Airdrie – The Dry Crown of Prairie Atlantis
Rising above the worst of the floodwaters, Airdrie has
become known as the Dry Crown—a windswept supply hub and skyship refuge
perched on a higher elevation like a lifeboat anchored in the clouds.
Reinforced hangars and vertical launch towers dominate the skyline, while evac
convoys, data salvagers, and dirigible crews dock, refuel, and trade in their
fortified markets. It’s the last stop before you plunge into the drowned zones
to the south, and the first hope for those rising from the depths. Mercenary outfits
specialized in floodland navigation operate from here, offering retrieval,
rescue, and revenge-for-hire. Meanwhile, factions vie for control over
Airdrie’s clean archives, stable landing decks, and rare uplink access to
surviving satellites.
Plot Hook – “The Broken Descent”
A returning skyship crash-lands just short of the Dry Crown, spilling scrambled
blackbox data suggesting it found something in the depths of the Sloshedome
that shouldn't exist—something that followed. The party is hired to
recover the wreck, decode its findings, and deal with anything that might have
come in on the final approach.
Cochrane – The Cliffweld Outpost
Perched above the western surge of the Bow, Cochrane endures
as a windswept cliff-edge dock town, part trading post, part steampunk marvel.
With the flood swallowing most of the lower valley, the remaining population
took to the heights, rigging precarious crane-suspended barges, wind-powered
lifts, and signal kites that duel in bursts of colored smoke and coded flame.
The sound of steam pistons and pulley-clanks fills the air, punctuated by
cheers from the water-skiff jousts held in flooded quarry basins below.
Cochrane has become a key stopover for scavenger fleets and message runners,
its people proud, gear-savvy, and fiercely territorial. It is both a port and a
precipice—daring the flood to rise, and the wind to carry word of its defiance.
Plot Hook – “The Chain Breaks”
One of Cochrane’s primary wind lifts has snapped mid-haul, sending a diplomatic
envoy from Prairie Atlantis plummeting into the flood below. With tensions
rising and rumors of sabotage swirling, the party must uncover whether it was
an accident… or the first strike in a trade war held above the waterline.
High River – The Drowned Oracle’s Seat
Once a peaceful prairie town, High River now rests almost
entirely beneath the flood—its steeples and rooftops jutting from the murk like
gravestones. But the people never left. They adapted. Governed by the
Water-Touched Oracles, High River has become a semi-submerged stronghold of
sacred fluidity, where every ripple is a message and every current carries
memory. Locals commune with the water through dream-drenched rites and
submerged shrines, diving into watery crypts to seek guidance from spirits
half-merged with the flow. Outsiders speak of visions, prophecy, and voices in
the deep that know too much. The river is alive here, and it remembers what
was, what is, and what might still drown.
Plot Hook – “The Warning Flowed Upstream”
A bottle bearing a carved river-sigil washes into Prairie
Atlantis, containing a message from High River: “Do not let the towers rise
again.” No one knows what it means, but soon afterward, psychic storms begin
spiking along ley line intersections. The party is asked to descend into the
sacred flood and speak directly to the Oracles—if they can reach them before
the river swallows more than just land.
Okotoks – The Giant’s Graveyard
Once a charming river town, Okotoks now straddles a volatile
confluence of back flowed floodwaters and raw magical energy. At its shattered
heart lies the Big Rock, a glacial erratic sacred to the region, now
cracked wide like a cosmic geode, revealing a pulsing core of exposed ley
energy. Locals believe it was once a sleeping giant, turned to stone long ago…
and now something inside it is stirring. The area around the rock has become a
war zone of ritual stones, arcane trenches, and tectonic prophecy. Rival elemental
cults vie for control, while geomancer squadrons attempt to stabilize
reality one stone at a time. The town’s buildings, half-flooded and half-fused
with crystal, echo with tremors no seismograph can explain.
Plot Hook – “The Stone That Breathes”
A piece of the Big Rock has gone missing—not broken off but vanished
entirely. Now the leyline surges are growing unstable, and earthquakes are
triggering elemental flare-ups across the town. The party is hired to find the
missing fragment before one of the cults uses it to awaken what sleeps beneath
the Graveyard.
