Canada Worldbuilding

I'm not going to start a new thread, but will create one if there is pushback.

GREENLAND REVEALED — Part I: The Long Unravelling
The apocalypse wasn’t a single moment.
It was pressure.
Pandemic. Climate collapse. Silent wars. Rogue technology.
Then the sky turned green.

This is how the world broke—and why Greenland was watching.
 

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Greenland did not emerge from the Hodgepocalypse as a single culture or unified power.

It fractured—and endured.

Hodgepocalypse: Greenland — Part 2 explores the factions, species, and survival strategies that grew around the Inland Sea:

• The Sea-Kin Councils, who guard continuity without claiming control
• The Skaldic Reclaimers, who treat story as infrastructure
• The Coneward Covenant, holding a line around something dangerous
• The Archive of the Silent Sky, preserving civilization without trusting it
• Nomads, returnees, machines, and species who adapted rather than conquered

No one rules Greenland.
Some simply insist on remaining.
 

I’ve just wrapped up Greenland Revealed, a three-part expansion for my post-apocalyptic science-fantasy setting Hodgepocalypse.

The premise: Greenland didn’t freeze after the apocalypse — it flooded inward, forming a massive Inland Sea surrounded by surviving cultures adapting to anomalies, shifting geography, and emerging ancient technology.

Part III focuses on settlements and playable adventure hooks:
  • Harbour communities tracking impossible voyages
  • A geothermal stronghold watching a growing anomaly
  • A drifting trade-market held together entirely by reputation
The goal was to create a region that feels immediately usable at the table.

Curious what people think about Arctic settings as long-term campaign locations.
 

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