S.A.I.T. (Sanctum of Applied Innovation & Technology)
Once a renowned institute of trades, technology, and applied
sciences, the SAIT complex now towers above the flooded ruins of Calgary,
its elevated walkways and tiered buildings spared from submersion. Known simply
as “The Forge” to locals, it has become one of the last working tech-education
enclaves in the region—a bastion of half-functioning machines, jury-rigged
laboratories, and wisdom passed through burnt schematics and mnemonic tattoos.
The campus is surrounded by flooded debris fields and
canal-pocked streets, making ground approach difficult. However, it
remains highly active thanks to zip lines, drone couriers, and
solar-rail lifts.’
Factions of S.A.I.T.
The Emberlings – Young Sparks of the Forge
right-eyed and scorch-marked, the Emberlings are the next
generation of makers and fighters in Prairie Atlantis. Part apprentice, part
scrap-warrior, they wield wrench-axes and thermal welders with reckless pride.
They form ad-hoc guilds with names like “The Socket Order” or “Boil Team 6,”
and take pride in surviving mid-lecture explosions and scav runs into the TCZ.
Plot Hook: “Pipe Dreams”
An Emberling capstone project—meant to recycle sewer heat into clean
energy—accidentally awakens something beneath the Red Vault. Now the party must
either help contain it... or help the Emberlings convince the Tenured it counts
as extra credit.
Ghost Faculty – Professors Emeritus (and Ominous)
Bound to the Forge by willpower, trauma, or unfinished
lectures, the Ghost Faculty roam the quieter halls, flickering through broken
terminals and forgotten labs. Some are brilliant, eager to teach again. Others
are bitter, looping through toxic tenure disputes or cursing students who
failed their final projects—and them.
Plot Hook: “The Midterm That Wouldn’t Die”
Students in Lecture Hall 9b haven’t emerged in two days. When the party
investigates, they find the room trapped in a psychic recursion loop, with
spectral faculty demanding answers to an unsolvable midterm. Worse yet, failing
grades have consequences… metaphysical ones.
Gleamers – Salvagers of the Sacred Circuit
These tech cultists and code scavengers believe every
working machine holds a shard of divine memory. Some are pious tinkerers loyal
to the Forge, while others slip memory cores to Cybercult agents in exchange
for neuro-hallucinogens or forbidden firmware. They dress in layered LEDs and
hoarded circuit boards, whispering to coffee makers and worshipping the
occasional operational vending machine.
Plot Hook: “Debugging the Divine”
The Gleamers have uncovered an ancient AI fragment buried beneath the old IT
wing. They claim it's a "mechanical messiah"—but it keeps asking for
firmware updates in languages no one remembers. The party must decide whether
to help, translate, or terminate.
The Tenured
– Keepers of Lost Curriculum
Ancient, respected, and mildly terrifying, the Tenured are
the intellectual aristocracy of the Forge. Cloaked in scorched lab coats and
ceremonial lanyards, they guard what remains of pre-Revelation knowledge with
paranoid pride. Each professor governs a discipline like a fiefdom, and
admission to their teachings often demands more than tuition—blood
compatibility, fealty pledges, or the completion of dangerous “entrance exams”
in malfunctioning labs.
Plot Hook: “Final Thesis”
A Tenured professor has died—again—and their last wish was to pass on forbidden
schematics buried in the Radiotron’s memory vault. The party is chosen to
deliver a mnemonic key... but a rival Tenured faction claims it was meant for
them and invokes the ancient rite of Thesis Combat.
The Foundry Floor – Sparks Beneath the Forge
Beneath the Red Vault and the elevated halls of the Sanctum,
the Foundry Floor blazes with kinetic purpose. The air is thick with molten
ozone, shouted schematics, and the ringing cadence of metal beaten into
survival. Welding sparks light the shadows of towering exo-limbs and half-built
monstrosities, while apprentices race drones down grooved tracks for
calibration rites. Every bench is a battlefield of innovation, where repurposed
scrap becomes a lifeline, a weapon, or a transport—often all three. Overseers
clad in scorched aprons and mirrored visors enforce discipline with
magnet-charged hammers and a grudging respect for ambition.