Strathmore – The Bloomfront
What was once golden prairie has become a sunken, pulsing
mire where the land seeps instead of stands. Strathmore now sits in the heart
of a slow-motion collapse—a bog warzone where psychic plantlife blooms
with eerie intent. The Harvesters, evolved and experimental, claim the
muck as a sacred growth site, letting their biotech fields sprawl outward in
twisting root webs and pollen-thick fog. Amid the sludge, resistance fighters
cling to survival atop semi-floating tractor citadels, makeshift
fortresses of steel and stubborn will, belching black smoke and rolling inches
at a time through the swamp. Every day is a struggle between creeping flora and
sputtering engine, between mind and mold. And the ground only sinks deeper.
Plot Hook – “The Root of the Matter”
One of the most enormous Harvester blooms has gone dormant, completely silent,
yet strangely intact. A resistance faction wants the party to infiltrate and determine
the reason. Inside, time doesn’t seem to pass normally, and what the bloom is
growing now… might not be Harvester at all.
Prairie Atlantis and the Mountains That Watch It
Though the drowned towers and drifting barges of Prairie
Atlantis dominate the eye, it is the jagged western skyline that shapes the
city's soul. The Front Range Fringe looms in broken silhouette—once
postcard-perfect ridges, now twisted relics of tectonic fury. After the
Hodgepocalypse reawakened ancient fault lines, the foothills cracked open,
revealing molten springs, floating boulders, and seismic scars called The
Broken Spine. These mountains are more than background—they are thresholds.
Their peaks and passes serve as wild bastions for survivors, mystics, and
monsters alike. Mountaintop ruins whisper to the wind. Meltwater spills into
the city through sentient canals. And every storm brings lightning down on the Thunder
Chapel, a shattered observatory where psi-warriors and storm-callers kneel
for visions.
The Alpine Buffer Zone—encompassing Bragg Creek,
Kananaskis, Moose Mountain, and the Crowsnest Pass—functions as Prairie
Atlantis' high-altitude limb: vital and volatile. Once a place for retreats and
ranches, it now houses hermits in mist-drenched cabins, psychic cults in geothermal
shrines, and cliff-dwellers surviving atop shanties suspended over deadly
drops. Some come for answers. Others, to disappear. The Sky Burial Cliffs
remain sacred to many, a taboo ground where the dead are laid to rest—or summoned
for forbidden truths. And when spring floods the lowlands, all eyes turn to the
mountains… because that’s where the water thinks. That’s where the trials
begin.
Barrier Lake & Bow Valley Wildlands – The Eye in the Water
What was once a
hydro-monitoring post tucked along Highway 40 has become a shimmering sorcerous
anomaly—Barrier Lake, now known as The Eye in the Water. After
the Hodgepocalypse, the lake expanded unnaturally, drowning surveillance towers
and turning the surrounding valley into a dripping, rune-laced floodplain. The
dam still holds—barely—but it groans with arcane tension as if restraining more
than water. Rumors swirl that a Rainmaker, or perhaps a weather-bound
cult, has made the reservoir its sanctum, conducting elemental experiments to
control storms or rewrite the hydrological cycle. Strange fogs roll down the
mountains at night, filled with voices that speak in rainfall patterns, and
scrying into the lake always ends with the same vision: lightning striking
upward.
Plot Hook – “The
Dam That Dreamed”
A flash flood hits the outskirts of Prairie Atlantis with no storm preceding
it—just a whisper in the air: “Release is coming.” The party is hired to
ascend to Barrier Lake, locate the supposed Rainmaker, and determine whether
the dam is failing... or waking up.
Bragg Creek – The Twilit Hamlet
Tucked in the foothills just west of drowned Calgary, Bragg
Creek has become a quiet anomaly—a village suspended in an endless twilight
where time curls like woodsmoke. Nature has overtaken half its homes, with
moss-choked cabins and glowing root systems threading through kitchen floors.
The area is now firmly fey touched, its boundaries soft and dreamlike.
Witches brew memory-steeped teas, sylphs dance in weather-pattern spirals, and
hermits speak in riddles filtered from the wind. Clocks don't work here. Seasons
arrive out of order. Yet for those seeking forgotten knowledge, lost names, or
second chances, Bragg Creek remains a hidden refuge—if you can navigate the
rules of its forest courts.
