Ideas for Summer Camp 2025
Don't mind this place! It's for random ideas related to the 4 themes of Summer Camp 2025.
Nourishment
Character
- A woman born after the Cataclysm. She has the knowledge of pre-Cataclysmic recipes from all around the world imprinted in her mind. She had dedicated her life to recreate them with whatever little ingredients there are left.
- A cult-leader (follower of one of the Amorphus) that have "invented" a soup made of bone ash. It can supress hunger for a very large amount of time (but has side effects)
Ethnicity
- The Mudborn: Swamp-dwelling survivors. They feed on nutrient rich algae and insects. Their newborn are mutated (greenish skin/more plant than men).
- Seedlings: A nomadic culture that worship perservation. Each carry a seed they consider sacred and they are not allowed either to eat or plant it.
- The Redcloth Kin: A nomadic group that never eats in sight of others. They believe food attracts spirits, and meals must be buried in silence first.
Profession
- Waste Alchemist: Inventors who convert refuse and spoiled food into edible nutrients.
- Blood Butcher: A vampiric craftsman who harvests emotional “flavors” from their victims’ blood, bottling them like wine vintages.
Title
- Wombkeeper: Vampiric profession. NSFW
Condition
- Echo Bloat: Food poisoning from resources tained by veil magic. If left untreated the infected bloats up and bursts, transforming into a specter that represent their strongest emotion.
- Symbiospores: An infection caused by a certain fungi. Its spores are growing inside the infected and feed on their emotions. In return they provide their host with necessary nutrients. Yet, the host's heart is slowly petrifying (it starts with a loss of emotions until death)
- Blood Madness: What happens when a vampire don't feed in blood for a while.
- The Sweet Thirst: A vampire disease that twists hunger into obsession for one specific bloodline or flavor; they can no longer stomach anything else.
- Hollow Crave: A madness where survivors start craving things they can't digest: fire, metal, dreams.
Spell
- Shared Hunger: Links hunger between caster and target, sharing pain but also bonding.
- Taste of Memory: Temporarily feeds the caster by reliving ancestral meals in vivid illusion.
- Boilblood: Causes the target’s body to convert its own fat and muscle into nourishment for nearby recipients.
Document
- Reclaim Table Alpha: A post-apocalyptic research laboratory run by spirit mages. They are trying to figure a way to create crops out of spirit matter.
- A scrap of paper (or a tablet) found in a veil torned region that contains a list of impossible ingredients from other planes, and ways to reach them.
- The Crimson Chain: An ancient text that describes how the binding of mortals to vampire blood works.
Myth / Legend
- The last chef (a good and helpful spirit)
- Seedkeeper's promise (a tale of hope involved the magical seed that saved the world)
- The Grand feast (a tale that serves as a warning about vampires and their hungers)
- The Devouring King: A tale of a mortal ruler who ascended by consuming his court in a single feast.
- The Hungering Veil: A myth that the Veil itself is the mouth of a gluttonous ancient god: always open, always tasting, devouring those who stray too far.
Prose
- “The Last Bite”: A scene describing a family’s final meal before dispersing into the wastes.
- “Song of the Spoiled Earth”: For the rare things that still hold a strange beauty and allure in the current state of the world.
- A prose about the first time a new vampire is tastes blood.
- “To Eat You Whole”: A vampire recounts the ecstasy and sorrow of drinking from someone they loved.
Location, Building
- The Well of Warmth (a subterrainian stream. Around it a whole community has been developed. It is a key trade point station)
Location, Geographic
Location, Settlement
- The Foragers’ Ring: A loose alliance of camps surrounding a fertile grove, sharing resources but often clashing over hunting grounds.
Organization
- The Feastbound Circle: A cult that believes true nourishment comes from shared suffering and ritual sacrifice.
- The Rationer’s Guild: A shadowy group (mages, vampires and mortals are involved in it) controlling food distribution in ruined cities, balancing survival with ruthless control.
Military Unit
- The Marrow Hunters: Vampire unit that search and confiscates food and supplies to extort humans.
