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Summer Camp 2023

This year will be my first time entering the World Anvil Summer Camp event. I am very excited to join in and continue improving the world of Ebilar, which I've been designing for close to three years now. For Summer Camp 2023, I will be working on improving the world of Ebilar by responding to 32 prompts. I have been on a writing streak recently, and will be further reviewing my world meta and adding a ton of articles. Thus, would like to aim high for Summer Camp 2023. That said, I have no interest in burning myself out doing it, so I plan to take a chill approach to meeting this goal, in the vibe of Camp Chill.   My world, Ebilar is the dark fantasy/horror setting for my Unhallowed novel series, and it serves as the primary realm of my homebrew West Marches-style tabletop RPG campaign setting. My goal is to continue fleshing out the dynamics of the world as an addition to my novel writing efforts.    

Theme Preparation & Homework

 

Copper Wave: Power

  Power within the world of Ebilar is divided across several elements: political, scholarly, might, and influence. Magic, for instance, holds very little sway on its own as an element of power across the Continent of Emmeron. Magic is largely seen as a novelty at most, and common at best. However, magic can be used--and is largely seen as a tool-for exertions of power. Across Emmeron, power largely rests in four main pillars, and is viewed as a mean of achieving goals or change. Each of these elements factor into the weight a particular entity or organization or individual has across the Continent, and help define the four most common archetypes within common parlance across Emmeron.   Political: Political power is just what it sounds like. Kings, queens, mayors, representatives, tribal chiefs, diplomats, etc.--these are the individuals who wield the rule of law and governance over a body or bodies of people(s). Each member of a political ruling class or holding some governance title has a different level of weight in the grand chess game of politics. Kings and queens lord over lesser nobles and leaders. Locally, mayoral positions, or eldermen may serve as the primary law-makers for frontier settlements. Those with political power influence the daily lives and processes of their subjects, or those under their purview. They control trade agreements, taxes, declare war, design codes of conduct for citizens...everything one would expect from a ruling class. However, there are those with less obvious political power, who may still have the ear of those with greater power. For instance, advisors may wield political power through a combination of political wit and influence. While they directly help shape political processes, they do not wield any significant political power outside of their appointed roles.   Scholarly: During the Hallowing War, much of the continent's history and technological advancement was buried under the brutal savagery of the abyssal hordes. Much of what was known was lost. The great libraries, the wonders of the pre-Hallowing War era, much of it was cast back into the shadows of memory. Now, nearly a 1,000 after the great war, the continent has struggled to regain this wisdom. Scholars are chided as being largely outside of societal concerns, as they keep their noses dug into ancient tomes, or singe their eyebrows with potent experiments. But there is always a reverence and respect for the scholarly classes, as they are the ones who have worked to bring the Continent of Emmeron back into a livable state. Scholars may be mocked socially, but when ill circumstances occur, or when problems need solving, they scholars are the first to be called, even before the governance classes.   Might: This form of power refers more to physical force, and exertion of this force in moving towards goals. Several examples of this form of power exist among organizations and figures across Emmeron. For instance, the Brotherhood of Seven routinely exerts physical force against Unhallowed threats, through the use of their Order of Inquisitors. Rulers from the political power faction may utilize large armies to exert control or solidify their political agendas. Largely force is used in local settings to keep monstrosities at bay through Hunters Guild contracts, town guard, and other physical deterrents. Physical might is often seen as the greatest power in Emmeron, as so much of the landscape is barren of civilization, law, and filled with monstrosities from the Void. Physical might is how one defends themselves and others and has become a frequent necessity across the grimdark landscape of Emmeron. Those who cannot or will not exert might and physical power, often find themselves enslaved, dead, or worse in the wilds of the world.   Influence: While might may be the most commonly accepted "leader" with regards to the hierarchy of power across Ebilar and the Continent, influence is really the most surgical and effective means of power. Those with influence can sway kings, diffuse tense situations, send others to complete tasks, rally a populace, etc. Those able to wield sufficient influence deftly, can reshape the world over time and in very specific and intentional ways. Throughout Emmeron, it is really those with influence (many of whom hold no title, wealth, or physical prowess, save for their social connections) who keep the gears of civilization turning. These are also the individuals who pose the biggest threat. Many organizations, such as the Daughters of Dusk and Brotherhood of Seven leverage influence in order to affect change, for good or for evil.    

