardens, threatening Moncton’s food supply. The adventurers must investigate the cause of the blight, which could be the result of a Feylin curse or a deliberate act of sabotage by a rival faction.


§  Monster in the Barracks: Something has been stalking the Refugee Barracks at night, killing residents and leaving behind strange, arcane symbols. The party is hired to track down and eliminate the monster before panic spreads through the city.




Friday, September 20, 2024

Maritime Compact - Part 3 - Locations and Foreign Relations

Locations of Note



Halifax



  • Strategic Importance: As the capital of the Maritime Compact, Halifax remains the central hub for naval operations. Its deep natural harbor and strategic position on the Atlantic coast make it essential for defending the Compact and controlling access to the North Atlantic. Halifax is the primary base for the Compact's naval fleet, ensuring dominance over maritime routes.
  • Economic and Cultural Role: Halifax continues to be the economic heart of the Compact, with its shipyards and military academies playing crucial roles in the region’s defense and technological advancement. The city also serves as a cultural beacon, preserving the maritime traditions and fostering a strong sense of unity among the Compact’s inhabitants.

Charlottetown



  • Strategic Importance: Situated on Prince Edward Island, Charlottetown’s strategic value lies in its control over the Northumberland Strait and its proximity to the mainland. The city’s naval outposts and coastal defenses are vital for securing the strait, which is a crucial passage for both military and civilian vessels within the Compact.
  • Economic and Cultural Role: Charlottetown is a major agricultural center, providing essential food supplies for the Compact. Its rich farmlands and strong fishing industry make it a cornerstone of the Compact's economy. The city also serves as a political hub, with a focus on governance and inter-island coordination within the Compact.

Sydney



  • Strategic Importance: Located on Cape Breton Island, Sydney remains a key military and naval outpost for the Compact, overseeing the Cabot Strait. Its strategic position is crucial for controlling the entrance to the Gulf of St. Lawrence, ensuring the safety of maritime routes leading into the heart of the Compact’s territory.
  • Economic and Cultural Role: Sydney is a center for resource extraction, particularly coal and other minerals needed for the Compact’s industries. Its shipbuilding and repair facilities are vital for maintaining the Compact’s naval strength. Sydney is also known for its cultural diversity, blending traditions from various communities within the Compact.

Anticosti City



  • Strategic Importance: As the capital of the Anticosti Dominion, Anticosti City is critical for the defense of the eastern approaches to the St. Lawrence River. The city's fortifications and naval installations protect this vital waterway from any potential threats, ensuring the security of the Compact’s inland territories.
  • Economic and Cultural Role: Anticosti City is an important port and trading hub, facilitating the movement of goods between the Maritime Compact and the broader Atlantic region. The city is also a center for maritime research and exploration, with a focus on harnessing the resources of the surrounding seas. Culturally, Anticosti City plays a key role in maintaining the identity and heritage of the Anticosti Dominion within the Compact.

Saint John



  • Strategic Importance: Saint John, located in New Brunswick, is a key port city for the Maritime Compact, overseeing the Bay of Fundy. Its strategic location makes it vital for controlling access to the interior waterways and protecting the southern approaches to the Compact’s territory.
  • Economic and Cultural Role: Saint John is a major industrial and logistics hub, with its port facilities handling a significant portion of the Compact's trade. The city is also known for its shipbuilding industry and its role in energy production, particularly from renewable sources like tidal power. Saint John’s cultural heritage is deeply rooted in its maritime history, making it a symbol of resilience and innovation within the Compact.

Foreign Relations and Potential Threats

The Moundlands

The Moundlands, dominated by the necromantic influence of the Fallen Lords, loom as a dark memory in the history of the Rock. During the Necromantic Wars, the armies of the Fallen Lords, particularly Wendigo and Uktena, invaded the lands of the Rock, leaving an indelible mark on its people and landscape. The horrors unleashed by these undead forces served as a catalyst for the formation of the Maritime Compact, a federation created out of necessity for self-defense against the looming necromantic threat. Though the Moundlands are now a distant and shrinking menace, the memory of their invasion lingers, keeping the Rock vigilant. The current relationship is one of wary observation, with occasional skirmishes against rogue Corpsemen, and a shared history of struggle that binds the Compact’s people in a collective defense.