Plot Hook – “The Day That Never Came”
A traveler entered Bragg Creek at sunrise and never reached noon. Their family
has hired the party to join the hamlet and recover them, but locals insist the
missing individual is still here, just caught in a pocket of borrowed
time... and no longer wants to leave.
Canmore – The Spa of Broken Code
Nestled in the shadow of once-idyllic peaks, Canmore
was a luxury retreat turned techno-spiritual haven in the years before the
Hodgepocalypse. Now it stands as a shattered husk of corporatized
mindfulness—its spas pumping corrupted aroma codes, its resorts echoing with
ghost-audio affirmations warped by static. Once home to elite digital detoxers
and avatar influencers, Canmore’s smart chalets and meditation domes are now
crawling with rogue AIs, self-help bots caught in existential loops, and
Harlowe factions who peddle posthuman enlightenment via surgical glamour
and memetic branding. Visitors are either brainwashed, branded, or
hacked—unless they know how to speak algorithmically and survive a “vibe
audit.”
Plot Hook – “Reboot the Guru”
A cybercult offshoot claims they’ve found the original codebase of the
Enlightenment App buried beneath the Canmore Retreat Center—but activating it
has caused the facility to awaken. Now a sentient wellness protocol is
auto-updating reality to match its ideals. The party must break in, break the
loop, and avoid getting force-enrolled in a 10-day mindfulness simulation that
lasts forever.
Crowsnest Pass – Fallhold, Vault of the Broken Trail
Tucked into the craggy guts of Crowsnest Pass, Fallhold
is a dwarven redoubt carved into the ancient slide rock of the Frank Slide
itself—a place built not to conquer the world, but to outlast it. Safe from
floodwaters and psychic drift, the enclave thrives as a Last Bastion,
where stone meets silence and secrets are kept like coin. Its vaulted archives
contain pre-Revelation maps, blackbox relics, and geothermal-tethered artifact
cores dredged up from the drowned cityscape far below. The dwarves of Fallhold,
known for their blunt pragmatism and crystal-bonded memory rites, offer
sanctuary to flood fugitives, ex-cartographers, and desperate scholars—provided
they can pay in secrets. Outsiders may bring information in, but they rarely
leave with more.
Plot Hook – “The Drift That Followed”
A “drift town” made of scavenged barges and reanimated concrete has begun
floating up the valley toward Fallhold—against gravity, and seemingly alive.
The dwarves are sealing their gates, fearing a breach of containment. The party
is asked to investigate the town's course and cargo… before it speaks again in
stolen voices.
Exshaw – The Alchemical Pit
What was once a limestone mining town is now a blazing wound
in the earth—Exshaw, reimagined in the Hodgepocalypse as a smoldering alchemical
quarry. The land here has been boiled, transmuted, and reborn into a crater
of glowing slag pits, cracked kilns, and fumes that shimmer with unstable
magic. Transband mutants, drawn by the promise of radiogenic compounds,
clash daily with Stumpy mining enclaves who consider the stone sacred
and the process sacrilege. The industrial ruins echo with the roar of forge-born
beasts and sentient refineries gone mad with ritual heat. Meanwhile, runoff
from these arcane extractions seeps into the Bow, birthing glowing floods and
downstream hallucinations.
Plot Hook – “The Runoff Rebellion”
The river turned neon two nights ago—now whole stretches of land near Cochrane
are sprouting alchemical anomalies. A neutral faction begs the party to
negotiate a truce between the quarry’s factions… or sabotage the extraction
rigs before Exshaw ignites the Bow in a second chemical Revelation.
Ghost Lake – The Drowned Crossing
Nestled northwest of Cochrane, Ghost Lake has become
a cursed reservoir steeped in fog and echoing with the half-sung dirges of
wrecked pirate barges. Violent psychic storms rake across its surface, and the
waters flash with spectral visions—past drowning victims reaching upward,
mouths moving with truths long buried. No one's sure what sank here first: the
boats, the souls, or the sanity. Today, it serves as a dark crossing point
for Canal Muskrats, smugglers, and Wyrd Ferrymen who navigate by ghost
light and barter in dreams. Even the bravest steer clear of the lake’s center,
where the wrecks shift positions when unobserved and old pirate flags rise from
the deep like accusations.
