Westlock Species
Beaver Folk
Beaverfolk in Westlock are the soul of the shipyards — thick-furred,
buck-toothed engineers who treat scrap like scripture and water like gold. Born
of murky origins, possibly the Cult of the Beaver Lodge, they build fortified
dam-compounds beneath the scrapyards and maintain the town’s vital filtration
sluices, rail welders, and fuel traps. Territorial, suspicious, and fiercely
loyal to their crews, Beaverfolk treat adventuring parties like family and will
chew through steel for them. They wear paramilitary gear, favor tools over
weapons (but use both), and bond easily with dwarves and MLFs, though they view
the undead with open distrust. When one stomps onto the scene smelling of pine
tar and diesel, you know the job’s getting done — their way.
Bogey
Never trust a Bogey—unless you need something fast, cheap, or questionably
acquired. In the Wrecker’s Anchorage of Hodgepocalypse Westlock, these
neon-hued, pointy-eared prairie pirates run the Swash Market, auctioning
everything from scavenged relics to whispered secrets. Descended from fey or
dimension-hopping tricksters (depending on who you ask), Bogeys thrive on
chaotic barter, backroom deals, and fast talk. Their clans, often packed into
welded-together railcars and junkyards, operate like extended crime
families—competitive within, but scarily unified when threatened. They pilot smuggling
trains, grease palms, and always “know a guy.” Known for oversized ears, wild
hair streaks, and unpredictable charm, Bogeys are small but
unmissable—especially when they’re selling you your own missing tools,
memories, or mutt. Lovable pests or indispensable rogues, Bogeys turn every
encounter into a negotiation... and every negotiation into a score.
Dwarves
In Westlock, the Dwarves are rust-and-grit kin —
squat, square-jawed workhorses who trace their soot-blackened ancestry back to grain
elevators, rail lines, and powder foundries. Steel Dwarves have turbocharged their
tech base, becoming some of the finest machinists, weaponsmiths, and
gearwrights in North America. They dominate the railyard’s gun crews, the
boiler guilds, and the forge halls of the Memory Forge, griping about
bolt-looseners and “kids who don’t respect torque.” Dwarven culture runs on two
tracks: the Board of Elders (grease-stained captains of industry, mostly
male) and the worker unions (often run by canny, steel-eyed female
Dwarves who get things done). Outsiders often mistake the stoic beards
and dry wit for inflexibility — until they see a Dwarf weld a ruptured coolant
pipe with one hand and deck a mutant scavver with the other. Whether you're
dealing with a Cavern Dwarf, a Homesteader, or a full-blooded Steelgrove
tech-savant, you're getting someone who treats work like gospel and enemies
like cracked anvils. Just don’t mock their beard rituals — that’s how bar
fights start.
Feylin
Tiny, winged, and wired with chaos, the Feylin of Westlock are
post-apocalyptic pop-culture gremlins—radio pirates, meme-punk pranksters, and
the soul of the blackbox airwaves. Broadcasting out of a shattered satellite
dish atop the Wrecker’s Anchorage, they run Radio Rumrunner, jamming
signals, remixing propaganda, and dropping mixtapes like folk spells. Obsessed
with ancient media, they adopt the personas of forgotten action heroes, anime
idols, or synthpop prophets with evangelical zeal. In town, they’re part morale
officers, part living cartoons, and part saboteurs—sprinting through junkyards
yelling “six inches of TERROR!” while rewiring your toaster into a sonic mine.
Don’t expect consistency—just charisma, chaos, and one-liners shouted into the
void. Whether you need a distraction, a cult zine, or an impromptu jam session,
a Feylin’s already halfway through it... and probably live-streaming the
results.
Humans
Still the baseline by which all others are measured — for better or worse.
Every crew, caravan, or pirate barge has a few humans on deck, thanks to their
sheer adaptability and stubborn will to survive. In Westlock, they tend to hold
leadership roles, run canteens, or form the bulk of the working-class rabble.
Mechanical
Life Forms (MLF)
Westlock is one of the few places where sentient machines aren’t just
tolerated — they’re wanted. Between the shipyard’s tech demands and
the loose command structure, MLFs can find purpose repurposing. From Aimbots
acting as turret-gunners to Diplobots handling negotiations with tech
cults, they’ve carved out respect. Some even form clanker-only convoys
that roam the rails for parts and philosophy.