Plot Hook – “Scrap Sabbath”
An experimental railgun frame went missing overnight, and now glowing
footprints lead into the lowest catwalks. Someone—or something-is building its
project, and it's not sticking to the curriculum.
Highline Walks – Rooftop Lifelines of the Flooded Core
Winding through the upper levels of submerged Prairie
Atlantis, the Highline Walks form a web of steel-plated catwalks, garden
bridges, and reinforced overpasses between the remnants of skyscrapers and
institutional towers. What began as emergency evacuation routes has evolved
into thriving aerial communities—complete with sniper nests, rooftop hydroponic
farms, and stray cat sanctuaries guarded as fiercely as supply caches. Traders
whisper that the Walks are protected by an old Angel Company blessing, and some
claim that ANA herself once practiced her marksmanship on these rails, trading
wisdom for shelter among rooftop sages and scaffold-born ferals. Now, the
Highlines serve as both arteries of survival and high-ground battlegrounds, perched
above flooded chaos.
Plot Hook – “Whiskers and Crosshairs”
A beloved Highline sniper has gone silent, and her cat sanctuary now broadcasts
a distress signal in Morse via blinking LED collars. The party must trace the
signal through hostile rooftops, hydraulic traps, and an enemy sniper who may
be using her old perch—and old tactics—for very new goals.
The Red Vault – Heart of the Forge
Once the central administrative building of SAIT, the Red
Vault has become the pulsing heart of post-Revelation innovation in Prairie
Atlantis, its reinforced structure now houses a hybridized
library-workshop-grid complex, buzzing with stored kinetic, solar, and arcane
power. During the day, scholars, salvagers, and sapiens alike crowd its halls,
exchanging blueprints and barter-pacts. At night, the building emits a steady
crimson glow—an unintended side effect of excess energy cycling through the
jury-rigged systems beneath. While its upper levels are filled with chalkboard
blueprints, burnt-out screen terminals, and mnemonic tattoos inked onto
parchment and flesh, the lowest levels remain sealed. The door to the
sub-basement is marked in glowing glyphs and one ancient, very clear stencil: Uranium
Curriculum – Authorized Personnel Only.
Plot Hook – “Crack the Curriculum”
A group of rogue engineers has begun experiencing vivid, identical dreams:
blueprints of impossible machines, scrawled in a glowing, unknown script. All
clues point to the Red Vault’s sealed basement. The party is recruited to
escort a psychic key down into the heart of the Forge—but something behind that
door is awake, and it remembers the Atomic Age too well.
The Radiotron – Voice of the
Ruins
Once a proud communications tower beaming civic
announcements across Calgary’s skyline, the Radiotron now pulses with outlaw
rhythm and static-laced wisdom. Covered in graffiti and bristling with
makeshift antennae, it’s the domain of rogue tech-DJs who call themselves the Freqlords—broadcasting
encrypted schematics, survival tactics, and rebellious sermons woven into
bass-heavy beats. Locals tune in with salvaged receivers or psychically attuned
earbuds, listening for the next drop of knowledge—or resistance. The Radiotron
is more than a signal tower; it’s a lighthouse for the mind, and a war drum for
those who still believe the city can dance again.
Plot Hook – “Dead Air at Dawn”
The Radiotron has gone suddenly, eerily silent. Its last broadcast ended
mid-beat with a scream and a burst of binary. The party is tasked with climbing
the tower, decoding the signal logs, and discovering what silenced the
Freqlords before the city's scattered enclaves lose their rhythm—and their
hope.
Submerged or Flooded Zones of Prairie Atlantis
Bowness – The Fract Isles
Once a riverside suburb, Bowness fractured during the Great
Flood into a chain of scattered islets—now known as The Fract Isles.
Twisting canals flow between rooftop peaks, half-drowned cul-de-sacs, and
hastily built stilt-villages lashed together with driftwood and scavenged
piping. It’s a place where oars speak louder than words. Beaver Folk navigate
the waters on raft-caravans loaded with root liquor and reclaimed tech, while
painted war-kayaks from rival gangs skim silently between the reeds. At the heart
of it all is the Canoe Mafia—a tight-lipped flotilla syndicate controlling
tolls, smuggling routes, and the lucrative paddle-for-hire trade. Every island
has its secrets, and every current carries rumors downstream.
