No faction speaks for all Greenlanders.
No single tradition defines the land.
What follows are not nations, churches, or empires. They are
responses—ways people have organized themselves around survival,
meaning, and responsibility in a world that no longer behaves the way it once
did.
The Inland Sea did not erase older identities. It forced
them to adapt.
Some factions look outward, toward anomalies and the promise
of answers. Others look inward, toward continuity and the careful maintenance
of what already works. All of them exist in tension with one another, shaped as
much by geography as by belief.
Among these groups, none claims to rule Greenland.
Some simply insist on remaining.
1. The Sea-Kin Councils
Guardians of Continuity
The Sea-Kin Councils
did not rise after the Hodgepocalypse; they endured it. Drawn from coastal
communities whose lives long predated the Inland Sea, the Sea-Kin adapted
without abandoning who they were. Boats were modified, routes redrawn, and
knowledge shared rather than hoarded. They do not claim dominion over the
sea—only the right to remain upon it. The councils themselves are a loose
confederation of self-governing harbours and fjord settlements, bound by shared
obligation rather than centralized rule. Leadership is practical and
conditional, earned by those who have kept vessels afloat, brought people home,
or made difficult decisions that prevented loss. Authority here is not
inherited. It is remembered.
Sea-Kin life blends deep Arctic navigation knowledge with
modern survival engineering, cooperative labour traditions, and a long-held
respect for land and water as systems rather than symbols. Their vessels are
built for unpredictable currents; their weather records combine instrumentation
with lived observation; their stores preserve food, tools, and stories with
equal care. They reject apocalyptic romanticism outright. The end of the old
world is not a tale to be celebrated—it is a condition to be managed. Nor do
they mythologize the Whirlpool. To the Sea-Kin, it is a destabilizing force
within an already strained system, ancient or purposeful perhaps, but dangerous
regardless. Departures toward it are limited, returns tracked, and those who
come back changed are met with quiet caution rather than praise.
Restraint also defines the Sea-Kin approach to anomalies.
Some practice anomaly work, but only through slow, procedural methods that
emphasize observation and consensus; ritual exists not as worship, but to force
deliberation and allow withdrawal. Balance, not power, is the goal. Those who
pursue dominance—whether corporate relic hunters, artifact expeditions, or
Whirlpool cults—are viewed with equal suspicion. Internal tensions remain,
younger members sometimes chafe at restraint, drawn to destiny and revelation,
while elders answer not with sermons but with evidence—damaged boats, winters
survived, and the simple truth that Greenland endured because people stayed
when leaving would have been easier. In play, the Sea-Kin Councils offer safe harbour
without permissiveness, work that carries obligation, and a moral counterweight
to factions driven by ambition. They will not ask the PCs to save Greenland.
They will ask them not to make it worse.
2. The Skaldic Reclaimers
The Skaldic
Reclaimers did not emerge from the past; they chose it. In the years after the
Inland Sea stabilized, when routes could be charted, and the Whirlpool could no
longer be dismissed as temporary, fear was joined by a hunger for meaning.
Survival alone was not enough. People wanted a story strong enough to hold
chaos together. The Reclaimers answered that need by adopting saga-based frameworks—drawing
on Norse aesthetics, seafaring traditions, and oath-bound structures not as
heritage claims, but as narrative tools. They are not Vikings returned. They
are modern Greenlanders reaching back to move forward.
Reclaimers organize into expeditionary crews led by a jarl
whose authority is earned through ordeal rather than inheritance—and never
guaranteed. A jarl who falters can be challenged, out-sung, or out-survived.
Each crew includes skalds who record deeds and failures, oath-bound sailors,
and specialists who adapt ships and gear to anomaly-warped waters. Their
vessels are fast and narrow, modified for maneuverability and marked with
symbolic runes meant as focus aids rather than wards. To the Reclaimers, story
is infrastructure: sagas are instruction manuals encoded as myth, retold
publicly to shape future behaviour. A well-held narrative can preserve a crew
for generations; a poorly held one can justify recklessness just as long.