Stumpies
Westlock is one of the few places where bark-breathers like the Stumpies
feel the wind in their leaves and call it freedom. These soot-caked,
frost-hardened plant-folk tend fuel-crop gardens, stoke boiler-stoves, and root
themselves into hibernation when there’s no work to be had. Built from bark,
sap, and stubborn willpower, they wear diesel exhaust like cologne and grumble
poetry about entropy and destiny. Some think them slow; Stumpies call it steady.
Whether they’re murmuring conspiracy theories about their origins or carving
haiku into fuel drums, they see themselves as future forests on legs —
wandering seeds in a world that’s forgotten how to grow.
Landmarks
Captain Apollo’s Mess Deck
Once a beloved family pizza and steak joint,
now rebranded under the banner of the Boreal Buccaneers, Captain Apollo’s
Mess Deck is a rowdy refueling station where raiders swap stories, scars,
and slices. The walls are scorched, the booths are patched with scavenged armor
plates, and the once-cheerful salad bar now serves irradiated pickles and
mutant fungi. A glowing bust of "Captain Apollo"—a salvaged naval
mannequin in a paper sailor hat—presides over the dining floor like a mascot
god. Fights break out every few hours, often over who gets the last slice of
bomb-pepperoni, but the radioactive cheese never fails to draw a crowd.
Plot Hook: A
Saucy Crime!
A mysterious shipment of "red sauce" never arrived, and
Captain Apollo’s chefs are getting twitchy. The party is hired—willingly or
not—to track down the caravan last seen near a scorched checkpoint. But what
they uncover isn’t just a stolen crate of ingredients… it’s a cult of
cheese-slinging food fanatics trying to resurrect the lost art of pizza
divination—and they're not sharing the recipe.
The Dropout Dens
Once a faded roadside motel clinging to relevance, the Southview is now
known across the Boreal Buccaneer routes as The Dropout Dens—a
last-chance shelter for drifters, disgraced crew, and greenhorn smugglers too
broke or busted to bunk elsewhere. Its cracked stucco walls are patched with
ship hull scrap, and its flickering neon sign is missing half the letters,
casting an eerie glow on the sagging deckchairs and suspicious puddles out
front. Inside, room doors are more likely to be barricaded than locked, with
"guest services" often involving side hustles, favors owed, or
impromptu duels. The Dens are cheap, sleazy, and dangerous—but they’re always
full. Because here, no one asks where you came from... only what you’re willing
to do next.
Plot Hook: “Payment in Kind”
A PC wakes up in The Dropout Dens missing half their gear—and a stranger in the
next room claims the party signed a blood contract in exchange for lodging. The
problem? None of them remember agreeing… and the favor owed might involve
sabotage, smuggling, or something even worse.
The Dropzone
Where most see wind and wide skies, the Skyfall Corsairs see
opportunity—and targets. The ruins of Westlock Municipal Airport have been
converted into The Dropzone, a windswept launchpad of half-collapsed
hangars, sky towers patched with aircraft wings, and fields littered with
deflated chutes like broken feathers. Here, airborne raiders sharpen their
blades, test unstable jetpacks, and rehearse “death-from-above” maneuvers on
rusted-out school buses. Their motto: Gravity is free—use it violently.
Whether boarding moving technicals from the air or zip-lining into the hearts
of convoys, these daredevils strike like thundercracks from clear skies. The
Dropzone also serves as a proving ground for initiates, where a single misstep
means a long, fatal plummet… if the saw-rigs don’t get you first.
Plot Hook: "Sky Burial"
A rogue Corsair captain kidnaped a town’s elder during a botched aerial
ceremony, and now their parachute-burial has become a sky-duel hostage
situation. Can the party scale the ziplines, survive the aerial gauntlet, and
land a deal—or will they plummet into obscurity?
Greens
of Glory
(Westlock Golf Course)
Where once polite golfers whispered on manicured greens, now
cheers and jeers echo across the cratered fairways of the Greens of Glory.
This twisted reinterpretation of a country club serves as the staging ground
for the Golfclap Syndicate’s wildest whims — a loose cabal of stylish,
golf-obsessed raiders who mix showmanship with savagery. Tee-offs involve
explosive slugballs aimed at long-distance targets, while “hazards” include
spike pits, grenade bunkers, and mutant gophers with a taste for caddies. Disputes
are settled with ceremonial duels on the green, each swing potentially lethal.
