Prominent Species in Castledowns
Deerfolk
In Castledowns, a reclusive enclave of Deerfolk—known
locally as the Antlered Grove—has established itself in a reclaimed golf course
transformed into a wild thicket called “Greenhole Glade.” Nestled near the
border between the feasting fields of Greasehold and the pageantry pavilions of
Castledowns Proper, this pocket of overgrown fairways and birch-claimed sand
traps serves as both a spiritual refuge and a listening post. While
their presence is often marked by runic wardstones carved from old flagpoles
and ironwood saplings, few Castledowns nobles acknowledge them directly—save
for those who seek prophetic riddles, rare herbs, or a guide through the
whispering brush.
Feylin
To the Feylin, Castledowns isn’t just a refuge—it’s a
living, breathing fan convention. Drawn by the pageantry, the endless
reenactments, and the chance to cosplay every day, Feylin thrive among the
confederacy’s bard colleges, jester troupes, and heraldic fashion guilds. Their
homes are cluttered shrines to pop culture—vintage VHS tapes, salvaged graphic
tees, and glittering wigs—and their professions range from improvisational
minstrel to theatrical duel choreographer. Locals say that if you squint during
a tournament, you’ll spot a Feylin cheering for the knight who most resembles a
cartoon they once saw. To the Feylin, Castledowns is sacred ground: a place
where every day is dress-up day and no reference is too obscure.
Gnomes
In Castledowns, Gnomes thrive in the blurred boundary
between craftsman and conjurer. Their blend of magical intuition and theatrical
flair makes them the beating heart of many artisan guilds. Whether running
elaborate prop shops, serving as guildmasters of the Tinker's Quorum, or
engineering elaborate special effects for jousts and faux wizard duels, these
gnomes treat craftsmanship as performance art. The more flamboyant gnomes even
moonlight as stage magicians or medieval illusionists— “Merlin with a smoke
machine,” as one halfling jested. While some locals find their rapid chatter
and spontaneous gadgetry chaotic, no one denies the essential role gnomes play
in keeping the realm’s gears turning (often literally).
Halflings
Among the faux-feudal sprawl of Castledowns, the Halflings
have carved out a cozy fiefdom of their own known as Hearthwood—a barony less
concerned with conquest and more with comfort. Nestled in the ruins of suburban
cul-de-sacs, this halfling-run district is famous for its taverns, teahouses,
and community kitchens, where the scent of fresh bread mingles with the distant
clatter of jousting practice. Hearthwood serves as a crossroads for travelers
and gossip, where locals swap stories over stew, offer lodging for barter, and
throw spontaneous festivals whenever a full moon or a new pie recipe warrants
it. While their carriages are often up on blocks and the "militia" is
mostly an excuse for afternoon bocce, Hearthwood’s Halflings are fiercely loyal,
frighteningly organized when rallied, and always ready with a warm meal and a
wry tale.
Haraak
In the pageantry and performative chivalry of Castledowns,
many Haraak have found a peculiar kinship. Those who see the tournaments and
trials as honorable tests of strength adapt quickly, rising as hedge knights,
martial instructors, or even champions of the peasantry. Their blunt honesty,
loud bravado, and ritualized martial pride blend strangely well with the
Confederacy’s faux-feudal customs. Some even earn renown in mock tourneys or
oversee squires eager to learn “real” combat. Others, however, reject the
pageantry as toothless theatre—choosing instead to guard Castledowns’ outer
marches where threats are real and ceremony means little. Whether embraced as
heroes or dismissed as thuggish throwbacks, the Haraak are undeniable presences
on the frontier between cosplay and carnage.
Humans
In the self-fashioned baronies and theatrics of Castledowns,
Humans remain the dominant population, not by divine right or raw
numbers, but through sheer adaptability. Many of the self-proclaimed “Barons”
and “Dames” were once ordinary survivors—suburbanites, office managers, or
drama teachers—who fully embraced the pageantry of post-apocalyptic nobility.
Clad in chainmail made from tire treads and ceremonial robes of blackout
curtains, these humans have reshaped their sense of purpose into something
performative, proud, and oddly sustainable. Make no mistake—those who thrive
here do so with fervent commitment, be it to the code of chivalry, the art
of the masquerade, or simply to the next paycheck handed out in bottle caps and
bread loaves.
Medusas
Regal and enigmatic, the Medusas of Castledowns are not
merely refugees but matriarchs of faded grandeur. Many have claimed decrepit
manors along the fringe of the confederacy, where the ivy grows too thick, and
the mirrors are always veiled. These ancient homes—often known as Cursed
Houses—hold whispered reputations, their grounds strewn with statues that
are definitely "just art" and not the remains of former intruders. A
Medusa house is a place of riddles, veils, and oaths, where knowledge is power
and a glance can end a feud. While they rarely walk openly among the jousting
knights or ren-faire merchants, their presence is deeply felt through quiet
alliances, mystical debts, and a network of covens that tend to the magical
balance of Castledowns. Gothic elegance, uncanny wisdom, and a history older
than the Hodgepocalypse make them both feared and revered.