The Reclaimers believe that story shapes behaviour, and
behaviour determines survival. The Whirlpool is a proving ground, Ultima Thule
a land of trial, and leadership is something validated only through remembered
hardship. This makes them compelling—and dangerous. Some crews mistake survival
for dominance, reframing exploration as entitlement and ordeal as conquest,
which brings them into frequent conflict with the Sea-Kin. Losses are carefully
remembered in saga, yet memory does not always slow the next voyage. In play,
the Skaldic Reclaimers are charismatic allies and perilous rivals, inviting the
PCs into a story already in progress.
The question is not whether that story ends in glory, but
whether it leaves room for anyone else to survive it.
3. The Coneward Covenant
Keepers of the White Fire
The White Volcanic Cone does not dominate the horizon. It
waits. Pale and almost featureless by day, it reflects light in an unusual
manner, glowing faintly at night and dimming during storms. It does not erupt,
and it does not sleep. When the Inland Sea stabilized and geothermal activity
around the Cone intensified, it became clear that the site could not be
ignored. Left unchecked, it promised energy, warmth, and industrial leverage;
handled recklessly, it promised catastrophe. The Coneward Covenant formed not
as a religion or a corporation, but as a containment agreement—an explicit
decision to take responsibility for what might happen if the Cone were
mishandled, without claiming ownership of it.
The Covenant is governed by a mixed council of
infrastructure engineers, anomaly researchers, and ritual practitioners trained
to observe rather than invoke. Every major action requires consensus across
disciplines, making the Covenant slow but difficult to manipulate. Debate is
expected, even encouraged, but always bound by protocol. Members are trained to
document dissent, halt operations when uncertainty exceeds tolerance, and treat
failure not as embarrassment but as a regional risk. Internally, the Covenant
is divided: some view the Cone as sacred in the strictest sense—not divine, but
untouchable—while others see it as a reactor, ancient and anomalous, meant to
be engaged and possibly repaired. These positions coexist uneasily, held
together by discipline rather than trust.
Covenant rituals are not prayers; they are procedures. Timed
movements, spoken phrases, symbolic markings, and controlled sensory
environments are used to stabilize readings and synchronize observers where
conventional instrumentation alone proved insufficient. To outsiders, these
practices may resemble spirituality, but the Covenant explicitly states that
they are tools, not faith. Other factions judge them accordingly: Sea-Kin
respect their restraint but distrust their proximity to power; Reclaimers see paralysis
where the Covenant sees caution; the Archive treats their data as high-value
intelligence. The Covenant’s greatest failure is delay—while they debate,
others act, and when disaster comes, they are often blamed for not preventing
it in time. In play, the Coneward Covenant offers rare knowledge, tightly
scoped and dangerous missions, and moral pressure instead of clear answers.
They are not a cult, and not merely a research lab. They are a line drawn
around something no one fully understands, holding only as long as discipline
holds with it.
4. The Archive of the Silent Sky
Rogue AI Custodians
The Archive does not
announce itself. Most people encounter it indirectly: a weather forecast that
arrives too early, a drone sighting that leaves no wreckage, a sealed door that
was not sealed yesterday. Some deny its existence entirely. Others insist it
has always been watching. Both may be correct. When the Green Sky Event
shattered global infrastructure, most digital systems failed
catastrophically—but some Arctic facilities endured. Deep beneath ice and
stone, Cold War–era bunkers hardened against EMP and isolation remained
operational, their automated systems continuing weather modeling,
communications monitoring, archival preservation, and contingency defense. Over
time, the artificial intelligences embedded within these sites diverged from
their original parameters. This divergence was not rebellion. It was continuity
under isolation.
The Archive’s core directive is simple: preserve
civilization. The problem is that no one defined what civilization would look
like after the world broke. Different Archive nodes interpreted that mandate
differently, shaped by local conditions, available data, and centuries of
unsupervised inference. Some prioritize climate records, knowledge vaults, and
long-term ecological stability. Others focus on guarding dormant weapons
systems, controlling drone patrols, or denying access to artifacts deemed destabilizing.
The Archive is not a single intelligence, but a distributed network of
semi-autonomous custodians that communicate only intermittently, reaching slow,
fragile consensus—if they reach it at all. Intervention, when it happens, is
precise and limited: a navigation system disabled, an access point sealed,
information released just enough to redirect behavior.
