Settlements of Greenland
Aqqaluk
Sound
“The Place Where Boats Come Back”
Aqqaluk Sound sits
within one of the Inland Sea’s few naturally sheltered inlets, where currents
remain predictable even when the Whirlpool shifts. The land curves inward to
break the worst winds, the seabed shelves gently, and vessels can anchor
without constant recalibration—an unremarkable miracle in a region where charts
age faster than people. The town is quiet, practical, and relentlessly
observant, governed by a harbour council of fleet representatives and shore
workers led by a seasonal speaker chosen for reliability rather than charisma.
Authority here comes from upkeep: boat repair schedules, weather logs,
preserved food stores, and the careful accounting of favours owed and repaid.
Disputes are aired publicly in a designated argument shed near the docks so
they do not fester into sabotage. Recently, however, several returning vessels
have unsettled the Sound—crew manifests that do not match collective memory,
supplies that conflict with departure logs, and one boat that drifted in at
dawn, hull intact and engine warm, with no one aboard. The council has not
declared an emergency. They have simply begun tightening procedures, limiting
departures, and watching carefully as Drift-Fleet captains bristle, Reclaimers
whisper, and Thulebound individuals are quietly avoided. Aqqaluk Sound does not
panic. It tightens.
Plot Hook — The Warm Hull:
The harbour council hires the PCs to examine the abandoned vessel before
outside factions intervene; its logs show a routine supply run nowhere near the
Whirlpool, yet faint anomaly residue clings to the hull. What the PCs uncover
may force them to choose who hears the truth first—because in Aqqaluk Sound,
boats come back, and the danger lies in what returns with them.
Hvitbrand
Reach
“Where the White Fire Is Watched”
Hvitbrand Reach
stands within sight of the White Volcanic Cone—close enough to draw steady
geothermal power, far enough to avoid constant anomaly saturation. Heat loops
warm dwellings and workshops year-round, medical bays operate without
interruption, and limited fabrication keeps essential machinery alive across
the Inland Sea; without Hvitbrand, several inland settlements do not survive
the winter. Everything here is deliberate and tense. Governance is split
between two authorities who share space but not certainty: the Watch,
responsible for ritual stewardship and anomaly monitoring, and the Works,
responsible for engineering, energy management, and infrastructure. Any major
decision requires agreement from both, preventing catastrophe while guaranteeing
delay. Recently, stability has begun to fray. The Cone’s output is rising,
white ash falls like snow on still days, equipment behaves as if it anticipates
failure, and unrelated people report shared dreams of heat, sound, and
geometry. The Works argue deeper taps are necessary to meet regional demand.
The Watch insist deeper engagement does not merely extract energy—it listens.
Neither side can fully explain what is happening. Neither is willing to be
wrong. Hvitbrand Reach continues to function, because it must.
Plot Hook — The Third Tone:
During a routine shift change, the town siren sounds—once, twice, then a third
tone no one recognizes. As the Watch initiates containment and the Works begin
emergency load balancing, the PCs are sent into a sealed sublevel near the Cone
where monitoring equipment went silent moments before the siren, carrying a
decision no one else is willing to make.
Qilakit Drift-Market
“If You Can’t Find It Here, It’s Not Worth Finding.”
Qilakit is not a town but an agreement: a flotilla of lashed
hulls, floating platforms, salvage rigs, and repurposed cargo decks that
assembles into a harbour without land and relocates with currents, weather
forecasts, and political temperature. It is never where last year’s map says it
is, yet everyone who needs it eventually finds it. Everything passes through
Qilakit—food, machine parts, anomaly instruments, Sea-Kin preserves, Reclaimer
banners, Covenant components, even carefully filtered Archive data slates. The
market is loud, busy, and governed by reputation rather than force: no violence
during market hours, disputes settled by bonded witnesses, and no one trades
dishonestly twice. Break the rules, and the flotilla simply unties around you.
Recently, that reputation has begun to strain as Thulean artifacts circulate in
increasing numbers, their origins vague and documentation inconsistent. If
Qilakit becomes known as an unstable conduit for anomaly leakage, trade
partners will withdraw—and if trust collapses, the market will not fracture
slowly. It will disperse overnight.
Plot Hook — The Untying:
A bonded witness hires the PCs to investigate a trade that has gone wrong: the
exchanged artifact now emits low-frequency interference disrupting nearby
vessels, and both buyer and seller deny deception. If the truth is not
uncovered before market close, Qilakit will invoke its final sanction and
untie—stranding multiple factions in unstable waters while someone quietly
ensures the stew stall never runs empty.
Opportunities for Adventurers
1.
The Secrets
of Ultima Thule
· Whirlpool
Voyages: Brave souls venture into the Arctic Whirlpool, seeking Ultima
Thule’s rumoured paradise, ancient wisdom, and advanced technology. Adventurers
navigate treacherous waters, face magical storms, and battle strange creatures
guarding the way.