Castledowns Class Integration
Common & Integrated Classes
These are part of the fabric of daily Castledowns life.
Adventurer
These are the roaming freelancers, quest-takers, and
relic-seekers.
Prowler: Act as sanctioned thieves, infiltrators, or
barony spies. Often operate in a masked state, called "Whispers.”
Scout: Vital to border patrol and monster tracking.
Maintain maps and “ranger codes.” Often feud with Sentinels.
Scrap Foot: Treated like wandering tinkers or
messengers with a holy bond to their vehicles. Decorate skateboards like holy
steeds.
Troubleshooter: Village engineers, bridge-keepers, or
wandering “fix-priests.” Build traps for tournaments and rituals.
Channeler
Seen as mystics, shamans, or chosen ones of fate.
Faustian Mechanic: Known as “Gadgeteers.” Beloved for
fireworks and hated for explosions. Run their guild.
Sentinel: Idealized. Many wear tabards, speak in
prophecy, and patrol for corruption. Treated as “Modern Paladins.”
Witch: Essential lore-keepers. Often run “Wards &
Warnings” shops. The term “Hedge Witch” is literal in this context.
Combatant
Castledowns reveres personal martial prowess—Combatants are knights,
tournament fighters, and baronial champions.
Brute (Traditional): Highly respected. Think of them
as warlords with honor codes, clad in patchwork plate and swinging scrap axes.
Brute (New Age): Seen as “Knight Errants of the Iron
Horse.” Ride jury-rigged bikes or boars into battle. Some viewed it as too
wild.
Commander: Frequently led militia squads, border
patrols, or even ruled minor baronies. Speak like noble captains.
Deadeye: Called “Toxophilites” or “Crimson Gunners.”
Serve in ceremonial hunts or outlaw duels. Revolvers named like swords.
Psychic
Treated as fey-touched prophets or spirit-riddled
performers.
Eruptor: Castledowns bards spin tales of “The
Fire-Touched.” Most live in exile unless tightly controlled.
Mentalist: Respected in courts as interrogators,
truth-finders, or political spies. Wear psychic sigils on masks.
Rocker: Popular in taverns and at feasts. Wandering
"Psybards." Their instruments are often relics. Frequently duel in
song.
Psi-Warrior: Seen as “Knight-Guardians of the Mind.”
Idealized like Sentinels but not fully trusted.
Ritualist
Seen as sorcerer-scholars or court wizards.
Artillery Mage: Entertainers, war-boom-makers, and
drama queens. Many double as bards with magical “fire solos.”
Magister: Usually tied to Elsinore’s Scholarchs.
Dismissed as snobs or "inkbloods" but called upon when relics
go wrong.
Rainmaker: Rare and hired for feast theatrics or
military sieges. Their arrival is marked by a trumpet and parade.
Key Features and Locations
Baturyn
The Emberhall
(based on Baturyn Community League building)
Once a modest
neighborhood hall and skating rink, the Emberhall is now the sacred
kitchen-throne of the Greaselord. A massive propane-fed grill rests beneath
stained-glass fryer hoods, and around its blazing altar, disputes are settled
with sauce-challenges, feast duels, and ceremonial flambé. The league’s old
trophy cases now house sacred spice jars, vinegar scrolls, and the Eight Blades
of the Ladle Order.
Plot Hooks:
·
A new sauce—known
only as “Red No. 9”—has
entered the feast trials, but its effects are... alchemical.
·
A stolen jar from the Spice Reliquary has caused
tension with the Meadhall of Hearthwood, and an inter-kitchen conflict looms.
Fryer’s Gate
(inspired by the 97 St / Castle Downs Rd intersection
zone)
The major
crossroads at the edge of Baturyn has become a sanctified checkpoint where
Fryer Knights conduct taste rites and trade passage for condiments. Covered in
battered metal armor and wielding spatula-glaives, the knights demand that all
who pass either pay the Toll of Tasting or present a sauce token from a
previous peace-feast.
Plot Hooks:
·
A caravan of vinegary pilgrims has been detained
for carrying a "Forbidden Relish" linked to the Disgraced Greaselord
of Yukon.
·
A diplomat vanished mid-ritual at Fryer’s Gate—leaving behind only a scorched pickle
spear and an unsigned treaty napkin.