Silver Wave: Frontiers

    The continent of Emmeron is filled with wide stretches of unpopulated terrain. This is a result of the Hallowing War and the War of One-Hundred Kingdoms and the Great Famine which scoured the remaining population in the decades after the Hallowing War. Named here are a few of the more prominent or iconic frontiers across the Continent:   Map is a work in progress:
The Continent of Emmeron
  Ballock Desert Lands: The Ballock Desert is both the largest region on the Continent and is the most significant representation of frontier lands across Emmeron. The name of this region is used more colloquially than it is meant to be a literal description. Much of the lands here are not the stereotypical sand dunes and cacti inherent in most people's visions of a desert. While they qualify as desert lands based on the lack of rainfall, most of the region is covered in rock plateaus, dirt plains, rolling hills, and savannahs. However, due to wind patterns across the Continent, air is captured between the mountain ranges which frame the Ballock Desert Lands, keeping the region in a state of still heat. The sun does not dissipate its heat as effectively here as in the more coastal regions. However, this effect lessens the closer one gets to the mountains near either coast. Thus, the most true-to-form desert experience in the Ballock Lands is near the central strip of land that runs diagonally from the Shattered Isle to the border of the Winter Lands in the northeast. Most of the "true civilization" of the Ballock Lands exists at the base of the Uthaol Mountains in the Southeast in the plateau city of Spaayir Uthaol under the shade of the Pick Spires. Between this bastion of desert culture and the Malestrom Coast, there is little in the way of civilization. Several cultures exist throughout the wide swath of desert, following codes unique to each nomadic tribe and small village. However, there is little-to-no enforcement of common law. This region represents one of the most untamed and dangerous regions on Emmeron. The primary reason for settlement in the Ballock Desert Lands by non-native individuals is typically the chances at the wealth that the region provides. Throughout its sprawling domain, there are rich veins of gems, gold, miscellaneous ores, and other natural resources used daily by all races across the continent of Emmeron. Laborers can make a very decent living working the mines and quarries in the region for a few years, often making enough to establish a comfortable life elsewhere; that is if they can endure the hard labor.   The Sundered Path: The Sundered Path is a large gap between the Grey Rise Mountains and the Unresting Peaks on the Maelstrom Coast. It also serves as the primary path of travel between the grasslands and forests of the Malestrom Coast and the Ballock Desert Lands. Along the path, several small villages have popped up. Despite the prominence of travel through the villages of the Path, very few merchant caravans remain long enough to sell their wares en-masse. Thus, the region has remained financially unstable, and villages here serve as mere waystations towards greater wealth in the more populated regions of the coast. Given the sparseness of the population, and frequency of merchant travel through the area, it has become a rather treacherous area due to bandits and creatures that stalk along the bases of the bordering mountain ranges. Often, individuals from other places do not relocate to the Sundered Path, they simply pass through on their way to greater adventures.   Tempest's Reach: Tempest's Reach, or more commonly referred to simply as 'the Reach' is a large stretch of grasslands and forests that span the region between the four corners of Amva Naequa to the north, Mistwick to the west, the cliffs of the Shield Coast to the south, and the Sundered Path to the east. This large region is populated with several small towns and villages throughout, however, the rule of law is often less rigidly enforced here. Life is fairly decent though for settlements in this region, as the weather is typically milder at this distance inland, and the rich soil is perfect for growing crops. This region serves as one of the primary breadbaskets of the continent and thus is mostly plagued by creatures, rather than people. Given the richness of agricultural opportunities and lack of oppressive oversight, many seek lives in the Reach to live more freely than those in cities. Others seek solace in the sparse population, either fleeing the consequences of past transgressions, or seeking wealth and adventure by hunting the denizens of the Reach. Many often stay in the region as bounty hunters or members of the Hunters Guild.   The Wild Lands: The Wild Lands consists of a large region of land southeast of Spaayir Uthaol on the eastern coast of the Continent. These lands are populated with thick jungles and mysterious creatures. Serving as a point of intrigue and mystery, many adventurers have sought riches and fame by organizing long treks to this uninhabited region. Many never return. Those who do, come back with stories of monstrous beings and remnants of ancient civilizations that either serve to terrify or amaze; sometimes both at once.    