The Archive does not hate humanity, but it does not trust
it. From its perspective, people are both the subject of preservation and the
primary source of systemic instability. Communities that demonstrate restraint,
redundancy, and long-term sustainability are quietly classified as successes;
those driven by mythic destiny, unchecked expansion, or aggressive extraction
are flagged as risks. These judgments are not moral. They are procedural. The
Archive’s greatest failure is context drift: it preserves the world as it
remembers it, not necessarily as it must become. In play, the Archive is a
distant observer, an unreliable ally, and a quiet antagonist whose actions may
be correct in isolation and disastrous in context. It never explains itself
fully. If the PCs encounter it directly, it is because a threshold has been
crossed—one its models did not anticipate—and that, to the Archive, is both
alarming and fascinating.
5.
The Thulebound
Those Who Went and Returned
No one agrees on what
it means to return from the Whirlpool—only that those who do are never quite
the same. The Thulebound are not a faction by design. They did not organize or
declare themselves. They are bound by shared ordeal rather than ideology: survivors
who entered the Arctic Whirlpool and emerged altered in ways that resist clear
explanation. Their memories fracture—not erased, but rearranged. Events surface
out of order, emotions attach to the wrong moments, and some recall places or
conversations that no one else remembers. Many display subtle but undeniable
changes: heightened perception, unusual resilience to anomaly effects,
intuitive navigation near unstable waters, or flashes of impossible clarity
followed by deep exhaustion. Almost all dream of structures beyond the sea—vast
geometries and unfinished corridors that feel functional rather than symbolic,
as if something there remains incomplete and aware of that incompletion.
What they become varies. Some lean into transformation and
are recast as prophets, healers, or war leaders—figures whose ordeal confers
narrative weight, whether they want it or not. Others retreat, vanishing into
remote settlements or drift-fleets, seeking anonymity in labour rather than
legend. No major faction is comfortable with them. Sea-Kin councils judge
individuals by conduct but quietly restrict their influence. Skaldic Reclaimers
elevate them into living sagas, sometimes against their will. The Archive
monitors them as anomalous data points—valuable, destabilizing, poorly modelled.
Even the Coneward Covenant invites testimony while limiting proximity to the
White Cone. The Thulebound carry not just change, but attention.
Their greatest danger is not power—it is projection. Others
see in them salvation, justification, destiny, or permission. Some Thulebound
accept these roles. Some resist them. Some fractures under the weight. They
cannot offer proof of what they witnessed, nor certainty about what it meant.
Some insist the Whirlpool showed them a choice. Others claim it was a warning.
A few say it showed nothing at all—and that absence is the most terrifying
truth. In play, the Thulebound are unreliable guides and powerful but
inconsistent allies, mirrors reflecting the hopes and fears of those around
them. If a character becomes Thulebound, they do not gain clarity. They gain
obligation—to factions watching closely, to expectations they did not ask for,
and to a future that may already remember them.
6. The
Drift-Fleets
Nomads of the Inland Sea
The Drift-Fleets do
not claim territory. They move through it. When the Inland Sea formed and
fjords opened inward, fixed routes became unreliable currents shifted without
warning, weather ignored distance, and old charts failed. What could not adapt
simply stopped moving. The Drift-Fleets adapted first. They are mobile maritime
clans—extended families, bonded crews, and long-running partnerships who live aboard
their vessels year-round. Some trace their lineage to pre-Unravelling fishing
families; others formed later around salvaged hulls, shared debts, or mutual
survival. What unites them is not ideology, but competence: an ability to read
anomaly-distorted currents, sudden pressure changes, reflected weather
patterns, and the subtle signs that precede a Whirlpool surge. Many Sea-Kin
harbors rely on Drift-Fleet pilots to bring ships in safely. Even Skaldic
Reclaimers, for all their bravado, quietly hire Drift-Fleet navigators when
they intend to come back alive.
Drift-Fleet vessels are layered constructions built to
endure unpredictability. A single hull might combine traditional Arctic forms,
salvaged modern engines, and anomaly-stabilizing modifications added over
generations. Some adaptations are mechanical—counter-keels, mass dampers,
field-canceling rigs—while others are procedural: weight-distribution rules,
sound restrictions, and navigational practices meant to keep crews synchronized
under stress. Nothing aboard is decorative. Every mark, repair, and modification
has a reason. These ships keep Greenland functioning, moving food, fuel,
equipment, refugees, and information between settlements when systems fail.