Plot Hook – “The Oath Oar”
A legendary canoe said to be carved from the last pre-Revelation cypress has
resurfaced—and with it, an ancient debt tied to a forgotten blood oath between
Canoe Mafia founders. Now every gang wants it, and the party’s boat just
drifted into the middle of the warpath.
East Village – Slickshack Row
East Village has surrendered to the tide. Once a beacon of
urban renewal, it’s now a chaotic flotilla of half-submerged condo husks,
lashed-together barges, and rusted shipping containers stacked like errant
dominoes. Locals call it Slickshack Row, a drifting shantytown of
paddle-peddlers, bootleg traders, and synthetic fishmongers selling meat that might
still twitch. Canal Muskrats—tough-as-silt survivors and former infrastructure
workers—run protection rackets and taxi services. Smugglers weave neon-lit paths
through the driftwood alleys while the Cult of the Neon Minnow chants to
aquatic circuitry, swearing their patron swims just beneath the oily surface.
Here, deals are made with a nod, a paddle, and a knife never drawn.
Plot Hook – “The Minnow’s Mouth”
A preacher of the Neon Minnow has begun broadcasting omens through a floating
speaker-tangle made from stolen data towers. He claims a "flood inside the
flood" is coming—and the cult is stockpiling batteries, hydrogel, and live
sacrifices. The party must infiltrate Slickshack Row to uncover whether this is
doomsday prep or something worse… a summoning.
Eau Claire & Prince’s Island Park – The Green Deep
Where cobbled paths once welcomed joggers and festivals lit
the night, now only water and whispering roots remain. The Green Deep is a
lush, half-submerged dream-bog formed atop the drowned ruins of Prince’s Island
Park, where aquatic fey have taken root and twisted memory into habitat.
Bioluminescent lilies bob alongside waterlogged playgrounds, while drowned
trees hum lullabies that invade sleep. Acclimated hippos—semi-mystic beasts
with territorial wisdom—guard sacred pools, and sapient fish trade forgotten
songs for shiny offerings. The boundary between dream and water grows thin
here; those who linger too long often surface with new scars… or someone else’s
memories.
Plot Hook – “The Pond Remembers”
An envoy from the Strathcan Militia vanished after attempting to ally with the
sapient fish of the Deep. Days later, a shimmering replica of them
emerged—singing a lullaby in reverse and demanding to speak with “the
original.” The party must dive into the submerged ruins to uncover what the
waters honestly remember… and what they’ve become.
Fort Calgary – The Drowned Redoubt
Built at the confluence of the Bow and Elbow Rivers in 1875
to assert Dominion control over the frontier, Fort Calgary now lies submerged
beneath murky waters and metaphysical tension. Known today as The Drowned
Redoubt, the former outpost is locked in a ceaseless psychic loop—replaying
moments of colonial clash, resistance, and uneasy diplomacy between long-faded
NWMP officers and spectral emissaries of the land’s first peoples. Time eddies
here: gunfire echoes with no source, ghost treaties are signed and torn up
again and again, and drowned artifacts radiate emotional resonance potent
enough to rupture memory. Archeo-spiritualists seek to harmonize the past
through ritual re-enactment, while rogue ritualists see it as fertile ground to
rewrite psychic history with blood and will. The water is thick with silt,
sediment, and unresolved reckoning.
Plot Hook – “The Treaty of Bubbles”
A radical faction of ritual historians plans to conduct a binding ceremony deep
within the Drowned Redoubt to “amend the original treaty in psychic law.” But
something in the loop has started fighting back. The party must dive into the
heart of the echoing conflict, decide which version of history they’re walking
into, and whether they’ll come out of it unchanged.
Inglewood – The Shatterbank
Once one of the oldest neighborhoods in Calgary, Inglewood
has become The Shatterbank—a crumbled floodplain of broken storefronts,
leaning brick skeletons, and half-sunk century homes. Amid the wreckage lies a
ruptured ley line node, cracked open like a geode and leaking ambient arcana
into the surrounding ruins. The result is a magical contamination zone where
gravity stutters, time twitches, and reality doesn’t always reload correctly.
Goblin treasure divers thrive here, weaving through the eddying ley-pools in
search of pre-Revelation vaults and cursed curiosities. Rival scavenger crews
clash over relic claims, and strange, sentient fungus blooms in the shadows, whispering
stock tips from a timeline that never happened.