République de la Nuit

The République de la Nuit, a shadowy and enigmatic nation of vampires, lies to the west of the Maritime Compact. They remain a potential threat due to their hidden numbers and advanced, though secretive, civilization. The Compact's inhabitants remain largely unaware of the République's true scale and technological prowess, a deliberate strategy by the vampires to avoid detection and potential conflict. The vampires of the République de la Nuit played a subtle yet crucial role during the Necromantic Wars, infiltrating and subverting the forces of the Fallen Lords from within. Relations between the two regions are marked by an uneasy tension; while the vampires prefer to remain in the shadows, the Compact’s leaders are ever cautious of the possibility that this hidden empire could become a significant threat if provoked. The current stance is one of watchfulness and cautious diplomacy, with no direct conflicts but a persistent undercurrent of mistrust.

The Rock

The relationship between the Rock and the Maritime Compact is characterized by mutual respect mixed with simmering tension. During the Necromantic Wars, the Rock emerged from isolation to aid the alliance of the living, playing a crucial role in defeating the Fallen Lords. However, their late intervention, while pivotal, came with a heavy cost for the Maritime Compact, which was forced to cede half of its fishing rights and territorial waters to the Rock as part of the post-war settlement. This has created a cold war-like atmosphere between the two powers, with the Maritime Compact resentful of its territorial losses but wary of the Rock's formidable magical capabilities.

The DPP

The Maritime Compact remains wary of the Democratic People's Potomac (DPP), a powerful and expansionist neighbor to the south, believing that conflict is inevitable. The DPP claims territory from the ruins of New York City and Long Island, known as the Junkyard, down to Albemarle Sound, with its western borders pushing into the Moundlands and Appalachian Mountains. The DPP's history is shrouded in fragmented facts and state-sanctioned myths, centered around the vision of its founder, who led the nation through a rebuilding phase following the Revelations. The trauma of the Necromantic Wars, which decimated a third of their population, has fueled the DPP's xenophobia and fear of magic, deeply ingrained in their political mindset through the teachings of "John's Way." Despite this insular and suspicious outlook, some within the DPP recognize the need to engage with the wider world and repay their debts to former allies, though the tension with the Maritime Compact remains a pressing concern.

The Fiend Marches

The Maritime Compact maintains a wary and tense relationship with the Fiend Marches, a collection of demon-ruled city-states that span much of the former California, Nevada, and southern Oregon. While the Marches are not in close enough proximity to the Compact for direct military conflict, the occasional appearance of Desecrators—capitalist techno-demons who wield mastery over Faustian mechanics—within the Compact's borders poses a significant threat. These demons are known to incite chaos and tempt individuals into making disastrous bargains, a tactic that sows discord and undermines the Compact's stability.

Desecrator Footholds in the Compact

The Harbor of Lost Souls:


A notorious black market hub located on a remote island in the northern waters of the Compact. This lawless area is known for trading in illicit goods, including dangerous magical artifacts and forbidden knowledge. The Desecrators exploit this market to establish a covert presence, using it as a base to corrupt and manipulate key figures within the Compact.

The Shadows of Old Halifax:


Beneath the bustling city of New Halifax lies a forgotten network of tunnels and catacombs, remnants of the old world. These hidden passages have become a haven for smugglers and other unsavory elements. A Desecrator could infiltrate this underworld, using its connections to spread influence and stir unrest, all while remaining hidden from the Compact's authorities.


Friday, September 13, 2024

Maritime Compact - Part 2 - Technology and Military

Technology

The overall technological level of the Maritime Compact before the introduction of Faustian Mechanics is a blend of mid-21st-century advancements with a focus on sustainability, resilience, and decentralization. The society would have adapted to the challenges of the post-Hodgepocalypse world by prioritizing renewable energy, fortified infrastructure, and a return to more localized and sustainable practices, all while maintaining a connection to the technological advances of the pre-apocalyptic era.