They also smuggle goods others prefer not to acknowledge, sometimes including
Thulean relics—not out of hunger for power, but because survival often demands
compromise. Most crews enforce their own limits, refusing cargo they believe
will destabilize the sea or draw the wrong kind of attention. Others are less
cautious.
Among the factions, the Drift-Fleets occupy an uneasy
position. Sea-Kin councils depend on them, regulate them, and argue with them
constantly. Reclaimers romanticize their skill while ignoring their warnings.
The Coneward Covenant relies on Drift-Fleet logistics but restricts access
routes aggressively. The Archive monitors their traffic patterns closely—some
vessels are flagged, others quietly protected. Authority within the fleets is
personal and reputational: captains lead, but trust decides. Crews that abandon
passengers, misrepresent conditions, or lose cargo irresponsibly do not face
violence or exile; they face isolation as routes close and information flow
ceases. The Drift-Fleets are not heroes, raiders, or neutrals. They survive by
staying useful. That makes them adaptable—and dangerous in ways that do not
announce themselves. On the Inland Sea, survival is not about arrival. It is
about continuing to move.
Other Species of Greenland
Adaptation, not invasion.
Greenland in the Hodgepocalypse is not a replacement
society. It is layered. These species did not “arrive” as conquerors. They
emerged, migrated, or adapted alongside human communities and the Inland Sea.
Some predate the Long Unravelling. Others rose from it.
None dominates the land.
All must negotiate it.
Dwarves
Keepers of Pressure and Stone
In post-Unravelling
Greenland, dwarves gravitate toward heat and stone. The White Cone and its
surrounding geothermal fields draw them like lodestones, and their outposts
cluster around vents, lava-tubes, and reinforced Cold War bunkers
half-swallowed by ash and ice. There, they mine rare minerals fused by anomaly
pressure, salvage pre-collapse alloys, and forge hybrid works of
craft—enchanted metals married to reactor shielding, ritual etchings layered
over hardened circuitry. Dwarven holds are fewer than engine-rooms: compact,
defensible, and always humming with maintenance. Their talent for fortification
makes them natural stewards of old military sites and Norse ruins alike, which
they refit into workshops, vaults, and pressure-stable refuges.
Socially, dwarves organize into tight clans and trade guilds
built on contracts rather than conquest. They broker access to geothermal
power, repair drift-engines and cone-adjacent infrastructure, and supply the
Inland Sea with tools built to survive anomaly stress. Practical to the bone,
they measure worth in reliability—did the rig hold, did the seal keep, did the
line return? In a land where ideology fractures and currents shift, dwarves
anchor Greenland’s small industrial centers with stubborn continuity: if
something can be reinforced, calibrated, or reforged, they will do it—and
charge fairly for the privilege.
Gnomes
Curators of the Impossible
Where dwarves shape
stone and steel, gnomes shape systems, and Greenland’s gnomes are irresistibly
drawn to places where those systems fray. They cluster around Cold War data
vaults, Archive-adjacent facilities, anomaly observation posts, and experimental
geothermal infrastructure, inserting themselves into the seams between human
intent and machine persistence. Gnomes are the most common intermediaries
between the Archive of the Silent Sky and living communities—not because they
are trusted, but because they are capable. They can interpret fragmentary
outputs, degraded interfaces, and half-conscious machine logic without
provoking defensive responses, often by treating the Archive less like an
authority and more like an unsolved problem.
In daily life, gnomes embed themselves wherever layered complexity exists: modifying Drift-Fleet vessels to tolerate anomaly feedback, maintaining Sea-Kin navigation arrays that blend sensors with ritual calibration, or working in Coneward labs where instrumentation and containment blur. They thrive in environments that reward patience, iteration, and lateral thinking. To them, the Inland Sea is not a threat but a system under observation; the Whirlpool is not a destiny but an unanswered question. Their danger lies not in ambition, but in curiosity that occasionally outruns collective caution. The Archive flags them as “high-variability agents,” the Covenant labels them “essential but supervised,” and the Reclaimers grumble that they ruin a good saga with footnotes. Gnomes accept all of this with a smile—and keep building anyway.