Plot Hook – “Spoils of the Spiral”
A leyline distortion near Shatterbank just spat out a golden coin stamped with
tomorrow’s date and a goblin sigil that doesn’t exist—yet. A powerful
scavenger lord wants the party to trace the anomaly to its source and secure
the node before a rival crew (or something weirder) gets there first.
Mission & Lindsay Park – The Coral Commons
Once a quiet residential stretch nestled along the Elbow
River, the neighborhoods of Mission and Lindsay Park have transformed into a
hallucinogenic aquatic sprawl known as The Coral Commons. Submerged
condos and cul-de-sacs are now encrusted with glowing coral formations and
feral biotech gardens that bloom with impossible colors and whisper in
photosynthetic verse. Schools of carnivorous koi patrol the flooded alleys,
drawn to movement and amplified emotion. The zone attracts exiled artists,
runaway gene-sculptors, and junk cults who view the coral as divine
architecture—living proof of beauty birthed from collapse. At night, the water
glows like stained glass, and the line between inspiration and infection blurs
dangerously.
Plot Hook – “The Canvas Bites Back”
A mutated installation artist has gone missing after declaring the coral her
“final collaborator.” Her last livestream showed a koi biting into her pigment
gland and vanishing into the coral galleries. The party must dive into the
drowned Commons to recover her—or her art—before the Cult of Chromabloom claims
it as a holy relic.
RiverWalk Pathways – The Echo Tunnels
What was once a scenic pedestrian route now lies entirely
submerged beneath the murky flows of Prairie Atlantis. Known as The Echo
Tunnels, this sunken web of walkways winds between collapsed bridges,
flooded underpasses, and drowned art installations. But it’s not just the
currents that stir—whispers drift through the water, echoes of alternate
histories and futures-that-might-have-been. Reflective spirits drift among the
ruins, reenacting choices never made. Fate Fugitives come here to bargain for
borrowed time, and Medusa clairvoyants dive blindfolded, claiming to glimpse
timelines too fragile to name. The deeper one goes, the more personal the
echoes become—until the tunnel stops reflecting the past and starts mirroring you.
Plot Hook – “The Ghost in the Choice”
A renowned Fate Fugitive resurfaced, babbling about “the decision that split
the sky”—then turned to stone without meeting a Medusa’s gaze. Now,
clairvoyants across the city are falling into trances they can’t wake from. The
party must follow the Fugitive’s path into the Echo Tunnels before the timeline
they’re living in gets overwritten by something worse.
Stampede Grounds – The Sloshedome
Once the beating heart of Calgary’s festival spirit, the
Stampede Grounds are now a warped coliseum of spectacle and survival. The
Saddledome, half-collapsed and half-flooded, has been rechristened The
Sloshedome. In this gladiatorial basin, post-apocalyptic cowpokes ride
mutated nightmare beasts through knee-deep water and electro-psychic storm
bursts for fame, rations, or absolution. The arena hosts "psychic
rodeos," chaotic bloodsports where riders bond mentally with their mounts
or suffer psychic backlash in the middle of summoned hailstorms. Between
events, the submerged concourses serve as betting halls, makeshift stalls, and
outlaw training grounds. Spectators chant for bucking crabs, weather wranglers,
and the occasional summoned tornado with hooves.
Plot Hook – “One Last Ride”
A local legend named Gully Mae was supposed to ride the three-headed
thunder-bull “Voltage Pete” in the season opener. Still, she vanished the night
before with a stolen relic spurring storm activity across the city. The party
is hired to either bring her back—or ride in her place before the Sloshedome
declares open season.
Stephen Avenue – The Mirror Maw
Once Calgary’s bustling commercial artery, Stephen Avenue
now glistens under waist-high water, its glass towers reflecting more than
sunlight. Locals call it The Mirror Maw—a zone where psychic residues of
ambition, greed, and collapse swirl like sediment in the flooded streets.
Holographic echoes of stockbrokers and CEOs flicker along the canals, repeating
pre-Revelation transactions with eerie precision. Psychic disturbances ripple
through the glass facades, projecting memories that aren’t your own. Rogue
archivists and knowledge divers pilot canal-boats through the district, hoping
to retrieve lost data caches, intellectual property relics, or haunt-bound
patents. But every transaction leaves a trace—and sometimes, the ghosts want to
collect.