The Greaselands Market
(formerly Baturyn Park and nearby schoolyard zone)
This open-air grill
bazaar stretches across cracked blacktop and synthetic turf, where vendors sear
mutant meats and sling deep-fried delicacies. Festival bunting woven from diner
aprons flaps over hot-oil pits and sauce-brewing cauldrons, while “menu-bards”
recite today’s options like heralds in a high court. Here, flavors are
currency, and burned offerings are traded for fame, favor, or kitchen-based
miracles.
Plot Hooks:
·
A feast duel has escalated after one bard
insulted another’s spice lineage—now the crowd demands a cook-off judged by the Serpent Banner.
·
A whisper spreads: someone is selling meat with “true flame”—a flavor banned since the Greaselord’s last trial-by-grease.
Beaumaris
The Laughing Steps
(Repurposed from the sloped trail and playground hill
southwest of the lake)
This grassy rise, once a sledding hill and playground path, is now the stage
for the Painted Court’s public executions—delivered as tragicomic performances.
"Fool-judges" in jesters’ masks pronounce sentence through rhymes and
slapstick, with condemned nobles dancing, joking, or confessing their sins in
operatic flair. The crowd throws roses or rotted produce based on how
entertained they are.
Plot Hooks:
• A jester has refused to laugh for seven days, claiming he sees ghosts in the
giggle-lines of the hill.
• A condemned noble vanished mid-routine in a puff of violet powder—leaving
behind only her velvet glove and a perfectly recited limerick.
The Mirrorweft Grotto
(Based on culverts or artificial grottoes near the
Beaumaris Lake drainage paths)
Hidden beneath the willow-thick shore, this flooded grotto serves as a secret
reflection chamber for Painted Court initiates. Its mirrored surfaces—some
glass, some water—are enchanted to show alternate versions of the self, and
initiates must mask the correct one before being allowed into the inner circle.
Many enter alone but return dressed as someone else entirely.
Plot Hooks:
• Someone has carved a fourth mask into the sacred reflection slab—one no one
recalls ever seeing before.
• The water in the Mirrorweft rippled during a moonless night… and now three
nobles share the same voice and memories.
The Veil Pavilions
(Inspired by the picnic shelters and floating docks
around Beaumaris Lake)
Originally modest lakeside picnic shelters, the Veil
Pavilions have evolved into elaborately draped masquerade tents that float on
the surface of the lake. Beneath their silken ceilings, masked nobles trade
secrets, gossip, and performances in exchange for favors, rumors, or immunity
from the next courtly purge. Each pavilion is color-coded by season, and guests
must change identities before stepping onto the docks.
Plot Hooks:
• A pavilion sank during a masquerade duel, but no bodies were found—only wax
masks floating in perfect circles.
• A guest left behind a mirror-mask that reflects not the viewer, but their
deepest regret—and it’s begun whispering invitations to return.
Caernarvon
The Golden Vat
(Inspired by Caernarvon Community League Hall &
Caernarvon Park)
Once a humble rec center, the Golden Vat has been transformed into a central
brewing temple wrapped in copper piping and lined with fermentation murals.
Massive wooden vats bubble with mead made from wild honey and genetically
altered barley, and rituals of blessing are held on the park green before each
new batch is sealed. The air always smells of roasted grain and herbs, and each
brew’s flavor is said to influence village omens.
Plot Hooks:
• A batch of "Moonroot Reserve" turned bright blue—and now anyone who
drinks it dreams of past lives.
• A would-be suitor claims their lineage was altered mid-toast during a
marriage rite—someone tampered with the scrolls.
Hearthkeeper’s Ring
(Repurposed from Caernarvon School's playground loop and
fire lane)
This rounded courtyard, once an access loop for school drop-offs, has been
fortified with communal ovens, fire pits, and carved benches for public feasts
and storytelling. Local children are trained in oral law and firekeeping,
preserving lore by retelling tales beside smoldering kindling piles. The Ring
is guarded by the “Flamewrits”—elders who test all who wish to wed, brew, or
settle disputes.
Plot Hooks:
• An apprentice Flamewrit failed the Kindling Riddle three times—and now
strange flickers are appearing in every story he tells.
• The Ring’s central brazier went cold during a naming ceremony, something that
hasn't happened in over fifty years.
The Scrollstead
(Converted from a nearby bungalow row and attached
library box)
A former cluster of single-family homes now operates as a
genealogical archive, each house dedicated to a clan, crop, or harvest ritual.
Rolled parchment scrolls and engraved wood tablets cover every wall, and
librarians brew tea from their family’s herb-garden blends. Outsiders come here
to “prove bloodlines” or seek blessings for birth and burial alike.
Plot Hooks:
• A newly uncovered scroll contains the lineage of a long-forgotten noble
line—complete with an unclaimed brewing claim in Greasehold territory.
• Someone has been carving fake names into the elder scrolls… and the names
match people who’ve gone missing.
