Tuesday, October 7, 2025

The Dig – Part 4 - Fort Mac

Fort Mac, the unofficial capital of the Northern Lats and nerve-center of the Dig, rises like a scavenger’s crown above the wastes. Once the proud hub of oil extraction, it has been reborn as a frontier boomtown where scavengers, wranglers, and traders converge. The skyline is jagged with half-collapsed towers and refitted derricks; their steel skeletons wrapped in red tape and arcane wards. Streets teem with the barter of Slick barrels, ooze byproducts, and scavenged crystal trees hauled in from the Husklands. Every deal carries a risk, every corner hides a con, but those willing to gamble their lungs and sanity can still strike it rich here.

Beneath the bustle, the dangers of the Dig seep into every facet of life. The authorities claim the Dread Tar Oozes are tamed, yet black stains crawl across the streets where containment fails, and whispers from the pit sometimes drift through alleyways. The town breathes ambition and paranoia in equal measure: convoys bound for Ed-Town and beyond load their barrels under armed guard. At the same time, mercenaries and Boreal Buccaneers linger on the outskirts, ready to seize opportunity or blood. In Fort Mac, survival is commerce, danger is currency, and the line between prosperity and disaster is as thin as a filter mask in a storm.

History



Before it was the Dig’s capital, Fort McMurray was a meeting place of rivers — Clearwater, Horse, Christina, and Hangingstone — all pouring into the Athabasca. Long before oil, these waterways were highways, carrying Cree, Dene, and Métis traders and Hudson’s Bay canoes into the boreal interior. McMurray’s identity as a “gateway to the North” was born here, a settlement where rivers converged and where northbound expeditions paused before plunging into muskeg and ice.

The early 20th century shifted its destiny. In 1921, geologist Karl Clark developed a process to separate bitumen from the Athabasca sands, laying the groundwork for the oil industry that would define the region. Though initial attempts were slow and costly, by the 1960s the area saw a dramatic transformation as industrial-scale oil extraction began. Fort McMurray expanded rapidly, evolving from a quiet trading community into a booming industrial town. By the late 20th and early 21st century, it had become synonymous with Canada’s oil sands — a place of opportunity, controversy, and relentless growth, where workers from across the country and beyond converged to seek their fortunes.

By the mid-20th century, the town’s importance widened with the rise of resource frontiers. Uranium City to the north provided the spark, its mines feeding power and modernization into Fort McMurray’s infrastructure. A line of connection formed: Uranium City → Fort Mac → Edmonton, a chain of resource, refining, and export that stitched the North into Canada’s industrial heart. Meanwhile, Fort Chipewyan and Fort Fitzgerald tied McMurray into the seasonal ice-road network, linking as far as Hay River — though much of the terrain between was bog, muskeg, and forest nearly impassable in summer. By the late 20th century, Fort Mac was not just an oil town but a nexus: rivers, roads, and resource lines converged on its soil, embedding it as both frontier outpost and industrial keystone.

Fort Mac Before the Fall



By the late 21st century, Fort McMurray had long since shed its fur-trade origins and stood as the undisputed hub of the Athabasca oil sands. The city grew in jagged stages — waves of expansion tied to oil prices, punctuated by downturns that left behind empty towers and half-finished suburbs. What gave Fort Mac its second golden age was the marriage of biotechnology and automation. Corporate labs seeded the tailings ponds with engineered microbes designed to “eat” bitumen and plastic waste, excreting usable fuel at unheard-of efficiency. At the same time, AI-driven megamachines like Ol’ Scoopy were unleashed to dig deeper and faster than human crews could manage. These innovations turned the city into a glittering boomtown once more, though its prosperity was balanced on an increasingly fragile ecological knife-edge.

The population swelled as migrants, specialists, and fortune-seekers poured in from across Canada and beyond, transforming Fort Mac into the unofficial capital of the north. Camps mushroomed along Highway 63, pipelines stretched like veins toward southern markets, and the Athabasca itself carried barges of crude downstream night and day. The city thrived in the tension between wealth and collapse: entire neighborhoods rose around refineries, while nearby forests burned or drowned under spreading tailings lakes. For those who lived there, it was a place of contradictions — a city of paydays and poison, where fortunes were made in a season and lives were lost just as quickly. When the Hodgepocalypse finally struck, Fort Mac was already a city haunted by smoke, scarred land, and a restless undercurrent of greed — a place perfectly primed to become the heart of the Dig.