Plot Hook – “Hostile Takeover”
A freelance archivist broke open a sealed vault beneath a former bank and
uploaded something… that’s now uploading itself. Psychic instability is
spreading like a memetic contagion across the Mirror Maw. The party is hired to
enter the submerged vault and “negotiate” with whatever digital ghost believes
it has just acquired the whole district.
University of Calgary Zone – “The Arcanum Campus”
Overview:
An enchanted sprawl of broken lecture halls, dorm towers repurposed as arcane
keeps, and leyline-charged commons. Meant initially to bring enlightenment to
Prairie Atlantis, the colony from the Rock brought its regional magic, slang,
and student hierarchy. Over time, they built rival Houses—not just
dorms, but magical micro-factions locked in a never-ending cycle of pranks,
political maneuvering, and ritual one-upmanship.
The Cracked Flask – House Alchemicide’s Chaotic Crucible
Once the University’s proud science complex, The Cracked
Flask now bubbles, bangs, and belches with arcano-chemical lunacy. Claimed
by House Alchemicide, this frat house of volatile brewers,
potion-fighters, and fermentation theorists is infamous for its dangerous
parties and academically questionable concoctions. Potion kegs roll through the
halls unsupervised, beer golems burst into drunken fights with fire elementals,
and every floor has its own unique ambient hazard warning. Students joke that
it's always under lockdown—not because the administration says so, but because
reality itself prefers it that way. A cauldron-filled lounge and
bombastic ritual bar serve as both battleground and bonding site for anyone
reckless enough to sip something unlabeled.
Plot Hook – “Last Call Labyrinth”
The aftermath of a legendary Alchemicide party has transformed part of the
building into a looping, mutating time lab. A hungover planar anomaly still
occupies the center, reliving the rager on an endless loop. Now, strange echoes
of partygoers keep crawling out of closets and reciting drink recipes that
haven’t been invented yet. The party must break the cycle before the loop
expands—and turns campus into one endless bender across time.
The Frosted Dome – Vault of Enchanted Aesthetics
Once the elegant Nickel Galleries, the Frosted Dome
now broods like a half-buried relic itself—its cracked skylights glowing
faintly with containment runes and the haunting aura of suppressed expression.
The interior is a museum-turned-arcane strongbox, housing cursed artwork,
forgotten relics of magical history, and paintings that move too much. Sentient
graffiti slithers between exhibit labels, correcting historical errors or
delivering sass in glowing sigils. Curse-bound interns still tend the exhibits,
mouthing silent warnings to those who dare peer too long. Most chilling is the Weeping
Portrait, which sings anti-magic lullabies that unravel enchantments—and
sometimes minds. Student Houses must file under-the-table favors or “borrow”
credentials to enter, making every visit both illicit and unforgettable.
Plot Hook – “The Sculptor’s Wake”
One of the exhibits—Form 78B: “Ascension in Marble”—has come to life and
is “correcting” reality across campus. Buildings are warping into symmetry.
Students are reshaped into idealized versions of historical figures. The party
must stop the living sculpture before it overwrites someone important, or one
of them is chiseled into a role they never auditioned for.
The Hexchange – Bazaar of Wits and Wagers
Once the beating heart of campus student life, the Hexchange
has mutated into a chaotic nexus of magical commerce and whispered obligation.
Arcane lights flicker overhead as booths brim with cursed trinkets, retooled
artifacts, and illicit scrolls bound in cafeteria napkin contracts. Floating
chalkboards trail behind customers, recording everything from potion trades to
heartbreaks converted into spell components. Presiding over it all are the Registrar
Golems—ancient stone automatons carved with rune-ledgers, enforcing both
decorum and debt with eerie impartiality. Beneath its stone floors, the food
court has become a dueling arena and secret speakeasy where favors flow faster
than mana, and every deal echoes forever.
Plot Hook – “The Founder’s Fragment”
A fragment of the university’s mythical founder’s wand has resurfaced as the
top prize in a forbidden betting ring beneath the coffee shop. But rumors swirl
that the wand carries more than power—it stores the founder’s memories, and
maybe their will. The party must infiltrate the underground scene before a
rogue house or unbound construct claims the fragment and rewrites campus
history from the student union up.