Audience members wager on outcomes using barter chips, rare salvage, or even
body parts. The old clubhouse, lovingly spray-painted and retrofitted with a
hot tub powered by a lawnmower engine, serves as the VIP lounge for high-stakes
negotiations, bandit diplomacy, and post-match parties
Plot Hook: “The Last Mulligan”
A famed duelist and folk hero named Big Irons has
gone missing mid-tournament, right after teeing off against the Syndicate’s
reigning champ. Rumors swirl of sabotage, buried debts, and a cursed golf ball
filled with brainworms. The party is offered free entry to the next “Hole of
Honor” match — but only if they play, investigate, and win their way to the
truth… one deadly drive at a time.
The Infamy
Spire
Once the Westlock Inn, this towering roadside hotel now
bristles with scrap-metal battlements and neon sigils that glow like siren
calls across the wastes. Now operated by the Boreal Buccaneers and open to
"neutral parties" (read: tolerated threats), the Infamy Spire serves
as a drunken parliament of pirates, smugglers, mercs, and outlaws. Its rotating
roster of guests includes warlords in silk, bounty hunters on holiday, and
disgraced nobles in exile. The bar on the top floor, “The Crow’s Nest,” offers
the strongest fermented pine-brew north of the Capitol Parkland and the worst
karaoke south of Slave Lake. Beneath the debauchery, however, every room is
fitted with manacle-ready bedposts, soundproofing hexes, and listening glyphs.
Few guests leave without having signed a contract—or broken one.
Plot Hook:
A known diplomat went missing after checking into the Infamy Spire under an
alias. The players are hired to extract them before a war breaks out between
factions… but they must first survive a night of pirate speed-dating, a stolen
duelist’s honor, and a mysterious bounty marked only with their own faces.
The
Iron Reliquary
The Iron Reliquary looms over Westlock like a rusted
cathedral, its 90 preserved tractors now venerated as reliquaries of the
"Saints of Industry"—figures of mythic engineering prowess. The Order
of the Drive Chain, a sect of grease-streaked zealots and diesel mystics,
lovingly maintains each machine, believing they hold divine blueprints for
survival. Sermons are given amid the rumble of starting engines, and rituals
involve oil libations and wrench blessings. A motorized tractor on the roof
acts as both a ceremonial sky-chariot and emergency battle mount, occasionally
launched with absurd fanfare.
Plot Hook: "Saint Ignition's Missing Spark"
A legendary tractor, once said to have been kissed by
lightning, has gone missing from the Reliquary’s vault. The Order believes
someone has stolen its “divine memory core”—a holy spark plug. They’ll pay
handsomely for its return… unless it has already been installed in a rival’s
landship, giving them unholy horsepower.
The Jade
Corsair
Once a kitschy Chinese buffet, The Jade Corsair has
transformed into a neon-drenched haven of spice, secrets, and slippery
neutrality. Suspended paper lanterns flicker alongside salvaged holograms,
illuminating tables where rival warbands break dumplings instead of each
other’s skulls. The cuisine is a volatile fusion of irradiated ingredients and
ancestral recipes, often cooked tableside by blade-wielding sous-chefs in
dramatic culinary showdowns. But make no mistake—this is more than a
restaurant. It’s a sanctum of diplomacy, enforced by the iron will of Chef Wok
Fu, a former warlord turned culinary monk. The only rule? No violence inside.
The second rule? Never mock the dumplings.
Plot Hook:
A stolen recipe scroll—rumored to contain the secrets to psychotropic spice
infusions—has vanished during a high-stakes summit at The Jade Corsair. Chef
Wok Fu hires the party to recover it… quietly, before the balance of power (and
flavor) is thrown into chaos.
JD’s Fuel Stop
Once a roadside haunt for truckers and travelers, JD’s
Fuel Stop has evolved into a legendary den of nourishment, negotiation, and
no-nonsense rulekeeping under the iron-stirred hand of Maul-Chop Mae.
Matron of the mess and tyrant of the table, Mae is equal parts den mother and
demon chef. Behind her welcoming grin and apron stained with mystery sauce lies
a culinary warlord who wields a chainsaw cleaver like a maestro. Her “engine
chili” (a volatile mix of mutant meat and spice grenades) can cure a hangover,
spark a psychic episode, or start a bar fight—sometimes all three. Everyone
knows not to cross Mae unless they want to become tomorrow’s special. But if
you need gossip, maps, favors, or protection while on the run, her diner is the
safest bad idea you’ll ever have. Cross her threshold, and you’re part of her
kitchen—whether as a guest, a grunt, or a grease stain.
