Canada Worldbuilding

Okay, here's a rough draft. Open to feedback.

Honest Edd’s: The Bazaar of Lost Wonders​

Location: The ruins of Old Toronto
Faction Influence: Scavengers, Mercantile Guilds, and Trickster Spirits
Notable Features: Ever-shifting layout, neon ghost-lights, bargain-bin relics

Description

A sprawling, chaotic maze of collapsed storefronts, flickering neon signs, and shelves packed with everything from pre-apocalypse canned beans to malfunctioning cybernetic limbs. Honest Edd’s—named after its long-deceased founder, the enigmatic ‘Honest Edd’—was once the most extraordinary discount emporium of the old world. Now, it’s a dangerous but lucrative scavenging site and a hub for traders with a taste for the bizarre. OH YEAH!

The structure is barely standing, reinforced with scrap metal, old billboards, and sheer desperation. Some claim the spirit of Honest Edd still lingers, whispering terrible deals in the ears of those who enter. Others believe the store shifts its layout at night, trapping the greedy and rewarding the truly desperate.

Hazards & Encounters

  • The Floor Is Crooked: Reality bends in places, warping pathways and making navigation unpredictable.
  • Sales Gone Wrong: Automated discount drones still roam, offering "deals" that often explode or malfunction violently.
  • The Layaway Lurkers: Shadowy figures known to snatch customers who haggle too hard or hesitate at checkout.
  • Bargain Bin Horrors: Sometimes, a deal is too good to be true. Cyber-zombies, cursed antiques, and AI-infested appliances are known to lurk in the depths of the store.

Plot Hooks

  • The Last Sale: A merchant hires the party to retrieve a rare pre-war artifact from the store’s most bottomless vault. The problem? The store won’t let it go without a fight.
  • Price Match Madness: A rival trader claims they found a better deal elsewhere, causing Honest Edd’s to declare war. Can the party survive the markdown massacre?
  • Clearance Sale Spirits: The neon ghost lights flicker to life, whispering of an ancient debt that must be paid. A haunted shopping spree awaits!
I'm going to shrink it down to fit the later format.

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The other request I got was adding the Toronto Tunnel Monster to Cabbagetown.

Here's a rough draft before I put it into position.

Cabbagetown Sewers

Description:
Deep beneath the ruins of old Toronto, the Cabbagetown sewer system has become a labyrinthine warren of collapsed tunnels, forgotten waterways, and scavenger nests. Long before the world fell apart, whispers of strange, hairy creatures lurked in these underground passages. Now, survivors tell of glowing eyes in the darkness, strange hissing voices, and clawed figures darting through the fetid waters. Whether these beings are mutated remnants of pre-collapse myths or something far older is up for debate, but one thing is sure—those who venture too deep rarely return.

Plot Hook:

A local scavenger returns from the Cabbagetown tunnels, raving about finding an ancient access point leading deeper into the ruins. He carries an old, claw-marked Toronto Sun article from 1979 about a creature sighted in the sewers—one that eerily matches recent descriptions from missing person reports. Whatever’s down there, it’s hungry… and it’s waiting.

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As always, I am open to any feedback.
 

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Definitively a woot! for the Crooked Floor reference! Maybe it's my nostalgia speaking, but I'd love a variant where it's semi-truce area where everyone trades, run by a group who worships and restores the lights (and hope that the light keeps the dark ones away). Still opportunities for areas within to have spooky things happening, lurkers, and the labyrinthine reality warping. :)
 


Journey through the haunted, lush expanses of the Don River Valley and The Annex. From treacherous survivalist enclaves to mystical chains and a whimsical shoe museum guarded by gnomes, secrets of the post-apocalypse await!
 



I really like Canada (seeing as I'm from there) and love worldbuilding using it as a basis.

One of my white whales is making Canada an effective place to run a game.

What have you seen and done to turn Canada into a gameable world?
If you mean, you like the shapes of the coastal areas especially up north, you could easily move it somewhere a bit warmer and turn it into a traditional campaign. See how long it takes for people to notice it's northern Canada. Here in the US they might never notice. Not sure about Canadians though because they may teach more geography.
 

If you mean, you like the shapes of the coastal areas especially up north, you could easily move it somewhere a bit warmer and turn it into a traditional campaign. See how long it takes for people to notice it's northern Canada. Here in the US they might never notice. Not sure about Canadians though because they may teach more geography.
I am completely convinced that if the climate were warmer, the majority of the population of Canada would be all along the Mackenzie River, the Hudson Bay and the Arctic Archipelago.
 

I am completely convinced that if the climate were warmer, the majority of the population of Canada would be all along the Mackenzie River, the Hudson Bay and the Arctic Archipelago.
I love novel landmasses and this may shock you but I was already considering if I should copy some of that coastal area up north and integrate it somewhere in my world's landmass.
 


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