- Hive Squad Epsilon
Item
- Souljars: Created by spirit and matter mages, these magical jars can trap the last breath of the dying. It is then transformed into an alchmical concotion that can be used in various ways. One sip restores fatigue and fills the recepient with vigor and nutrients. Two sips can heal trauma. More can have even greater benefits but always at a random cost.
- Cradlestone: A smooth pebble held in the mouth to suppress hunger magically. Overuse leads to infertility.
Material
- A soft mineral found in old kitchens and stone ovens. When ground into flour it extends food's life.
- Mealmoss: Grows near graves. It is highly nutricious and tastes like the last thing the deseased person had tasted.
Language
Technology
- Spoil Sensor: A handheld device warning of Veil contamination or magical rot in supplies.
- Preservation Matrix: Magical-tech hybrid containers that slow food decay drastically.
Vehicle
- The Harvest Wagon: Slow, heavily guarded caravans transporting seeds and crops through dangerous lands.
Natural Law
- Shared Sustenance: A bizzare event where eating in groups forms temporary psychic bonds, spreading emotions and memories via nourishment.
- Vampire Hunger and how it is intesified by the loss of Sanguinis.
- The Rule of Consumption: Some believe that what you eat, you become. Veil exposure has made this disturbingly literal in places.
Tradition / Ritual
- The Last Sip: A rite performed by dying individuals to share their remaining nourishment with loved ones.
- Ashes to Bread: A Reaver ceremony where the dead’s ashes are mixed with flour to bake sacrificial blood loaves.
Conflict
- Vermin Purge: A brutal campaign to exterminate fungal and insect swarms that consume food caches, threatening whole settlements.
Plot
- “The Last Seed Vault”: The party must defend or infiltrate the final repository of viable crops before it falls to raiders.
- “Feast of Shadows”: A mysterious banquet is held to secure an alliance. It's a vampire trap.
- “Hunger’s Price”: Survivors are forced to choose between starving or making a dangerous pact with Veil spirits for nourishment.
- “The Poisoned Harvest”: Food shipments are contaminated; players race to find the source before mass deaths.
Species
- Hunger Shades: Spirit entities drawn to those who starve; some can be bargained with.
- Seedwings: Birdlike creatures that disperse rare seeds and carry the hope of regrowth.
- The Grubmothers: Gigantic fungus-like creatures whose spores nourish the land but also claim it.
Roots
Character
- Olga, Stephan, Christian & Keiji: The four vampire primordials and those who are the roots of the vampiric kind. Explore their bloodlines.
- The Gardener of Bones: An immortal who buried their progeny in a grove once the Cataclysm happened and now tends to the hybrid tree-bodies that grew from their remains.
Ethnicity
- The Deepwoven: A reclusive ethnicity who live underground, weaving roots into their homes and bodies as armor (mutants probably).
- The Rootfolk: People living in symbiosis with fungal networks; they speak through spores and have earthy markings.
Profession
- Lineage Historian: A keeper of family and ethnic histories, oral traditions, and genealogies (usually a relic hunter)
- Blood Scribe: A position of high prestige among vampires. They keep the records of genealogy in the Immortal society.
Title
Condition
- Sapling’s Curse: A mutation causing victims’ limbs to harden and sprout moss or bark, reducing mobility but increasing resilience.
- Veil Rooting: When exposure to tainted magic anchors a person partially to the Veil realm, causing periodic dissociations.
- Grounded: A psychological state where someone feels tethered to a place, unable or unwilling to leave.
Spell
- Lineage Sight: Temporarily reveals ancestral memories tied to a location or object.
Document
- Map of the Tethered Lands: An ancient map marking areas where the roots of the world (leylines) supposedly connect.
Myth / Legend
- The Binding Roots: A folk tale about a ritual where families tie a root into their homes to protect them from evil spirits and outsiders.
- The Root of Life: A story of a great tree said to have once connected all humans through its roots; its fall triggered the world’s collapse.
- The tale of the savior, based on the words of the last Diviner.
- The First Root: A tale that humanity itself sprang from a single root that divided into people, magic, and gods.
- The Hungering Tree: A tree planted from the blood of traitors that grows only when fed lies. It’s said to whisper forgotten truths in return.