Canossa
The Barrowborn Forge
(inspired by the Canossa Centre/utility lot)
Built inside a
reinforced community shed converted into a makeshift smithy, this forge is
powered by scavenged tractor engines and fueled by mutant lichen briquettes.
Run by a dwarven-descended halfling named Molga Stubblebraid, it supplies
barbed armor, retractable plowblades, and the famed "Rootcleaver"
axes handed down through the kin lines.
Plot Hooks:
·
Smoke has stopped rising from the forge, and
Molga's apprentices speak only in whispers and riddles.
·
A cursed warpick unearthed during a junk-sifting
ritual may have awakened an ancestral revenant sealed in the smelting pit.
Boarwallow Commons
(based on
Canossa Lake & surrounding green space)
Once a suburban
park with duck ponds and footbridges, this area has sunken into a mud-churned
marsh where the Brotherhood raises their prized battle boars. Reed huts line
the edges, woven with barbed wire and broken lawn furniture, and the scent of
roasting roots and swine fills the air during their nightly
"Rootdowns"—storytelling, sparring, and stew-feasts.
Plot Hooks:
·
A prized sow named Sister Gruntsworth has
gone missing the night before the Rootdown Festival.
·
The Brotherhood suspects sabotage by a rival
beastmaster cult who once tried to hybridize Laser Gophers and Coyotes.
Hogback Watchpost
(set along 167 Ave by the tree cluster just west of
Canossa Road)
Perched at the edge of Brotherhood territory, this
hill-shaped rest stop is a converted playground repurposed into a defensive
station with lookout perches made from jungle gyms and swings wrapped in
tire-chain. From here, scouts track outsider movements and race back on
armadillo-dog mounts to signal the horn of defense.
Plot Hook:
·
Scouts report "green smoke riders"
appearing beyond the Henday at dusk—but by dawn,
all trails vanish.
·
The Brotherhood offers a bounty for proof of
their origin... but demands no contact be made with them first.
Chambery
The Cogclave
(centered around the real-world Chambery Business Park
& industrial garages)
What used to be
a quiet commercial strip is now the heart of underground trade in the north.
Iron grates, scaffolded silos, and tarpaulin-roofed market stalls form a web of
walkways known as the Cogclave. Here, Guildmasters trade everything from
bootleg tech to forged sauce-tokens, using copper sigils and gear-stamped codes
to approve each deal.
Plot Hooks:
·
A trade embargo has been placed on spark-plugs,
but one Gearwarden is quietly stockpiling them for a rumored “light cavalry.”
· A bartered artifact has overwritten a guild member’s memories with someone else's—now two claim to be the same person.
The Rustgate Tracks
(inspired by Chambery's proximity to rail utility
corridors)
The defunct rail access behind the district has been
converted into a smugglers' corridor called the Rustgate. Cargo carts rigged
with pedal engines run silently along the gravel trail, guided by flickering
lantern code and guarded by mechanical hounds built from streetlight parts. In
shadowy corners, tribute is paid in chrome shavings, dried fungus jerky, and
explosive relics.
Plot Hooks:
·
One rail-runner vanished mid-shift—his cart returned packed with rusted crowns from the lost Yukon
Trade.
·
A rival faction has rigged the rail switches, shipping
Copper Cross explosives directly toward Greasehold territory.
The Wyrmbulb Vault
(a refitted cul-de-sac housing block hidden under
false fronts)
Behind a wall of rusted vending machines and fake apartment
mailboxes lies the entrance to the Vault, a fortified archive of knowledge,
blueprints, and outlawed enchantments. Glowing wyrmbulb fungi light the
chambers where smugglers whisper trade secrets and implanters offer “gray mods”
(unauthorized augments). Access requires a riddle, a gear offering, and at
least one unregistered idea.
Plot Hooks:
➡ Someone left a false gear at the gate—and now the Wyrmbulb network is showing visions of a dead
engineer.
➡ A cache of forbidden Greaselord recipes is rumored
to be hidden in the vault—one potent enough to blackmail the
Feast Knights.
Dunluce
The Iron Rewind
(converted from a local video rental store or postal
outlet)
The last remaining VHS duplication center in Castledowns,
now operated as a monastic script-scriptorium. Knights transcribe their duels
from magnetic tape to parchment, keeping both analog and written record under
lock and seal. "Archivars" tend the machines like relics, using
disassembled rotary phones as prayer beads.
Plot Hooks:
➡ Someone has forged a duel tape—claiming a victory that never happened. Now, a real duel is
demanded to "burn the lie from the reels."
➡ The Iron Rewind’s
machines malfunction during a solar flare, randomly splicing combat footage
with prophetic riddles from lost broadcasts.