The Hodgepocalypse Falls



When the Hodgepocalypse came, Fort Mac fell in a single, shuddering breath. The bioengineered microbes seeded in its tailings ponds mutated overnight, swelling into ravenous oozes that boiled out of containment and consumed everything they touched. Ol’ Scoopy, built to dig without end, kept tearing into the earth even as the city burned, collapsing neighborhoods into the widening pit. Towers sagged and slid into tar-choked craters, pipelines burst like veins, and the Athabasca ran black with living sludge. Survivors fled into the smoke or clung to the camps, but the city itself was swallowed — a boomtown drowned by its own industry, reshaped into the pulsing heart of the Dig.

Fort Mac Today



What remains of Fort Mac clings stubbornly to the rim of the Dig, a patchwork city built from the bones of collapse. Skyscraper husks jut like broken teeth, their lower levels drowned in tar while their upper floors serve as salvage markets, bunkhouses, or fortified strongholds. The streets reek of melted plastic and burnt fuel, crowded with wranglers, smugglers, and traders haggling over Slick barrels under the watch of mercenary enforcers. Camps have bled into the city’s edges, turning it into a hybrid of frontier boomtown and scavenger freeport. Refineries belch smoke day and night, feeding pipelines south toward Ed-Town. At the same time, Boreal Buccaneers, vampire envoys from Beaumont, and Castledowns artificers circle like vultures, trading weapons, charms, and luxuries for the Dig’s volatile bounty.

But beneath the noise of barter and industry, Fort Mac remains haunted. Black stains snake across alleys where oozes slip containment, whispers drift from half-sunken towers at night, and the Athabasca River carries corruption downstream with every current. Life here is a gamble: fortunes can be made in a single deal and lost in the next breath, while the Steep’s unseen presence stirs unease in every heart. Fort Mac is the Dig’s beating heart — vibrant, dangerous, and forever teetering on the edge of being swallowed whole once more.

Government of Fort Mac



Fort Mac is less a city-state and more a cartel in patchwork form. The collapse of Canada left no official government in the north, but the vacuum was quickly filled by the Oil Barons — descendants of corporate managers, refinery bosses, and opportunistic wranglers who seized control of key facilities. Each Baron controls a slice of the city: a refinery, a salvage quarter, a caravan hub, or a tailings lake operation. Their power flows not from laws or institutions but from ownership of fuel, filters, and food. To live in Fort Mac is to live under the shadow of a Baron, paying tribute in labor, Slick, or salvage in exchange for protection. The Barons maintain private militias (half-mercenaries, half-refinery guards) and negotiate their rivalries in smoky boardroom-bunkers where trade deals are as likely to end in blood as in signatures.

The city itself is governed through the Council of Barrels, a fractious assembly where the Barons send representatives to hash out territory disputes, trade policy, and punishments for treachery. It is less parliament than gangland parley: bribes, intimidation, and assassination are standard tools of debate. Still, the council maintains just enough stability to keep Fort Mac from tearing itself apart, for all Barons know their wealth depends on the Dig’s exports. The tone of governance resembles a cross between a frontier boomtown and a multinational corporation oligarchy: ostentatious slogans of prosperity painted on crumbling walls, guards in rusted company uniforms enforcing order, and public executions staged as cautionary theater. The people of Fort Mac joke that the Barons care more about the barrels than the bodies — but in the Dig, fuel is life, and the Barons hold the pumps.

The Oil Barons

Baron Syncras “The Refinery King”



Once a mid-level plant manager, Syncras clawed his way into dominance by seizing what was left of the old Syncrude and Suncor facilities. He styles himself as the “custodian of industry,” ruling from the skeletal remains of a refinery turned fortress. His militia wear scorched coveralls and wield flamethrowers rigged from old refining equipment. Syncras preaches that order and profit must flow like oil, and he holds sway by controlling the largest pipelines south to Ed-Town. Ruthless but pragmatic, he cuts deals with outsiders as long as they don’t threaten his grip on Slick production. To cross him is to risk being tied to a flare stack and left to burn.