Plot Hook: “A Chili scenario”
A traveling preacher staggers into JD’s and collapses after
just one bite of Mae’s chili—his convulsions spelling out coordinates in blood
and spice. Mae slams her cleaver into the counter and declares, “No one leaves
until I find out who spiked my recipe.” Are you brave enough to trace the
source, or will you be chopping onions for the rest of your days?
The Memory Forge
Once a dusty collection of settler relics and school tours,
the Westlock Pioneer Museum has been reborn as The Memory Forge, a
pirate-run nexus of revisionist history, brazen identity fraud, and curated
chaos. Its weathered barns and reconstructed homesteads now house rows of
forged bounty posters, personalized myth-scrolls, and alter-egos for hire. At
its heart is the Hall of Not-Yet-Heroes, where a rogue’s resume is written in
song and stain. Overseen by the Archivists of Infamy—a clandestine cabal
of bardic forgers, exaggerators, and rumor traffickers—this site sells fame to
the nameless and pasts to the forgotten. Whether you’re faking your way into a
raider crew, laundering your reputation, or rewriting your convoy’s origin
myth, the Memory Forge makes sure you were always the legend you claim
to be.
Plot Hook: "The Legend of the Ghost Convoy"
The Archivists are offering top-tier notoriety status for
proof of the fabled Ghost Convoy—a spectral fleet said to appear in the
northern mist and vanish without a trace. One client has paid in advance to
have it discredited; another is willing to kill to ensure the myth survives.
Will the party chase the truth, forge it, or profit off both?
The
Ram’s Hold
A reinforced, bunker-like embassy standing sentinel at the
edge of contested territory. The exterior still bears the faint imprint of its
corporate past, but inside, it’s all steel gates, red velvet, and weapon
scanners. This is the diplomatic crossroads for the pirate nations, a black
market embassy where rival captains, smugglers, and emissaries parley under an
uneasy truce. Deals are made over aged whiskey, betrayal is whispered through
bug-proof walls, and the “Concierge” — a retired spymaster turned concierge-counsel
— ensures that hostilities don’t spill past the lobby. Even the walls seem to
listen, and those who break the rules of neutral ground rarely make it back out
the revolving door.
Plot Hook:
A notorious sky-pirate has arrived at The Ram’s Hold with a stolen relic said
to grant command over a weather-controlling weapon. Several factions want it.
Trouble is, no one can make a move inside the embassy — unless they find a
loophole in the rules... or someone willing to break them.
The Rustspire
Formerly a towering concrete grain terminal, the Rustspire
is now a lookout fortress and trade tower. Scavenged antennae, signal dishes,
and blinking hazard lights sprout like weeds from its summit, repurposed by
radio-tech smugglers and signal-jackers. Its deep silos now store more than
grain—everything from barter goods to illicit nanospore sacks is stashed here,
accessible only by retractable rope lifts and magnetic rail carts.
Faction control rotates seasonally, depending on bribes and bombardments.
Plot Hook: A recent shortwave signal has been
bouncing out of the Rustspire in old NORAD encryption, claiming to have found
the coordinates to a pre-Collapse seed vault. Is it real, or bait?
The
Scree Slopes
Once a modest recreational escape, the Tawatinaw Valley
Ski Area has been consumed by the cold embrace of the Ice Axes — a splinter
tribe of the Boreal Buccaneers who traded sails for snow. Known for their
alpine cunning, they fashion wind-driven sleds from scavenged parts and patrol
the whiteouts with eerie precision. Their trails are marked not by signs, but
by the frozen silhouettes of those who ignored the warnings. Using old Westlock
County firewatch towers as elevated signal pyres, they light the sky in bursts
of colored flame to coordinate raids across the valley. Locals whisper that
beneath the slopes, near the ruins of a forgotten curling rink, lie geothermal
vents that keep the war-frost at bay — and perhaps fuel something far more
dangerous than ice.
Plot Hook: “The Ghost at Red Slope”
A survivor stumbles into Ed-Town raving about a sled patrol
ambushed by their own shadow — an Ice Axe scout possessed, they say, by a voice
rising from the thermal geysers below. The PCs are hired to track the signal
flare pattern back to the Scree Slopes and uncover the truth behind the
whispering winds. But as the snow deepens and their gear ices over, they’ll
find the slopes are watching them just as closely…
The Stone House
Once a humble curling rink, now it echoes with howls and the
clatter of weaponized stones. The Stone House is both arena and altar—where
strategy meets savagery. Curling matches have become ritualized blood sports,
blending brutal melee with precision tactics. Warriors known as Stonesliders
hurl reinforced granite stones while dodging enemy blades and frost traps.