Rampart Hall
(based on the Dunluce Community League building &
nearby greenbelt)
Once a modest community centre, Rampart Hall now stands
armored in corrugated steel and old fridge doors. Inside, trophies made from
melted-down swords line the walls, and VHS cassettes are kept in
temperature-controlled lockboxes, each one documenting past duels. The hall’s
rooftop serves as a lookout over Castledowns’ northwestern frontier, and
challenges are issued via megaphone or carved rock placed at the dueling
square.
Plot Hooks:
➡ A tape labeled “Dunluce
Duel #0001” has been stolen, and the Knights claim
whoever holds it controls the right to rewrite their legacy.
➡ A new recruit refuses to duel unless the fight is
streamed digitally—an act considered heresy by
traditionalists.
The Thornfield Yard
(repurposed from a suburban cul-de-sac near 121 Street
& 157 Avenue)
A ring of war-torn townhomes, boarded up and reinforced, now forms an open-air
training yard for would-be squires and patrol knights. The cracked cul-de-sac
pavement has been etched with trial lines, and banners hang from balconies
declaring which Knight-Brood resides there. It’s a space both sacred and
dangerous—used for training, but also for judgment.
Plot Hooks:
➡ A squire has died mysteriously during a night trial—yet no knight confesses to hosting it, and the tapes are all
blank.
➡ The Yard’s central training
dummy has begun whispering forgotten Highland vows during the night… and one knight recognizes his dead brother’s voice.
Elisonore
The Scrollspire
(Based on Elsinore's central school complex or
multi-level library site)
Once a modern school with two-story classroom wings, the Scrollspire now rises
like a tiered ziggurat of learning and law. Its stairwells are etched with
scriptural equations, classrooms retrofitted into monkish scriptoriums, and the
rooftop hosts a rotating lens that channels sunlight through salvaged
projectors. Here, Scholarchs recite mantras from PDF printouts and enforce
‘truth duels’ over conflicting interpretations of ancient Wikipedia entries.
Plot Hooks:
• A tablet unearthed from the old supply closet contains forbidden content
labeled "Teacher Training Video – Mind Management."
• A second-floor hall of the Scrollspire now loops the same three seconds of a
digital lesson—no power source detected.
The Quillgrounds
(Inspired by Elsinore’s nearby soccer fields and open
green spaces)
These former recreation grounds are now organized into debating circles,
calligraphy tournaments, and “ink trials,” where students prove mastery by
writing upon windblown scrolls while walking the perimeter. Once a month, young
Scholarchs duel with lecture points rather than blades, while attendants throw
word-ribbons to show approval.
Plot Hooks:
• One scholar’s ink has turned crimson mid-recitation—her thesis now induces
fainting fits in the audience.
• A lost grammar tome was found buried under the Quillgrounds, its pages
stitched shut with copper wire and unfamiliar script.
The Vault of Drives
(Converted from a utility shed or technology depot near a
smartboard-equipped school)
Once used to store networking tools and A/V carts, this bunker-like building
now functions as a sanctum of silicon scripture. Hundreds of flash drives, hard
disks, and cloud printouts are enshrined in crystal resin, and apprentices
study their formats in dim blue light. Only High Archivists may decrypt a
drive—after a ritual called the Bit Rite.
Plot Hooks:
• One of the sacred drives has begun beeping at night—no known Scholarch claims
to understand the pattern.
• A corrupted file has begun rewriting text in other scrolls across
Elsinore—spreading what some claim is a virus, and others a prophecy.
Griesbach
The Garrison Gaol
(inspired by old military housing & The Griesbach
Training Barracks)
Converted barracks and training houses have been transformed
into prison-temples of reflection and preparation for exile. Here, those
awaiting judgment or penance undergo ritual fasts, memorization trials, and
recitations of broken oaths before the audience of former knights. Each cell
has a mirror and a sword—the first for self-confrontation, the second for final
pleas.
Plot Hooks:
·
A famed exiled duelist has escaped, leaving
behind only her cell mirror—etched with a message in
mirror-script that reads “justice begins anew.”
·
One prisoner refuses to speak, eat, or duel,
claiming only the lost heir to the Court has the right to try him.
The Oathwright’s Circle
(set around Griesbach’s roundabouts & statues near
Admiral Girouard Park)
Where roads once converged in tribute to war heroes, the
Court now convenes for civic trials and “rites of rewording.” Each stone
roundabout has been transformed into a stage or pulpit, where exiled nobles
deliver final arguments before exile or redemption. Spectators throw tokens
(coins, bones, trinkets) to indicate favor—those who leave with none are
declared “shadow-sworn.”
Plot Hooks:
·
A former knight has bribed audience members to
flood the trial with false tokens—and someone has
noticed.