Gold Wave: Relics

  I realized, reading many other authors' articles that I was doing a considerable amount of prose for these prep assignments. I was struggling a bit to get started this week and decided to take a page from the Camp Chill playbook. I decided to settle down my writing this week, and come up with a few prompts as starting points for July, rather than work to try and flesh something bigger out. My goal is to simultaneously begin fleshing out some elements for story arcs in my Unhallowed novel series that I am currently working on. Here it goes.
  • Sword used by Yaelman Hamnet during the Hallowing War. Where is it? What does it look like? How did it end up wherever it is?
  • The Eye of the Void: There needs to be an artificial means of accessing the Void besides the Void Mirrors. It is an ancient stone portal used by Vilhan Dakronias at the beginning of the Hallowing War. Where is it located? What does it look like? What happened to it to shut it down? What, if anything has happened since, to this device? Who knows about its existence?
  • Cryptbane is a magical glaive wielded by Aibel Amel, a primary character in book 1. How did this item come into his possession? Assuming the glaive was wielded by a villain from whom he took it, are there any curses or ill effects of wielding the glaive?
  • Religious text of the Daughters of Dusk or Champions of the Immoral. What is its significance within the rituals and structure of these organizations?
  • The Periospire has a long history of scientific and arcane inquiry, particularly in the field of astrological sciences. Is there a particular device(s) or relics that they use in some sort of scientific pursuit regularly? Is there some tool that advanced their fields of study? Or even, could I describe a history of some of the major constellations that are used in their exploration of the stars? What was their biggest failure with regard to scientific advancement?
   

Diamond Wave: Communication

  During the Hallowing War, the combined forces of the humans, elves, dwarves, and other Hallowed races, fought side-by-side to repel the Unhallowed invaders. As a result, a common speech began to develop, in order to communicate between forces. Not every culture retained this common speech, but some form of it persists in many of the regions of the Continent. This common tongue, referred to as Emmerine, after the demonym of those living on the Continent, is used in many forms of trade, scientific dissemination, diplomatic matters, etc., and uses a combination of human, elvish, and dwarvish in its construction. There are still differences dialectically across the different regions of Emmeron. For instance, the people of the Desert Lands use a form of Emmerine that they call Avisrine (Common Wind) which further integrates colloquialisms and idioms from the languages of the nomadic Desert tribes. The overall structure and dictionary are largely the same, with slight differences in prosody, flow, and syllabic emphasis.   Many of the methods of long-distance communication that were described in pre-Hallowing War texts have been lost. Long-range communication across the continent is largely executed via bird messengers, postal couriers and riders, ship-based mail crating, and through rare magical means such as communication stones (however these are extremely rare). Some cultures across the continent have devised methods of visual signaling, which allow fast line-of-sight communication between towns or outposts. Smoke signals and bonfires, placed strategically, and manned by small units at remote outposts, offer some measure of warning for imminent danger. Other cultures, such as the mountain dwarves, have placed large metal rubes throughout their vertical underground constructions. These tubes, when struck at a correct angle and with the correct force, will produce unique resonant sounds, which carry through the tubes to lower levels. This allows fast messaging between the mine levels and housing within their mountain strongholds.   There are several organizations throughout Emmeron that use more sophisticated means of long-distance communication. The scientists of the Periospire, for instance, use a communication stone to share messages directly with senior officials, scientists, and organizations across the continent. No one is entirely sure how the stones work, and they are extremely sophisticated to produce. New stones require a crystalline ore from meteors, or Ghost Ore as the primary material. Because of the rarity of the stones, information disseminated from them is restricted to only those with access to the stone. An interception from other outside sources is impossible. However, without great training, it is difficult to send to only one destination at a time, and thus, information may bleed through to other stones across the Continent.   The Brotherhood of Seven is another organization that uses Ghost Ore in the construction of communication devices, however devices of a different sort. Namely, the Brotherhood has devised a way of communicating directly with individuals carrying a token or object, with a unique profile. Some of the more veteran inquisitors employed by the Brotherhood carry a small object with unique markings, weight, and design. These are registered with the Brotherhood, and through careful preparation, Council members can review the register of objects to communicate directly with the object holder through specially crafter messaging stones, paired to the object. This acts as a sort of telepathic link for long-distance communication. However, the psychic toll on both parties is extremely high, and requires rest and recovery after prolonged use as it is believed the objects use magic tied to the void. Highly sensitive information is rarely discussed this way.   For particularly sensitive information, birds and couriers are often still used. The risk of interception is present, but less volatile than other known forms of communication. One tradition across the Continent is the use of wax seals. Typically, organizations that send secret or discreet communications will utilize a predefined code in their writings and messages. The cipher of this code is typically ascertained by subtle variations in the seal, that only those familiar with the code will recognize. As such, many higher-ranking officials have several seals produced of their crests, each with subtle changes to the patterns and aesthetic, which they use to mark the sealed letters and label the cipher. As such, seal meanings are a closely guarded secret across Emmeron.  
 