Prose
- “The Last Seedling”: A prose reflecting on the fragility and hope embodied in a single sprout growing amidst ruins.
- “Inheritance”: A monologue from a vampire heir debating whether to embrace their legacy or destroy it.
Location, Building
Location, Geographic
Location, Settlement
Organization
Military Unit
Item
- Sapwood Cloak : A cloak woven from flexible bark and moss, providing camouflage and mild regeneration.
- The Rootsigil: An amulet said to connect the wearer’s soul to their ancestors.
Material
- Heartwood Resin: A sticky, magical sap used as glue and for healing wounds.
- Glowmoss: Bioluminescent moss harvested for light and minor healing.
Language
- The official language of vampires. It used to be taught to every new Immortal before the cataclysm.
Technology
Vehicle
Natural Law
- Legacy Growth: Certain extremely useful plants thrive only when tended by descendants of the original planters.
- Leylines
Tradition / Ritual
- Anscestral Vigil: A week long tradition of lighting fires to remember those who came before.
Conflict
- Placeholder name: The ideological conflict between different bloodlines of Immortals that led to the Apocalypse.
Plot
- “Breaking the Bloodline”: A character wrestles with rejecting their family’s expectations to forge a new path.
- “The Blood Pact”: Players uncover an old alliance sealed by ritual blood oaths with vampires within their community.
Species
- Rootlings: Small burrowing mammals that aid in soil aeration, considered lucky by farmers.
- Bloodroots: Sentient, vampiric plants that grow on sites of mass death. They bleed when cut.
Metamorphosis
Character
- A survivor whose body partially mutates after exposure to Veil energy, able to grow temporary claws and enhanced senses.
- A mechanic who adapted his flesh with old tech to survive hazardous environments.
- The Mirrorborn: A survivor whose body shifts to reflect those around them. They unconsciously become what others expect, never truly themself.
- The Unraveled: A mage who began to dissolve after a vicious Wyld Surge; they exist in a semi-corporeal state, flickering in and out of time.
Ethnicity
Profession
- Reversionist: A healer or alchemist focused on reversing or treat mutations.
- Metamorphologist: A scientist or mage studying the processes and effects of transformation caused by the new state of the world.
Title
Condition
- Skinrot: A disease causing the skin to harden, crack, or slough off in strange patterns, often followed by painful regrowth.
- A psychological condition where the sufferer experiences fragments of other people’s lives, blurring identity.
- Veil Echo: A condition where a person’s reflection changes before they do, foreshadowing upcoming physical or psychological metamorphosis.
Spell
- Regrowth: Accelerates cellular healing and adaptation.
- Veilshift: Alters the target’s physical form temporarily or permanently by manipulating the veil magic.
- Bloodroot Binding: Temporarily anchors a target in place using magical roots that grow from their own blood.
Document
- Genealogica Nocturna: A secret vampire text chronicling all known bloodlines, maintained by the Blood Scribes.
- The Root Decree: A pre-Cataclysm pact between covens and Immortals, promising to protect certain ancient groves and sites. Broken just before the Apocalypse.
Myth / Legend
- The Tale of the First Hollowed: Legend of the first survivor who embraced the powers granded by the Amorphus and became something beyond human.
- The Many Faces: A folk tale about a being who changed forms to help humanity in times of crisis.
- The Ritual of Immortality: Describes the way vampires are created.
Prose
- “Becoming”: A story following a survivor as they take the fatal decision to succumb and become a Hollowed.
- “The Chrysalis”: A short narrative on the hope and terror of metamorphosis.
- “Fractured": A scene depicting a community torn between acceptance and fear of the changed world.
- “We Are Many”: A first-person story told by a character slowly being overtaken by spirits and learn to coexist with them.
Location, Building
- Chrysalis Vaults: Definitely NSFW. Vampiric Facilities that exploit human abilities. Very torturous, very dark.
Location, Geographic
Location, Settlement
Organization
Military Unit
Item
Material
Language
Technology
Vehicle
Natural Law
Tradition / Ritual
- Blood Weaving: A bonding rite where vampires of the same bloodline mix vitae to share memories and reinforce their legacy.
