Camp Vanguard
Long before the camp, before the Families... there was the Awakening.
Centuries ago, something not of this Earth bled through reality. No one agrees on what it was:
Some say a comet carrying alien spores.
Others whisper it was a rift in spacetime, leaking energy from another universe.
A few believe it was an entity, vast and intelligent, that brushed against our world and left pieces of itself behind.
Whatever the truth, the event was not natural. It seeded humanity with potential. The first to change were called the First Awakened. Their children inherited fragments of that impossible power — and over generations, those fragments solidified into the Ten Families.
But the Families do not see their gifts as blessings. They are reminders.
Proof that something is still out there.
Watching. Waiting.
And sometimes, when the fog is too thick, or the sky feels too heavy, or the shadows move on their own... the campers wonder if the thing that Awakened humanity might one day come back for what it started.
Hidden deep in an off-grid valley protected by living technology, Camp Vanguard is a sanctuary and training ground for the Awakened. No tech. No internet. No escape. The camp itself is alive — its structures grown from bio-organic matter, shaped to match the abilities of the campers within.
But not everything inside the camp is safe — and what lurks outside is even worse.
Whispers speak of monsters — hollow, predatory entities that stalk the woods, feeding on Awakened energy and ending the lives of kids before they learn to control it. They are drawn to power. Especially unstable power.
And some powers are more unstable than others.
1. Emberfang – Elemental Manifestation
Fire, lava, plasma, explosive heat, etc.
2. Skyborn – Air & Weather Manipulation
Wind, lightning, clouds, sound, flight.
3. Tideweavers – Water & Ice Powers
Control of liquid, moisture, ice, steam, or underwater adaptation.
4. Stoneheart – Earth, Metal, and Density
Control over terrain, minerals, hardening body, or increasing weight.
5. Verdant Kin – Nature Affinity
Control of plants, fungi, animals, toxins, or symbiosis with organisms.
6. Neurospire – Mental & Psychic Powers
Telepathy, telekinesis, empathy, mind illusions, memory bending.
7. Phantomroot – Shadow, Stealth, and Phase
Invisibility, shadow travel, phasing, silence fields, darkness control.
8. Shatterpulse – Energy Manipulation
Light, lasers, concussive blasts, kinetic redirection, energy absorption.
9. Morphwild – Shapeshifters & Mutators
Body shifting, size changing, partial transformations, camouflage.
10. Chronogrove – Time, Space, and Perception
Time slow, brief teleportation, dimension slips, precognition.
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