Energy and Power Sources



  • Renewable Energy Dominance: Prior to the Hodgepocalypse, the Maritimes had become a hub for renewable energy, particularly offshore wind, tidal, and hydroelectric power. Even after the cataclysm, these technologies would remain crucial. Communities would have maintained and adapted renewable energy systems, using local resources to generate electricity.
  • Battery and Storage Technology: With the frequent storms and unpredictable weather, advanced battery and energy storage systems would have been developed to ensure a reliable power supply. These would include large-scale battery banks, possibly using advanced lithium or even experimental graphene technologies.

Infrastructure and Architecture



  • Bunkered and Reinforced Structures: The siege mentality would have led to the development of fortified, bunkered communities. Buildings would be constructed with reinforced concrete, steel, and other durable materials to withstand both natural and supernatural threats.
  • Underground Facilities: To protect against magical storms and other hazards, many communities might have developed extensive underground facilities. These could range from simple bunkers to complex underground cities, with advanced ventilation and water recycling systems.
  • Modular and Resilient Design: Infrastructure would be designed to be easily repaired or reconfigured. Modular homes and facilities would be common, allowing for quick reconstruction or adaptation to new challenges.

Communication and Information Technology



  • Radio and Mesh Networks: In the absence of global satellite networks, the Federation would rely heavily on radio communications. Mesh networks, where individual devices connect directly with each other to form a decentralized network, would be common in larger communities.
  • Resilient Data Storage: Recognizing the fragility of digital data in a post-apocalyptic world, the Federation use hardened servers, possibly using optical storage or other durable media, to preserve knowledge and maintain communication systems.

Transportation and Mobility



  • Electric and Hybrid Vehicles: Prior to Faustian Mechanics, the primary mode of transportation would be electric vehicles, including cars, trucks, and even small aircraft. Hybrid vehicles, combining renewable energy sources with limited fossil fuels or biofuels, would also be in use.
  • Bicycles and Manual Transportation: In areas where maintaining vehicles is challenging, bicycles and other manual forms of transportation would be widespread. These are reliable, require minimal resources, and are easy to maintain.
  • Localized Shipping and Cargo Transport: Waterways would remain critical for moving goods, with electric-powered ships and boats used for inter-island transport. The use of wind and solar-powered vessels might also see a resurgence.

Agriculture and Food Production



  • Vertical Farming and Hydroponics: With limited arable land and the need to maximize food production, vertical farming and hydroponic systems would be prevalent. These systems allow for high yields in controlled environments, making them ideal for bunker-like communities.
  • Aquaculture: Given the Maritimes' proximity to the ocean, aquaculture would play a significant role in food production. Advanced fish farms and algae production facilities would provide protein and other nutrients to the population.
  • Permaculture and Resilient Agriculture: Communities would adopt permaculture principles, focusing on sustainable and self-sufficient farming practices that require minimal external inputs.

Medicine and Health



  • Advanced First Aid and Emergency Care: With the dangers of the post-apocalyptic world, the Federation would prioritize advanced first aid, trauma care, and emergency medical services. Portable medical devices, possibly powered by renewable energy, would be common.
  • Herbal and Traditional Medicine: In the absence of large-scale pharmaceutical production, there would be a revival of herbal and traditional medicine. Knowledge of local plants and their medicinal properties would be widespread.
  • Localized Medical Facilities: Small, resilient medical facilities with a focus on preventative care and emergency response would be the norm. Telemedicine, using the mesh networks, would connect these facilities with larger, better-equipped centers.

Defense and Security



  • Fortified Settlements: The threat of external attacks, both mundane and supernatural, would lead to the construction of fortified settlements. Walls, gates, and other defensive structures would be common.
  • Firearms and Low-Tech Weaponry: Firearms would still be in use, though ammunition might be scarce. As a result, communities might also rely on low-tech weaponry like crossbows, spears, and traps.
  • Surveillance and Early Warning Systems: Advanced surveillance technology, possibly using drones or automated systems, would be deployed to monitor for threats. These systems would be powered by the community’s renewable energy grid.