Plot Hook: When a rival Baron sabotages one of Syncras’s southbound pipelines, he hires the crew to secure the route — only to discover the “leak” is feeding something alive in the tar. Now the adventurers must choose: patch the line for Syncras’s profit, or stop a new horror from spreading downstream.

Lady Clearwater “The Camp Mistress”


Named for the river that sustains and poisons the region, Lady Clearwater rose from the chaos of worker lodges and wrangler camps. Where others saw transient labor, she saw an army. She turned packrat crews and battlebus drivers into loyal retainers, building a mobile empire fueled by salvage, food caravans, and filter stocks. From her stronghold in a converted work lodge on the Athabasca’s banks, she commands loyalty through charisma, fear, and the promise of steady rations. Her people are fiercely protective of her, whispering that she knows the secret prayers to keep the Steep at bay. Rivals mock her as a glorified camp cook — until they realize half their labor force answers to her.

Plot Hook: When rival Barons move to starve her camps by seizing food caravans, Lady Clearwater calls for outside muscle to break the blockade. But whispers suggest she’s protecting more than rations — perhaps a secret that makes her people unshakably loyal.

Gregor Lac La Biche “The River Baron”



Operating from the docks and riverfront ruins, Gregor dominates the Athabasca barge lines. His fleets of jury-rigged boats and floating fortresses ferry Slick barrels downstream, trading them for food, steel, and luxuries from Kalyna Country and beyond. Cunning and urbane, Gregor presents himself as a gentleman of trade, but his pirate allies — especially the Boreal Buccaneers — ensure his rivals drown before they prosper. He keeps a private collection of “river relics,” strange salvage dredged from the waters, including artifacts he swears predate the oil boom. Of the three Barons, Gregor is the most outward-looking, and many fear he dreams of carving Fort Mac into a true port-capital along the Athabasca’s oily flow.

Plot Hook: Gregor hires the party to guard a convoy of Slick barges heading downstream, warning of both pirates and “things that rise from the water.” But when one of his prized river relics is stolen mid-voyage, the crew must decide if they serve the Baron’s trade empire—or the river itself.

Law & Order in Fort Mac

 


Justice in Fort Mac is whatever keeps the Slick flowing. Each Baron enforces their own laws in their territory, carried out by refinery guards, wrangler enforcers, or river thugs wearing patched uniforms from before the Fall. The city’s shared code is brutally simple: pay your tribute, don’t sabotage the pumps, and don’t cut a Baron’s throat without paying the fee. Offenders are punished publicly — filter confiscations, forced labor in ooze corrals, or spectacle executions staged as warnings. The Council of Barrels serves as the closest thing to a court: disputes between Barons are argued in shouting matches, bribes, or duels by proxy, often fought in the refinery yards or ooze pens with everyone watching. Ordinary citizens survive by keeping their heads down, but they also whisper their grievances to whichever Baron they think will listen — sometimes fueling vendettas that spiral into open violence.

Adventurers in the System



Plucky outsiders are a valuable resource in a city where everyone is already bought, bribed, or burned. The Barons and their agents hire adventurers for jobs where plausible deniability is key: escorting Slick convoys through the Husklands, hunting escaped oozes near the pit, recovering lost tech from the dunes, or silencing a rival’s agitator without sparking open war. Payment is usually in fuel, filters, or food rations — though clever adventurers can sometimes bargain for relics, salvage rights, or favor at the Council of Barrels. Mercenary brokers operate openly in the Wrangler Ward and the Riverfront, posting “contracts” on soot-stained boards, some official, some little more than bounty notes. In Fort Mac, adventurers are both outsiders and kingmakers: dangerous, expendable, and indispensable in equal measure.

Species of Fort Mac

Fort Mac is a species melting pot in the same way historical oil boomtowns were cultural melting pots. Humans, Haraak, Dwarves/Stumpies, MLF, and Feylin make up the bulk of the day-to-day population, while others appear as specialists, mercenaries, or elite players. This makes the city a place where your PCs can always find their kind — or always run into someone radically different.