Painted rings still mark the rink’s center, now scorched and pitted from
countless duels. Overseen by the Order of the Broom, a cult of icy tacticians
and sports anarchists, this is a place where champions rise and limbs are lost
in equal measure.
Plot Hook:
The Order of the Broom has issued an open challenge: defeat
their reigning champion in a three-stone match to win a long-lost relic encased
in ice beneath the center ring. But whispers claim the ice is thawing—and
something beneath is stirring.
The Western Anchorage
Once a sleepy rail spur, Westlock’s railyard has transformed
into the Western Anchorage—an inland harbour for post-apocalyptic train
convoys that traverse the ruins of Western Canada. Built atop rusted CN sidings
and fortified with scrap walls and signal towers, it serves as a trade nexus
where landships load and offload cargo bound for mushroom foundries, uranium
pits, and storm-ravaged enclaves. The Steelbinders’ Guild enforces the Iron
Pledge: no fighting on the platforms, no tampering with the rails, and always
respect the schedule board—which now updates itself with prophetic symbols and
blood-slick gears.
Plot Hook: Ghost Train North
A critical train from the northern outposts has vanished
mid-route. The schedule board shows a new, ominous glyph: THE TRAIN RIDES
STILL. The party is hired to follow the tracks and recover the
shipment—only to find themselves haunted by the restless engine Longhorn of
Despair and its undead conductor.
Adventures & Hooks in Wrecker’s Anchorage
Bushfire Ballad: A recent Ember Rave unearthed a
forgotten cache of pre-war gold... and something else that’s now hunting the
survivors.
The Ghost Engine Gambit: A legendary tractor engine
is said to whisper blueprints to those who sleep near it. Several captains are
willing to kill for it.
Silo Showdown: A duel between captains at Moot Hill
spirals out of control, dragging PCs into a faction war.
The Skygrave Contract: A rogue Skyfall Corsair offers
to teach PCs skyboarding... if they can survive a live-fire training jump over
the Dropzone.
Captain Tractor Jack
Folk Pirate of the Prairie Sea
Captain Tractor Jack is the half-mythic, half-exhaust-stained pirate folk hero of the post-Collapse prairies—part river rat, part highway raider, part washed-up dad joke in a stolen admiral’s coat. Once a small-time farmer along the North Saskatchewan who “got tired of being robbed politely,” he bolted a rusted ship’s prow to a monster tractor, slapped sails on the grain hopper, and drove straight off the field into outlaw legend. Now his land-barge, the Prairie Scourge, crawls the old river valleys and broken highways like a roaming tavern and smuggling den, crewed by disgruntled farmhands, Bogey fixers, and one very opinionated Beaverfolk quartermaster. Jack leans hard into his own myth—quoting half-remembered novelty songs about himself, playing up the “last pirate” schtick, and pretending he’s retired—while quietly running rescue jobs, prisoner exchanges, and “redistribution raids” that keep small settlements from getting crushed between the Mall’s ambitions and the Anchorage’s appetites. Everyone from Boreal Buccaneers to Ed-Town refugees knows the same truth: if Tractor Jack shows up in port, trouble’s coming… but so is a way out.
Hook – “The Legend Owes You a Favor”
Captain Tractor Jack rolls into Westlock with the Prairie Scourge belching multicoloured
smoke and a bounty on his head from three different factions—then loudly
announces that you are his “official associates” and therefore under his
protection. Before the PCs can deny it, they’re dragged into a madcap job to
rob a convoy everyone swears is un-robbable… and Jack keeps dropping hints that
this isn’t about loot at all, but about settling an ancient score.
If you want a second, shorter backup hook:
Backup Hook – “Retirement Plan”
Jack claims he’s finally ready to retire and wants the PCs to take over one of
his secret routes—but every stop on the route reveals another lie, another
abandoned ally, and another faction who “remembers what Tractor Jack did here.”
By the time they reach the last waypoint, the party has to decide whether to
fix his messes, inherit his enemies, or sell his legend to the highest bidder.
#Hodgepocalypse
#TTRPG
#IndieRPG
#Worldbuilding
#RPGSetting
#TabletopGames
#PostApocalyptic
#Dieselpunk
#Landships
#WastelandLore
#ScavengerSociety
#PiratePunk
#Rustpunk
#ScrapBuilt
#CanadianWasteland
#AlbertaRPG
#NorthernFrontier
#BorealBuccaneers
#Westlock

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