·
During a storm, one of the oathwright’s statues bled from the eyes... and now none dare speak its name
aloud.
The Writ-Pit
(based on Patricia Lake Amphitheatre and surrounding
parade grounds)
Once a ceremonial space surrounded by military monuments and
a shallow manmade lake, the Writ-Pit now serves as the Court’s central arena.
Carved runestones line the perimeter, and combatants enter to chants from the
audience—who vote with flags, not gavels. The duels are often poetic as well as
martial, with songs, riddles, or dance-offs required in certain judgments.
Plot Hooks:
·
A local noble accused of oathbreaking has
challenged the verdict—on the grounds that his opponent
cheated with pre-Hodge era tech.
·
A song duel between a masked bard and a
wandering knight has ended in a double disappearance... and the crowd claims no
one won.
Lorelei
The Griplock Spire
(Built atop an old climbing wall, possibly in a rec field
or schoolyard)
Once used for supervised recreational climbs, this towering wall of grips and
cables has been encased in rusted scaffold and plated metal. Now a proving
tower for squires, its summit is reserved for the Iron Rite—a solo climb made
with no rope and one hand bound. Its base is circled by squires-in-training who
chant physical prayers between protein-packed meals.
Plot Hooks:
• A senior climber fell—but left no trace on the ground. Only a smear of chalk
and a rusted handprint remain.
• Someone scaled the Spire backwards in total silence—then left behind a banner
stitched from training uniforms.
Sweatpact Circle
(Set around an outdoor school track or former community
jogging path)
A once-cracked asphalt oval has been converted into a ceremonial circuit where
oaths of endurance are sworn in sweat. Tire-stacked pylons, kettlebell altars,
and chant-leaders mark each lap as a rite of passage. Those who complete fifty
laps while chanting the Maxims of Motion are considered “Forged.”
Plot Hooks:
• A challenger collapsed mid-rite—and when revived, spoke in fluent Old Elvish,
despite never studying it.
• Strange red glyphs appeared overnight at every lap post, and the Circle
Elders refuse to acknowledge them.
The Tower Forge
(Inspired by Lorelei's central fitness centre or former
recreation gym)
Once a mid-sized public fitness facility, the Tower Forge now looms like a
shrine to sweat and strength. The original weight racks have been fused into
altar-benches, and mirrored walls are cracked but still reflect the efforts of
squire-monks undergoing their morning rites. Barked mantras echo through the
halls as acolytes climb rope walls, deadlift anvils, and spar with foam-wrapped
maces in full ritual attire.
Plot Hooks:
• A youth acolyte shattered a sacred mirror mid-set—then claimed he saw a
divine version of himself giving orders.
• The Forge's bell hasn’t rung in a decade… but last night, someone heard its
toll just before the storm hit.
Rapperswill
The Gloomcoil Gardens
(Based on overgrown community garden plots and tree groves)
This mutated garden, thick with twisting vines, thornroots,
and serpent-like plants, is where cult herbalists cultivate hallucinogenic
fungi and “shed fruit.” It's considered sacred to be bitten by a fruit-serpent
during trance and is home to "Mother Gaze," a massive, half-petrified
snake fossil that whispers wisdom through vibrations in the soil.
Plot Hooks:
• A harvest rite yielded a new fruit with human teeth—and it bit back before
vanishing in the dark.
• A noble was found staring at the fossil for three days straight—when pulled
away, he had no pupils and spoke with two voices.
The Molten Crossing
(Converted from pedestrian overpasses and walking trails
near utility roads)
Once a safe walkway over traffic lanes, this bridge has been wrapped in woven
vines, molted banners, and charred silk. Pilgrims must cross barefoot while
chanting their lineage backward to sever past ties and "molt the
self." Those who hesitate are left behind—and sometimes heard muttering
under the bridge for days.
Plot Hooks:
• The vines have begun writing out names overnight—some of them belonging to
people who haven’t yet arrived.
• A section of the bridge burned itself into a spiral pattern, and anyone who
walks over it begins dreaming of serpents underground.
The Shedcoil Amphitheatre
(Repurposed from a sunken sports field or open cul-de-sac
plaza)
What was once a waterlogged ball diamond has become the central ritual pit for
the Serpent Banner. Encircled by concentric rings of stone and broken
bleachers, this amphitheatre hosts nightly “skin dances” beneath clouded moons,
where initiates writhe in snake-like movements under hallucinogenic incense.
Serpent effigies slither along the edge, and bio-luminescent moss lines the
steps like veins.
Plot Hooks:
• A dancer shed her skin mid-ritual—only for the flesh to slither away chanting
prophecies in broken Latin.
• A rival noble accused of heresy vanished during a performance; only a coiled
banner and an open eye remain at center stage.