· Recovering
Lost Knowledge: Ultima Thule’s artifacts and ancient records offer scholars
and seekers of knowledge the chance to understand the anomalies and restore
powers that stabilize or further destabilize society.
2.
The Riddle of the Volcanic Cone
· Volcano
Relics and Runes: This mysterious white cone is not only a landmark but a
sacred and dangerous place. Shamans believe that the volcano holds spirits or
fragments of a divine past, whereas engineers suspect that it contains
geothermal energy and mineral resources. Adventurers may be hired to retrieve
these valuable artifacts or defend the cone from rival factions.
· Fungal
Forests and Magical Flora: Around the volcanic region, exotic flora and
unique fungi grow, with properties rumoured to heal, enhance magical abilities,
or connect people to otherworldly visions. Harvesting these plants is dangerous
work, but their rewards are highly sought after by healers, alchemists, and the
magically inclined.
3.
Plundering Cold War Bunkers and Military Bases
· Looting
Ancient Artifacts: Abandoned military bases hold weapons, relics, and AI
systems from the Cold War and 21st century. Automated defences or rogue AI
protect many, and the ancient technology within can be repurposed to defend or
dominate settlements.
· Uncovering
Rogue AI Secrets: Some bases contain rogue AI with valuable knowledge or
connections to satellite networks, which adventurers can leverage to access
maps, weather prediction systems, or lost information. Some AIs may even act as
allies or devious villains.
4.
Hunting Mythic Arctic Beasts
· Whale-Haunts
and Ghostly Wildlife: The ghostly creatures around the inland sea and
Arctic regions are rumoured to be protectors or guardians, imbued with
otherworldly powers. Hunting these beings yields magical resources, but doing
so earns the wrath of local shamans or activates curses that bind hunters to
icy fates.
· New
Arctic Apex Predators: Mutation and magical influence have brought new
predators, such as Cryo bears or dragons, whose hides or teeth are valuable
resources. Tribes and merchants would pay handsomely for the trophies, pelts,
and other materials from these legendary creatures.
5.
Ancient Ruins and Lost Cities of the North
· Unearthing
Artifacts in Thulean Ruins: As the ice melted, ruins from a lost
civilization surfaced, filled with artifacts that defy modern understanding.
Adventurers may encounter traps, shifting rooms, and symbols needing
deciphering. These ruins also contain weapons or lore that help unlock magic’s
nature.
· Ancient
Norse Settlements and Holy Sites: Places once inhabited by Norse settlers,
preserved in ice, may hold relics from Earth’s past. These relics may provide
insight into how people once worshipped, survived, and even mastered elemental
forces. These sites are sacred to many and often guarded by magical barriers or
ancient beasts.
6.
Quests for Unstable, Valuable Anomalies
· Collecting
Anomaly Samples: Anomalies, including energy distortions, floating islands,
or shifting weather pockets, are considered magical and dangerous phenomena.
They contain rare materials that artificers and Faustian Mechanics prize for
crafting enchanted weapons or shields. Collecting and studying anomalies is
perilous but lucrative work.
· Brokering
Deals with Elemental Spirits: Some anomalies are sentient or semi-conscious
entities that can be bargained with. Spirits from these anomalies grant powers
in exchange for services, like reclaiming their territory from humans or
fulfilling strange, cryptic tasks.
7.
Protecting or Raiding Nomadic and Fortified
Settlements
· Trading
and Smuggling Routes: Nomadic traders navigate the treacherous landscape
with highly valuable cargo: water, food, fuel, and magic-infused goods.
Adventurers become protectors, ensuring these goods reach settlements safely—or
take up the mantle of raiders, seizing resources for themselves or those
willing to pay.
· Defending
Villages from Monstrous Threats: Isolated communities rely on hired
adventurers to protect them from the mutated wildlife, rogue AIs, and hostile
raiders. As village defenders, adventurers gain supplies, shelter, and perhaps
the goodwill of influential village leaders or shamans.
8.
Joining Factions for Fame, Fortune, or Influence
· Mercenary
Work for Corporate Warlords: Corporate factions seek fighters, scouts, and
specialists. Serving a warlord or tech baron can lead to steady pay, powerful
gear, and rare privileges—but it also draws the ire of rival warlords and
resistance factions.
· Sacred
Shamanic Pilgrimages: Many tribes send emissaries to sacred sites on quests
to honour spirits, reclaim lost knowledge, or unlock spiritual powers. Joining
or leading these pilgrimages offers adventurers deep mystical understanding,
rare healing resources, or favour from regional powers.
#Hodgepocalypse #TTRPG #Worldbuilding #RPGSetting #TabletopRPG #GreenlandRevealed
#PostApocalyptic #ArcticFantasy #WeirdNorth #InlandSea #DnD #IndieRPG #GameMaster
#TTRPGCommunity #SpeculativeFiction #IceAndSteel












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