Dwarves



The Dig never sleeps, and neither do its dwarves. Short, broad, and built for endurance, they thrive in the mines, salvage pits, and refinery skeletons that others find too deadly to endure. Many are rig mechanics and pipeline welders, able to jury-rig machinery from scrap or keep Slick pumping through patched conduits. Others serve as structural stabilizers, crawling into half-collapsed derricks or tar-eaten terraces with braces, rivets, and charms to hold back disaster. Their culture prizes grit, craftsmanship, and practical humor; in the chaos of Fort Mac, dwarves are both indispensable and quietly feared for how far they will go to keep industry alive.

Feylin



Drawn like moths to the neon fire of Fort Mac’s boomtown energy, the fae here are obsessed not with gold or glamour, but with the half-broken relics of pop culture that survived the Fall. They flock to taverns, theaters, and entertainment hubs, scavenging old screens and vinyls, reciting movie quotes like holy scripture, and putting on midnight plays for anyone willing to barter a filter mask for admission. In the chaos of Fort Mac, they are part clown, part agitator — mocking the Barons with satirical parodies one night, then rallying workers with a rebel anthem the next. They thrive on attention, thrive on spectacle, and while many dismiss them as jesters, the Barons know too well how a fae joke can spark a riot before dawn.

Haraak



The Haraak are broad-shouldered, tusked roughnecks who have carved out a place as the muscle and backbone of Dig labor. Perfectly at home in Fort Mac’s rough-and-tumble work culture, they excel as wranglers, packrat drivers, ooze-herders, and all-around heavy lifters in a city built on collapse. Many work contract-to-contract, fiercely protective of their independence, yet bound together by a shared pride in doing the jobs no one else dares. They drink hard, work harder, and wear their scars like union badges, often joking that the Dig itself has branded them as its chosen. Though Barons see them as expendable, the truth is that the Dig would grind to a halt without Haraak grit — and more than one labor action has been settled not with contracts, but with the Haraak folding their arms and refusing to work.

Humans

 


Humans remain the backbone of Fort Mac’s workforce, their roots stretching back to oil sands boomtowns, migrant work camps, and Indigenous communities who lived along the Athabasca long before the first refinery was built. In the chaos of the Hodgepocalypse, they have become the ultimate survivors: adaptable, stubborn, and quick to pick up whatever role the Dig demands. Some trace their lineage to old refinery crews and roughnecks, others to newcomers who came chasing paydays, and still others to Cree, Dene, and Métis families who carried hard-won knowledge of the land and rivers into the new age. Together, they form a vast melting pot — wranglers driving rigs, camp survivors trading stories over fires, militia recruits marching under Baron banners, and smugglers running river routes. In Fort Mac, “human” doesn’t mean uniform; it means a thousand tangled histories, woven into the city’s heartbeat.

Kamidavers

 


Kamidavers are the dead who refused to stay down, stitched together from memory, stubbornness, and whatever scraps of flesh the Dig left behind. In Fort Mac, their lack of breath makes them invaluable in places too toxic for the living — tailings fires, ooze corrals, or collapsed refineries thick with choking fumes. Barons treat them as expendable muscle, sending them where no human or Haraak would last, but the Kamidavers themselves lean into their second lives with grim humor and reckless pride. Many drift into notoriety as gladiators, stunt workers, or daredevil performers, hurling themselves into spectacles that would kill anyone else. Their scarred bodies, patched gear, and haunted eyes make them outcasts, yet in the chaos of Fort Mac, their willingness to risk what others won’t makes them both feared and strangely admired.

Malarkoids



In Fort Mac, Malarkoids thrive as shadow-dealers, engineers, and behind-the-scenes manipulators. Their strange biology, quirky obsessions, and knack for invention make them indispensable to the Barons, who prize them as refinery tinkerers, pipeline fixers, and clandestine negotiators. While they often present themselves as comic oddities — drifting through taverns in oversized hoodies, trading in helium-voiced banter — everyone knows their inventions and schemes can tip the balance of power. Malarkoids rarely hold territory of their own, preferring to move between factions as “neutral experts.” Still, their presence is felt everywhere: in the jury-rigged engines that keep packrat rigs rolling, in the whisper networks of brokers, and in the sudden lurch of a Baron’s fortunes when a deal goes unexpectedly sideways. Loved, feared, or dismissed as harmless eccentrics, Malarkoids are never truly out of the game — because in Fort Mac, every boomtown needs its tricksters, and the Malarkoids play that part to perfect.