House Ophidia – Sisters of the Serpent Veil
Coiled within the overgrown remnants of the old zoology
wing, House Ophidia thrives in a tangle of arcane mystery, emotional
alchemy, and reptilian grace. Its sorority members are masters of
serpentomancy, illusion, and identity-magic—studying scales and sloughing skin
with equal reverence. At the heart of their lair lies the Dorm of Skin,
a sacred, steamy chamber where they ritually shed their former selves into
animated husks—symbolic and sometimes disturbingly literal. Ophidians are
infamous for their glamours, veiled motives, and passive-aggressive spellcraft,
constantly sparring with the bombastic House Pyres in an escalating feud of
fire and fang. Outsiders say you never truly meet a member of House
Ophidia—only the version she wants you to see.
Plot Hook – “The Shedding Error”
One of the sorority’s illusions has gone rogue—except it’s not a glamour, it’s
a discarded self made flesh. The dopple-self is acing classes, charming
professors, and stealing a life the original claims as hers. The party is hired
to find out if the “new her” is a threat, a blessing… or a dangerously
incomplete person with ambitions of her own.
Bonus Hook – “The Bite Beneath”
A serpent familiar from the House’s inner sanctum escapes, whispering dreams of
a hidden ritual called The Third Shedding. Now other students are waking
with scales... and strange urges. What exactly are the Ophidians
preparing for?
House Pyres – The Ember Crowned Brotherhood
Born from the still-smoking remains of the athletics center,
House Pyres is a searing fusion of elemental evocation and varsity
bravado. These jock-mages specialize in channeling raw firepower into athletic
ritual, fielding pyroclastic prodigies in sports like Ley line Lacrosse,
Rift Polo, and the occasional unsanctioned Mage-Brawl—their dorm
reeks of scorched incense, brimstone protein shakes, and ego. “Fireball
Fridays” are both a weekly rite and controlled hazard, where duels, parties,
and spell-offs ignite across the red-lined gym floor. Most see House Pyres as
hot-headed and reckless, but beneath their bravado lies deep magical discipline
honed through motion, adrenaline, and perfectly timed explosions.
Plot Hook – “Coach Ignis”
After a particularly spirited Fireball Friday, a rogue fire elemental refused
to return to the plane of flame. Instead, it took up residence in the remains
of the gym’s sauna and began coaching. Now it’s transforming a band of
underachievers into lava-laced legends—and threatening to incinerate the
opposition (and referees) who get in their way. The party must intervene before
Coach Ignis sets fire to campus unity… or ascends to godhood via intramural
championship.
The Quad of Rites – Field of Spells and Specters
Once a quiet green lawn for campus sunbathers and protesting
undergrads, the Quad of Rites has become a crackling field of ritual energy,
crisscrossed with leyline anchors and half-permanent glyphs burned into the
grass. Here, students duel not for pride but for scholarships, tuition waivers,
or access to forbidden syllabi. Public rituals—some sanctioned, most not—flare
under the watchful eye of floating familiars and semi-sentient chalk circles.
Looming over it all is the ghost of Chancellor Wryndel, the last living
administrator before the colony cut contact with The Rock. Now he returns each
finals season with maddening riddles, arcane insight, and hexes disguised as
extra credit.
Plot Hook – “The Final Curse”
A senior student vanished mid-thesis duel after receiving a whispered “hint”
from Chancellor Wryndel. The Quad has since become unstable—rituals misfire,
summoned familiars refuse to leave, and the air hums with unfinished test
questions. The party must confront the ghost and uncover what dark syllabus
he's been grading from… before the final bell tolls for them too.
Additional Plot Hooks
- “Rush
the Ritual” – A rogue mage is attempting to form a new, unregulated
House using a blood oath, an old exam paper, and forbidden access to the
yearbook golem.
- “Thesis
of Doom” – A senior student’s final dissertation goes rogue and gains
magical sentience. It’s building a logic bomb out of rejected footnotes.
- “Tenure
or Terror” – A new professor from the Rock is promising unification, but
their methods seem increasingly eldritch and authoritarian. Are they just
trying to reform campus… or reboot it?
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