Other Locations
The Wylde
Faire Grounds
(Former Castle Downs Park)
Once a municipal park with picnic areas and sports fields, Castle Downs Park
has blossomed into the Wylde Faire Grounds—a riotous realm of reenactment and
revelry. Cobblestone paths wind through wooden stockades, mead tents, jousting
lists, puppet stages, and bardic dueling rings. It is both the ceremonial heart
of the Castledowns Confederacy and a tourist draw for outsiders seeking chaotic
pageantry. The site expands and contracts like a living village, depending on
the season, and the rules change as quickly as the roleplay.
Plot Hooks
• A bard was booed offstage for revealing a piece of true Hodgepocalypse
history—now the crowd wants his head or his source.
• Someone won all twelve pub tokens in one night… but never cashed them in. The
next morning, the tokens were found melted into their boots.
Ye
Olde Pubbe Crawl
Once a simple beer tent loop, this glorified tavern gauntlet
now spans the Wylde Faire Grounds and surrounding pop-up alleys. Each of
the 12 themed pubs is dedicated to a different community or faction
within the Castledowns Confederacy, turning the crawl into a microcosm of
post-collapse society. Patrons must journey through:
- The
Rooted Tusk (Boar’s Brotherhood – Baturyn): Earthen ales and boar
jerky, served in tusk-shaped mugs.
- The
Oathbrewer’s Tap (Court of Broken Oaths – Arena District): Every drink
is a wager; toasts are legally binding.
- The
Sizzled Spoon (Greasehold – Fryer’s Gate): Deep-fried beer bites and
sauce-sipping duels.
- The
Copper Draught (Guild of the Copper Cross – Chambery): Smuggler stouts
and “black market bitters.”
- The
Iron Goblet (Knights of Dunluce – Dunluce): Served only warm and
always in dented tankards.
- The
Golden Horn (Meadhall of Hearthwood – Caernarvon): Mead-tasting
tournaments and drunken genealogy tests.
- The
Flexing Flask (Order of the Rusted Tower – Lorelei): Protein-packed
grog and kettlebell drinking contests.
- The
Footnote Tavern (Scholarchs of Elsinore – Elsinore): Proofread your
order or be refused service.
- The
Masked Stein (Painted Court – Beaumaris): Every drink has a different
persona; guess wrong, get hexed.
- The
Molten Mouth (Serpent Banner – Rapperswill): Hallucinogenic cocktails
served in coiled vine cups.
- The
Faire Warden’s Cup (Wylde Faire Grounds – Central Hub): The ceremonial
midpoint; loudest pub song wins a free pint.
- The
Atomic Satyr (Wandering Mech Monks or Deep North Traders): A
radioactive blend of myth and mead—location unknown, appearance random.
“Knights of the Crawl” wear flagons on their belts,
duel in drinking songs, and must collect a stamp, sip, or story at each pub.
Completing the full circuit without passing out, vomiting, or offending a Toast-Witch
grants the legendary Token of Tenacity—a magical artifact redeemable once
for trial immunity in the Court of Broken Oaths or any drinking duel
across the land.
Plot Hooks:
- A tavern called The Last Sip only
appears during blue moons. It’s opened early this year… and the barkeep remembers
your face.
- A “viking” NPC at The Rooted Tusk
refuses to stay in character, muttering code fragments and broadcasting
static. Is he a sleeper agent, a rogue LARP-bot, or just very, very
hungover?
The Reach of Castledown
Though bound by oath to Mayor Larry of Ed-Town, the banner
of Castledown casts a long shadow. Its gallant influence unfurls like a painted
standard across the north—riding the winds of trade, song, and ritual from mead
hall to molten bridge. Where doublets are worn and flagons raised, the
Confederacy endures.
Anthony Henday Ruins ("The Perimeter of Peril")
Once a modern ring road, the Anthony Henday now serves as a
war-torn beltway of broken asphalt and overgrown interchanges, known grimly as
the Perimeter of Peril. Bands of mounted warlords and nomadic scavengers roam
the lanes, their vehicles armored in sheet metal and highway signage. To
preserve tenuous order, Castledowns dispatches its elite “Pathkeepers”—knightly
highway marshals who enforce tolls, dueling rights, and fair passage. Atop the
shattered roundabouts, monthly jousts determine lane control and settle
territorial disputes with honor (and horsepower).
Ardrossan ("The Outer Court")
Ardrossan, affectionately dubbed “The Outer Court,” is where
rural nobility meets cosplay agriculture in full, oat-scented glory. Once a
quiet farming community, it now flourishes under the banner of the Order of the
Grain-fed—a ceremonial knighthood known for its tractor duels, heraldic seed
banners, and oat-brewed mead tastings. Locals wear armor fashioned from grain
silos and hockey pads, hosting Greasehold-inspired singalongs and reenacting
vintage highway jousts to honor long-lost commercials and grain subsidies.