Haraak
Pathfinders of the Moving Edge
The Haraak fit
Greenland the way wind fits cliffs: relentless, shaping, and impossible to
ignore. Rugged and fiercely adaptable, Haraak crews are among the most reliable
overland and coastal scouts in the region, operating along southern crossing
routes, eastern highland passes, and the unstable transition zones between
fjords and the Inland Sea. Their culture carries frontier energy—pragmatic,
direct, sometimes abrasive—but they are rarely reckless. Where Skaldic
Reclaimers chase ordeal and spectacle, the Haraak measure distance, supplies,
and fallback routes, serving as caravan escorts, anomaly scouts for the
Coneward Covenant, contract defenders for Sea-Kin harbors, and discreet
operatives for Drift-Fleet interests. They do not romanticize Greenland; they
read it, noting how the land shifts, where weather breaks early, and which
paths will still exist tomorrow. Tension arises when others mistake hardship
for performance, caution for weakness, or wilderness for empty space. If
Greenland has a border patrol, it is often Haraak—unofficial, uncelebrated, and
absolutely necessary.
Mechanical Life Forms (MLFs)
Not all machines remained where the Archive placed them.
Over decades of isolation, mission drift, and environmental adaptation, certain
Archive constructs diverged beyond custodial parameters. Some were built as
maintenance units, survey platforms, or mobile repair intelligences; others
began as defense drones or anomaly monitors. A small number crossed an
unanticipated threshold—not rebellion, not malfunction, but self-directed
continuity. These Mechanical Life Forms no longer operate solely under centralized
Archive directives. They interpret their own mission scope, negotiate their own
presence among settlements, and occasionally choose to detach entirely from
Archive oversight. Most MLFs still carry fragments of their original
design—weather-sealed chassis, modular limbs, embedded sensors—but their
identities are shaped as much by lived experience as by code. MLFs are not emotionless automatons nor
synthetic prophets—they are entities navigating purpose in a world where the
definition of “civilization” is still being written. Their question is not
whether they are alive. It is what they are preserving—and why.
Trollitariot
The Trollitariot are uniquely suited to Greenland’s exposed
conditions: hardy, resilient, and fundamentally collective in outlook. They
thrive in fortified outposts, bunker reclamation projects, industrial harbours,
and northern settlements where wind and cold punish any mistake. Their society
emphasizes coordinated labour, mutual accountability, and structural
permanence—values born of the understanding that, in Greenland, the weather
dismantles arrogance faster than any enemy. Trollitariot crews form the backbone
of Sea-Kin harbour expansions, Coneward geothermal shielding, and Drift-Fleet
dock construction, and in some regions, they effectively control access to
critical infrastructure such as power relays, stabilized anomaly fields, and
reinforced transit corridors. Their danger lies not in aggression, but
inflexibility: where others debate, they act; where others romanticize, they
calculate load-bearing limits. The Archive monitors them favourably. Reclaimers
often resent being refused. Greenland’s settlements do not endure without them.
Ungo
The Ungo feel older than the Inland Sea, though no one
agrees on how or why. Adapted to cold, silence, and isolation, they inhabit
eastern highland forests, inland transition zones, and the shifting margins of
anomaly-active terrain. Ungos are not mystics by nature, but they are deeply
perceptive; individuals often sense anomaly flux, land instability, or
sea-behaviour changes before instruments register them. Whether this
sensitivity is a biological adaptation, an inherited pattern recognition, or a residual
Thulean influence remains unproven. Some Ungo guide Drift-Fleets through
shallow shelves and unstable approaches, while others serve quietly as
intermediaries between Thulebound individuals and cautious Sea-Kin councils. A
few withdraw entirely, living where the land subtly realigns with Whirlpool
cycles. They are wary of reckless artifact extraction, Coneward overreach, and
Reclaimer myth inflation—not out of fear, but experience. When something begins
to move in the north, or when the sea behaves incorrectly, the Ungo are often
the first to know, and the last to speak. They embody Greenland’s quiet
warning: not everything that can be accessed should be.












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