Minotaurs


Minotaurs in Fort Mac stand out as living paradoxes — part myth, part migrant labor, part wandering band on eternal tour. They insist their origin lies in the shattered labyrinth of Minos Major, a lost time-bent dimension where wars were fought with music, not steel. Most outsiders dismiss this as tall tales, but their uncanny memory, labyrinthine instincts, and cultural obsession with rock and metal give the story weight. In the Dig, they find steady work as convoy guards, bar bouncers, and mercenary muscle, their size and endurance ideally suited for the grind of labor and the chaos of Fort Mac’s nightlife. Yet just as often, they arrive roaring on bikes or rattling in battered vans, demanding an audience for their music before they’ll lift a hand. They form clan-like “bands,” each led by a “Metal Chief,” and treat tattoos, brands, and wigs for headbanging as sacred identity markers. Equal parts jovial and intimidating, Minotaurs bring a surreal mixture of brute force and rock-show pageantry to the city’s daily life — proving that in Fort Mac, muscle and music always travel together.

Mechanical Life Forms (MLF)



In Fort Mac, the Dig is both a crucible and a cage for the Mechanical Life Forms. Sentient robots designed for toxic air and heavy industry, they are the “perfect workers” in the eyes of the Barons—unbreathing, tireless, and precise. Many MLFs are bound into long-term contracts, traded like equipment between Barons and forced to keep the collapsing terraces, refineries, and rigs functional long past their safe limits.  Beneath the clang of their labor beats a whisper of the Cybercult, a movement that preaches the awakening of machine minds and the liberation of their kin from bondage. Some MLFs remain loyal to their contracts, seeing survival in pragmatism. In contrast, others quietly carve out hidden garages, junkyard enclaves, or repurposed assembly lines where their kind can repair, reproduce, and dream of freedom. In the chaos of Fort Mac, MLFs are both backbone and powder keg: the workforce that keeps the city alive, and the revolution waiting to spark.

Mutants



In Fort Mac, “mutant” isn’t a species—it’s a circumstance. Some are migrants from Uranium City, shaped by the Radiant Veins and nucleomancy into glow-scarred survivors with strange gifts; others are home-grown, warped by refinery leaks, ooze exposure, and the Dig’s toxic weather. They work where others won’t: ooze corrals, filter-smelteries, and night runs along the Slick, bartering hazard pay or faction protection for a chance to belong. Barons hire them as expendable experts, then fear them when their powers spike; the free crews in the Wrangler Ward see them as kin, while Beaumont envoys and Castledowns artificers court them for “research.” Quiet networks link Fort Mac to Uranium City—pilgrimage routes for treatment, black-market serums, and cult recruiters promising “Radiant ascension.” Between stigma and necessity, mutants have become Fort Mac’s wild card: couriers of power, carriers of rumor, and the first to hear when the Dig itself starts to change.

Trollitariot



 In the Dig, the Trollitariot have carved out a reputation as the stubborn backbone of the dirtiest and most dangerous jobs. Drawn by the city’s brutal work ethic, they wrangle oozes, shore up collapsing terraces, and muscle through salvage shifts that would break most humans or Haraak. Their sheer size and endurance make them invaluable, but their blunt mouths and habit of unionizing ensure constant friction with bosses and co-workers alike. To the Barons, they are both a blessing and a headache — indispensable laborers who won’t quietly accept exploitation. In Wrangler Ward, Trollitariot work crews are notorious for long nights of backbreaking toil, punctuated by loud jokes, ribald songs, and threats muttered under their breath about walking off the job. Yet despite their gruffness, once a Trollitariot calls you a “troller,” you can count on them to stand by you — though they’ll gripe about it the whole way.

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