Education and Knowledge Preservation



  • Decentralized Education Systems: Education would be focused on practical skills necessary for survival, such as farming, mechanics, and basic medical care. Schools would be small and community-based, with an emphasis on apprenticeship and hands-on learning.
  • Knowledge Archives: Recognizing the importance of preserving knowledge, the Federation would have established knowledge archives, both digital and physical. These would contain information on pre-Hodgepocalypse technology, agriculture, medicine, and more.

Industry and Manufacturing



  • Small-Scale Manufacturing: With large-scale industrial facilities likely destroyed or non-functional, the focus would be on small-scale manufacturing. 3D printing, using locally sourced or recycled materials, might be prevalent for creating tools, components, and even weapons.
  • Artisanal and Craft Production: Skilled artisans would produce goods using traditional methods combined with whatever remnants of technology remain. Metalworking, carpentry, and textile production would be crucial industries.

Faustian Mechanical Integration



In the Maritime Compact, the integration of Faustian Mechanics, introduced by the Marlarkoids, has become a cornerstone of their national policy and military strategy. Drawing inspiration from the WWII practice of pilots returning as trainers, the Compact employs a similar approach to cultivate expertise in Faustian Mechanics. Veterans who have gained substantial experience with Faustian technology are often repurposed as trainers, creating a robust system for identifying and nurturing talent. This methodology ensures a continuous and expanding pool of skilled operatives, who are adept in both the application and instruction of Faustian devices. The technology, characterized by its retro-futuristic aesthetic reminiscent of 1950s and 1960s sci-fi, is not only a symbol of the Compact's technological prowess but also a practical asset in their defense strategy.

The Faustian Mechanics serve dual purposes within the Maritime Compact: they are both a strategic advantage and a crucial energy source. In challenging environments, such as remote islands or isolated military bases, Faustian devices provide reliable power, overcoming the limitations of traditional energy infrastructure. Their techno-magical nature allows them to function effectively in hard-to-reach areas, ensuring that outposts and bases remain operational regardless of their location. This versatility reinforces the Compact’s ability to maintain a strong defensive posture while also leveraging advanced technology to power critical installations. The integration of Faustian Mechanics into the Compact’s framework exemplifies a blend of innovation and tradition, reflecting a commitment to both cutting-edge technology and the preservation of a distinctive, retro-futuristic aesthetic.

Military



In the Maritime Compact, the strategic emphasis on naval dominance mirrors some of the defensive strategies used by Israel, focusing heavily on conscription and rigorous training. Given their control over the crucial mouth of the St. Lawrence River, the Compact has implemented a highly disciplined and efficient system of military service. All able-bodied citizens are subject to conscription, ensuring that the Compact maintains a well-trained and ready naval force. This approach not only fortifies their control over maritime routes but also integrates military preparedness into everyday life, reflecting a national commitment to both security and resilience. The Compact's naval orientation is supported by a robust system of training facilities and academies dedicated to cultivating skilled sailors, naval tacticians, and marine engineers. These institutions not only prepare individuals for combat but also instill a sense of duty and cohesion among the populace, ensuring that the Compact's naval forces are always at the peak of readiness.



In terms of adventuring options, this militaristic and naval focus creates rich opportunities for characters within the Maritime Compact. Adventurers may find themselves enlisted as conscripts or mercenaries, participating in high-stakes naval operations or defending key maritime assets. The rigorous training and military discipline provide a structured backdrop for characters pursuing careers in naval warfare, reconnaissance, or engineering. Inspired by the TV show The Last Ship, but with a distinctly Canadian military flair, adventurers could engage in missions that involve safeguarding vital trade routes, conducting covert operations against maritime threats, or exploring uncharted territories. The Compact's emphasis on naval power also opens avenues for campaigns centered around maritime exploration, the discovery of hidden sea routes, and conflicts with rival factions vying for control over the St. Lawrence River. Whether navigating treacherous waters or participating in grand naval battles, characters will find themselves immersed in a world where strategic defense and maritime prowess are paramount.