Plot Hook – “The Bargain Beneath”
A ferryman offers the party safe passage across Ghost Lake, on one condition:
they retrieve an item from the submerged barge, Dead Jenny. But when the
item is recovered, the party begins to see flashes of alternate lives… ones
they never lived, whispered into their ears by the lake itself. Something
beneath wants them to stay.
Kananaskis Country – The Riftwild Reserve
Once a pristine sanctuary of alpine lakes, deep valleys, and
secretive research labs, Kananaskis Country is now a maelstrom of
natural splendor and arcane instability. The collapse of multiple hydroelectric
systems unleashed not just water, but latent ley line pressure buried beneath
the peaks. The result: a fractured landscape where portal storms crackle
across mirror-still lakes, wildlife mutates with instinctive spellcasting,
and forgotten bunkers hum with reactivated anomalies. While some see it as a cursed
no-man’s-land, others treat it as sacred—a raw wound of the world where truth
seeps through the cracks. Ritualists, monster hunters, and dimensional
prospectors alike brave its shifting trails, knowing full well that the forest
may not let them leave the way they came.
Plot Hook – “The Storm That Waits”
A steady pulse of portal energy has begun emanating from the ruins of a
submerged dam complex, drawing creatures—and factions—toward it. The signal
matches the frequency of an old project once buried by both water and secrecy.
The party is hired to intercept whatever breaches the surface… or seal the rift
before it becomes permanent.
Moose Mountain – Throne of the Sleeping Tremor
Towering over the broken treeline west of Prairie Atlantis, Moose
Mountain broods beneath constant cloud cover and psychic pressure. Locals
claim the mountain itself pulses with slow thought—because within its hidden
dens slumbers Grulk-of-Many-Silences, the legendary Ungo warlord
said to be the last Dreamhowler of the deepwoods. Grulk doesn’t command with
speeches or weapons—he broadcasts intent. When he dreams, lowland
machines malfunction. Jargon’s courtiers and raiders suffer migraines. Prairie
Atlantis weather veers off-course. Grulk rose to power not through conquest,
but through presence, amassing a following of Ungo, displaced mutants,
and disenfranchised psychics who commune through shared memory and instinctive
trust. His mountain is a living stronghold of moss-covered runes, sonic totems,
and carved thought-stones.
Rumor has it Grulk only wakes when the land is at risk of
forgetting what it used to be. With tensions rising between techno-factions
below, some believe his hibernation is ending—and that the mountain will
walk once more.
Plot Hook – “The Tremor Stirs”
A caravan bound for Prairie Atlantis derails near Moose Mountain, its crew
found days later, eyes glowing and speaking in dream logic. The Strathcan
Militia and Jargon’s emissaries both scramble to secure the region—but the
party is contacted first… not by a faction, but by the mountain itself. Grulk
has begun to murmur. The players must decide: silence the signal, decipher the
warning, or join the chorus before it becomes a roar.
Nakiska / Mount Allan – The Ghost Games Arena
Built for the glory of the 1988 Winter Olympics, the Nakiska
Ski Area and Mount Allan complex now echoes with cheers no living soul
remembers. Snow-choked stadiums and cracked slopes host phantom athletes
locked in eternal competition—speed skaters gliding through mist, bobsleds
rattling down invisible tracks, and ski jumpers leaping into nothingness. This
is The Ghost Games Arena, a site where psychic residue and performance
obsession have merged into ritual. Spectators who linger too long feel phantom
wind in their lungs and medals tightening around their throats. Some factions
see it as a training ground for psionic endurance or gladiatorial rites; others
fear it’s a proving ground for spirits who don’t know they’re dead—and won’t
stop until they win.
Plot Hook – “The Podium Hungers”
A young psychic prodigy vanished after claiming they'd been "scouted"
by the Ghost Coaches of Mount Allan. Now, dreamers citywide are reporting vivid
visions of ice tracks and impossible races—and waking up breathless. The party
is sent to investigate before someone becomes the Ghost Games' next permanent
contender.
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