Despite its eccentricity, Ardrossan serves as a vital granary and spiritual
foil to Castledowns' theatrics, offering fealty through ritual harvest and
karaoke-laced diplomacy.
Namao ("The Boarlands")
Once a quiet farming hamlet, Namao is now known as The
Boarlands, a wild borderland of truffle-pocked fields and pig-wrangling
paddocks. Home to rugged freebooters and beastmasters, it serves as the
breeding grounds for Castledowns’ infamous mountable mutant boars and armored
lawn beasts. While nominally loyal to Mayor Larry and the Confederacy, its folk
are more easily swayed by smoked meats and sausage coin than by banners or
bloodlines.
Greasehold Locations Across Alberta
Forged from the charred remains of pre-Hodgepocalypse
fast-food ruins, the Greasehold chain has mutated into a loose confederacy of
saucebound strongholds—each ruled by a Baron or Baroness with their spice laws
and sacred recipes. Though all claim descent from the Original Fryer, they
operate with notorious independence, trading ingredients, greasecoin, and
condiments through back-alley caravans and blackened delivery drones.
Some boast legendary specialties—The Veggie Viceroy of
Leduc, The Double-Battered Duke of Vegreville, or the Waffle Warlock of
Wetaskiwin—while others have turned to more militant measures, defending secret
spice vaults with mayonnaise golems and breaded battlewagons.
The Frykeep Bastion
Ringed by reinforced drive-thru lanes and topped with a
sizzling iron crown, The Frykeep Bastion rises like a greasy cathedral
above the quiet suburban cul-de-sacs. Its facade, still faintly branded with
melted plastic signage, now bears sacred fryer-sigil banners and
golden-battered shields. The entire compound runs off converted deep fryers and
solar-heated grease traps, making it both self-sustaining and deliciously
defensive.
The Order of the Golden Crumb, Baturyn's ruling
kitchen-knights, oversee training in culinary combat, fryer maintenance, and
the ancient art of customer charm. Apprentices—called Greaseborn—must
recite oaths over sizzling patties before they may wield the Sacred Spatula.
Their internal code holds that “All meals are trials. All sauces,
judgments.”
Inside, the Deeppan Hall serves as a feast-assembly
arena, where disputes are resolved over duel-cooked burgers, and heralds sing
the day’s specials. A side annex, the Milkshake Vault, is sealed with
biometric flavor profiles and houses the last operational soft-serve relic in
northern Alberta.
Northern and Central Alberta Greaseholds
|
Town |
Greasehold Title |
Notes |
|
Fort Saskatchewan |
The Ironhold Fryhall |
Militarized fry fortress. Recruits armored food couriers. |
|
Vegreville |
The Bun-Relic Keep |
Site of the Pysanka Sauce Miracle. Pilgrimage
destination. |
|
Mundare |
The Kielbassa Grillcloister |
Sausage-themed Greasehold with strict seasoning rites. |
|
Lamont |
Hold of the Fried Cross |
Known for healing unguents made of sauce and pickles. |
|
St. Paul |
The Cosmic Combo Hall |
Home to alien-influenced recipes. Hosts offworld burger
trials. |
|
Lac La Biche |
The Cratergrill Bastion |
Built into an impact crater. Radiant burgers. Sauce glows. |
|
Redwater |
The Oil-Battered Griddle |
Fusion of refinery tech and fry tech. Burger grease powers
backup generators. |
|
Tofield |
Greasehold of the Haystack Flame |
Remote outpost with frontier flair. Big on flame-broiling
duels. |
|
Sherwood Park |
The Stripgrill Sprawl |
Faction-ridden mega-patio fortress. Houses 3 rival sauce
sects. |
|
Camrose |
Greasehold of the Bearded Baron |
Revered for its mustache-fried pickles. Great Feasts every
solstice. |
|
Leduc |
The Bunrun Tollhold |
Controls aerial delivery lanes. Known for hot air balloon
burger drops. |
|
Wetaskiwin |
The Jingle Crown Citadel |
Famous for Greaselord sing-offs. The winner’s burger is
law. |
|
Ponoka |
The Mounted Frypost |
Horse-riding Feast Knights. Arch-fryer games held each
spring. |
Southern Alberta Greaseholds
|
Town |
Greasehold Title |
Notes |
|
Calgary (Prairie Atlantis) |
The Drowned Sizzler |
Sits atop sunken mall ruins. Burger barge fleets roam
canals. |
|
Brooks |
Frypost of the Holy Patty |
Religious Greasehold with devout sizzle-chant orders. |
|
Medicine Hat |
The Solar Grill Bastion |
Powered entirely by sun-fried burgers and panel-forges. |
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