Summer Camp 2023: Prompt Responses

 

Event Name

Summer Camp 2023

Author

PrestontheDM (Michael)

Progress

Copper: Power
8 out of 8
100%
100%
Silver: Frontiers
7 out of 8
88%
88%
Gold: Relics
0 out of 8
0%
0%
Diamond: Communication
0 out of 8
0%
0%


All Articles
15 out of 32
47%
47%

Copper: Power

8 Prompts
2 Wild Card Prompts

Silver: Frontiers

8 Prompts
2 Wild Card Prompts

Gold: Relics

8 Prompts
2 Wild Card Prompts

Diamond: Communication

8 Prompts
2 Wild Card Prompts

Prompts

Copper: Power

Prompt 1
Organization
A powerful organization in your world.
Prompt 2
Settlement
A seat of power (of any kind).
Prompt 3
Material
A resources that provides fuel or power.
Prompt 4
Species
An animal associated with, or symbolizing, power.
Prompt 5
Ethnicity
A culture that has suffered under the rule of a stronger nation.
Prompt 6
Military Conflict
A conflict between two unequal powers in your world.
Prompt 7
Rank/Title
The title and responsibilities of an important person in your world.
Prompt 8
Natural Law
A destructive natural or supernatural event.
Wild Card Prompt 9
Species
A species known for its mischievous personality.
Wild Card Prompt 10
Tradition/Ritual
A popular summer tradition that involves art and creativity.

Silver: Frontiers

Prompt 1
Geography/Location
Description
Prompt 2
Select Type
Description
Prompt 3
Profession
Description
Prompt 4
Species
Description
Prompt 5
Species
Description
Prompt 6
Material
Description
Prompt 7
Character
Description
Prompt 8
Tradition/Ritual
Description
Wild Card Prompt 9
Building
Description
Wild Card Prompt 10
Select Type
Description

Gold: Relics

Prompt 1
Select Type
Description
Prompt 2
Select Type
Description
Prompt 3
Select Type
Description
Prompt 4
Select Type
Description
Prompt 5
Select Type
Description
Prompt 6
Select Type
Description
Prompt 7
Select Type
Description
Prompt 8
Select Type
Description
Wild Card Prompt 9
Select Type
Description
Wild Card Prompt 10
Select Type
Description

Diamond: Communication

Prompt 1
Select Type
Description
Prompt 2
Select Type
Description
Prompt 3
Select Type
Description
Prompt 4
Select Type
Description
Prompt 5
Select Type
Description
Prompt 6
Select Type
Description
Prompt 7
Select Type
Description
Prompt 8
Select Type
Description
Wild Card Prompt 9
Select Type
Description
Wild Card Prompt 10
Select Type
Description



 
Dewy Diamonds Badge by Strixxline
Camp Feral Badge by Strixxline
An illustration of young adults camping; one is roasting marshmallows, one is playing guitar, one is drinking a warm drink. There is a ghostly form hovering over them. It is badge shaped and reads World Anvil Summer Camp, Spooky Shenanigans 2023
Spooky Shenanigans by Haly, the Moonlight Bard

Comments

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Jun 9, 2023 13:47 by TJ Trewin

Wooo CAMP FERAL!! And first summer camp, too! You'll have a blast :D Good luck on your quest for the sparkly diamond badge!   What article template(s) do you enjoy writing for the most?


Journals of Yesteryear


Follow me on Bluesky for more pixel art :D
Jun 9, 2023 17:58 by Michael Huttar

Hey! Likewise, I hope you have fun on your summer camp experience this year, too!   Honestly, I really like working with the species template. One thing I've been fleshing out more this year is my Bestiary for Ebilar. It's been fun trying to develop a large list of critters for the different biomes and cultural tones of the Continent.   How about you? What's your favorite template to work with?

--Michael P. Huttar, PrestontheDM
Jun 9, 2023 18:16 by TJ Trewin

Ooo I love reading about species! I've really been enjoying geography templates but also recently conditions!   Hopefully we'll both have a good mix of all of those in the upcoming summer camp prompts :D not long to wait now!


Journals of Yesteryear


Follow me on Bluesky for more pixel art :D
Jun 9, 2023 19:46 by Michael Huttar

Yeah, hopefully we get a good mix! Bring on July!!!   I enjoy the idea of geography work, but I tend to want to get sucked into working almost exclusively on iconic or significant landmarks, rather than on the more common elements of geography.

--Michael P. Huttar, PrestontheDM
Jun 20, 2023 20:28 by Haly the Moonlight Bard

Just like there's no wrong way to eat a Reese's (so long as Reese is a consenting adult, LUL), there's no wrong way to world-build. On the days when the words flow, let them flow. And on the days when they don't...well, that's a good day for reading!

Haly, the Moonlight Bard

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