Conflict
Plot
Species
- Shapeshifters: Existed even before the Cataclysm. Can take the shape of various animals as well as that of other mortals, but only if they have something that belongs to them at their possession.
- Placeholder Name: A species born post-cataclysm. They cannot hold a shape for long and communicate by changing color and form.
Tomorrow
Character
- A visionary engineer determined to restore clean water technology to scattered settlements.
- A scientist working to breed crops that can thrive in Veil-scarred soil.
- A young activist advocating for peace between mutated survivors and humans.
- Hecate
- Alexander: The last Diviner
Ethnicity
- The Newborn: A generation born after the Cataclysm, raised with the hope and challenge of rebuilding.
- The Hopebound: Migrant communities moving toward rumored safe havens to start anew.
Profession
Title
Condition
- Hope Fever: A mental condition where survivors become overly optimistic, sometimes reckless in pursuit of rebuilding.
Spell
- Growth Pulse: Accelerates plant growth, helping restore barren land.
- Lightwave: Emits soothing light that boosts morale and heals minor wounds.
- Binding Vow: Magic that strengthens promises or alliances.
- Shield of Renewal: Protective barrier that guards communities during reconstruction.
- Memory Seed: Implants knowledge or skills into a recipient’s mind to aid learning.
- Last Light: A spell that consumes the caster’s soul to power a final light beacon, visible for miles. Used only as a last resort.
Document
- Manifesto of Tomorrow: A foundational text outlining the ideals of a new social order emerging post-Cataclysm.
- The New Order: A vampiric alliance signed between powerful Immortal leaders on how the new world should be bulld.
Myth / Legend
- The Bridge of Light: Legend about a connection between old and new worlds, forged by those who believe.
- The Promise of the Rainbow Star: A legend that a new guiding star will rise, leading humanity to renewal.
- The Prophecy of the last diviner
- The Lightless Dawn: A tale where the sun is said to rise black one day, marking the true beginning of tomorrow.
Prose
- “Tomorrow’s Children”: Story of a generation raised with hope and burden of rebuilding.
- “The Promise”: A scene portraying a leader’s speech inspiring unity and effort.
Location, Building
- The Hope Spire: A tower acting as a communications hub for survivor networks.
Location, Geographic
- The Verdant Wound: A region where the Veil burst open and life returned unnaturally lush.
Location, Settlement
Organization
- The Children of the Armageddon: A rumored organization that operates under a mixed leadership of Immortals, mages and survivors that try to restore the world and close the veil scars.
- The Horizon League: Explorers and cartographers mapping uncharted lands for future settlement.
- Placeholder Name: Nihilistic saboteurs who believe hope is a lie that leads to tyranny.
Military Unit
Item
- Solar Lantern: Portable light powered by scavenged solar cells.
- Water Purifier: A compact device essential for making contaminated water drinkable.
- Hope Medallion: A token passed between survivors as a sign of alliance and trust.
Material
Language
- Common Trade: A simplified lingua franca emerging between disparate survivor groups.
Technology
- Communication Relays: Restored radio towers reconnecting isolated survivors.
- Solar Converters: Devices turning sunlight into energy for rebuilding efforts.
Vehicle
- Bloom Crawler: A massive slow-moving greenhouse on treads.
Natural Law
- The Law of Reversal: In certain Veil-touched zones, entropy flows backward. Plants decompose into seeds. Wounds “heal” into older scars.
Tradition / Ritual
- The Pledge of Tomorrow: Ritual where individuals vow to work for communal progress.
- The Planting Day: Annual community event celebrating new growth and hope.
- Veilfast: A silent, daylight ritual where communities abstain from food and speech, to remember what was lost and envision what could be.
Conflict
Plot
- “The Last Reservoir”: A race to control the region’s remaining clean water source before it dries up.
- “The Seed Vault Raid”: A desperate heist threatens to destabilize fragile food supplies.
- “The Future Is Now”: Characters must unite rival factions to build a vital new power grid.
- “The Lost Transmission”: Recovering a radio signal that could connect isolated survivors.
- “The Green Promise”: Defending a newly reclaimed fertile zone from raiders and corruption.
Species
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Great ideas ;).
I am glad you think so <3